Saturday, April 23, 2011

NASCAR The Game 2011



It’s hard to be a startup team in NASCAR when you have to go up against the Hendricks and RCRs of the stock car world. Eutechnyx might not face NASCAR video game competition on the console side, but it does face an uphill battle as a fresh face. The developer’s uneven first outing is filled with good and bad laps, and has to resign itself to some morale victories.

The basic driving experience gives casual NASCAR fans an enjoyable ride – dial up the difficulty, play with the car settings, hit different track lines, and go back-and-forth with the likes of Jeff Gordon or Clint Bowyer. Eutechnyx smartly includes some HUD additions that some may dismiss as unrealistic (you can turn them off anyway), but I like them. The radar gives you an idea of who’s around you so you don’t get your rear quarter panel clipped when you’re going into a turn, and an optional replay/rewind system means that your afternoon isn’t automatically over if you crash.
The more I played the game, however, the more issues I uncovered. NASCAR is filled with little details, and this game doesn’t get them all correct. The AI cars don’t pit safely (too late), don’t know when to strategically take pit stops, the yellow flag doesn’t always wave, online doesn’t have accelerated tire wear, and the AI (even with a rival system) shows no teeth. These things aren’t the end of the world, but as a NASCAR fan I easily spotted them. It’s not about delivering painful realism (I like the radar, after all); it’s about finding ways to make the game deeper.
The career mode isn’t a lot of help either. Although it awards you experience points and unlockable pins, paint schemes, coins, and trophies, it doesn’t go anywhere in the traditional, multi-year franchise approach that we expect from a licensed sports property. At least the game includes invitational events, where you can compete in challenges like elimination races, and All-Star like multi-round races where the order of the field is inversed.
Sometimes you don’t have the car to beat, and you end up point racing for whatever you can get. Eutechnyx’s effort here is appreciated, but it’s not championship material.


Friday, April 22, 2011

Michael Jackson The Experience

When Ubisoft released Michael Jackson The Experience last holiday on Wii (check out our review), it allowed fans of the pop icon to jam out to classic tracks using the remote-waggling dance mechanic featured in the publisher's money making franchise Just Dance. With the Kinect version, Ubisoft Montreal uses the sensor's body and voice tracking capabilities to give users a more faithful interpretation of the Michael Jackson performance experience -- and mostly succeeds.
Michael Jackson The Experience projects a fluid outline of your likeness on a variety of performance stages designed after each song's respective music video. Players step along a lit up sidewalk in "Billie Jean" and jam among undead backup dancers in "Thriller." All of the tracks are available at the outset, allowing you to sing, dance, or both.



The King of Pop is music royalty for a reason, as the perfectionist performer flawlessly sang and danced at the same time. Unfortunately, The Experience on Kinect doesn't have the same chops. If you choose the option to sing and dance, the song is broken up into sections that alternate between movement and vocals. No one's stopping you from singing through the whole song even when not prompted, but you won't get credit for your efforts.
The Kinect version of The Experience has a similar performance-scoring problem as the Wii counterpart -- it's brutal. The game rewards exaggerated movements over accuracy, and since the only visual feedback offered is a few flashes of the words "Perfect" or "Almost", you'll be hard pressed to get five stars. Difficulty is determined by song, and some arbitrarily chosen tracks require the player to both sing and dance with no other option, leaving little in terms of player choice. With the exception of ballads, which wisely feature only vocals, not accommodating people who just prefer cutting a rug to belting out a tune or vice versa is a missed opportunity.
These flaws hamper the single player, but in co-op The Experience shines. After selecting a track, up to four players can join in on the performance. Each player is randomly selected to complete a segment of a song, and roles of singers and dancers are constantly shaken up so you never know what to expect. Unfortunately, I can't say the same about versus mode. Here two teams compete for a high score, but it lacks the frantic spontaneity that makes co-op so entertaining. Instead you are forced to listen to the selected song twice, as you and your opponent perform the same routine one after the other.
As a fan of Michael Jackson, I can say The Experience on Kinect is fun despite its shortcomings. Working through each track and learning the routines is a refreshing reminder of his greatness as a performer. I may never dance like MJ, but after my time with The Experience, I am much closer to perfecting the moonwalk.



Wednesday, April 20, 2011

Pro Evolution Soccer 2011


Pro Evolution Soccer 2011 is one of the best representations of 3D on the handheld, but that’s not what I find interesting about the game itself. Rather, I like how it attempts to be like its console brother – and actually goes some way to achieving this goal. Intentions and execution, however, are different matters.

Once you change out of the default, player-focused camera (which is horrible), Pro Evolution fans will immediately recognize much of the gameplay they’ve enjoyed on the big consoles. Perhaps that’s part of the beauty of the sport – its relatively simple at its core. On the other end of the spectrum, this game attempts to replicate some of the sports’ sophistication on the pitch by offering feints (no linked feints like the console version, however) and other controls from the franchise’s arsenal. Unfortunately, the 3DS is missing two shoulder buttons, so it doesn’t have the kitchen sink of controls the series is known for.

I’m not terribly concerned about a few missing dribbling techniques. However, this 3DS version also has some more serious gameplay flubs. Defensive coverage is slightly harder because defenders don’t back off as well as on the console version. Combine this with some poor defensive angles taken due to the imprecision of both the analog nub and the spotty AI, and PES fans will have to make some adjustments. Overall, I wasn’t as comfortable using the nub since its natural resistance and sliding motions sometimes created unexpected player movements.

The game looks good for a handheld sports title, and the 3D isn’t too distracting or hard to keep in focus (it works best in the VerticleWide camera setting). It actually adds something to the experience when you pop a long through ball into space, go up for a header, or target a rocket into the upper corner.

Just like the controls try to mimic the larger console offering, the game’s feature attempts to add some depth via the UEFA Champions League tournament and the Master League franchise mode. Unfortunately, multiplayer is restricted to local wireless play.

Most handheld sports games (and launch ones, at that) have a hard time presenting gamers with a compelling feature set or satisfactory gameplay experience. Pro Evo 2011 for the 3DS goes some way toward alleviating that problem, but in the process comes up with new ones all its own.





Dynasty Warriors 7



Koei’s Dynasty Warrior’s series has begun to make me feel like I did during enchilada day in college. A little over a decade ago, the series started off fresh with expansive battles set before a rich historical backdrop. However, we’ve been served the same reheated menu year after year, and if I have to ingest another Dynasty Warriors title I feel like I might puke.
Like its predecessors, Dynasty Warriors is based off the legendary 14th century novel Romance of the Three Kingdoms. Players take control of one of four warring factions in their conquest of ancient China. However, since the game’s opening movie begins with a young warrior strapping a baby to his chest before kicking a horse in the face and then surfing down a waterfall, you have to assume that some artistic license was taken. Honestly, I probably would have enjoyed the game more if it had embraced this kind of zany vibe, but most of the story is told through a cast of stiff character models who deliver pages of overwritten dialogue in awkward cartoon voices. Somehow, Dynasty Warriors 7 still comes across like it’s trying to take itself seriously.
In previous Dynasty Warriors titles, players would pick a character and follow them through the game’s events. DW 7’s story mode has you bouncing from character to character as the plot rambles on. I hardly noticed this change since I never felt invested in any of my characters in previous DW titles, but I did appreciate the game’s new weapon system. Characters no longer have individualized attacks. Instead, each weapon comes with its own combo list, and since you can equip your generals with any weapon in the game, you can customize the fighting style for each character. Of course, each character also has an EX weapon type that unlocks more powerful moves, so you’ll probably find yourself gravitating towards those predetermined weapons anyway. Seals can also be attached to each weapon to upgrade your character's running speed or attack strength. But because every sword wielder attacks with the same combo patterns, characters are not as distinct as they have been in previous titles.
While Dynasty Warrior’s character management is technically different from previous entries in the series, the game is functionally identical in almost every way. Nine out of every ten enemies you “fight” will do little more than circle around you ominously while you attack their commanding officer over and over again with the same combo. Omega Force has tried to vary the game’s missions, but whether you’re sneaking up behind an enemy encampment, dodging falling boulders on your way up a mountain path, or escorting hapless NPCs, every mission eventually boils down to the same thing: tearing through thousands of Chinese soldiers like some kind of human blender.
The Dynasty Warriors franchise is an impressive dynasty in and of itself. Fans who’ve stuck with the series since its inception argue its merits, but I’ve grown tired of the repetitive action, enemies, and environments (I swear that I’ve seen some of this game’s levels while playing a couple of its prequels). Dynasty Warriors may have once provided a novel experience, but like metrosexuality and Jennifer Aniston’s hair, things that fascinated us a decade ago eventually grow tiresome.


Conduit 2



When The Conduit hit the Wii back in 2009 it was plagued with idiotic AI, touchy controls, and lackluster multiplayer. Conduit 2 has arrived, and while a few of these leaks have been plugged, new issues have surfaced, resulting in an experience barely superior to the original.
Conduit 2’s story is a hot mess. I was laughing at the lobotomized Duke Nukem one-liners for all the wrong reasons. High Voltage even went as far as hiring the Duke's voice actor, Jon St. John. If B-movie voiceovers and a storyline that incorporates historical figures in ridiculous ways is your thing, Conduit 2 might entertain.
The sequel controls much better than the original. I noticed the smoother motion control right away, and the Wii MotionPlus increases aiming fidelity in such a way that I could line up precise headshots. You can also plug in the Classic Controller Pro, but the loose analog sticks made everything feel too twitchy, even at low sensitivity.
High Voltage had the genius idea to integrate Call of Duty-esque perks and weapon unlocks across single-player, multiplayer, and the Horde-like Invasion mode. Enhancements such as increased reload speed and beefed up defense are great no matter what you’re playing, and the persistent augments are a great incentive to bounce between all the modes to earn money.
Unfortunately, locations such as Siberia, China, and a Washington D.C. rehash from the first game feel like soulless sets filled with cardboard props. Single-player levels are packed with enemies that are nominally smarter than in the first game but still occasionally stare blankly through their scopes at you without firing.
The 12-player online battles are too slow-paced for my liking, but fans may enjoy new modes like balloon battle mode which is similar in concept to Mario Kart battles. Invasion mode is a good way to earn cash to spend on upgrades, but the splitscreen-only action got stale for me after the first few waves due to the small battle arenas and uninteresting enemies.
Graphically, Conduit 2 looks rough. Floating bullet holes and shadows that clip through ceilings are common occurrences. Another recurring bug involves the Eclipse cloaking rifle, which yanks Ford’s arms from his body, rendering the gun useless and forcing a checkpoint reload. These downfalls, along with the abrupt and disappointing ending, make the game feel sloppy and rushed.
If you’re an FPS-loving Wii owner that doesn’t care about single-player, or someone who adored the original Conduit, you may be able to squeeze some entertainment out of this game. Everyone else should pass.



Mortal Kombat



Mortal Kombat isn’t a mere throwback to the series’ arcade glory days. Sure, it places combatants on a classic two-dimensional plane, recycles Ultimate Mortal Kombat 3’s roster, ventures back to the series’ most iconic arenas, and gives that odd fellow who yells “Toasty!” another job. However, the nostalgic nods, as great as they are, take a backseat to the creative ideas that bolster the classic fighting formula.
Powerful x-ray moves shatter spines and fracture skulls, special moves can be augmented to deal additional damage, and just when you think you’ve seen it all, the game throws bloody curveballs your way in the form of new match types. You may find yourself battling an army of tarkatans, or struggling to deal damage because your character can’t stand the stench of a rotting version of Goro. With a sadistic sense of humor accompanying most of the fights and modifiers, you never know what to expect from Mortal Kombat – but it's always gory, hilarious, and an absolute blast to play.
Most of the crazy match types are found in Challenge mode, a tower of 300 objective-based levels. This mode could easily be considered a full game on its own. While Test Your Might, Strike, Sight, and Luck pop up often, most of the other matches are unique one-offs, such as Johnny Cage fighting a movie director or a bout where you play as a zombie. In addition to making me question what the hell is going on every five to 10 minutes, this mode does a nice job of showing players the ropes and teaching them how to play as each of the combatants. Some of the objectives are incredibly difficult, but should you run into a challenge that has your number, you can pay coins (earned in every mode) to skip it.
I pumped 10 hours into Challenge mode alone, and invested twice as much time into the classic tournament structure. This is where MK purists can enjoy no-frills one-on-one fights culminating with an ass-beating by Shao Kahn. The combat is frantic, and even though most of the characters’ special moves were introduced over a decade ago, it doesn’t feel like a nostalgia act. NetherRealm Studios has created a modern fighter that accommodates numerous play styles. If you have any memory of the first few Mortal Kombat games, you can probably throw Scorpion’s spear without looking at the moves list. The combos, enhanced special attacks, x-ray attacks, and beautifully designed tag maneuvers are all new wrinkles that make this combat experience the deepest in Mortal Kombat’s history. Dan and I play the game in entirely different ways, and some of the people I’ve played online have opened my eyes to new approaches with different characters. Story mode also forces you into the role of different characters and, like all of the modes in this game, offers a lengthy and polished experience despite the ludicrous tale it tells.
None of the characters are palette swaps, and there’s little repetition in the move sets or fatalities. You can sense that Ed Boon and his team had a great time dreaming up fatalities that best fit each character. Some of them are hilarious; others are downright disturbing. In Shang Tsung’s finisher, the team even takes a jab at Mortal Kombat vs. DC Universe’s Teen rating. Each character offers two fatalities, a secret-ality, and a stage fatality. Uncovering all the ways you can dismember your competition is a significant and uproarious time sink.
Characters get shredded up in more ways than just fatalities. As matches unfold, characters will bruise and bleed, and their outfits sustain damage beyond a tailor’s repair. Most of the stages also offer scenic views of Earthrealm being destroyed or the sick machinations occurring in Outworld. You have to take your eye off the fight to appreciate the amount of action occurring in the backgrounds; you’ll see dragons battling helicopters, snakes slithering down trees, and other combatants locked in battles in the distance. I’ve always loved the way this series has looked, whether it was the digitized actors or exploding polygonal characters who showered far too many rib cages onto the playing surface. This game eschews that kind of zaniness, however, and is downright gorgeous. In a split second, it can wipe the look of awe off of your face with a gruesome bone snap.
Mortal Kombat also makes an impact in the online space. King of the Hill mode brings a competitive arcade-like atmosphere to the online bouts. Much like the days where you would put a quarter on the machine to signify that you have the next fight, you stand in line and wait your turn. Waiting in a day and age when “quick match” is a part of our lexicon may seem like a silly thing to do, but I enjoyed taunting my foes and scoring their performance sas I waited, not to mention studying their techniques prior to throwing down with them.
The only area where Mortal Kombat feels antiquated is in its AI. On the higher difficulty levels, computer opponents are as quick-witted and fast-acting as the Flash. Bosses are annoyingly cheap. I realize they should be tougher than standard opponents, but giving them immunity to any attack, even when your foot is clearly crushing their face, is an artificial difficulty booster that should have stayed in the past. The other minor complaint I have is the lack of new characters, especially from a team that has such a history of creating memorable fighters.
This is the best Mortal Kombat yet. It didn’t blow my mind to the degree that Mortal Kombat 2 and 3 did back in the day, but when it comes down to the gameplay and longevity tied to it, this new entry towers above its 2D lineage.

The Edge
The Xbox 360 and PlayStation 3 versions are identical in most ways, but the latter’s controller is better suited for special move and fatality input. The PlayStation 3 version also offers a substantial exclusive character in God of War’s Kratos. He fits right in with the series’ colorful cast, and his moves are fittingly brutal. The 360 version uses avatars during King of the Hill mode, but this small touch can’t stand up to the PS3 version’s advantages.

Tuesday, April 19, 2011

Carnival Games: Monkey See, Monkey Do



Despite knowing the astronomical odds against winning anything substantial at a carnival’s ring toss or shooting gallery, I still find myself putting my dollars down on the counter with misguided optimism. How hard could it be to knock milk bottles off of a stand, or pop a balloon with a dart? Regardless of my high confidence levels, I rarely win the novelty sized gorilla or inflatable baseball bat. Instead, I usually walk away with less funnel cake money and lowered self-esteem.
Carnival Games: Monkey See, Monkey Do makes me feel like just as big of a loser. Since this game is designed exclusively for Kinect, I was periodically treated to keepsake snapshots of myself failing.
In the 20 minigames and attractions offered in this collection, victory is often dictated by dumb luck. You play ring toss without the knowledge of the ring’s weight or its exact release point, and good luck popping balloons when the game can’t read your dart throwing motion with the precision it needs to allow for skillful tosses. You probably have better odds of hitting a 100-mph fastball in real life than you do in this game. Without seeing a physical representation of the bat or its point of contact with the ball, timing a swing largely falls on chance.
The only minigames I enjoyed were the ones that didn’t draw heavy inspiration from actual carnival games. Waving your arms quickly to grab coins as a rollercoaster races dangerously around tight corners is a fun test of your reflexes. Moving left and right to balance a stack of funnel cakes, as odd as that may sound, requires strategy and steady hands. I also enjoyed posing in odd positions to make my silhouette cover as many gold bricks as possible (while avoiding black bricks). In the end, three enjoyable games out of twenty isn’t a great percentage.
Holding true to its carnival theme, even the prizes are lame. Tickets earned in each minigame can be exchanged for a wide variety of avatar awards, many of which seem desirable at first. I spent over 200 tickets on an awesome pirate outfit, and played a horrible hot air balloon race minigame dozens of times to get my ticket count over 900 so I could purchase a wizard’s hat and robes. Unfortunately, almost all of the avatar awards are only for use in this game; they don’t translate to your avatar on Xbox 360’s dashboard or other titles. Only the unimpressive bowler hat, bowler outfit, and monkey pet carry over. 
You can also hand your hard-earned tickets to the Amazing Wodin – a fortune telling machine that tells groan-inducing knock-knock jokes – or spin the Wheel of Fortune to see if you can unlock a 200-point achievement. Like most of the games in this collection, unlocking this achievement requires nothing but time and luck.
Carnival Games: Monkey See, Monkey Do is too realistic for its own good. Outside of evil carnies appreciating the attention to detail, I can’t see anyone enjoying the frustration and feeling of helplessness that undermine most of the minigames.

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