Super NES Wii Controller, Super Famicom Retro Relive

August 31st, 2008 by hiphper

The Super Famicom (Super NES) Wii Classic Controller is perfect for playing retro VC SNES games such as Street Fighter and Super Mario. A not-for-sale item from Club Nintendo, this Wii accessory can be found for sale on eBay.

Will you grab one?

Wiilink

Share This

hiphper 0
wowgoldeu 1
hiphper 2
hiphper 3
hiphper 4
hiphper 5
wowgoldeu 6
hiphper 7
wowgoldeu 8
wowgoldeu 9

Design Lesson 101 - Boom Blox

August 31st, 2008 by hiphper

-[’Design Lesson 101′ is a regular column by Raven game designer Manveer Heir. The challenge is to play a game from start to completion - and learn something about game design in the process. This week we look at Steven Spielberg’s first foray at an original game for the Wii: Boom Blox]

The name Steven Spielberg is synonymous with big Hollywood movies, such as Jaws, Jurassic Park, and Minority Report. When it was revealed that he signed an exclusive contract with EA to produce three games for the next-gen consoles, it was assumed by most that all three games would be like his films: huge blockbusters. So, like many others, I was very surprised to find out that his first title would be a simple physics-based puzzle game on the Wii.

Don’t let appearances fool you. Even though the production values aren’t epic, Spielberg’s Boom Blox manages to produce a very entertaining set of puzzles that can appeal to gamers of all ages. Part of the reason is the fun, kinetic style of play that does a great job of utilizing the Wiimote’s motion features. Additionally, Boom Blox does an excellent job of setting regular, small goals for the player, which is the focus of this design lesson.

Design Lesson: Give regular micro-goals during gameplay, so that the player knows what is expected of him and exactly what to do at all times.

This is a fairly basic rule of design, and complements the design lesson from Sam & Max Season Two, where I talked about the player needing to feel constant progress. Playing Boom Blox re-emphasized this point, so I felt the need to expand on the original lesson.

Boom Blox has a number of types of puzzles within it. Some of the puzzles require the player to topple down structures in the fewest amount of throws. Others require the player to remove blocks Jenga-style for point. There are even some shooting gallery puzzles, that focus on quick reflexes in small amounts of time.

No matter what the puzzle, a couple of things are always true. First, the player is always told exactly what conditions must be met to get a bronze, silver, or gold medal for the puzzle. Second, the puzzles usually last under five minutes. In fact, most of the puzzles take about a minute to complete.

The effect of having such short puzzles, with specific goals, is that the player is constantly aware of exactly what to do at all times. If some of the puzzles took fifteen minutes, you may get frustrated at your inability to make progress or even forget exactly what is needed for a gold medal. If you weren’t told what was necessary for a gold medal, only that it exists, you may have an even harder time reaching that goal.

Think about action games for a moment. How many times have you progressed through a level in a shooter, not knowing exactly what you are trying to do, only because forward is the only way to go? Eventually, you get to the boss or the level objective, at which point you are reminded of why you were running through this particular graveyard on this particular night shooting these particular zombies.

Boom Blox is a completely different type of game, but to me the lesson is still valid. Let the player know, at all times, exactly what to do for the next few minutes of gameplay. String that together enough times, and you are at engaging the player by giving him constant feedback as to his progress.

Boom Blox’s positive feedback results in the unlocking of more puzzles. Completing the first set of puzzles opens the second set, and so-on. One of the more frustrating parts of the game was when I had unlocked all of the single player puzzles, except for one set (“Master Challenges”). The game didn’t tell me what I needed to do to unlock this set of puzzles, so I had to guess.

In other words, I was unsure of my micro-goals that needed to be completed in order to reach my macro-goal of unlocking the “master challenges”. The game told me what I needed to do for all the other unlockable puzzles, tools, and characters, so I didn’t run into this problem until after playing the game for a long time. When it occurred, I got frustrated and looked up what I needed on the internet. It made me realize what a great job the rest of the game had done at setting small, manageable goals for the player.

Spielberg and EA may not have brought us a blockbuster game, in terms of budget, but they have built it from very sound design fundamentals. Boom Blox does an excellent job of setting player expectations up front, with respect to its goals. If its puzzles were longer or the requirements for getting a gold medal unspecified (I’m looking at you Guitar Hero and your inability to tell me what score I need to get 5-stars on a song), the game would have been less enjoyable.

Luckily, the majority of the game focuses the player on small, obtainable goals for completing puzzles and unlocking new puzzles. This makes sure the player is always aware of exactly what to do next, but not necessarily how to do it. This allows the player to make constant progress, which is important to keep a player engaged, and part of why Boom Blox is so much fun.

Bonus Lesson: Destroying things is fun!

This is the other big (and more important) reason Boom Blox is so much fun. There’s not much more to be said about this. Knocking down towers of blocks is just, at its core, enjoyable. It reminds me of being a kid and playing with Lego. More games where I can knock down towers of blocks please!

[Manveer Heir is currently a game designer at Raven Software. He updates his design blog, Design Rampage, regularly. He is interested in thoughtful critique and commentary on the gaming industry.]

wowgoldeu 0
wowgoldeu 1
wowgoldeu 2
wowgoldeu 3
hiphper 4
wowgoldeu 5
wowgoldeu 6
wowgoldeu 7
wowgoldeu 8
hiphper 9

Animated Carousel

August 31st, 2008 by hiphper

You know that I’m always looking for things that are odd and original. I like to spice up my Sims game and I realize that you feel the same way. That’s why I’m always looking for things to share.

I know a carousel might not be everyone’s cup of tea but you have to admit that it’s original and odd and just a little bit cool.

The only catch is that you have to have either Open for Business, Family Fun Stuff or Pets for this to work.

Tags: carousel, Family Fun Stuff, Free Sims 2 Download, Open for Business, sims 2 pets

Share This

hiphper 0
wowgoldeu 1
hiphper 2
wowgoldeu 3
wowgoldeu 4
wowgoldeu 5
hiphper 6
wowgoldeu 7
wowgoldeu 8
hiphper 9

These are the Xbox Live Arcade games (possibly) eligible for delisting

August 31st, 2008 by hiphper

triggerh.jpg

Most of you read or at least heard the Next-Gen interview with Marc Whitten where he revealed some Xbox Live Arcade games will be delisted. The article sparked quite a bit of discussion like Game|Life’s intelligent piece on long tail economics and GameSetWatch’s excellent devil advocate’s opinion regarding artificial scarcity.

 

Gamerscoreblog, written by actual Microsoft employees, confirms the criteria for delisting. Games that have a Metacritic score of 65% or less, been on Xbox Live Arcade for over six months and have a demo to purchase ratio of less than 6% might be pulled from the Xbox Live Arcade catalog.

 

The conversion ratio is the “wildcard” factor. Microsoft has never revealed this data, but just to get some idea of what games could be delisted I went through Metacritic to make two lists. The first is for games over six months old. The second reveals what games might be delisted in the future.

 

The potential delist list:

 

Crystal Quest

Speedball 2: Brutal Deluxe

Hardwood Hearts

Fatal Fury Special

Contra

Marathon: Durandal

Missile Command

Time Pilot

Track & Field

Hardwood Backgammon

Hardwood Spades

Pac-Man

Frogger

Mad Tracks

Root Beer Tapper

Super Contra

Geon: Emotions

Soltrio Solitaire

Rush'n Attack

Aegis Wing

Defender

Rocketmen: Axis of Evil

Double Dragon

Xevious

Gyruss

Asteroids / Asteroids Deluxe

Centipede & Millipede

Spyglass Board Games

Tetris Splash

Ecco the Dolphin

Yie Ar Kung-Fu

Wing Commander Arena

Novadrome

Shrek-N-Roll

Scramble

Sonic the Hedgehog

Street Trace: NYC

TotemBall

Word Puzzle

New Rally-X

Cyberball 2072

Screwjumper!

Yaris

 

The potential delist list of the future:

 

Arkadian Warriors

Tempest

Tron

Boogie Bunnies

Discs of Tron

Triggerheart Exelica

Bliss Island

Brain Challenge

TiQal

Mr. Driller Online

Battlezone

Rocky and Bullwinkle

 

Is there anything here that you would miss?

 

Images courtesy of Warashi and Namco Bandai.

hiphper 0
wowgoldeu 1
hiphper 2
hiphper 3
hiphper 4
hiphper 5
wowgoldeu 6
hiphper 7
hiphper 8
hiphper 9

2008 CGS WoW Arena Tournament Announced

August 31st, 2008 by hiphper

The Championship Gaming Series (CGS) has announced its second annual World of Warcraft Arena Tournament. The top 1,000 3-vs.-3 Arena teams from North America and Europe will be invited to participate in an open-ladder competition running June 9 to June 22. The top two teams from each region will compete in a live final in Los Angeles, California for a top prize of $25,000. For more information, please check the
FAQ. Good luck to all of the participating teams!

hiphper 0
hiphper 1
wowgoldeu 2
wowgoldeu 3
wowgoldeu 4
wowgoldeu 5
hiphper 6
hiphper 7
hiphper 8
wowgoldeu 9

GTA Weekend Wrap Up

August 31st, 2008 by hiphper

Thanks to everyone who attended our community night and played with squidpunch, QforQ or myself, or stopped by the chat room.  We all had a lot of fun dodging cars and bullets, some more successfully then others.  Other then a few connections issues, I think it went pretty well, and it was good to meet some new people.  If you have any other feedback for the event, you can let us know here.

Now onto the winners.  First the T-shirt Drawings.  We randomly chose 4 gamers out of everyone that joined us for the community night festivities.  Each will be taking home a 360voice.com customized T-shirt.  And the winners are…

1. Vector Scalar
2. Jackson The Pro
3. SFU Doom 101
4. DrMuffinStuffer

And finally, our big winner is Feoen who was randomly chosen out of all registered members of the site that played GTA4 this weekend to win a game of his choosing.   If you are one of the winners, please contact us with your full mailing address and shirt size.

Thanks again for all those who participated, we look forward to doing more events like this.

wowgoldeu 0
wowgoldeu 1
wowgoldeu 2
hiphper 3
wowgoldeu 4
hiphper 5
hiphper 6
wowgoldeu 7
wowgoldeu 8
wowgoldeu 9

Just a Bit of Hope for Haze

August 31st, 2008 by hiphper

Mike posted a Haze promo video that about gave me nightmares.

Since I’ve been looking forward to Haze since way back, I had to find a video that presented the game in a more flattering light.

 

Tags: Game Trailer, haze, PS3, Sony PlayStation 3

Share This

wowgoldeu 0
hiphper 1
wowgoldeu 2
hiphper 3
wowgoldeu 4
wowgoldeu 5
wowgoldeu 6
wowgoldeu 7
wowgoldeu 8
hiphper 9

Wrath of the Lich King update: The Nexus

August 31st, 2008 by hiphper


The dungeons section of the World of Warcraft: Wrath of the Lich King web site has been updated with a new dungeon from the upcoming expansion.
Learn more about the blue dragonflight’s home base in Northrend, the Nexus.

Check out the new Nexus page now!

wowgoldeu 0
wowgoldeu 1
hiphper 2
hiphper 3
wowgoldeu 4
hiphper 5
wowgoldeu 6
wowgoldeu 7
wowgoldeu 8
wowgoldeu 9

Column: Chewing PIxels: ‘11th Hour Reviews: PR’s Dirty Little Game’

August 30th, 2008 by hiphper

- [’Chewing Pixels’ is a regular GameSetWatch column written by British games journalist and producer, Simon Parkin. This time - an intriguing discussion of how limited access to Rockstar’s Grand Theft Auto IV may have affected its initial reception.]

Judgments cast before they’d been adequately weighed; words sold before they’d been properly valued; shallow opinions that should have been presented as the first word in a conversation but were dropped with the clacking gavel pound of a conclusion. Yeah, every writer has regrets.

Four weeks ago in this publication I referred to Grand Theft Auto IV’s depiction of immigrants as being more nuanced and sympathetic than that demonstrated by the exquisite Baltimore-set television drama, The Wire.

The exact words were: “[Niko Bellic’s] portrayal should do more to warm viewers to illegal immigrants than any of the (nevertheless awesome) characters in, say, the culturally-acclaimed TV series, The Wire.”

While it seems like a harmless enough statement it was an idiotic comparison considering the heavyweight dramatic nature of the television series and the shits-and-giggles, tongue-in-cheek parody of the videogame.

But what’s really nagged and irritated over the following weeks is that, with a little distance and perspective, the bold proclamation was so obviously made, like so many from within our industry, with the aim of elevating videogames to the respectability of more established (read: accepted) media via bald association.

The opinion piece was written following a short weekend’s playing of the game just prior to its release and, as I’ve played on through the rest of the story, the fault lines in that specific claim have become ever more apparent. While I adore the slow pacing of the first few hours, the way Nico starts off on the straight and narrow and is dragged into the shadows of the American Dream by forces of poverty and necessity, the game soon enough swings into full adolescent-posing-as-adult narrative fizz.

There’s nothing particularly unusual or wrong with that, especially when sat alongside Hollywood’s output, but claiming it has anything particularly meaningful to say about the immigration issue is stretching the game beyond its purpose.

More interesting than this whiny narcissism are the forces that brought about my (and ten thousand other professional) snap judgements of the game.

In the weeks prior to GTA IV’s release, Rockstar made promises that print and online publications would receive early review code so that they might fully ingest and digest Liberty City in order to deliver mature and balanced opinions on its day of launch.

In reality, this was not the case, with precious few publications getting to spend prolonged time with the game ahead of release. The first review of the game came from the UK’s Official Xbox magazine bearing the worrying caveat “based on unfinished code”.

Eurogamer, wise to the fact promises of AAA title retail code ‘a week before release’ are rarely upheld, arranged to play through the game over a period of days in Rockstar’s offices instead (along with a couple of other UK publications). From speaking to other editors and (some of high profile titles) this was not an opportunity offered to all and, when review code failed to turn up the week before release, many were left panicking about how they were going to serve their readers in a timely manner with any integrity.

The reason for the withholding of review code was, according to Rockstar, a result to the game’s leaking onto the internet seven days before its release. Speaking to the company at the time it was claimed that this leak came from an unscrupulous journalist.

As a result there was a lock down on all review code: everybody would get their copy just one day before the game’s release, and, despite the wonky logic (after all the game had already leaked to those with the capability to play it so why punish the many for the indiscretion of the few) there were to be “no exceptions, no arguments”.

At best then, by the time the game had been played, copy written and subbed ready for the Tuesday morning, most journalists (both in the UK and the US) had played for only a few hours, experiencing just a fraction of the game’s content, a situation testified to by various admissions in professional reviews.

Time Magazine dubbed their piece Grand Theft Auto IV: The 6.24% Review while the Associated Press reviewer, Lou Kesten, admitted to having spent only spent eight hours with the game.

Slate Magazine’s excellent Chris Baker admitted he only had chance to ‘scratch the surface of the game’ going on to say in a comment on N’Gai Croal’s Level Up blog: “I couldn’t even attempt to be definitive…it was kinda liberating”.

The BBC noted the phenomenon saying: “Most reviewers were not sent advance copies of the game, and instead had to attend Rockstar offices or sit in booked hotel rooms to play the game,” where Rockstar could keep an eye and some pressure on them. While these few admitted the partial and necessarily subjective nature of their reviews, how many passed off their impressions as being definitive of the whole?

Rockstar aren’t the first ones to handle big title reviews in this way. Nintendo’s recent ploy, in the UK at least, is to require reviewers to visit the ‘Nintendo Flat’ in London, a place where one can book slots to review titles for a period of time (depending on what slots are left over from the prioritised lifestyle mags and newspapers) from the comfort of one of the company’s armchairs.

For the reviewer it’s an inconvenience at best, at worst a pernicious and blatant attempt to colour their opinion in as short an amount of time as possible. Halo 3, Super Mario Galaxy, Mario Kart Wii: all big name titles (in both size and stature) only supplied to many games reviewers a few days before their release.

But what’s the benefit to a PR or publisher in holding back code from non-exclusive reviewers till the eleventh hour, especially if the game is hotly anticipated and good? In part the practise has been fuelled by the internet, where there are simply too many websites about videogames. The competition to be first to ‘print’ with a review, while always a consideration in magazine publishing, is exacerbated through the global competitive nature of the net. In this environment many gaming website publishers are willing to publish a final review even if it’s only based on very tentative impressions of a small portion of the game.

After all, the effectiveness of a ‘buyer’s guide’ review is reduced the closer its publication gets to the game’s release. Any reviews appearing a few days and weeks after a game’s release is almost completely superfluous, thanks to the industry and its consumer’s obsession with the next thing, the next thing, the next thing.

By withholding code until a late stage then (be it through design or ineptitude), a PR can force a journalist to rely on marketing hype and information to fill the gaps in their knowledge of the game when writing copy. In this way, control of the critical reaction is shifted back to the PR in a subtle and (arguably) legitimate way.

Add into this the journalist’s natural inclination to want to say something, anything, that will distinguish his/ her copy and opinion from everybody else and you start to get bold proclamations being made and unlikely comparisons being drawn. The pressure to say something, anything serious and unique to distinguish your piece from ten thousand others that litter the Internet is heavy. There are too many games journalists tussling over too few opinions with too little time to make them and the PRs have learnt to turn that to their advantage.

What’s interesting is the recent rise in a different approach to reviews, one that isn’t dependent on their being published on the day of a game’s launch and that doesn’t doesn’t come with a score attached. The staggering popularity of Ben ‘Yathzee’ Croshaw’s Zero Punctuation videos (which, according to Alexa.com have booted host site The Escapist’s profile up several internet leagues), are almost always focused on games that the viewers have already experienced first hand post-release.

Of course, its popularity has been driven by excellent knob gags but behind the stickman puerile humour there is something more serious and profound going on. People might come for the cock jokes but they stay for the critical chutzpah that props them up (lol). It mightn’t look like it in the classical sense, but Zero Punctuation is one of the first pieces of games criticism (as oppose to reviewing) to hit the mainstream.

A more serious example is Edge magazine’s excellent monthly ‘Time Extend’ feature, which attempts a more orthodox approach to criticism, placing a game in its wider context, drawing out it’s long terms achievements, identifying its aims and its various success and failures in those goals (disclosure: I’m a long time Edge contributor who has penned numerous Time Extends).

Perhaps it’s time for the industry to treat reviews as snapshot buying guides, inconclusive first words in the conversation, and to nurture the more fertile and under-populated ground of for more helpful and insightful long-view criticism in the weeks and month’s following a game’s release.

hiphper 0
hiphper 1
hiphper 2
wowgoldeu 3
wowgoldeu 4
wowgoldeu 5
wowgoldeu 6
hiphper 7
hiphper 8
hiphper 9

Rise of the Video Game

August 30th, 2008 by hiphper


Rise of the Video Game is a five-part series which examines the evolution of the video game and its cultural impact on the world of entertainment today.

“From the early days of Pong to today’s ever-popular Halo 2, and from Atari 2600 to Nintendo to PlayStation, this Discovery Channel special tells the story of the people, the ideologies and the technology behind video games and how they have exploded into a cultural phenomenon.”

Level 1: part 1 - part 2 - part 3 - part 4 - part 5

Level 2: part 1 - part 2 - part 3 - part 4 - part 5

Level 3: part 1 - part 2 - part 3 - part 4 - part 5

Level 4: part 1 - part 2 - part 3 - part 4 - part 5

Level 5: part 1 - part 2 - part 3 - part 4 - part 5

Knowing YouTube, the videos are probably in the process of being removed even as you’re reading this.

hiphper 0
hiphper 1
hiphper 2
wowgoldeu 3
wowgoldeu 4
wowgoldeu 5
wowgoldeu 6
wowgoldeu 7
hiphper 8
hiphper 9