Lately, Irrational Games has been teasing the upcoming Bioshock Infinite with a series of behind-the-scenes looks at enemy designs from in the game. I loved the Big Daddies and Splicers from the first two Bioshock games, but Infinite's baddies take creativity and weirdness to a whole different plane. And I love it. The most recent enemy revealed is the Boy of Silence, but you can also check out the Handyman and Motorized Patriot below.
Boys of Silence:
Handyman:
Motorized Patriot:
There's a number of reasons that Bioshock Infinite is one of the games I am most excited for this year. The enemy designs are only a part of that equation, but they have not failed to impress me yet, so here's to looking forward to more trailers!
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Tuesday, March 20, 2012
Monday, March 19, 2012
Pokémon White journal - entry three
Litwicks. Litwicks everywhere (in Celestial Tower).
If there is one thing that I feel has dragged down the Pokémon White experience thus far, it's the gym battles. Not the battles as a whole; rather, the fact that each gym leader has one Pokémon with a somewhat cheap one-hit-kill move that they tend to spam over and over. In the grand scheme of things, it's a minor complaint. But it's also a significant change from gym battles of previous games, and I can't say it's exactly the best choice. It presents a few roadblocks in what is otherwise the smoothest journey through any region of the Pokémon world.
I've come to realize that the types of Pokémon that are in abundance in White version require me to take a much different approach in building my team than Soul Silver did. Frankly, I think that's a good thing, as it forces me to use different combos and attack/defense strategies. I practically never used any ice types in previous gens, but Vanillite is quickly proving to be a valuable member to my team. The other four key members are Samurot, Darmantian, Zebstrika, and Archen. As for the sixth team member, I tend to change it up. I'm planning to test Elgyem's abilities next.
I have noticed an increase in the number of battles on the routes between cities and even in areas like Celestial Tower. It is nice of Nintendo to place a nurse every so often, so that you are not forced to spend all of your money on revives and super potions. Some areas prove quite a long haul, with one battle after another forcing your trek to a slow grind. But the experience points you can rack up in the process is well worth it.
As a side note, while I do find most of the team Plasma grunts to be pushovers, there are a few that have put up a decent fight - at least, better than Team Rocket's goons ever could. Plus, Team Plasma's theme song is awesome - my second favorite of the 'team themes', next to Team Galactic's.
Labels:
DS,
Game Freak,
journal,
Nintendo,
Pokemon,
RPG,
White Version
Pumped for Jet Set Radio
I know the re-release of Jet Set Radio on PSN and XBLA isn't really new news at this point. But I did want to make a point of giving you all a heads-up that I will be downloading this upon its release (and will follow this up with a review). I never played Jet Set Radio when it was out on the Dreamcast, but I'm really intrigued with the whole concept of the game. I love games that dare to be bold and artistically-driven, and I can't wait to see what it's all about come Summer time.
Labels:
Dreamcast,
gaming update,
Jet Set Radio,
PSN,
re-release,
Sega,
XBLA
Sunday, March 18, 2012
XBLA review: Sonic CD
Sonic CD has earned something of a cult following over the years. It has quite a reputation behind it from those who played it upon its initial release. But it is also one of the most difficult-to-find Sonic games, due to the fact that it has seen a very limited number of ports and re-releases since its 1993 debut. Now that it's available on Xbox Live, Sonic fans can experience it themselves for a reasonable 400 Microsoft points.
Sonic CD introduced a new mechanic to the series that was pretty groundbreaking for its time. Each level has different gates scattered throughout that will allow the blue hedgehog to travel backwards or forwards in time. Bonus levels also return, albeit considerably differently than their Sonic 2 incarnations. This time around, Sonic can roam around a 3D plane and destroy floating UFO-like machines. These two elements allow each player to tackle levels differently with each playthrough, and are the key components to creating a 'good future' wherein Robotnik is defeated and the world saved from his mechanical creations. It's a very interesting concept and works well, presenting an extra bit of challenge as players must find an area that will allow them to build up enough speed in order to successfully time travel.
The level designs are gorgeous for their day, with plenty of color breathing life into jungle cliffs and underwater mines. Most of the future levels reflect a 'science gone wrong' motif, with lights, wires, and metal in abundance. This XBLA re-release comes with the original Japanese music. The soundtrack sports some kickin' tunes, and is easily one of the best in the entire series.
Sonic CD does fall to one shortcoming, and that is the challenge factor. While each level is designed well and presents a consistent increase in difficulty, the same cannot be said for the boss fights. Each of Robotnik's machines is aesthetically creative, there's no doubt about that. But if you've played any of the old school Sonic titles, each of the encounters with Robotnik will be a cake walk. If you're only marginally familiar with the series, they will still prove rather easy. Conversely, the boss fight against Metal Sonic is not only the best in Sonic CD, but among the best in the entire Sonic series.
Outside of the main game is time trial mode, which allows players to visit all of the stages and any of the three acts that comprise each of these. It is a nice inclusion for old school fans who enjoy revisiting levels to beat their own high scores. And for a game from 1993, it's an acceptable bonus game mode. For fans of the older entries in the Sonic the Hedgehog series, this one is worth checking out.
My rating: 8.75 (out of 10)
Saturday, March 17, 2012
Top 5 Ugliest Pokémon
Everyone has their favorite Pokémon. For some, it is the starter they've been training since they began their journey on Red or Blue version. Others prefer the Legendaries, with a sense of accomplishment in having caught them. And it's not always the move set or attributes that draws players to a specific Pokémon. Sometimes it's as simple as the way a Pokémon looks. Pikachu, Chikorita, and Totodile are just plain cute. Entei, Mewtwo, and Zekrom come across as intimidating due to their awesome designs. But there are some Pokémon, however few and far between, that are downright ugly.
#5 - Pinsir: I always viewed Pinsir as something of an alternative to Scizor. Whereas Scizor was sleek, shiny green, and had his blades attached to his arms, Pinsir was stout, a solid brown, and had pincers sprouting from the top of his skull. Pinsir looks like an insect version of Mr. Potato Head, and apparently somebody decided to put his body parts in the wrong spots. His mouth is also rather eerie - no living thing should have teeth that grow horizontal like a rib cage.
#4 - Lickilicky: There are a few Pokémon over the years that have been treated to an unnecessary next stage of evolution. Lickitung is one such Pokémon. He was certainly odd when compared to the rest of Gen I, but I always felt he stood fine on his own. It was a bit challenging to ascribe a particular theme to him, and apparently Nintendo felt the same way. So what did they decide to do? Inflate him until he was barely recognizable. Lickilicky might want to give Wilford Brimley a call.
#3 - Loudred: Loudred is part of an evolutionary line whose theme is sound. So the fact that his mouth makes up the majority of his face, and subsequently the majority of his body, is kind of a fun play on that concept. But he's certainly not the prettiest Pokémon in the tall grass. His teeth appear infantile, his ears like speakers, and as a whole he looks like an ugly alien toddler.
#2 - Jynx: I've never really been sure of what to make of Jynx. She kind of creeped me when I was a kid, the only Pokémon I thought I was scary-looking without really needing to be. Yes, Gengar is certainly a creepy looking Gen I Pokémon, but that's deliberate - he's a ghost. I think Jynx was supposed to resemble an opera singer (a bit odd, since Jigglypuff was the one frequently singing in the anime). But the small eyes and the giant lips lead her to resemble some sort of bizarre mock-up of a human - like a caricature. A really creepy caricature. Or a demonic transvestite. Take your pick.
#1 - Garbodor: I know some people rip on the Gen IV and V designs because the physical appearances of many of those Pokémon look very far-removed from the original one-hundred and fifty. To be honest, I like the way most of the newcomers to Black and White look. But dang, Garbodor is hideous. I mean, he is meant to look like a bunch of garbage, and to that end I feel the artists did a wonderful job in maintaining a consistent evolutionary theme. This pile of trash evolves from the weird sort-cute, sorta-awkward-to-look-at Trubbish. But I can't imagine there are many people who look at Garbodor without thinking he's ugly in just about every sense of the word.
#5 - Pinsir: I always viewed Pinsir as something of an alternative to Scizor. Whereas Scizor was sleek, shiny green, and had his blades attached to his arms, Pinsir was stout, a solid brown, and had pincers sprouting from the top of his skull. Pinsir looks like an insect version of Mr. Potato Head, and apparently somebody decided to put his body parts in the wrong spots. His mouth is also rather eerie - no living thing should have teeth that grow horizontal like a rib cage.
#4 - Lickilicky: There are a few Pokémon over the years that have been treated to an unnecessary next stage of evolution. Lickitung is one such Pokémon. He was certainly odd when compared to the rest of Gen I, but I always felt he stood fine on his own. It was a bit challenging to ascribe a particular theme to him, and apparently Nintendo felt the same way. So what did they decide to do? Inflate him until he was barely recognizable. Lickilicky might want to give Wilford Brimley a call.
#3 - Loudred: Loudred is part of an evolutionary line whose theme is sound. So the fact that his mouth makes up the majority of his face, and subsequently the majority of his body, is kind of a fun play on that concept. But he's certainly not the prettiest Pokémon in the tall grass. His teeth appear infantile, his ears like speakers, and as a whole he looks like an ugly alien toddler.
#2 - Jynx: I've never really been sure of what to make of Jynx. She kind of creeped me when I was a kid, the only Pokémon I thought I was scary-looking without really needing to be. Yes, Gengar is certainly a creepy looking Gen I Pokémon, but that's deliberate - he's a ghost. I think Jynx was supposed to resemble an opera singer (a bit odd, since Jigglypuff was the one frequently singing in the anime). But the small eyes and the giant lips lead her to resemble some sort of bizarre mock-up of a human - like a caricature. A really creepy caricature. Or a demonic transvestite. Take your pick.
#1 - Garbodor: I know some people rip on the Gen IV and V designs because the physical appearances of many of those Pokémon look very far-removed from the original one-hundred and fifty. To be honest, I like the way most of the newcomers to Black and White look. But dang, Garbodor is hideous. I mean, he is meant to look like a bunch of garbage, and to that end I feel the artists did a wonderful job in maintaining a consistent evolutionary theme. This pile of trash evolves from the weird sort-cute, sorta-awkward-to-look-at Trubbish. But I can't imagine there are many people who look at Garbodor without thinking he's ugly in just about every sense of the word.
Saturday, March 10, 2012
What's my next 'top five' list?
I'm going to be doing a monthly 'top five' list from now until December, and I'm leaving it up to you as to what the top five list for March is going to be.
Thursday, March 8, 2012
DLC review: Resident Evil 5 - Desperate Escape
While Lost in Nightmares focused heavily on the classic horror aspects of Resident Evil, Desperate Escape does the opposite, presenting a short side story brimming with the tense action that Resident Evil 5 is so frequently noted for. It's also a considerably shorter DLC package. Whereas Lost in Nightmares had a slow pacing centered around solving puzzles and defeating a few particularly strong enemies for more than an hour, Desperate Escape runs for approximately forty-five minutes (depending on the difficulty setting).
The story picks up with Sheva's longtime friend Josh Stone finding Jill Valentine not long after she was rescued from Wesker's control device. Jill has some valuable information for Chris regarding Wesker, while Josh has a contact with a helicopter that can provide them a lift out of the area, which is crawling with Majini. The two will have to fight their way through the plagas-infested horde to get to safety, and each area layers on to the presentation of an uphill battle (both figuratively and literally). Despite the sizeable number of Majini that appear in Desperate Escape, this feat is quite easy. Only a few sections present noteworthy difficulty, adding turrets and a handful of the stronger Majini into the mix.
This DLC is entirely devoid of any puzzle elements. Any keys players need to acquire will be placed immediately preceding the door they unlock. However, certain gates are barred shut and players will need to temporarily leave their partner behind to unlock them. But only one of these is presented at a particularly tense moment, leaving the rest to seem somewhat trivial. The element of challenge best represented in Desperate Escape is supply management. Players will need to determine who gets what weapon, and what ammo they are going to use as there is not an abundance of health or ammo throughout.
A new character named Doug is introduced early on, a friend and colleague of Josh's. He serves primarily as a plot point, being the pilot of the helicopter that is en route to pick up the two lead characters. Near the end of the DLC, Capcom tries to draw some emotional connection between Doug and the player, which ultimately falls flat due to the fact that the experience is so short.
Desperate Escape is an interesting experiment on Capcom's part. In many ways, the tense atmosphere of this DLC is reminiscent of The Mercenaries mini-game. But as a side-story to Resident Evil 5, it is significantly lacking in a few areas. The whole scenario presents an adrenaline rush, but not a single scary moment. It's also not that difficult, though Capcom might have been able to mask the lack of a challenge by including quick-time cutscenes - again, these are entirely absent, though there are a few segments that practically beg for them to have been incorporated. Given the fact that Josh and Jill's run to safety is territory that was more familiar to fans of Resident Evil 5 than the incident at the Spencer Estate prior to the release of the DLC, Capcom did a decent job. But it is just that - a decent job; nothing outstanding here.
My rating: 7.25 (out of 10)*
*(rating applies solely to downloadable content, not its inclusion with the content on the original game disc or other downloadable content)
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