Tuesday, July 21, 2009

Pile of Gems: Kodu- XBL Community Games and PC



Since it was first announced at the 2009 CES, I have eagerly awaited the release of Microsoft Research’s game creation tool/game, Kodu Game Lab. Having forked over the five dollar entry fee, I am stunned that this game doesn’t have more buzz around it. When I first watched the twelve-year-old Sparrow put together her own game at the Microsoft keynote I was skeptical, however, very interested. Now that I’ve created my own third-person single quest RPG, affectionately named The Golden Apple, I’m entirely convinced that Kodu is both as simple and fun to use as the original promises. Although my creation took quite a bit of time, about seven hours, the actual creation part is really as simple as creating your world via a detailed terrain editor, dropping in structures and characters, and then visually programming your game through icon clad radial menus.
Despite its ease of use and detailed settings customization options, I feel I was a bit misled regarding the game’s level of depth. In my anticipation I had dreamed of recreating my 8 and 16-bit favorites and had devised numerous fresh IPs, but because of a low asset budget represented by a thermometer combined with a very limited supply of programmable assets, Kodu suffers from a serious Molyneux complex: promising a ton of pie-in-the-sky awesome and delivering only a sliver of pie held to the ground by the tether of technological limits. If you want to create any sort of world with more than a few assets and each having more than a few lines of code, you’ll find that your terrain can’t be much larger than maybe half the size of Fallout 3’s Megaton, excluding building interiors. This is not to say Kodu is bad, I also like Black&White and Fable, I just mean that it is far more limited than I expected, and those expectations may be entirely of my own design. In addition to the editor, Kodu also features a friend sharing system and a supportive developer with a patch already in the works. Hopefully they can look into adding more content to the basic tools in the future. For what it is, a five dollar visual programming language and game editor, Kodu is an absolute steal for any XBL Community Games or PC gem hunter.

As a side note, in order to play the game at all you must have your privacy setting set to allow all user created content.

Thursday, June 25, 2009

Red Wiing of Death

Yesterday I was stricken for the third time by Microsoft’s evil conspiracy to insure that I don’t have a functioning Xbox by next hardware cycle, I am of course referring to that nocturnal thief, The Red Ring of Death. I did everything in my power to prevent it. I kept the system horizontal to maintain the most efficient airflow, I regularly dusted it and kept it away from other sources of heat, I even painted lamb’s blood across my doorframe, but nay, my dark mistress was taken from me in a violent flash of gray death on my LCD. As I anxiously await a replacement (Jasper please?) I will not drone on about my disappointment with the entire situation, as by Box five I have come to understand that anytime spent on an Xbox is borrowed, however, precious. Besides, there is a silver lining behind even this cloud, I recently bought Super Mario Galaxy for the Wii and have been too distracted by XBLA titles to try it out. Now I’ve got at least three to four weeks to get bosom acquainted.



In the past I’ve dabbled with the Wii, seeing it as more of a novelty than anything else. I’ve enjoyed Wii sports and I played a bit of a friend’s copy of Twilight Princess, but something about the mechanics have always seemed gimmicky and tacked-on. While the tacked-on nature of the controls still holds true at times for Super Mario Galaxy, certain pointing features of the Remote and basic analog movement is spot on. Over the last forty-eight hours I’ve given about ten to my favorite plumber, and by now I have no trouble seeing why it is the most critically acclaimed title on the platform. While most Mario experiences are merely iterations upon the predecessor, this version, at times, literally turns convention on its head.

Taking a page out of Super Mario 64’s book in terms of style and presentation, Galaxy is 64’s ultra-polished cousin. I say cousin as opposed to sibling for the tangible difference in the central mechanic of platforming, both how and where that takes place. Launching from the hub world, Mario lands in a selected galaxy filled with tons of small, close orbiting planets that Mario must navigate via launch stars, gravity wells, and of course, giant vines that explode forth from the earth. While the planets vary in size, each is relatively small compared to the size we traditionally associate with the word planet. What makes the platforming so fun is that each planet feels entirely hand-crafted and is completely traversable, forcing the player to utilize multiple hemispheres to reach the power star.

In addition to a revolutionary approach to the genre, Super Mario Galaxy also brings with it all the standard chattels we have come to expect from the beloved icon. One complaint I do have is that after ten hours of play, I am surprised by a feeling I don’t recall ever feeling with Mario, boredom. I can’t quite pin down the exact reason, but I think the primary culprit is difficulty. Super Mario Galaxy is very easy, at least four of six grand stars in it is. During my early romps with the game I was so taken by nostalgia coupled with interactions I had never experienced in a video game that I didn’t notice how quickly I was breezing through it. Now, with my yearning to play Point Lookout for Fallout 3 at fever pitch, my ability to freely roam the galaxy with seemingly unlimited lives has left the uber-polish, top-notch camera, excellent platforming, and jaw dropping level design (pardon the clichés) just a bit soured by a feeling that there is no stopping my butt-stomping onslaught across the galaxies. Sheesh, power, a threat to power, what do you people want?

Photo from here.


Following your acquisition of the fourth grand star, the difficulty seriously ramps up and ever subsequent power star feels hard-won, that's a good thing. On the negative, since when is fireball Mario a timed power-up?

Thursday, March 12, 2009

The Boys are Back in Town



From the ashes of the 1UPocalypse, Area 5's flagship show, CO-OP, has been signed by Revision3 and will actually be a profitable show now. They will be premiering a new show every Tuesday from now until they run out of money, so throw the guys a bone and download it yourself. You can find it here (of course), on their site, or you can subscibe via iTunes (Zune Marketplace pending) and their YouTube Channel. This episode looks into the quirky stretching and pooping of Noby Noby Boy and the cinematic action of the hottly touted Killzone 2.

Wednesday, January 28, 2009

Review: The Maw-XBLA

In this new and infinitely cute twist on the tale of a boy and his dog, the short-stuff, six pupiled Frank is accompanied by Maw, a one-eyed purple blob who has been touted as the most dangerous creature in the universe for his ravenous, all consuming appetite. The goal in every stage is to lead Maw around via energy leash to be fed until he is large enough to eat the level's special creature(s) which will allot him a special ability, ultimately granting access to the exit.

On top of this basic design the developers at Twisted Pixel have fleshed out a vibrant and quirky world that is brought to life through the often hilarious duo. Though it may just be a low level AI to blame, Maw's dumb dog mentality is spot on and one can't help but smile when he strays a bit, only to come panting back, flailing green tongue and all, to Frank's high pitched call.

For 800MS Points (US$10.00) and 145MB of your storage space, The Maw delivers simple puzzle and platforming on the most basic level of enjoyment. It is the pinnacle in comfort gaming in that there are no deaths, only setbacks, and there is always a clear path to victory. That being said, The Maw does lack the level of difficulty that veteran platformers may desire, and the game's puzzle aspect is often too straight-forward to merit elegance. Even so, for this bargain price that also includes two unlockable gamerpics and a premium theme, The Maw is well worth your space bucks.

Sunday, January 25, 2009

Spore is fun...mostly.

Today, after having already submitted Spore to the pile of games I would never return to, I did a curious thing; I loaded it back up for another spin. What I found was that I was genuinely enjoying my experience; which puzzled me because I distinctly remember being disappointingly underwhelmed upon my first encounter with the highly anticipated and still very popular, if not pirated, title.

What I have determined from my ponderings is that on my initial play through I had ignored facts in exchange for hype and evolutionary fantasy. The facts I'm referring to are the ones that tell me that since Mr. Wright moved from the moderate intricacy of Sim City to the tame "game play" of The Sims, Maxis is yet to produce anything that appealed to my veteran gaming palette.

Despite this, I had convinced myself that Spore would be an awesome, open-ended RTS/RPG hybrid that would redefine the gaming landscape. What I found, however, was something, arguably, much less. Indeed, in many ways I felt downright gypped. I'm not writing this to make some argument about the industry's hype engine or even berate developers for the occasional embellishment about a game's features. No, all I really wanted to note is that being separated by the game's hype and unfulfilled promises for many months now, Spore isn't all that bad.

When taken as it is, a much more docile creature than the media, and my mind, had evolved into being, I had a good time with what I was doing rather than thinking about what I thought I would be doing. For better or for worse, I think the media actually had a lot to do with my disappointment in Spore. Honestly, this is a bit of discomfort to an aspiring games journalist. On the other hand, perhaps the fact that the latest patch causes my system to crash every time I start the game is a sign that Spore is merely an anomaly meant to make me a more observant, if not more open-minded gamer.

Thursday, January 22, 2009

1UP Show lives through Area 5's CO-OP


The former members of the 1UP Show have created their own production company dubbed Area 5 and have begun production of their new show CO-OP. You can check out the first episode here, but be sure to visit their website and YouTube Channel to show your support.

Tuesday, January 20, 2009

Review: Knothole Island-XBLM

After nearly a month sitting idle, I resurrect my copy of Fable II to try out the games first (and I hope not last) piece of downloadable content. Having been on a Fallout 3 marathon for quite some time, it takes a few minutes to reacclimate myself to the more colorful, albeit less comprehensive world of Albion. After virtually farting around a bit (literally), I follow the beloved golden bread crumb trail to a quirky inventer from the island of Knothole who informs me that his community is having a bit of weather trouble.

After accompanying my liaison to his home via modified barrel submarine, I am strinken both by the excitement of revisiting a world I love and a mild and likely ill-placed disappointment at such an unextravagant opening. Really, what do I expect in a .5 Gigabyte download for $10.00? Three new achievements will do.

When it's all said and done, I have mixed feelings about my most recent experience in Albion. Most of all, I feel refreshed after spending so many bleak hours in Bethesda's wasteland, but I also feel a bit unfulfilled. After a meager three dungeons featuring similar and monotonous "puzzles" and a bout of badies that appear to be nothing more than foggy spirit forms of those found in Ablion proper, I can't help but want more. On the other hand, the download includes all new checky voice acting and a plethora of new potions, weapons, and other garb with which to outfit yourself.

In retrospect, I think my disappointment came not form the lack of some grandiose set-piece at the journey's outset (weather changes serve as such later on), but at a lack of guidance in a game that has not-so-discreetly held my hand for nearly every moment up to this. It's not that I need (or want) hand-holding in my games, but in Fable I think many have just grown to expect it. The best example of this is in the DLC's promise to restore a loss that those who have made certain choices may have suffered. This Resurrection Shrine, as it has been called, is nowhere near obvious and while this can be frustrating enough for those who bought the DLC specifically for it, it troubles me most to think that less savvy gamers could entirely overlook such a huge piece of this new location. Again, I understand that exploration is often a big part of gameplay, but Fable II has always seemed to promote a somewhat guided bent on exploration, and, for me, it therefore fails at neglecting such an important piece of its content.

Having said this, I still can't help but feel that my money was well spent. Overall, I had a fun experience and look forward to collecting all of the new treasures available from the unique Box of Secrets shop. Despite my qualms, this is a decent, if not a more of the same, adventure in an already bustling and realized world.

P.S. Lionhead, keep em' coming!