Thursday, August 28, 2008

Games Demystified: Super Mario Galaxy

It seems that most of my updates previously have either been review or rant types, so I thought it might be a nice change to track some of my favorite technical articles regarding games.

Games Demystified: Super Mario Galaxy

This article is the first in a recent series of articles by Jeremy Alessi that goes under the hood of some techniques utilized in recent popular games. Here, Jeremy describes how Nintendo developers basically fudged realistic gravity using the surface normals of the polygons that make up the planet's surface.

Wednesday, August 27, 2008

Braid


So I thought I'd throw my two cents in regarding Braid, the recent Xbox Live Arcade title that is receiving consistently positive praise from critics and fans alike.

I have to admit that when first reading about the game, it did not interest me that much. However, when I booted it up and was not even treated to a title screen or introduction, I knew I was in for a different experience. Transitioning to the game, I was pleased with how well, I was introduced to the mechanics of the game without any prompting by the game itself. Just a few graphics hidden among the terrain of the first level to make sure you knew which buttons to press and the rest is left to experimentation by the player.

As far as game mechanics go, the idea of each level presenting a different time-manipulating element keeps things interesting and the puzzles are appropriately difficult and experimentation is well rewarded.

Thematically and artistically, this game was likewise excellent. The abstract story had a very thoughtful conclusion. Gamer karma maybe? I loved it...

Tuesday, August 12, 2008

Planescape Torment Complete!

So, I've finished Planescape:Torment and as with the other Black Isle/Bioware games, I was impressed. This one seemed a lot more story driven than the Baldur's Gate and Icewind Dale games, but depending on your character class there was lots of beatings to put forth if one so wished.

I definitely like the way you were able to easily switch back and forth between fighter, mage and thief character classes. I suppose they had to allow this as you were not allowed to customize your character beyond his stats and beginning class as the story was heavily dependent on the main character looking and acting a certain way for the most part.

Regarding combat, I found this game slightly more tedious than the Baldur's Gate games, perhaps it's my faulty memory at play, but there seemed to be something off. I did notice that there was not a lot of options for character weapons and armor, which again goes to show the story-driven nature of the game. I do admit it was nice not to have to continually futz with character inventory before every battle.

Well, now it's on to Tron 2.0. I heard this was an interesting FPS with some slightly different play-mechanics and a storyline that is actually worthy of the Tron name.

Monday, August 4, 2008

Game Queue

I have been very busy between school and work, but somehow I've still managed to have a full game queue at the same time. Here's what I've been playing lately with a very short comment on each game:


1. Planescape: Torment
- When I first bought this game back in '99, I think I was burnt out on the Bioware/Black Isle RPGs, so it went unplayed for many years. Now that I've picked it up, I realize what a great experience it is! Really great story and lots of moral choices for the player. However, there seems to be something lacking in the combat...maybe more later...

2. Ghost Recon: Advanced Warfighter - An early Xbox 360 game that I'm finally getting around to playing. It's your typical tactical FPS, that I personally think was surpassed with the Rainbow Six: Vegas game. Story and script are hokey and remind me of any number of mid-90s war/action films (This is not a bad thing for me, as Nicole and I had a hoot laughing at some of the dialogue during the cut scenes).

3. Command & Conquer 3: Tiberium Wars - I picked this one up mainly because I was interested in how the control scheme would translate from PC to the Xbox 360 and I must admit that it is mostly successful, unfortunately, I don't pick this one up often enough, so I'm constantly having to peek back at the controller map to remember how to play the darn thing (i.e. controls are not intuitive...yet).

4. Psychonauts - A PS2 "cult" classic 3D platformer. I really like the theme of this one, but I can tell why it was a commercial flop as from first appearances it looks like a kid's game. Even though it follows the typical collection/scavenger hunt game play of most 3D platformers since Mario 64, a quirky cast of characters and a goofy sense of humor keep me coming back to this one.