Archive for June, 2012

The Way of the Game – 125 – The Absent Holmberg Effect

Jun
29
Listen carefully, loyal WotG fans, to the beginning of this podcast. Mere seconds into the starting guitar riff, a collection of ones and zeroes are transformed into an oh-so-mellow “Welcome to the Way of the Game Podcast” that wraps your brain like a comfortable audiophonic sweater. Concentrate on that voice. Let it soothe you. Drink it in, swallow it into your soul where it may warm you… because that’s all of Jonathan the Holmberg you’re going to hear on this podcast.

And don’t let Alex and Sam’s radio voices deter you from listening to the rest of the podcast. They only keep it up for a second.

In our short news segment for Episode 125, the boys cover:

1. How Infinity Blade is Epic’s most profitable game, in a certain light.

2. How Reggie Fils-Aime says gamers can never be satisfied.

3. How Nintendo’s CEO hints at a very competitive price point for the Wii U.

Then Alex pops some painkillers, chases it down with some Jim Beam, and stumbles through a rambling diatribe about his first experiences in Max Payne 3. He dives and shoots at the same time, rolls, takes cover, reloads, and starts explaining how similar body counts in Max Payne, Stranglehold and Spec Ops: The Line give him completely different experiences. Then he steeps in the madness of war while listening to 70s rock and roll and wonders where the hell Sam has been that he hasn’t experienced Apocalypse Now.

For Sam’s part, it’s all about his continuing fascination with Kingdoms of Amalur: Rhode Island’s Sorrow. He then walks to the top of an ancient hidden jungle ziggurat, slays a dragon and proclaims to the world as the sun rises that this, right now, right at this very second, is the Golden Age of Fantasy Role Playing Video Games. Unfortunately, the only person listening at the time of his bold proclamation is his co-host, whose apathy towards fantasy role playing games knows no bounds.

Next week: Probably +1 Holmberg. If you’re getting Secret World, get in touch with us, we’d love to know your early opinions.

The Way of the Game – 124 – Making Ipanema Out of Lemons

Jun
22

We’ve got a guest (or perhaps an intermittent co-host) on this week, and unfortunately we forgot to remind him to start recording until he’d given us all sorts of awesome insight into Quantum Conundrum.  Alex (the regular one) went all Cave Johnson on it, and you’re getting a pretty awesome save of the episode.

Anyway, enough praise.

Jonathan talks a bit about Pocket Planes, the new horrendously wonderful time-sink from NimbleBit.  Alex played some of the new Steel Battalion, and pretty much can’t recommend it.  Also, more pinball is more awesome and that’s all you need to know.

Then we discuss Alex’s experiences at E3.  He’s got some stompy excitement, some understandable disappoints, and some interesting insights into what E3 is all about.

Next week?  Stuff.  Promise.

Marvel Pinball: Avengers Chronicles

Jun
19

The good folks at Zen Studios are out with their newest four-pack for Zen Pinball/Pinball FX 2, Marvel Pinball: Avengers Chronicles. Here’s my take on the good, the bad, and the gamma ray-irradiated.

I don’t know if there is a term within the pinball lexicon for this type of game, but I’m going to coin one. World War Hulk is a “speller” table. It seems that every loop and target has a word associated with it, and in order to trigger an event, you have to hit the target or loop one time for each letter. The table deals with the World War Hulk crossover series in which Hulk is blasted off into space, spends some time with aliens, and comes back looking for some revenge. The story comes across as you play the table. If you start hitting the center “Arena” ramp, you’ll overhear various characters in the World War Hulk storyline talking about Hulk building an arena. Wolverine, Thing, Iron Man, and other superheroes make appearances. Overall, I’m not a big fan of speller tables, and I thought this one was a tad too yellow for my tastes, considering it’s a Hulk game. Also, Hulk is more erudite than I’ve ever heard him.

Fear Itself is another crossover table that emphasizes Thor, Captain America and Iron Man dealing with a new threat from Asgard, Serpent. I’m no comics scholar, so I’m not terribly familiar with the storyline. From what I’ve gathered from the table, Serpent apparently wants to scare people. There are some interesting things going on in the table. The ball drains on the extreme right and left of the table form a loop. Every now and then, magnets along that loop will activate, allowing the ball to travel along it just as if it were a regular loop. Magnets also come into play when you start a mode and you choose which of Serpent’s lieutenants to battle. In some modes, the ball will turn to stone and break apart if you hit the wrong targets.

The Avengers table is genius. At the very start of the game, you’ll have your choice of six balls to play, each one designed for a member of the Avengers squad. Cosmetics aside, your choice will also have an impact on gameplay. Black Widow gets score bonuses on missions, Captain America has a limited ball save, and so on. Every member of the team has their own ramp as well. Loki stands in the middle of it all. I haven’t gotten as far into the Avengers table as I’d like so far, but it’s definitely a blast to play. Also, I wound up playing this table just two days before I saw the Avengers movie (I don’t like noisy crowds, okay?), and I was surprised how the table took exact lines from the film.

The Infinity Gauntlet is by far and away my favorite table, perhaps of the entire Zen Pinball series. The first treat is for the eye. The ramps leading up to the large Infinity Gauntlet looming over the left side of the table glow with an ethereal light. Miniature suns hover over the bumpers, and each has a collection of planets in orbit around them. In the space behind the table, there’s a much larger glowing sun, as if the table were floating in space. Despite those graphical features, the table also has retro flourishes. The interior walls of the table look like they could have come from the side of an old school Asteroids cabinet, and the characters featured on the far wall look like they were drawn in the early 80s. Even the game’s sound effects and futuristic LED font hearken back to classic early arcade games like Sinistar.

The Infinity Gauntlet is a sniper table. The middle ground is open, and ramps and targets fringe the perimeter. There is a touch of Medieval Madness at work here, with players repeatedly knocking on the door of one of Thanos’ monuments to Mistress Death in order to gain another route to the Infinity Gauntlet.

The idea of the table is to collect the gems of the Infinity Gauntlet to defeat Thanos. If you hit the Gauntlet enough times, you’ll start a mode based on the theme of a particular gem: Time, Space, Reality, Mind, Soul, or Power. I don’t want to tell you exactly what happens in each of the modes, because most of them are truly joyous surprises that left me laughing and stretched my expectations of what is possible in a video pinball game.

I’ve played a lot of Zen Studio’s pinball tables. For me, Avengers and The Infinity Gauntlet are among the best tables they’ve produced. Marvel Pinball: Avengers Chronicles is on sale for $10 on PSN or 800 points on XBLA.

Rating: BUY IT!

Steel Battalion: Heavy Armor

Jun
19

Steel Battalion is the Icarus of the Xbox 360. Utilizing the latest gaming technology, it strives to reach new heights of immersion and control, only to ultimately fail due to the limitations of the very technology it uses to fly.

The original Steel Battalion for the Xbox required a behemoth controller to control giant robots in a Mechwarrior-type setting. You could excuse the gaming public for not wanting to shell out a few hundred bucks for a controller that could only play one game. When Capcom announced a Steel Battalion reboot that would use the Kinect sensor, something that millions of Xbox 360 gamers already had in their homes, it generated a lot of interest in mech-loving gamers like me. It looked promising. Previews showed Vertical Tanks (VTs, or “Veets”) trundling into battle in beach assaults while the player attempted to keep the enemy in their sights while keeping their crews in line under fire.

To a certain extent, Steel Battalion fulfills that promise.

It’s too bad the game didn’t indicate the real battle is with the Kinect sensor.

In Steel Battalion, you are Sergeant Powers, the commander of a VT. In the tutorial of the game, you are introduced to your foul-mouthed crew comprised of two gun techs and a communications specialist. You also get a nice, slow primer on the controls of your VT. There’s a lot to learn.

Swiping your hand in front of you effectively turns your head so you can see your fellow crew members. Holding both hands out towards the Kinect sensor switches your sight to the viewport of your VT, allowing you to see outside and giving you a good way of piloting your vehicle with your Xbox controller. There’s a periscope. There’s a damage control interface. There’s a monitor where you can access maps and external cameras. There’s a shutter for your viewport. Your cockpit is festooned with controls, and not only that, if you stand up in your seat, your character pops the top of the tank for a way to look around without all that armor in your way. It bears mentioning that Steel Battalion is a first-person game, and that means you’re stuck with whatever Powers himself can see.

The tutorial is nice, slow, methodical, and bloodless. Once you’re done with it, Steel Battalion immediately throws you into a meat grinder. You’re in an Omaha Beach-style amphibious assault. Fire is coming at you from everywhere. Your squad is screaming at you. The mine detector is going off. Every now and then, a shell will hit your tank and you’ll be out of the action for a few seconds just trying to get back in the swing of things.

And the battle with your Kinect begins.

Video games have been around for decades. In that time, control schemes have come about that most gamers can basically agree upon. We’re used to joysticks in our hands and buttons to press. We are not used to clumsy motion control schemes. I cannot tell you how many times I wanted to do one action and managed to fumble my way through three other non-desired functions before I finally did what I wanted. During the short tutorial, the motion controls were easy to accomplish. Under battle conditions, with incoming fire and squad members screaming, those same controls were nearly impossible.

That’s the first level. The second level starts slowly, with an extended dialogue between your crew members as you watch some of your comrades in arms between missions. Of course, an attack comes, and all hell breaks loose. You get your mission: go outside your VT and basically flip a switch. Doing that requires putting alternating fists out to “crawl” your way to the switch while you’re under fire.

Folks, it’s a motion-controlled Dragon’s Lair. After a few deaths, I figured out how to beat the second level, and it has nothing to do with tanks, aim, or resource management. You start your tank, you advance five steps, you alternate fists and then put both fists down. That might have been acceptable gameplay in the laser disc games of the 80s. It doesn’t work here.

I was looking forward to Steel Battalion. The first few missions reduced my opinion of the game from “anticipated” to “quirky.” The fifth mission made me give up.

I’m clearing the streets of enemy forces. I’m fighting the whole way, my crew is banged up, I’m low on ammo. Then an enemy soldier pops the top of my VT and starts struggling with one of my crew members. The rest of my crew tells me, “shoot that guy!”

I instinctively turn my joysticks to look up: The turret turns.
I pop my hands out: My viewpoint retreats from the viewport.
I use my joysticks: The turret turns, and my viewpoint goes back to the viewport.
I pop my hands out: My viewpoint retreats from the viewport.
I swipe my hand to switch my internal view: I engage my periscope.
I swipe my hands up: I stow the periscope.
I swipe my hand to switch my internal view: I engage the map monitor.
I swipe my hand: I stow the map monitor.
I swipe my hand to switch my internal view: I engage the map monitor.
I swipe my hand: I stow the map monitor.
I swipe my hand to switch my internal view: I engage the map monitor.
I hear gurgling sounds.
I hear my squad despair.
I swipe my hand and finally switch my internal view to see my communications officer slumped in the VT in a bloody mess.

Screw this game.

Rating: SKIP IT!

The Way of the Game – 123 – Impromptu Podcast

Jun
16

We had a plan for this episode, but then it fell apart.  In it’s place we picked up Scott of I Thought They Smelled Bad on the Outside and Back Seat Quickies fame and talked games and the fate of E3.

Jonathan discusses his trouble getting into God of War: Ghost of Sparta.  Alex geeks out about controlling his Xbox from his iPod.  Sam rages against the obtuseness of Max Payne 3.  Scott wishes he had nuke tanks in Anomaly Warzone.

Regarding E3, Jonathan wishes it would focus or die.  Alex holds that you can’t change it, so you might as well revel in it.  Sam and Scott seem to have more reasonable opinions.

Finally, we end the show with an impromptu Wingman.  Say you have five minutes to come up with a podcast topic and guest host; which video game character do you grab off the internet?

The Way of the Game – 122 – The Big 3, Take 2

Jun
8

Business:  Jonathan’s going to miss Gen Con this year, because employment trumps gaming.  Sam will be attending, though, so WotG will still have a presence.

Games Jonathan Played:

  • The Walking Dead – an interesting, if cel-shaded, take on zombies and point-and-click adventures.
  • Dragon’s Dogma – what Alex thought about Skyrim, Jonathan thinks about Dragon’s Dogma.
  • New World Colony – Catan crossed with Risk, and Jonathan’s impressed.

Games Alex Played:

  • Crusader Kings 2 – well worth the sale price, maybe not so good at full price.

Games Sam Played:

  • Max Payne 3 – once you accept what Max is laying down, the game gets good.
  • Ghost Recon: Future Soldier – hear what happens when your pitted against you buddies.

E3 Time: We discuss the good and bad of the Big 3 press conferences, throw in some publisher smack talk for good measure, and lay bare just how bad we are at making predictions.

Next week, we’ve got two, count ‘em! TWO! people on the show who actually attended E3, one of whom is pulling a Jack Kerouac and going on the road, but for games instead of drugs.

The Way of the Game – 121 – 2012 E3 Predictions!

Jun
1

Ads in games!

Among the Sleep!

Frivolous lawsuit dropped!

Jonathan plays SkullPogo!

Hemisphere‘s breaks Sam’s brain!

Alex enjoys Dragon’s Dogma!

Sam and Alex recon Ghosts!

Max Payne is dark!

E3 Predictions get ridiculous!

See you next week!