Saturday, 29 November 2008

NEW BLOG!!

Hi folks

This blog has now moved to http://www.screamouk.co.uk

Regards

Screamo

Tuesday, 25 November 2008

The New Solitaire

I've been looking for a very specific type of game for a while now and i've finally found it. I had been searching for the next Solitaire and no, I wasn't looking for another card game. Basically, I was after something that I could pick up and put down and also have a relaxing experience at the same time.

It's like, when you've had a long, hard day at work and you can't bring yourself to load up Call Of Duty for a frag fest and you don't have the motivation to continue that long Fallout 3 quest line you've been working on. All you want to do is collapse in your big comfortable chair and just play something without having to concentrate too hard or increase your heart rate.

At first I thought it could be Spore but, despite its appearance, it's too involved and isn't really designed for 20-30 minute play sessions, although I will be returning to it, of course.

Ladies and Gentleman, the new Solitare is... A Kingdom For Keflings.

It may seem like a strange claim but hear me out. A Kingdom For Keflings is a city building game in which you take on the role of a giant who construct's buildings for a race of little people called Keflings. Think Bob The Builder meets the Lilliputians from Gulliver's Travels. This XBLA title is 800 Microsoft Points (£6.50) and is only around 70Mb in size.

The gameplay involves assembling houses according to a blueprint. Each blue print specifies the number of different pieces you need and in which configuration they need to be placed. Each piece is made up of a certain number of resources i.e. Rock, Wood, Gems, Wool etc. However, you don't need to do all of the hard work yourself as you can get the Keflings to do almost everything for you. Simply pick up a Kefling and place them on the resource, then pick them up again and place them on the location you want the resource delivered.

This leaves you to choose which buildings you want to construct and selecting the relevant pieces from the workshops. You then pick up each piece as they are made and place them together according to the blueprint.



The graphics are simple without being overly childish and by far the coolest feature is the ability to use your Xbox Live Avatar as the giant. It's extremely funny to see my avatar, wearing a metal t-shirt and Converse, orchestrating little people in a medieval world. The music consists of a nice, folksy number which comes across as light hearted and isn't overly intrusive.

All-in-all its a great casual game and perfect for when you're not up to playing one of the many triple A titles that are available at the moment. Be careful though, as it's simple game mechanics and charming visuals can become somewhat addictive.

If you're unsure on whether this game is for you, a demo is available on Xbox Live Marketplace.

Saturday, 22 November 2008

Spore - Initial Impressions

Will Wright, the legendary creator of the Sims franchise, has always strived to make games that are less than conventional. His games are designed to allow the player to customise their experience to their individual preferences by providing a plethora of options and tools.

Spore takes these design elements to a whole new level. The game involves developing a being from a single celled organism to an all-powerful, space faring race.

As your creature evolves you acquire various body parts that you can add to it. The level of customisation is unparalleled and best of all, once you have finished fleshing out your creature (no pun intended), the game animates your character in a life-like manner. You can make your character dance, jump, laugh and cry – the parts you have used determine each animation.

All creatures are uploaded to a ‘Sporepedia’ database that makes them available to every other users game. Because of the variety in both creature creation and the other entities you encounter, no game is ever the same.

The game itself is a collection of mini games and at present I’ve only gotten as far as the first two. The first level of your evolution sees you begin as a single celled organism and involves consuming food and/or other organisms in a similar way to pac-man. To quote Qui Gon Jinn from Star Wars “there is always a bigger fish” so beware of organisms significantly larger than your creation. Once you have evolved to the point of sentience you develop legs and make your way on to land.



The second stage sees your fledgling species encounter other races that you can either make friends with or attack. This area of the game, also known as the creature stage, involves your creature exploring their surroundings and discovering the remnants of deceased creatures. Some have said that this is the make or break stage and players will either decide they can’t get enough of the game or will turn it off.

Personally, I’m thoroughly enthralled with the experience so far and I’m looking forward to progressing through the Tribe, Civilisation and Space stages. However, time will tell on whether this game has the depth in gameplay to compel me to play through it more than once. Spore is truly innovative in its design and provides users with a world in which you can truly customise your experience.

I’ll post further impressions on the later stages as I progress further.

Friday, 21 November 2008

NXE - Silence is Deafening

Since the release of the NXE on wednesday there have been a number of reported issues ranging from crashes in the dashboard/intermittent freezing to the dreaded 'Red Ring of Death'. Microsoft has acknowledged these issues and, according to Major Nelson, they are being 'actively worked on'.

It has also been brought to my attention by a friend of mine, that following the installation of the NXE, some users have lost sound altogether. This problem is exclusive to users who have their sound running through a HDMI cable but strangely, not all are affected. My friend initially didnt encounter any issues during the update process but after switching his console on the following day, he found that he didnt have any audio output.

After a bit of research on the interwebs and after sifting through all of the temporary fixes (one of which recommended plugging in the hard drive with the console turned on!!!) I found a post on one of IGN's forums that seemed like a likely scenario.

According to the poster who phoned the My Xbox number, they were told that the NXE only utilised the AV portion of the cable meaning that the audio portion wasn't being used. A slight oversight for a console thats geared towards high-definition gaming in both visuals and sound. Presumably Microsoft will be releasing a patch in the near future.

In the meantime, those people who are experiencing a loss of sound will have to resort to using their component cable that shipped with their Xbox.

Thursday, 20 November 2008

NXE: Initial Impressions

Yesterday was d-day for Microsoft's dashboard update, dubbed the New Xbox Experience. The installation of the update was as simple as turning the xbox on and waiting for it to download the necessary files.

From start to finish the process took around 10-15mins, after which point, I was presented with the words we have been promised for what seems like an eternity. "Welcome to the New Xbox Experience".

After the welcome message I was presented with the Avatar builder, Xbox's version of Wii's Mii avatars. Your avatars are infinitely more customizable compared to their Nintendo counterparts and we've already been promised new clothing updates every two weeks. Below is my avatar who is based on my likeness... well, sort of.



You may be wondering how to get your avatar to display like mine. All you have to do is enter in the following URL's for a full body shot, a large headshot and a small headshot, respectively.

http://avatar.xboxlive.com/avatar/YOUR_GAMER_ID_HERE/avatar-body.png

http://avatar.xboxlive.com/avatar/YOUR_GAMER_ID_HERE/avatarpic-l.png

http://avatar.xboxlive.com/avatar/YOUR_GAMER_ID_HERE/avatarpic-s.png

After creating my avatar and taking a picture of him for my Gamercard (you can keep your existing gamer pic if you wish), I proceeded to explore the new menu system. I really like the new layout and this menu, although it reminds me of a similar system on the PS3, it truly feels 'next gen'. The blades from the original dashboard, whilst functional, were somewhat uninspired and lacked the visual polish of it's successor. I would much prefer however, for the default channel to be My Xbox rather than the Spotlight Channel.

Your friends list now shows not only what they are playing but what level they're on, which is a nice touch. Themes from the old dashboard can be used but some don't display correctly.

The feature I was most looking forward to was the ability to install games to the hard drive. Not only are load times significantly decreased but also the constant 'wurring' noise of the disc drive is eliminated, enabling near silent operation. World at War's loading times were almost cut in half and playing the game without the noise from the Xbox was awesome. World at War took around 10 minutes to install, which wasn't too bad. Whilst this feature improves the overal experience, you may find yourself forking out for larger hard drives. The new Xbox Live Starter Kit retails for around £50 and is available on 21-11-2008. The kit is comprised of a 60Gb hard drive, a wired headset, a 3month Live subscription and an ethernet cable.

I haven't had a chance to check out the party features, but once I do, i'll post my thoughts here.

My initial impression so far is that this is a great update for the Xbox. Whilst the introduction of Avatars seems somewhat trivial at present, their integration in to future games could prove to be quite popular. The menu is as functional as it's predecessor and looks far more modern. By far the nicest addition is the game installation feature, which I will use for the games I play most regularly. Good job Microsoft.

Wednesday, 19 November 2008

Xbox Live NXE Released Today

It's the day you've all been waiting for... well, most of you anyway.

Microsoft has finally begun rolling out its New Xbox Experience dashboard update, which began at 10am (GMT).

I'll be posting my thoughts on the dashboard tomorrow including the Avatars, game installation and NXE's other enhancements.

Tuesday, 18 November 2008

Custom Achievements - Old News

It came to my attention a long time ago that I will never be ahead of the game or even up-to-date and this is highlighted further by a recent 'discovery'.

Whilst browsing a number of Xbox 360 related websites I came across this little gem Technology Ninja.

It is a very simple, yet extremely effective, custom achievement generator. See example.


I'm not entirely sure of its potential application, but it's cool nonetheless.

Call Of Duty: World At War Multiplayer

Last weekend I was able to experience the Call Of Duty: World At War multiplayer, in it's entirety. Having played the Beta last month I had high hopes and thankfully I wasn't disapointed. Firstly, what struck me the most was the variety and complexity of the maps themselves. They are both beautifully rendered and intricately designed, which accomodates players with varying playing styles. Many of the maps feature a healthy mix of outdoor and interior locations such as Airfield and Asylum. It's also refreshing that snipers are going to find these maps tough as sight lines are few and far between due to the number of objects and obstructions which provide cover. Likely sniper positions are also made more risky due to buildings having a number of entry points, which will force players to be shrewd with the positioning of 'bouncing betty's'.

Further to the huge improvement of the multiplayer maps over Modern Warfare, it appears that World At War has adopted an almost 'bigger is better' approach. Whilst this doesn't always work (i'm looking at you, Far Cry 2) World At War successfully manages to provide a vast array of options whilst not compromising on quality. You now need to reach Level 65 before you can enter prestige mode, maps are bigger, there are more weapons of varying types, you no longer have the same upgrades for every weapon ( I mean, a red dot sight on a shotgun? Please!) and the number or perks you can choose from and use has increased.

Personally, the ability to diversify and customise my weapons and abilities is extremely important. Even though World At War has taken a step backwards in terms of the period in which it is set, the tools of your enemies demise are as fun to use, maybe even more so, than the weapons found in Modern Warfare.

The game modes from COD4 remain intact with the valuable addition of the War game type, which was first introduced in COD3. This team-orientated mode involves the capturing of control points. Once a control point has been captured the team gains more momentum, which enables further control points to be captured faster.

Treyarch have also enabled a stat tracking system that works by linking your gamertag to your Call of duty.com user account. The information is exhaustive and you are able to see everything from the challenges you have completed, to the number of kills you have with each weapon. You are even able to see where your 'killshots' landed on your enemies. Information can be read on a match by match basis and provides a nice record of your online achievements. Sadly, this system is only in its Beta stage and can take some time for your stats to be updated.

Lastly, I really need to mention the dogs. Every article i've read, or podcast i've listened to, has mentioned the attack dogs at some stage or another but I cannot stress enough how utterly cool they are. Seeing your dogs maul an enemy is great fun, especially you're staring down your sights from distance. Conversely, enemy dogs instill a sense of panic as the sound of barking gets louder. They take several shots to put down but you are rewarded for your efforts in the form of further XP.

In summary, despite the WWII setting, World At War has managed to expand upon the fantastic multiplayer model first layed down by Infinity Ward in Call Of Duty 4. Better design and a plethora of new weapons and features make this game a 'must own' title.

Friday, 14 November 2008

Call of Duty: World at War Single Player Initial Impressions

Upon beginning the single player campaign you are presented with a stylised montage of key events that have taken place before the games setting. Documented footage from the era is mixed with modern a graphical presentation, which highlight the atrocities taking place on all fronts. Prisoners being herded in to the holes they dug themselves before being executed, soldiers marching en masse to the front lines and images of the aftermath of the attack on Pearl Harbour, which subsequently brought the U.S. in to the war.

You first meet your character as he glimpses through groggy eyes. Bound and gagged, you can do nothing but watch as your squadmate has his throat cut. As you are about to meet the same grizzly fate, you are saved by Capt Roebuck, voiced by Kiefer Sutherland. Freed, you take up arms and begin fighting your way out of the compound.

From these opening scenes it's obvious that World at War intends to be far more gritty and violent than its previous incarnation, Modern Warfare. Enemies not only take up defensive positions but also rush you intending to gut you like a fish using their bayonettes. Combat is a far more visceral affair; japanese soldiers lie in wait amongst long grass, ready to ambush unsuspecting marines whilst other enemies take up sniping positions in trees.

So far I haven't noticed a story so to speak, but Call Of Duty games, aside from Modern Warfare, aren't really known for deep plots and storylines. The voice work by Kiefer Sutherland is excellent, although the sound mixing lets it down slightly as he sounds like he's talking in your ear rather than being with you in the fight.

I've encountered some eventful and impressive scenarios already. The highlight so far was an assault on an airport with several enemy tanks separating us and a heavily fortified structure. I set about dispatching the tanks with a nearby bazooka before rushing the structure and unleashing hot death with a flamethrower I aquired previously.

Its apparent that COD: WAW, whilst providing familiar combat mechanics, will further invigorate the COD franchise by bombarding you with intense combat and memorable action sequences.

Thursday, 13 November 2008

November Game Fallout

November is a tough time for gamers. Choosing which games to purchase is an ever increasing headache due to the sheer number of quality titles being released. Obviously, the current global economic crisis is a concern but it seems for now that the gaming industry, or at least the retail aspect, is remaining largely unaffected.

So, whilst you may still buy games during this period, the question of 'Which one?' is all the more important. I decided that I would pick two - one for longevity, and one for quick play and/or multiplayer. Thankfully the choices are numerous and with the gaming press all frantically reviewing games, information is rife.

After a long period of deliberation and research I decided on Fallout 3 and Call Of Duty: World At War (yet to arrive). Fallout 3 is being referred to as 'Oblivion with guns' and perhaps fairly so. However, Bethesda have righted the wrongs of Oblivion and provided Fallout 3 with a world rich with memorable characters, an engaging environment and expansive quests.

Having completed Bethesda's previous offering, I initially felt I had played this game before. But after progressing to the nearest town, Megaton, and being presented with choices that had very real and permanent consequences, I truly became immersed in the Fallout 3 universe.

It's gotten to the point where I feel that the game is a rudimentary time travel device. You start the game, beging playing and then suddenly you realise it's 5 hours later.

A game that you can lose yourself in is extremely special, and I have a feeling the same cannot be said for Fable 2, Fallout 3's nearest rival.

I'll post my thoughts on World At War once it arrives.

Wednesday, 12 November 2008

Mirrors Edge - Still Alive Released

Still Alive by Lisa Miskovsky, the theme music from Mirrors Edge, has caused somewhat of a buzz on the internet since it's appearance in a trailer for the game. Now fans of the track can grab their very own copy after an EP, featuring 7 remixes and a game trailer, was released on 10-11-2008.

The track has been remixed by several notable artists including Armand Van Helden and Paul Van Dyk.

The full track listing is as follows:
  • 1. Still Alive [Theme From Mirrors Edge] [Radio Edit]
  • 2. Still Alive-Berny Benassi [Radio Edit Mix]
  • 3. Stll Alive-Paul Van Dyk [Radio Edit Mix]
  • 4. Still Alive-Armand Van Helden [Mix]
  • 5. Still Alive-Berny Benassi [Mix]
  • 6. Still Alive-Junkie XL [Mix]
  • 7. Still Alive-Teddybears [Mix]
  • 8. Mirrors Edge [Game Trailer]

Mirrors Edge Demo

Downloaded the demo last night and I really like the 'idea'. It has a lot of promise and I love the way the art design, and specifically how colour is used, to indicate objects that you use to progress. It relies heavily on level design and so far, whilst challenging, it isn't super hard.

I like how momentum is important and the fluidity in which you can perform your various moves.

However, even though disarming opponents looks pretty cool, it comes across as nothing more than a timed button event, especially when you press X for a kind of 'bullet time' effect. The shooting is also diabolical and feels somewhat tacked on. It's so light and twitchy that its hard to get any sort of direct hit from distance. Maybe thats intentional as it's blatantly not a shooter and forces you to get 'up close and personal'. Still, i'd like to be able to aim correctly rather than shoot from the hip.

Overall, I think it could be a fantastic game but i'm a little worried that later levels could become extremely complex and a little obscure.