Posts Tagged ‘Steel Battalion’

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.

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 – 111 – The Moose Diaries

Mar
23

Triple Ones! Oh yeah!

We enjoyed the quick-hit headlines bit we did last week, so we’re making it a regular feature.  This week, the uncomfortably expensive collector’s edition of Steel Battalion, and Free-to-Play makes its first appearance on a portable console.  Can home consoles be far behind?

Alex has gotten his grubby hands on Armored Core V early, and he’s in for the multiplayer but has reservations recommending it as a single-player experience.  Draw Something also invades the podcast via Alex, though OMGPOP hadn’t been bought by Zynga when this episode was recorded, if that’s of any importance to you.  Finally, Assassin’s Creed Recollection has sunk its hidden blades deep into Alex’s psyche, and it doesn’t look to let go anytime soon.

Sam’s been playing more Binary Domain and more Mass Effect 2.  Along those lines, he also inflicts upon us an audio-unboxing worse than any that has come before it.  And, assuming he can ever break himself free from Mass Effect 3, Shadows of the Damned and Kingdoms of Amalur may make a moose-like appearance in a future episode.

Jonathan only has one game this week, thatgamecompany’s Journey, but it’s a doozy of a game.  In fact, in just one short week alone with the game, Journey has set itself up as the expression of everything that video games are capable of as an artistic medium.  Yeah, it’s like that.

We close out the episode with a topic which we touched on briefly in Episode 109: Would gaming benefit by separating multiplayer and single-player into standalone products?  The hosts all have fairly different takes on what that would mean.

Next week: is Metacritic a valid method of handing out bonuses?

The Way of the Game – Episode 39

Sep
29

The Way of the Game - Episode 39Look at this!  A show posted on time!  I told you I’d get my act together.

Before we get into this episode’s headlines, we take a moment to talk about the games we’ve been playing.  Jonathan picked up Halo: Reach.  He’s neither disappointed nor thrilled with it.  It’s pretty much exactly what you’d expect from a Halo game.  He also played a little bit of Uncharted: Drake’s Fortune, and was really not impressed.

Alex talks about R.U.S.E., and no one is surprised.  :-)  Also on the list is Alan Wake, but Jonathan cruelly steps in and quashes that topic in favor of saving some suspense for the Three-Way Review that all the guys ought to be recording soonish.

Sam shares some thoughts on Alan Wake (which were quashed as well), Halo: Reach, and Plants vs. Zombies.

Then it’s into the headlines!