Thursday, July 10, 2008

Dance Dance Revolution X? Anyone Care?

Yep, inevitably, there's a new DDR game. It was announced, nobody cared. I wasn't going posting about it, but U dusted off my sneakers and hit up a DDR machine today. It was hella expensive at 1.00 for three songs and was located in a Cinemark Theaters, but it's the only SuperNova machine in South Austin. It's also the newest machine that I've played on outside of Japan. First off, I think Konami changed the machine designs. I think the SuperNova machines have pads that are more reminiscent of Pump It Up. I think this cuts down on the wear and tear but also makes the machines see less responsive and also less stable. It also seemed to be the case for the SuperNova 2 machine I played on at Planet Zero in Houston. So in the last week I've played on two new machines. What will be different for Dance Dance Revolution X? Nothing really. But even if they drastically change things, I can tell you the diminishing DDR community will still suffer, especially in Austin. It will be a good 6 months to a year before we see the new mix here. And it will probably be in the form of an old Extreme machine with an upgrade kit. There used to be a good 15 or so machines in Austin, six of them just on the University of Texas Campus. I looked at DDRFreak today when searching for a machine to play on, six listed.

The biggest problem, no one to play with. I used to go to the arcades on weeknights and there would be lines. I had to go around 3 am just so that I wouldn't have to wait five games to get a turn. I saw my DDR time decrease when I found that there was no one willing to go with. All my fellow dancers graduated or went on to pursue life ambitions. I always enjoyed practicing by myself, but to really make the experience worth it, you have to have someone socialize with. DDR is really a social game it's draw extends far beyond hitting arrows in beat with the music. It's about meeting other people and learning techniques from others. Running into someone who also played meant you were part of a club that other's didn't know about.

The arcade's downfall came when home consoles caught up to the arcade cabinets and DDR was no different. The Home Versions are great. I don't feel they deliver the same experience, especially with the peripheral's concern. But new players get to experience the music game without having to look like an idiot and get laughed at or being embarrassed. But again that was half of the fun of going to play in the arcade. When you failed and didn't know what was going on, that's when you'd make friends and that's how you would improve. Sure there were assholes, but that's the same in any game that had an actual human element. It's great that there is a new DDR mix. I've been tired of SuperNova for a while now, but unless there's a new machine and people to play with, this will be just another half release that will do semi well on the home consoles.

David

Nick - Laundry List Update


So my summer is officially moving right along. I am getting into my list now and have even added a few new editions. For the most part, I will be playing 2 games at a time. I will play 1 time consuming game such as an RPG and then play a shorter action adventure. This will hopefully get me through my list a bit faster while still allowing me to play the games I want to play.

As of July 10, 2008:

Metal Gear Solid 4 - 100%
Bourne Conspiracy - 100%
Alone in the Dark - 100%
Grand Theft Auto 50%
Prince of Persia - 25%

I have also decided to add Lost Odyssey to the list.

New eSurance commercial!!!


Ok not really.

Heavenly Sword, Dead Space, and now Mirror's Edge? Why is this animated movie shit becoming so popular in building hype and telling the story of a game? Just show us the gameplay.



I really really hope the controls deep but easy to use like the guy says in that interview. I think Mirror's Edge lives or dies by its controls. I'm worried how the movement works in smaller indoor environments. The interviewee mentions multiple times that "getting to" the enemy trying to shoot at you is a large part of the combat. I just hope your character has several environmental options when encountered with these situations.

I also worry about how smooth the camera moves in the game. For some reason I see a more sluggish camera being used in a game heavily reliant on character interaction with the environment. If they allow too much rapid control over the camera with a character moving this fast, we will all be vomiting before the credits roll. They really need to think outside the box to get the camera right in this game. I get nauseous just thinking about Breakdown nowadays.


Brad

New Podcast


Welcome to the new and improved 4 Player Podcast. This week, you may notice quite an improvement in the audio department even though it will take some more practice to get used to post production methods. We apologize for a few technical difficulties such as a brief snippet of missing audio and Brad's echo in the second half of the show, these problems should be corrected in our next podcast. Anywho, this week, we discuss our impressions of Alone in the Dark, FF Tactics A2, and the World Ends With You. We discuss some of the recent news surrounding Sony's buggy firmware 2.4 and then discuss the nature of risk taking in the video game industry. Join us again next week for our E3 predictions in what will hopefully be a slightly more polished show. Music this week included Alone in the Dark, Fable, and Parasite Eve II.

#70 - The Rough Around the Edges Show

Download this episode (109 min)

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Wayback..... ThrowBack Thursday!!!!

Wasn't able to do Wayback Wednesday today. (went to a concert.... Los Lonely Boys... pretty damn good)
So instead we will be playing on thursday. 5 Central time.
Come and enjoy
I will finish the bastard child of the 3DO


And play some Crash Bandicoot.... the original
Which is a bitch.
Might play some legend of the dragoon as well.... That tends to be boring for viewers though. so we shall see!!!!

Come with me and FINISH THE FIGHT!!!!!

-travis

Wednesday, July 9, 2008

Subscribe to 4PP Via RSS Feed Now


Attention anyone who uses an RSS reader! You may now subscribe to our blog via RSS by clicking the link in the right menu or below this post. This means that everytime we post something new, you will be notified immediately and able to view it from your RSS reader. Be sure to subscribe to the podcast as well by clicking of the links in the menu. Peace out!

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-Nick

I died a little inside today.

I cry for Castlevania
I cry for Ayami Kojima
I cry for Alucard
I cry for Koji Igarashi

This is not what Alucard is supposed to look like. I blame soccer moms.



Just....


No


Brad

Why I Plan to Buy My Girlfriend Wii Fit...

As i'm sure you have all seen...


But there are other reasons as well...


Yeah... I'm buying this thing...


If viewing this post from another source such as gamernook, be sure to visit our blog if you can't see the videos. Actual post can be found at 4playerpodcast.com

-Nick

Tuesday, July 8, 2008

Why You Should Care - Project Origin

1. F.E.A.R., though in many ways flawed, made stunning achievements in both gun combat and enemy artificial intelligence.
2. Project Origin is the "real" sequel to F.E.A.R. releasing later this year on Xbox360, PS3, and PC.

Why You Should Care

Monolith Productions, the studio responsible for No One Lives Forever, FEAR, Condemned, and other games, is working on the official sequel to FEAR, titled Project Origin to be released this Fall. This may be be confusing for some, but Monolith doesn't own the "FEAR" name anymore due to their departure from Vivendi, so the sequel has a new name. Also worth mentioning is that the lackluster ports and expansions for FEAR did not come from Monolith.


Not a whole lot of people played FEAR. The game had a messy story, extremely repetitive locales, shitty level design, generic looking enemies, and pretty average graphics. It was also a "horror" game that was not really all that scary. But I still give this game my highest recommendation.

FEAR, even with all these problems brought me some of the most intense and challenging firefights I have ever experienced in a video game. The enemies were smart, fast, dangerous, and knew how to navigate their environment. Now I have seen games do enemy AI pretty well. Enemies that flush you out with grenades, take cover behind objects, or flank your position are what is considered "good AI" in most games. But this game is on a whole different level. The enemy soldiers in FEAR will go through the offensive motions just mentioned, but will do so very quickly. You rarely see soldiers just standing around as they will quickly move around the environment, even jumping over objects to get to better positions. Often times I would find myself ducking behind cover to reload, regain my barrings, and prepare for assault--only to find my target nowhere to be found in my futile attempt to rush him. Whether he was moving in on my flank, looking for his allies to set up an ambush, or simply didn't like the car he was hiding behind, it was this unpredictability that kept me on my toes. The enemies in FEAR, quite simply, seemed as if controlled by human players.

I hate to talk too much about FEAR, but understanding the game's pros and cons go a long way in explaining why I am (and you should) be excited about Project Origin. Monolith seems to be addressing most all of the faults encountered in the first game.


The game looks beautiful. Stunning really. Blood was very prevalent in the first game, but now we are have what is the coolest, most over-the-top blood effects I've ever seen in a game. Seriously, watch this:



From the previews I have read and the videos I have watched, Monolith is not only providing more variety of environments, but they are keeping them all connected in a cohesive way much like Valve does in Half Life 2. Looking off into the distance you will see the places you have been and places at which you are sure to end up. Filling these Project Origin locales are new and creative enemy types. One in particular is a puppeteer of sorts that raises dead soldiers--by their weapons--and retreats while you fight through the crowd of soldier toting guns in an effort to take him down.

These kinds of improvements, coupled with Monolith's acknowledgement that the story from the first game was a mess and needs fixing, gives me high hopes for Project Origin. If you haven't played FEAR, go play the PC game, or the nerfed console versions, and get ready for what looks to be an awesome sequel.


Brad

Look! Cliffy Not Being a Dick!


Gears of War 2 is the game that has been at the back of my mind in terms of games coming out before the end of Q4 2008. I loved the first game but have yet to feel the excitement for the sequel. For the most part, every video I have seen has included the games lead designer, Cliffy B narrating the game in a real cocky and annoying manner which really causes the excitement to fizzle for me. Luckily, I stumbled across a new video in which Cliffy discusses many of the games new feature and potentially interesting new multiplayer modes... without sounding like a jerk. From an industry standpoint, I respect what Cliffy does because he really puts hard work into his games. From a gamer standpoint, he annoys the hell out of me by being overly dramatic and trying to sell his graphics engine that i have dubbed "the virus" (Unreal Engine III) to every developer to cross his path. In this new video however, he discusses his new game in a very insightful way... Keep it up Cliffy.



-Nick