<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;D0INRns6fCp7ImA9WhBaGUw.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863</id><updated>2013-05-30T07:06:37.514-05:00</updated><category term="Story" /><category term="Structuralism" /><category term="Deconstruction" /><category term="Marxist" /><category term="Narrative" /><category term="Critical Theory" /><category term="GuitaRPG" /><category term="New Classical" /><category term="Critical Casts" /><category term="Psychoanalytic" /><category term="Review" /><category term="Design Challenge" /><category term="Critical Hit" /><category term="Feminist" /><category term="Western Game Design" /><category term="Medium" /><category term="Classical Game Design" /><category term="Player Response" /><category term="B.E.S Repair Shop" /><category term="Critical Correspondence" /><category term="Drebin" /><title>Critical-Gaming</title><subtitle type="html">Developing and using New Videogame Critical Theory to promote critical reviewers and critical gamers.</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://critical-gaming.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>163</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/Critical-gaming" /><feedburner:info uri="critical-gaming" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;D0EDSHc-eCp7ImA9WxRQFU8.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-2945693915680246155</id><published>2008-10-08T23:03:00.002-05:00</published><updated>2008-10-08T23:14:39.950-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-10-08T23:14:39.950-05:00</app:edited><title>We're MOVING!</title><content type="html">&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SO2EJFZcPdI/AAAAAAAAAjc/FitYPqi5eTQ/s1600-h/animal+crossing+move.jpg"&gt;&lt;img style="cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SO2EJFZcPdI/AAAAAAAAAjc/FitYPqi5eTQ/s320/animal+crossing+move.jpg" alt="" id="BLOGGER_PHOTO_ID_5255001631813811666" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;I've spent the past few days making the transition to Critical-Gaming's new home.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;a href="http://critical-gaming.squarespace.com/blog/"&gt;http://critical-gaming.squarespace.com/blog/&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The new site is rough, but I'll get it running to tip top shape in no time. I hope everyone makes the transition smoothly.&lt;br /&gt;&lt;br /&gt;I have a lot of cool ideas for the new site that I don't think are possible using Blogger.&lt;br /&gt;&lt;br /&gt;Thanks Blogger. Thanks Google.&lt;br /&gt;&lt;br /&gt;I intend to leave this site up unless there's a really good reason to take it down.&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/huV25kBIr5Y" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/2945693915680246155/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=2945693915680246155" title="19 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/2945693915680246155?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/2945693915680246155?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/huV25kBIr5Y/were-moving.html" title="We're MOVING!" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SO2EJFZcPdI/AAAAAAAAAjc/FitYPqi5eTQ/s72-c/animal+crossing+move.jpg" height="72" width="72" /><thr:total>19</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/10/were-moving.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUYGQn4-fip7ImA9WxRQFU8.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-1074145232052025042</id><published>2008-10-06T12:00:00.001-05:00</published><updated>2008-10-08T23:38:43.056-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-10-08T23:38:43.056-05:00</app:edited><title>Be Careful. You Might Suck....Is That A Challenge?</title><content type="html">In the &lt;a href="http://www.1up.com/do/minisite?cId=3149993"&gt;9/27/2008 episode of 1up yours&lt;/a&gt;, the crew responds to the topic of video game difficulty and whether or not games need to adhere to the convention of increasing in difficulty to the end.  You can listen to the conversation starting at around 1:21:00.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Be Careful. You Might Suck&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;Before I get into my response to some of the comments from the podcast, I wanted to say that it is important to consider one's own gaming skills before addressing game difficulty of any particular game. When a game is properly (classically) designed with levels that are composed of game ideas that are gradually developed from simple to complex uses of the core mechanics and when the forms of the game communicate their function clearly, the difficulty of such a game is created in large part from the player's ability (or lack thereof) to learn/ utilize the instructive resources the game provides. In other words, it's not the game's fault you aren't paying attention to the clues or using/thinking about the mechanics in the way the game has carefully taught you to. Furthermore, when a game allows the players to adjust the difficulty of the challenges, understanding how difficult the game is is a matter of understanding how the adjustable game elements circumvent the require use of the core mechanics and what effects doing so has on the game experience as a whole. In this way, game difficulty starts in the design but rests on the player.&lt;br /&gt;&lt;br /&gt;Video games are functionally just controlled learning environments or electronic teachers. In the same way the best teachers can make learning fun, exciting, and easy, the best designed games can take the frustration and difficulty out of the learning processes. In such cases, all there is left for the player to struggle with to complete a challenge is the execution. In general, the execution of core mechanics needed to complete most of the challenges in most video games is relatively simple. For example, aiming and shooting in most FPSs is pretty simple. Understanding when to shoot, where to aim, when to take cover, and other battle strategies comprise the majority of what the player must learn to be successful.&lt;br /&gt;&lt;br /&gt;For another example, the input for the mechanics in Mega Man 9 are very simple reflecting the design of the NES era. Everyone understands that holding the JUMP button down makes Mega Man JUMP the highest. Because the JUMP mechanic is direct, letting go of the JUMP button instantly causes Mega Man to drop while quickly tapping the button makes him hop around. The SHOOT mechanic is even simpler. Hit the SHOOT button and a bullet comes out. Along with the MOVE mechanic the player has all the abilities necessary to progress through the vast majority of the game. From this simple base, the levels are designed to test the player's ability to control space by jummping (vertical) and shooting (horizontal). The best part of such a design is, to get through the majority of challenges, players simply have to use some combination of MOVE, JUMP, and SHOOT. With such a simple set of possible solutions, it's hard to imagine that some gamers have an incredibly difficult time understanding how to overcome the game's challenges.&lt;br /&gt;&lt;br /&gt;For these reasons (&lt;a href="http://critical-gaming.blogspot.com/2008/09/mega-man-9-review-repair.html"&gt;and for these&lt;/a&gt;), I do not believe Mega Man 9 is "really too hard" or "brutal" as John Davison and Shane Bettenhausen describe in the podcast. You would think that these game enthusiasts/writers would be able to breeze through a game like Mega Man 9 considering how similar it is to several other Mega Man games that have been out for many years. If Shane can understands how the calculator class in Final Fantasy Tactics is the most powerful class because of how his abilities evolve across his/her long term development, then surely he should be able to understand and use the tools Capcom made easily available in Mega Man 9 to help players get through the game.&lt;br /&gt;&lt;br /&gt;The more I hear games writers talk about how difficult games are, the more I believe that they're not very good at video games. I've written before about how the concept of "skill" can be broken down into 5 categories: dexterity, timing, knowledge, reflex, and adaptation. I don't expect game writers to have the dexterity and timing of a Piano virtuoso (&lt;a href="http://www.youtube.com/watch?v=S5GpRJItqjw"&gt;or a Guitar Hero for that matter&lt;/a&gt;). I don't expect them to have encyclopedic (or gamefaqs level) knowledge of a game. I don't expect their reflexes to match the Ogre Brothers or any other &lt;a href="http://www.youtube.com/watch?v=pnF0aH3fDZg"&gt;FPS twitch fire master&lt;/a&gt;. And I don't expect them to be able to adapt to dynamically changing situations with the &lt;a href="http://www.youtube.com/watch?v=lKX-Rhivzaw"&gt;ease of a StarCraft master&lt;/a&gt;. These video game writers may not be the best at video games, but I do expect them to be good enough to where their extensive experience with analyzing and playing games allows them to reach the insights necessary to understand the intricacies of what a game really is and how it works including its difficulty.&lt;br /&gt;&lt;br /&gt;Personally, I know the insight that I bring to my writing is greatly aided by my diverse skill set. Ignoring my experience in fields outside of gaming for the purposes of this dicussion, pushing myself to develop the skills to become a world class Super Smash Brothers player helpd me understand game difficulty for all games in a number of ways.&lt;br /&gt;&lt;ol&gt;&lt;li&gt;No matter what game I play, as long as a game is designed around understanding mechanics and the skillful execution of those mechanics (as opposed to luck or stat building), I haven't found a challenge that's more difficult than fighting against the nation's best. Though my opponents pushed me beyond the limits of my dexterity, reflexs, timing, and adaptation, the game itself didn't become any more difficult. In those touranment matches, we still played by the same rules that I had a deep knowledge of. The amount of individuality each player brings to this &lt;a href="http://critical-gaming.blogspot.com/2008/08/next-gen-fighters-and-flow-of-combat.html"&gt;dynamic next gen fighter&lt;/a&gt; makes every fight different testing and pushing all of the facets of my skills.&lt;/li&gt;&lt;li&gt;All proper challenges becomes easy when fully understood. It's that "ah ha" moment that people reach when learning anything. Once you "get it" it becomes funny to you when you consider how much trouble a challenge gave you.&lt;br /&gt;&lt;/li&gt;&lt;li&gt; I've also learned that some of the biggest challenges you'll face in a video game are re-learning something, overcoming your own mental barriers, and understanding how you learn within a learning environement. Learning is work as it is. But having to work to undo that work and still have to work at learning it the right way can be exhausting. It's amazing how people will find all the time in the world to do/learn something the wrong way yet struggle to do it the right way from the beginning.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;I've learned that developing a high level of adaptation skill helps keep my ability to quickly learn sharp. The better you get at learning, the easier it is to learn the next thing. &lt;/li&gt;&lt;/ol&gt;&lt;b&gt;With that said, I think it's important for every games writer or aspiring writer to understand at least one video game as thoroughly as possible and to becomes as good as possible at one game (preferably a multiplayer game). &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;As this blog continues to grow I understand more games more completely than I ever have before. By studying a game,which often requires revisitation, and writing essays, I'm able to understand the inner workings of a game on a much higher intellectual level. Understanding how each element of a game works together to build the whole experience also develops my ability to key in on all the non verbal methods video games use to communicate and teach. In other words, the more you understand a game the wider your critical-eye becomes.&lt;br /&gt;&lt;br /&gt;By playing a video game at a high competitive level, I was forced in a way to look at game mechanics and the range of their function in a complete way. By going to that level, you will learn more about video games, yourself as a learner, and yourself as someone who is capable of doing anything.  And doing/action is the thing that outraces words by a factor of a thousand.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Is That A Challenge?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;For the remainder of this article, I'll be responding to the comments made on the podcast in bullet point format.&lt;/div&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The "death mechanic" is an old gameplay convention:  You get it wrong, you die, you go back, and you try it again&lt;/span&gt;: Dying in a video game is a natural/organic conclusion when a game centers around violent actions. In order for a game to be a game, there must be a goal. For this goal, there generally has to be a way to win and lose. Functionally, the "death mechanic" is analogous to many different kinds of losing even when the player doesn't die. &lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;Death in games is designed to make money in arcades: &lt;span style="font-weight: normal;"&gt;Certainly all game's aren't design to steal our quarters. Even if the "death mechanic" was popularized in this way, arcade machines still aren't even close to slot machines&lt;b&gt; &lt;/b&gt;&lt;/span&gt;&lt;span style="font-weight: normal;"&gt;and their ability to steal money&lt;/span&gt;&lt;b&gt;. &lt;/b&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The difficulty of Mega Man 9 just "clicks" for certain people: &lt;/span&gt;Perhaps people who want a good challenge that can be significantly curbed by learning how the game works and adjusting the difficulty when necessary. In other words, MM9 is for the type of gamer that seeks a flexible learning environment where the learner is in control. I've noticed that many of the hardcore gamers on the internet and professional games enthusiasts have grown soft. Their complaints about Mega Man 9 and their inability to even beat the first set of bosses are alarming. I thought the hardcore gamer was supposed to have the skills to tackle games like Mega Man. I thought the hardcore gamer wanted their game's to be "hard." The fact that he adjustable difficulty in Mega Man 9 takes off the apparent "hard edge" makes me feel that anyone who is still having problems with the game needs to increase their skills, buckle down, and learn something about the game. That, or buy more E tanks.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The primary reason to play a game is not necessarily challenge anymore&lt;/span&gt;: This is true to an extent. Besides the challenge that inherently comes from establishing a goal within a game world, a lot of play exists where the player is free to noodle around without deliberately reaching the goal. However, just because gamers can play video games without looking for a challenge, doesn't mean that the challenge should or can be removed from the game. Go ahead, mess around in Super Mario Brothers. Don't try and beat the level. Eventually, the time will run out and if you keep that up, you'll lose all of your lives. There's nothing wrong with playing like this, of course. But I can't say that doing so brings the player closer to understanding Super Mario Brothers beyond the surface level.  &lt;/li&gt;&lt;/ul&gt;Sometimes I feel that if you don't want to be challenged then you shouldn't play a video game. Goals are an inherent part of games. The mere existence of a goal that can't be reached with idleness means the player must do something to overcome the challenge. Whether the challenge is easy to you or incredibly difficult, it's still a challenge. So when the 1up crew describes not wanting to be challenge, I take it to mean that they don't want to work or learn to overcome an obstacle. In other words, they don't want to change, but they still want the game to appear/react as if they had. &lt;br /&gt;&lt;br /&gt;Carrying the attitude of not wanting to learn/engage with a video game develops a gamer that wants fewer consequences in their experience. After all, with fewer consequences there are fewer ways to lose. When there's fewer ways to lose, the gamer grows less worried about failing. When there are less ways to fail, the challenges and goals in the game become simplified and/or the gamer will become satisfied with doing almost nothing. When gamers don't want to learn and would rather just "relax" and "zone out" when playing a game, the lack of engagement practically destroys the players ability to learn. After all, learning is active/interactive, not passive.&lt;br /&gt;&lt;br /&gt;This notion that entertainment doesn't (or even shouldn't) engage the mind is ridiculous and probably stems from a world filled with sub par TV shows and other mediocre products of entertainment. It's easy to be "entertained" by a TV set. You turn it on and it seems to do all the rest of the work by itself. Learning is work even when it's fun. As soon as you get used to having fun or being entertained from passive experiences, it becomes easy to delude yourself into thinking that passiveness is just as good as being engaged in an activity. As soon as you prefer to turn your brain off, you've robbed yourself of the chance to develop something wonderful. &lt;br /&gt;&lt;br /&gt;My fear with the gamer who gets used to passively playing games or is unwilling to learn is that they'll never reach higher, more complex, and richer game experiences. Garnett Lee described such an experience as a wonderful and delicious "gaming casserole." In other words, in order for the designers to empower the player with the ability understand and master the game world, the player must learn the mechanics and rules step by step. The only way to ensure the player has some level of understanding on a mechanic/concept is to test them. Games create tests by constructing challenges.Without challenge, without being engaged, and without learning the interactivity that sits at the heart of the video games medium is nothing.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://critical-gaming.blogspot.com/2008/09/what-it-means-to-be-gamer.html"&gt;We are gamers. We are learners.&lt;/a&gt; We seek challenges so we can better understand game worlds, ourselves, and the real world we live in. You might suck today. But with an open mind and a will to learn, you'll develop the skills and a critical-eye through which the world can be viewed.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/O4jFYREQCKQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/1074145232052025042/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=1074145232052025042" title="17 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/1074145232052025042?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/1074145232052025042?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/O4jFYREQCKQ/be-careful-you-might-suckis-that.html" title="Be Careful. You Might Suck....Is That A Challenge?" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><thr:total>17</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/be-careful-you-might-suckis-that.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU4BQH47cSp7ImA9WxRQEU4.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-5447338504511924433</id><published>2008-10-04T11:30:00.000-05:00</published><updated>2008-10-04T11:32:31.009-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-10-04T11:32:31.009-05:00</app:edited><title>"wow... that's music!"</title><content type="html">As my anticipation for Guitar Hero World Tour, what will be my single biggest gaming purchase this year, grows I can't help but also grow more excited about Wii Music. Wii Music is the game that most of the gaming industry doesn't understand or know how to talk about. Like the other phenomenons that fly under the same series (Wii Sports, Wii Play, and Wii Fit) Wii Music is designed in a way that is very different from the popular examples in related genres. Wii Music is designed as a true music game.&lt;br /&gt;&lt;br /&gt;I've been playing music for a very long time now; piano for over 13 years and violin for over 11 years. Though I've participated in contests, orchestras, and solo performances with both of these instruments and written several compositions, I come to understand music as something that a musician can't help but make. It's something different from the theory, correctly played notes, and one's experience with an instrument. My experience with the cello, harmonica, guitar, bass, and drums aren't nearly as extensive as with my primary 2 instruments. But in my experience, I've found that I can make music with anything that makes noise or can produce note tones.&lt;br /&gt;&lt;br /&gt;It's interesting when you think about how the source of my expression for playing video games, painting, drawing, sculpting, writing, and playing music comes from the same play. In each art form each in their different ways, every move/strategy/brush stroke/word/note is made in attempt to communicate something whether individually or as part of a bigger phrase.  My piano teachers over the years never taught me to play music, but they always commented on how I had "it." Random audience members from concerts would always go out of their way to specifically compliment my playing. Playing notes is something entirely different from playing music. This is something that has come naturally to me.&lt;br /&gt;&lt;br /&gt;In one of my English class back in High School, the teacher had a small toyish ukulele. Everyday, I would go to class early and practice on this plastic like instrument that was always out of tune. After a few attempts, I was able to play the Super Mario Brothers main theme with some cool ornamentation too. After I nailed Mario, I worked out a unique composition in the style of classic guitar music. Though the strings were in a different tuning every day, I was able to get consistent results. The more work I put into this "toy" the more musical range I discovered and the more my playing sounded like authentic music. Because of experiences like this, I never underestimate the ability for strange even toy instruments to make music. Music is something I will always strive to produce because it's in my and it must be expressed. For this reason, the 50 or so instruments that come packed into Wii Music excite me just as much or more so than Guitar Hero World Tour. How else would I be able to play 50 musical instruments to create music even if they're "toys?"&lt;br /&gt;&lt;br /&gt;Wii Music is a game made by the same company and the same genius designer that has made the world's greatest video games. The same mind that created Mario and Zelda is now looking at looking at creating a game entirely around the function of creating music. Using the modern advances in technology and game design, Miyamoto is attempting with Wii Music to make a game about making music with simulated instruments as opposed to hitting buttons to a fixed rhythm on a plastic instrument/video game controller. Guitar Hero, Rock Band, Donkey Konga, and all the other music-rhythm games may be nice games, but as a musician I know that there really isn't any musicality in the gameplay. At some point, not being able to play my own notes to my own rhythms makes me realize I'm stuck in a game that's more linear than even the most basic 2D platformers. In other words, music rhythm games generally have one way to play and one way only which severely limits the possibility for musical expression.&lt;br /&gt;&lt;br /&gt;As a violin teacher, I'm working with a student who has been playing the violin for 3 years having started in middle school. She told me she wants to play with more confidence and energy but is unsure how to do so. The only way to play with more energy, I explained, is to put more energy into your playing. Every time she tries, she reverts to the ways she's comfortable playing; more reserved and somewhat vapid. Even this student musician playing a real instrument holds back her own musicality because she's afraid to mimic me or the other violinists. She has created too many psychological barriers against herself.&lt;br /&gt;&lt;br /&gt;Most musical instruments are physical machines that produce sound entirely through mechanical means. Imitating and even exaggerating the physical motions of real musicians goes a long way in developing the techniques needed to play like a professional. This is why Wii Music's motion controls are genius.&lt;br /&gt;&lt;br /&gt;The psychological barriers many develop when playing on a real instrument wouldn't exist in Wii Music because it's perceived as a video game; a toy meant to be played. The psychological barrier that stems from the perception that a musical instrument is a very expensive object that must be taken very seriously would never developer around such a game for the Wii. Furthermore, because the player is playing "air instruments" there's a natural tendency to exaggerate one's motions. In a strange way, the inherent design of Wii Music can bring musicians and non-musicians alike closer to physically playing more like professional musicians.&lt;br /&gt;&lt;br /&gt;Some people are upset with how Wii Music makes it impossible to play bad notes or lose like in a traditional video game. Somehow, these people have drawn the conclusion that real music is legitimized only because of the possibility that the performer could have played wrong notes or failed in some way. Even with the structure Wii Music puts players in, it is still quite possible to play some horrible sounding music. Remember E3 08? The performers on stage played a Mario tune that sounded terrible. That alone should convince anyone that there's enough room in Wii Music to fail or succeed in varying degrees. Because musical expression is at the center of Wii Music's design, the success of a performance is subjective. I doubt there will be a percentage score given to players at the end of each song.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/PaccQEgDEl4&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/PaccQEgDEl4&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;The Bad&lt;br /&gt;&lt;br /&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480"&gt;    &lt;param name="allowScriptAccess" value="sameDomain"&gt;     &lt;param name="allowFullScreen" value="true"&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=40803"&gt; &lt;param name="quality" value="high"&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=40803" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;br /&gt;&lt;br /&gt;The Good&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/wvNPUxdvfSM&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/wvNPUxdvfSM&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;The Variations. Skip to 1:00&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;blockquote&gt;Iwata&lt;br /&gt;I think Wii Music has enormous potential. Because instead of accurately  performing actions in time with a score, gameplay is about enjoying limitless  possibilities all of which are correct.&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;/blockquote&gt;Just listen to theme and variation between these recordings of Twinkle Twinkle Little Star.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480"&gt;    &lt;param name="allowScriptAccess" value="sameDomain"&gt;     &lt;param name="allowFullScreen" value="true"&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=40524"&gt; &lt;param name="quality" value="high"&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=40524" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480"&gt;    &lt;param name="allowScriptAccess" value="sameDomain"&gt;     &lt;param name="allowFullScreen" value="true"&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=40582"&gt; &lt;param name="quality" value="high"&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=40582" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480"&gt;    &lt;param name="allowScriptAccess" value="sameDomain"&gt;     &lt;param name="allowFullScreen" value="true"&gt; &lt;param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=40583"&gt; &lt;param name="quality" value="high"&gt; &lt;embed src="http://www.gametrailers.com/remote_wrap.php?mid=40583" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"&gt;&lt;/embed&gt; &lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;When I first listened to these three videos, the first thing I said was, "wow... that's music!"&lt;br /&gt;&lt;br /&gt;Wii Music is a game that will fill a unique space in the gaming industry. It's for people who want to know what it's like to play music, to play music in a group, and even do a little composing without the expensive price tag of buying a musical instrument/lessons or working through the steep learning curve of music theory. Wii Music is also for musicians who want to play around with instruments they can't get their hands on or can't afford. With around 50 musical instruments in Wii Music, there's bound to be something you've never seen/touched/played that you would like to. In other words, Wii Music is for everyone. Rock Band, Guitar Hero, Elite Beat Agents, Donkey Konga, DDR, PaRappa The Rapper, and Guitaroo Man players shouldn't feel threatened or challenged in any way.  Wii Music seems to be in a genre of it's own.&lt;br /&gt;&lt;br /&gt;In the meantime check out these two Wii Music links.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://seanmalstrom.wordpress.com/2008/09/22/why-wii-music-is-genius/"&gt;Why Wii Music is Genius by Seanmalstrom&lt;/a&gt;: Though I would argue against some of his extreme statements his intent is in the right direction.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://us.wii.com/iwata_asks/wii_music/vol1_page1.jsp"&gt;Iwata Asks Wii Music:&lt;/a&gt; Only the first volume is available at this time.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/FRuQnbRT44c" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/5447338504511924433/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=5447338504511924433" title="6 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5447338504511924433?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5447338504511924433?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/FRuQnbRT44c/wow-thats-music.html" title="&quot;wow... that's music!&quot;" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><thr:total>6</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/wow-thats-music.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0AEQXs-eCp7ImA9WxRQEE0.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-4641922044857375454</id><published>2008-10-02T17:08:00.004-05:00</published><updated>2008-10-02T23:55:00.550-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-10-02T23:55:00.550-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Critical Hit" /><title>Nintendo Stealth Conference: Let's Hit It.</title><content type="html">&lt;cr&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/w5qKkkFKp5g&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;br /&gt;&lt;/object&gt;&lt;/cr&gt;&lt;div style="text-align: center;"&gt;&lt;cr&gt;&lt;object width="425" height="344"&gt;&lt;/object&gt;&lt;/cr&gt;&lt;br /&gt;&lt;cr&gt;&lt;object width="425" height="344"&gt;&lt;/object&gt;&lt;/cr&gt;&lt;br /&gt;&lt;cr&gt;&lt;object width="425" height="344"&gt;&lt;embed src="http://www.youtube.com/v/w5qKkkFKp5g&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/cr&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul style="text-align: left;"&gt;&lt;li&gt;Many of the games shown in this video are shown too briefly to make any kind of substantive observations. Let's see how it goes.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;2008&lt;br /&gt;&lt;ul&gt;&lt;li&gt;DSi: Slimmer, SD card slow, internal flash memory, bigger screens, internet browser, DS online store, and 2 cameras. Over the past few years, I've faced several road blocks when designing software fore the DS because it lacked many of these key features. Once again, Nintendo supplies the hardware/features that I need to design my innovative games freely.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The fashion game:  Looks to have very high production values considering the detailed customization and the 3D graphics.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Nintendo Pedometer &amp;amp; Wii Fit for my pocket? Sign me up. I loved my Pokemon Pikachu with its built in pedometer when I was in middle school, and I look forward to this next step. Nintendo had to find a way to put Mii's on the DS. They're the best tool Nintendo has to make games personal and accessible to the broadest audience.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The Kirby game looks just as colorful as other games in the same series.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The Valkyrie Profile, Chrono Trigger, and the Shiren The Wanderer look very traditional in their core RPG design. Let's hope at least 2 of these 3 have some tricks up their sleeve.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The Soccer game looks slick. It appears that many developers have figured out how to make nice looking 3D DS games. The implementation of the Mii's fits, and the game appears to support a range of detailed stats.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Sooo many RPGs. I guess they come with the territory.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Professor Layton looks as dashing as ever. In other words, it looks like more of the same.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;2009&lt;br /&gt;&lt;ul&gt;&lt;li&gt;The Iwata, Reggie, and Miyamoto Mii's are charming. I'm not sure what kind of game/software they're in.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Mario &amp;amp; Luigi look like they're control with the touch screen for battles. Interesting change.&lt;/li&gt;&lt;li&gt;Wario Paint/Ware: Looks like Mario Paint. Plays like Wario Ware. Perhaps everyone makes micro games and shares them for content that's always unique. Either way, this game has piqued my interests.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;3D picross. I liked 2D picross. Hopefully they'll find an intuitive way to manipulate the camera. The rubik cube DS game's camera controls are pretty complicated and finicky.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;More RPGs. Such is Japan.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/-9PYAb7zVQc&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/-9PYAb7zVQc&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Much of the Wii game footage is too short to deduce anything. There's a lot to look forward to this fall and next year from the Wii. The games shown in the video run the full gamut of "casual" to "hardcore" games and from familiar to new IPs. There'es something for everyone. &lt;/li&gt;&lt;/ul&gt;Until we get more information...&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/9A95a_Utkig" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/4641922044857375454/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=4641922044857375454" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/4641922044857375454?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/4641922044857375454?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/9A95a_Utkig/nintendo-stealth-conference-lets-hit-it.html" title="Nintendo Stealth Conference: Let's Hit It." /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/10/nintendo-stealth-conference-lets-hit-it.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkQAR3g-fCp7ImA9WxRRGUU.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-5137254957719984329</id><published>2008-10-02T09:19:00.004-05:00</published><updated>2008-10-02T16:52:26.654-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-10-02T16:52:26.654-05:00</app:edited><title>Shawn Elliott Approves of Critical-Gaming</title><content type="html">Well, Shawn Elliott didn't mention the Critical-Gaming blog specifically. However, the comments he made in the latest &lt;a href="http://www.gdcradio.net/gamasutra_podcast/"&gt;Gamsutra podcast on GDCRadio&lt;/a&gt; are in line with exactly what's been going on here at the blog for almost a year now.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://media.libsyn.com/media/fatpixelsradio/Shawn_Elliott_Interview.mp3"&gt;You can listen to the podcast here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SOU-nsvuZQI/AAAAAAAAAjU/OA2q9p2xCeE/s1600-h/elliott.jpg"&gt;&lt;img style="cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SOU-nsvuZQI/AAAAAAAAAjU/OA2q9p2xCeE/s320/elliott.jpg" alt="" id="BLOGGER_PHOTO_ID_5252673392144704770" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Doesn't that look like the face of approval?&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;Among the things he mentions in that podcast and others are...&lt;br /&gt;&lt;ul&gt;&lt;li&gt;reviewing/writing about games after reflecting on the experience that was hopefully done away from pressing time constraints&lt;/li&gt;&lt;li&gt;writing about games with a thesis instead of creating buyers guides&lt;/li&gt;&lt;li&gt;finding a unique angle to write from that's as meaningful as it is personal&lt;br /&gt;&lt;/li&gt;&lt;li&gt;making a bridge between literary critical theory to talk about video games&lt;/li&gt;&lt;li&gt;using the structures and unique metaphors of other practices/disciplines/art forms to approach game writing and game design.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;taking small investigative ventures probing some aspect of the gaming culture&lt;/li&gt;&lt;li&gt;writing cross game analyses&lt;br /&gt;&lt;/li&gt;&lt;li&gt;being responsible/held accountable for one's writing. Taking a stance and arguing points.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;developing and applying a critical eye to video games&lt;/li&gt;&lt;/ul&gt;Sound familiar?&lt;br /&gt;&lt;br /&gt;Good luck Shawn Elliott. It's good to know we're fighting the same fight.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/hFBcGet3slA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/5137254957719984329/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=5137254957719984329" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5137254957719984329?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5137254957719984329?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/hFBcGet3slA/shawn-elliott-approves-of-critical.html" title="Shawn Elliott Approves of Critical-Gaming" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SOU-nsvuZQI/AAAAAAAAAjU/OA2q9p2xCeE/s72-c/elliott.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/10/shawn-elliott-approves-of-critical.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUUBQngzfyp7ImA9WxRRGU8.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-7796087767736223612</id><published>2008-10-01T23:36:00.000-05:00</published><updated>2008-10-02T01:00:53.687-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-10-02T01:00:53.687-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Critical Hit" /><title>Samba De Amigo Critical Hit</title><content type="html">&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SORbROhqN2I/AAAAAAAAAi0/BFoTkYEQFtI/s1600-h/samba+title.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5252423416936019810" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SORbROhqN2I/AAAAAAAAAi0/BFoTkYEQFtI/s320/samba+title.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Good core music-rhythm design:  SHAKE, RAPID SHAKES, POSE, DANCE&lt;/span&gt;. Between these mechanics, the various rhythm patterns, and the 6 shaking zones Samba De Amigo can create more significant variation than most music-rhythm games.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;For single notes, the player can perform a "trick shot" by shaking the two "maracas" in the same position at the same time. &lt;span style="font-weight: bold;"&gt;This option gives players a way to increase the difficulty&lt;/span&gt; of relatively simple sections while scoring more points in the process.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The core design is very similar to the Elite Beat Agents/the Ouendan series&lt;/span&gt; for the Nintendo DS. Shakes = TAPS. POSE = DRAG. DANCE = SPIN (where players can put more energy in to this mechanic to earn more points). Furthermore, the game is designed around creating an interactive sound scape of percussion as opposed to an interactive music track like in Guitar Hero. In Samba De Amigo, players aren't making music. Rather, players shake and dance to the beat.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Not enough negative feedback&lt;/span&gt;. When a player shakes at the right time but accidentally slips into the wrong position it feels like the game simply didn't receive the SHAKE input when in fact it did. The game only Boo's when your rank drops a letter grade. Otherwise, it's very hard to tell whether the game really missed the input, you didn't SHAKE in the correct zone, or if you just didn't time it right.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;There's no penalty for shaking in the times/spaces between notes. Because playing Samba De Amigo involves a lot of movement, it would be frustrating if the game penalized players for every SHAKE that wasn't timed to a note. Often times, I found myself shaking both hands to keep the beat even though only one was necessary. &lt;span style="font-weight: bold;"&gt;This design decision is key to keeping the game focused considering the nature of the game and the controller input in addition to allowing the player to "free style" developing their own subdivisions as they sync with the rhythm of a song&lt;/span&gt;.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The rating system is very old school Japanese with a few convoluted quirks&lt;/span&gt;. Unlike Guitar Hero (a Western music-rhythm game) where players receive full credit for a note as long as they hit it within the timing window, in Samba De Amigo playing exactly on the beat is privileged. Landing close to the beat will award the player with points, but only by landing perfectly on beat will the player receive full points while increasing the multiplier. In traditional Japanese music-rhythm games, the developers just don't want you to play, they want you to play perfectly.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;On top of the percentage grade based on correct notes played, in Samba De Amigo, Ouendan, and DDR, a letter grade is given as well. &lt;span style="font-weight: bold;"&gt;On top of this, the letter grade in Samba De Amigo doesn't directly correspond to the percentage of the correct notes played&lt;/span&gt;. I once got a score of 96% and ended up with a C rating. While playing players not only build up their multiplier and score, but a meter that determines their letter grade as well. With a few mistakes, the later grade drops. With much correct playing, the letter grade slowly climbs. Though this system is unnecessarily complicated everyone knows how to improve their score in a music-rhythm game. Play all perfect notes without missing one. Do that, and understanding the scoring system won't matter.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The mini games aren't worth the time or the money Gearbox spent making them. They reminded me of some of Boom Blox's worst mini games... distractions from the core design of the game that should be avoided.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The option to play with Wiimote + Nunchuck or double Wiimotes is much appreciated. The calibration options seem to help as well.&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SORbRvtNH-I/AAAAAAAAAjE/HdMCgH5cFAE/s1600-h/samba01.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5252423425842814946" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SORbRvtNH-I/AAAAAAAAAjE/HdMCgH5cFAE/s320/samba01.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;The tri-colored zone display isn't intuitive for those of us who have gotten used to reading music on a linear "tape reel" type system. Sheet Music, Guitar Hero, Donkey Konga, and even Ouendan have a very linear structure to their notation. In Samba De Amigo, the notes spawn and branch out from the center of the display. &lt;span style="font-weight: bold;"&gt;While this design may be counter intuitive in one regard, it's great for indicating the spatial relationship the notes have to where the player must SHAKE&lt;/span&gt;. I found that when I lost track of all the moving dots, I could still hit all of the notes fairly easily by maintaining a soft focus on the colorful display. The effectiveness of this design is also evident when the POSE/DANCE sections come up. Without thinking, I was able to successfully mirror the position indicated on the screen.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Being forced to play through the Normal and then Hard campaign to unlock the Super Hard mode was slightly irritating. I didn't realize how much I've gotten used to the Western design for music-rhythm games thanks to Guitar Hero. I expected that all the difficulty modes would be unlocked. Over all, unlocking songs and modes in Samba De Amigo isn't a big deal.&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SORbRiA967I/AAAAAAAAAi8/jj1ae-AUL04/s1600-h/monkeywiimote.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5252423422167608242" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SORbRiA967I/AAAAAAAAAi8/jj1ae-AUL04/s320/monkeywiimote.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;There are many nuances and techniques to playing Samba De Amigo that differ with each song just like there is in any quality music-rhythm game. If you don't spend the time to learn it, you shouldn't fault the game. Many claim that the controls simply aren't accurate enough. In my experience, the Nunchuck works best on the normal difficulty. Clearly, playing with two Wiimotes is ideal. They're more accurate. They have a longer grip. And there isn't a cord hanging between them, which frees the arms for pulling off a double "around the world" dance maneuver. I've score 90+% sight reading Hard mode and about 85+% sight reading Super Hard. If I spend the time to work on a few techniques I'm sure I can ace any of the songs.&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SORcMDcSvCI/AAAAAAAAAjM/Ea-mlc1gGQ4/s1600-h/motionplus.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5252424427573001250" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SORcMDcSvCI/AAAAAAAAAjM/Ea-mlc1gGQ4/s320/motionplus.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Samba De Amigo is a game that I feel would have benefited the most from implementing Wii Motion Plus technology. The current way the game figures out what positions the Wiimotes are in (high, mid, low) is  jittery and finicky. If a sequel comes out with Motion Plus controls and maybe even some Balance Board support, I'll be the first in line.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/T8GMlBrkbsk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/7796087767736223612/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=7796087767736223612" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/7796087767736223612?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/7796087767736223612?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/T8GMlBrkbsk/samba-de-amigo-critical-hit.html" title="Samba De Amigo Critical Hit" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SORbROhqN2I/AAAAAAAAAi0/BFoTkYEQFtI/s72-c/samba+title.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/samba-de-amigo-critical-hit.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkMGQ3syeip7ImA9WxRRGE4.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-7830303086528067400</id><published>2008-09-30T21:48:00.006-05:00</published><updated>2008-09-30T23:13:42.592-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-30T23:13:42.592-05:00</app:edited><title>October Forecast</title><content type="html">October is almost upon us all. In preparation of what will undoubtedly be an incredible month for gaming and gaming purchases (Guitar Hero 4 and LittleBig Planet with Vision Cam are to blame) I have decided to give everyone a glimpse into what I've been mulling over in the way of Critical-Gaming content.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SOL4bN53IwI/AAAAAAAAAis/U7g38neVBgQ/s1600-h/golden+bliss.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SOL4bN53IwI/AAAAAAAAAis/oR9uE8d_v4w/s320-R/golden+bliss.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;I can't take a break now.&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt; &lt;/div&gt;The last time I did this was before I took my &lt;a href="http://critical-gaming.blogspot.com/2008/08/bes-vacation.html"&gt;vacation earlier in the summer&lt;/a&gt;. I feel that posting the list gave some readers something to look forward to, which in turn kept me focused and on track. I did a lot of writing after then, but I unfortunately was unable to get to these topics.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Sonic 1,2,3, Rush, Rush Adventure review, repair, and re-imagining of Sonic next-gen gameplay .&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;Uncovering the design and depth in Pikmin's origami folded level design.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;DS design series. Taking a look at the DS games that pull of various DS specific design elements most successfully. &lt;br /&gt;
&lt;/li&gt;
&lt;/ul&gt;If I write an article every day, I would still trail behind my ideas. Certainly this is not a complaint. I'm just letting you know what's going on on my side of the computer screen. So here's the update to the list.&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;b&gt;Ikaruga and Everyday Shooter structural similarities:&lt;/b&gt; How linear levels on timers free the player and open up design possibilities. Pikmin as well. &lt;/li&gt;
&lt;li&gt;&lt;b&gt;The Function of Memory: &lt;/b&gt;A look at how memory can be used like a video game mechanic to significantly increase a range of one's abilities.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Gaming Schedule: &lt;/b&gt;A brief look at a possible balance between buying new games, buying old games, and playing one's games more completely. Also, the benefits of planning/mentally preparing for one's gaming time.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Designing a Better Violin Teaching Method: &lt;/b&gt;If designing a curriculum is like designing a game.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Knowing the Difference between Tactics and Strategy:&lt;/b&gt; A look at how many obscure the truth by hiding behind language that claims a game has strategy. Recognizing the difference and understanding how game design creates, encourages, and is benefited/deconstructed by strategy. &lt;/li&gt;
&lt;li&gt;&lt;b&gt;Be Careful... You Might Suck: &lt;/b&gt;Looking at how one's personal skill and experience with video games may affect their ability to assess/critique a game.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Is that a Challenge:&lt;/b&gt; A look at how video games entertain. How important goals and challenges are to a video game. How engagement and learning are essential. &lt;/li&gt;
&lt;li&gt;&lt;b&gt;The Construction of Comedy: &lt;/b&gt;A look at the mechanics of comedy from 3 cultural point of views.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Wow...That's Music:&lt;/b&gt; A look at Wii Music and why it may be far more unique and better than the gaming industry/world may currently give it credit for.&lt;br /&gt;
&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Designer's Workshop:&lt;/b&gt; A new series where I'll be constructing step by step guides detailing how to make the best user generated content for this year's best "content creatable" games. LBP. GH4. Bangai-o. Advance Wars Days of Ruin. It's all inside. &lt;/li&gt;
&lt;li&gt;&lt;b&gt;Bangai-O Review&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/L2P8wVsvlxE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/7830303086528067400/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=7830303086528067400" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/7830303086528067400?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/7830303086528067400?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/L2P8wVsvlxE/october-forecast.html" title="October Forecast" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SOL4bN53IwI/AAAAAAAAAis/oR9uE8d_v4w/s72-Rc/golden+bliss.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/october-forecast.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkcNSHc4eCp7ImA9WxRRFks.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-8470033674192494538</id><published>2008-09-28T17:40:00.012-05:00</published><updated>2008-09-28T23:54:59.930-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-28T23:54:59.930-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Critical Theory" /><title>The Genius of Slowdown</title><content type="html">Slowdown is certainly a relic of our past when video games used to push their processors to their limit and beyond. When there were simply too many explosions and bullets streaking across the screen the frame rate dropped and the game began to play is slow motion.&lt;br /&gt;&lt;br /&gt;Many would like to believe that we are now currently in an age that has moved beyond slow down. Though the frame rate in our modern releases may hiccup (GTA4), sputter (MGS4), or even drop to a cinematic 24 frames per second (Shadow of the Colossus), all of these performance slips are far better than back in the day when the games used to slow to a crawl. With the advent of widespread online gaming, many gamers now find it strange when latency issues are resolved by slowing down or even temporarily pausing the action for all players until the information flow can be reestablished.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xef-x91fczw&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/xef-x91fczw&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;My recent exploration of Bangai-O Spirits for the Nintendo DS has caused me to think about the possible design benefits of slowdown. Unlike bullet time, where the game time is slowed usually by the player to enhance reaction time and accuracy, slowdown happens as a result of an excess of onscreen elements that require graphics and collision processing. In Bangai-O's case, when the player launches a counter attack of 100 homing missiles, the game automatically slows down. The benefits for the slower gameplay are the same as with bullet time. When the game is slowed down, the player has additional time to process and analyze the game. But unlike bullet time, the amount of slowdown that occurs is directly proportional to the amount of in game "chaos" on screen.  Like the smart slow-mo from Perfect Dark that activates when two players in a multiplayer match move within a certain proximity of each other, slowdown makes the game time relative to action and position.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SOBTbddRdoI/AAAAAAAAAik/DYOHP-TUsYE/s1600-h/bangai-o-spirits-20080715003800929_640w.jpg"&gt;&lt;img style="cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SOBTbddRdoI/AAAAAAAAAik/DYOHP-TUsYE/s320/bangai-o-spirits-20080715003800929_640w.jpg" alt="" id="BLOGGER_PHOTO_ID_5251288896742979202" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt; It's like Where's Waldo, but different.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;Slowdown might have addition design benefits that may not be as obvious to discern. As it turns out, Bangi-O Spirts features 4 player simultaneous gameplay. Designing a system that can communicate hundreds of packets of data between two systems can be extremely tricky even for two consoles using high speed connections. Geometry Wars is a perfect example of a game is so smooth with so many individual items on the screen each with their own behaviors and patterns that react off of the player's position and attacks as well as other elements in the level, that trying to get the game to work online would invariably slow down the game speed. In other words, because there's simply so much chaos in Geometry Wars the Geometry Wars that we know and love would be impossible to make work online with our current technology.&lt;br /&gt;&lt;br /&gt;So what about Bangai-O Spirits for the DS? One might initially think that the the DS processors and wifi connections aren't better suited than an Xbox360 for the task for communicating the chaos of battle in a multiplayer mode. But slowdown, once again, plays a very key role in Bangai-O's case. The player should already be used to the contextually fluctuating game speed in the single player mode. So if the game slows down just a bit more to maintain communication with 3 other DSs, the player probably wouldn't notice. Because slowdown is an integrated part of the normal gameplay, using it as a sort of shield/buffer for multiplayer wireless communications is quite genius.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SOBQ-CL_pqI/AAAAAAAAAic/_vl2N395xAo/s1600-h/bangai-o-spirits-20080715003759601_640w.jpg"&gt;&lt;img style="cursor: pointer;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SOBQ-CL_pqI/AAAAAAAAAic/_vl2N395xAo/s320/bangai-o-spirits-20080715003759601_640w.jpg" alt="" id="BLOGGER_PHOTO_ID_5251286192183289506" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Just a few missiles&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Bangai-O Spirits is a rare case indeed. Not only does it get away with massive slowdown that can drop as low as 1 frame per second, but in many ways the slow down works better for the gamepaly and multiplayer. In the moments when everything slows down, I have an opportunity to analyze the battle field, look at the map, check enemy health or any of the other stats before thinks kick back up in speed again. And for a game that accurately captures anime action in a video game, I'll take all the help I can get.&lt;br /&gt;&lt;br /&gt;As modern games continue to push the technical limits of video games while maintaining relatively smooth gameplay and high frame rates, it's interesting to see that slowdown, which many consider to be a technical flaw, can be successfully embraced and incorporated into the core design of a game.&lt;br /&gt;&lt;br /&gt;Stay tuned for my explosive review of Bangai-O Spirits.&lt;br /&gt;&lt;br /&gt;And if you're worried about the future of slowdown and/or the potential in relative game speed and design, then look no further than &lt;a href="http://critical-gaming.blogspot.com/2008/06/drebin-1-asynchronous-time.html"&gt;Drebin #1 Asynchronous Time&lt;/a&gt;.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/crsmAqWMMY4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/8470033674192494538/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=8470033674192494538" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/8470033674192494538?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/8470033674192494538?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/crsmAqWMMY4/genius-of-slowdown.html" title="The Genius of Slowdown" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SOBTbddRdoI/AAAAAAAAAik/DYOHP-TUsYE/s72-c/bangai-o-spirits-20080715003800929_640w.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/genius-of-slowdown.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkcCSHc-fSp7ImA9WxRRFks.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-3258024810335425314</id><published>2008-09-27T08:12:00.029-05:00</published><updated>2008-09-28T23:54:29.955-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-28T23:54:29.955-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Classical Game Design" /><category scheme="http://www.blogger.com/atom/ns#" term="Review" /><category scheme="http://www.blogger.com/atom/ns#" term="B.E.S Repair Shop" /><title>Mega Man 9 Review &amp; Repair</title><content type="html">Mega Man 9 is my favorite Mega Man game along with Mega Man X. This is probably due to the fact that I've recently beat these two Mega Man games since developing my critical-eye. Regardless, there's a lot to be said for Mega Man 9, a game which just barely qualifies for the retro-evolved genre. The game looks old school and plays just like Mega Man did when I was a kid gathered around TV with all the neighborhood kids trying to come up with a strategy to defeat Gemini Man. Because MM9 is practically an NES, so much of the experience should already be quite familiar to us. For this reason, I only want to touch on a few points in bullet point essay style.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SN54dSpbFyI/AAAAAAAAAiU/HizsJagmmVs/s1600-h/447px-Mm9_boxart.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5250766660177696546" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SN54dSpbFyI/AAAAAAAAAiU/HizsJagmmVs/s320/447px-Mm9_boxart.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;ADJUSTABLE DIFFICULTY&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;Many claim that Mega Man 9 is a very difficult game. I do not think it is for many reasons. Starting with a base made up of the default weapon, the M Buster, and a few lives, the difficulty in beating the game can be adjusted to a very fine degree. Players always have the option of...&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SN5nLdxiTJI/AAAAAAAAAiM/2dZq8VLYooI/s1600-h/diff+adjust.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5250747662229195922" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SN5nLdxiTJI/AAAAAAAAAiM/2dZq8VLYooI/s320/diff+adjust.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ol&gt;&lt;li&gt;collecting lives before going into more difficult stages&lt;/li&gt;&lt;li&gt;collecting energy tanks to refill one's health instantly &lt;/li&gt;&lt;li&gt;using powers to more easily overcome enemies and tricky platforming sections&lt;/li&gt;&lt;li&gt;using the powers that each boss is weak to&lt;/li&gt;&lt;li&gt;spending bolts to buy additional lives, energy tanks, M tanks, and other power ups including Beat, Spike Shoes, and the 1/2 damage power up.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;farming enemy respawn points to refill health and weapon energy&lt;/li&gt;&lt;/ol&gt;Also, the more you play, die, and continue, the more bolts you'll accumulate. With more bolts, the player has more buying power to adjust the difficulty of their experience.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:medium;"&gt; &lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;LEVEL DESIGN&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;The levels in Mega Man 9 are masterfully crafted. They have the perfect balance of difficulty, enemies, length, original elements, simplicity, and organic unity.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SN5mV5E2OLI/AAAAAAAAAh0/KVgZe5-5kWk/s1600-h/Splash+Woman+stage.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5250746741845014706" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SN5mV5E2OLI/AAAAAAAAAh0/KVgZe5-5kWk/s320/Splash+Woman+stage.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Click to Enlarge&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Each level is very linear and constructed like a sentence with a beginning, middle (mini boss), and end (boss). Each level/sentence represents a simple game idea. Look at Splash Woman's stage for example. The simple game idea is going down into the depths and come back out the other side. The traveling path makes a "u" shape.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;To keep things moving forward there are few scrolling sections to each level. Also, the player is prevented from backtracking horizontally. Once you enter a section, there's nothing else to do but keep pressing forward &lt;/li&gt;&lt;li&gt;Enemies are generally fixed in specific locations within a level and have strict spawn design. Move just slightly off the screen, and a enemy you just destroyed will be waiting to take you on again. Many enemies function as a path blocker instead of chasing the player down. Having to shoot down such obstacles keeps the game focused on shooting instead of running/dodging. This design decision keeps the experience controlled, and uniform across play sessions.&lt;/li&gt;&lt;li&gt;The organic level design and organic art direction harmonize perfectly in MM9. In Splash Woman's stage (see above) everything is designed and arranged to communicate a functioning water treatment plant. The water in the beginning starts to flow downward, and water mines and octopus robots provide primary security protection (1-3). As the water descends, the spikes filter out unwanted content (5-8). The water the runs through pipe filters that generate air bubbles as waste. This air is expelled through holes in the pipe work (9-12). Next players hit a pocket of air in a pressurized zone where pipe runners run maintenance and security (12-16). Traveling up you encounter a computerized system mixing and filtering sections of water via sliding disks (14-16). And then you're practically at the boss, Splash Woman, who will battle in nothing less than the purest, most highly filtered water technology can provide. Sure it's a little imaginative, but the forms are all there. &lt;/li&gt;&lt;li&gt;By following through with this organic theme, the placements of the platforms and other level elements were guided. Like in Super Mario Brothers, bricks aren't placed willy nilly just so that Mario has things to break and platforms to jump on. The bricks in Mario are arranged to reflect functional structures; towers, bridges, stalagmites, etc. By following such organic guidelines, MM9 levels are as efficient, clean, and functionally focused as can be.&lt;/li&gt;&lt;li&gt;Aside from unique enemies, like in Super Mario Bros. 3/Super Mario Galaxy, new level elements are added to the MM9 levels as needed to further develop and define the governing game ideas for each stage. In Splash Woman's stage, the platformable water bubbles (9-12) and the disappearing water sliding sections (14-16) are specific to this stage and add unique gameplay to the level. &lt;/li&gt;&lt;/ul&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;POWERS THAT POWER UP&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;Fleshing out a quality game after starting with a limited core design is a skill that Capcom uses very well. By adding a balance of abstract mechanics, extra modes, and unique level/enemy elements, Capcom is able to develop rich game ideas instead of flopping in undynamic, static redundancy.&lt;br /&gt;&lt;br /&gt;To understand how the core design of Mega Man 9 is limited, we need to first look at the core mechanics and compare them against Mario and even other versions of Mega Man.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Mega Man's Base Abilities &lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SN5mjr4dVWI/AAAAAAAAAh8/-lP80haQ2Z0/s1600-h/megaman+jump.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5250746978821559650" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SN5mjr4dVWI/AAAAAAAAAh8/-lP80haQ2Z0/s320/megaman+jump.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;No RUN mechanic&lt;/span&gt;. Megaman moves at the same instant and constant speed whether he's on the ground or in the air. Because there is no accelerative motion forward, it's not jarring to the player that Mega Man doesn't skid to a stop. It's not unusual that Mega Man can instantly reverse his direction in mid air either. Where Mario uses the RUN mechanic to create momentum (physics wise and game design wise) and  increase difficulty by reducing the reaction time window for the player, Mega Man marches on in a relatively simple fashion.&lt;/li&gt;&lt;li&gt;Mario must get a running start to achieve his maximum jump height and distance. &lt;b&gt;Mega Man doesn't&lt;/b&gt;, which makes difficult jumps within a level less dependent on adequate running room. For this reason, Mega Man can create difficult platforming challenges in a very small space.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SN5mj2dhQKI/AAAAAAAAAiE/X1GmHkytfZw/s1600-h/megaman+shoot+variety.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5250746981661360290" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SN5mj2dhQKI/AAAAAAAAAiE/X1GmHkytfZw/s320/megaman+shoot+variety.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Mega Man can only shoot straight.&lt;/b&gt; To aim, he must JUMP and SHOOT. Because the JUMP mechanic is highly direct in degrees of vertical height, players have the ability to accurately SHOOT at just about anything within jumping range. Fortunately, pullets travel through walls. These properties create interesting aiming situations that mix anticipation, aiming through levels, and platforming in unique ways.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The core mechanics (MOVE, SHOOT, JUMP) aren't very dynamic.&lt;/span&gt; You can't jump on enemies. Enemies generally aren't stunned after being shot.  Also, the momentum from leading one's shots is diminished somewhat when it relies on memorization or luck.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Unlike other 8-bit and 16-bit Mega Man iterations, MM9 Mega Man can't CHARGE, DASH, WALL KICK, SLIDE, or WALL SLIDE.&lt;/span&gt; The acceleration when SLIDING gives players the ability to dodge low flying attacks at the risk of falling off of platforms or running into enemies. As we know, the &lt;a href="http://critical-gaming.blogspot.com/2008/08/taking-charge.html"&gt;CHARGE mechanic&lt;/a&gt; does all kinds of wonders for gameplay.  The WALL SLIDE/KICK mechanics give a lot of vertical definition to Mega Man's movement possibilities. Combining the DASH with the WALL KICK, gives players the ability to leap far off from walls. With these mechanics, enemies, bosses, and platforming sections have more versatility to mix things up. The DASH mechanic when combined with the JUMP mechanic, gives Mega Man the ability to quickly move about any environement. Like Mario's RUN mechanic, moving more quickly also comes with risks. Without these things, MM9 is clearly more limited in the enemy and platforming challenges it can put players through.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;Ultimately, Mega Man must be able to defeat the vast majority of challenges with MOVE, JUMP, and SHOOT. After all, these mechanics make up the core/base of the game and are inexhaustible. When a game isn't very dynamic (mechanic dynamics, interplay, counterpoint), instead of emerging as a vehicle of expression, such games usually move in the opposite direction toward optimization. While this is true for MM9, the design of Mega Man's (mostly) optional acquired powers give the player a vehicle of expression while dynamically changing the paths and strategies available to the player. It is these powers that give MM9 design layers, dynamics, variation, and depth.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="font-weight: bold;"&gt;The Powers&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;a href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SN5TY61HMuI/AAAAAAAAAhs/9akMINte8KA/s1600-h/megaman+powers+pic.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" id="BLOGGER_PHOTO_ID_5250725903134569186" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SN5TY61HMuI/AAAAAAAAAhs/9akMINte8KA/s320/megaman+powers+pic.jpg" style="cursor: pointer;" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Click to Enlarge&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;The limitations of Mega Man's moving and shooting abilities are apparent. But with every boss Mega Man defeats, he gains the use of one of their abilities. Each ability enhances some combination of Mega Man's moving, shooting, and defensive abilities filling up a unique design space. Starting at the top middle (12 o'clock) and going clockwise...&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Plug Ball&lt;/span&gt;: Travels quickly along the ground, walls, and ceilings. In the air, this attack shoots straight down, which is unlike any other Mega Man attack.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Magma Bazooka&lt;/span&gt;: Shoots a triple spread attack. The fastest of two projectile attacks that can travel diagonally up or down. This attack can also be charged.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Hornet Chaser&lt;/span&gt;: Up to three can be fired at a time. They will slowly chase down any enemy on screen flying through walls to get to them. These hornets also have the ability to retrieve items from the field and bring them back to Mega Man.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Concrete Shot&lt;/span&gt;: A fast projectile that quickly arcs downward making it difficult to aim. This projectile also stops against walls, ceilings, and enemies. Once it hits something, it solidifies into a brick of concrete that players can use as a temporary platform.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Black Hole Bomb&lt;/span&gt;: A two stage attack that sends out a slow moving target and then activates forming a black hole that draws in enemy fire and enemies. Setting up this attack requires a little patience, knowledge of the level, and timing. &lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Laser Trident&lt;/span&gt;: This attack fires and travels very quickly in a straight line, and has the ability to cut through enemy defenses because nothing stops it.  There are also special obstacles that can only be destroyed with the Laser Trident.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Jewel Satellite&lt;/span&gt;: Activating this power creates a shield of jewels that circle the player that reflect basic enemy attacks. These jewels can also completely eliminate weak enemies upon contact infinitely without any additional energy consumption. A collision with a stronger enemy will cancel the jewels. The ring of jewels can be launched as a projectile. &lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Tornado Blow&lt;/span&gt;: This handy attack sweeps all enemies and their attacks up and off the screen forever. The wind that sweeps away the enemies also floats Mega Man upward extending the height of his jump.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Rush Coil &amp;amp; Rush Jet (not depicted)&lt;/span&gt;: These two abilities give Mega Man a super jump and the ability to fly a jet around for a limited time. Rush, the dog, can safely stand on spikes allowing players to access some areas safely. When Rush Jet collides with a platform or wall, he disappears leaving Mega Man behind to deal with situation. &lt;/li&gt;&lt;/ul&gt;On top of the platforming, offensive, and defensive changes these powers bring to Mega Man's basic abilities, they also have decay. Let's face it. The player is quite over powered with access to all of these abilities, but with every use the powers consume energy. Without energy for a specific power, Mega Man can't use it. Use powers haphazardly and excessively, and soon you won't have anything more than the basic abilities.&lt;br /&gt;&lt;br /&gt;The decay goes a bit further. When players die and respawn, the energy/ammo they consumed on the previous life doesn't reset. In this way, dying and poor playing isn't completely remedied by having lots of lives. If you use all of a power trying to defeat a boss and fail to finish him/her off, then when you go back to fight that boss, you'll have to battle without that power. This is most apparent in the final assault on Dr. Willy's fortress. Players have to fight through 4 large levels and 11 bosses before getting a chance to fight against Willy's 3 stages. If you mismanage your power at any point in this gauntlet, you'll have a hard time replenishing your supplies.&lt;br /&gt;&lt;br /&gt;The way these powers are designed, it's no wonder that enemies drop refilling power pellets less often than energy pellets or screws. It's also no wonder that the shop only lets you by one M Tank which refills all of Mega Man's power supply and health.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The design in Mega Man 9 is so clean and apparent that we all can learn something about game design from it. The game is simple. The controls are tight. And the player can make it as  hard as he/she wants. The first play through is long and filled with learning and the kind of refinement that requires a determined will and self discipline. Then each subsequent play through gets easier and easier. With convenient &lt;a href="http://www.youtube.com/watch?v=in1vbeURvjI"&gt;speed running options&lt;/a&gt; Mega Man 9 is more concentrated on its best qualities than the other 8-bit brethren.&lt;br /&gt;&lt;br /&gt;"With these powers....I have the power... to do it better....to do it faster." ~me&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;ROBOT REPAIR&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;Approaching a repair of Mega Man 9 is tricky. After all, the game was intentionally design to reflect the design of the Mega Man games from the NES era. Most of the suggestions I could make for the game would invariably counter its original aim and goals. As with any repair, upholding the spirit of the game is key. It is not the job of the repair man to make a new game, but make the game that already exists better, cleaner, and communicate its ideas more clearly.&lt;br /&gt;&lt;br /&gt;With that said, these are just a few ideas that I have for Mega Man 9. Some are repairs. And though some are changes, I think they're interesting enough to post.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;The ammo bars for Mega Man's powers should be quantified for the powers that consume lots of "pixels"/ pellets with a single use. Tornado Blow and Jewel Satellite are two examples of powers that take a chunk out of their ammo/power bar. Because of the way the power bar is divided into pellets, it's difficult to gauge how many more uses of a power are left. This is a simple fix to help player count their bullets so to speak.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Like Bionic Commando Rearmed, Mega Man 9 should contain a puzzle mode or challenges that are  short levels focusing on the unique properties, nuances, and intricacies of Mega Man's powers.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Though the random drops from destroyed enemies has been in the Mega Man series since the beginning, considering the possibilities of taking this design element out of the game can lead to some refreshing design alternatives.&lt;/li&gt;&lt;li&gt;To balance not getting health drops from enemies, it would be interesting if Mega Man could get small health bonuses by destroying enemies with the M Buster at close range. When gunplay is at the core of a game, I always like design elements that define the space between a gun and the target in interesting ways.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;To refill the ammo for powers, it would be interesting if Mega Man could interact with specific enemies and/or the environment. How about standing under a rushing waterfall to refill Splash Woman's power? Switch to Magma Man's power and draw in energy from lava pools or flame attacks. Having more unique interaction with the level would give players more reasons to travel back to old levels while preserving the conservation design of the powers that already exists in Mega Man 9.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/cH-I5itb6bI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/3258024810335425314/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=3258024810335425314" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/3258024810335425314?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/3258024810335425314?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/cH-I5itb6bI/mega-man-9-review-repair.html" title="Mega Man 9 Review &amp; Repair" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SN54dSpbFyI/AAAAAAAAAiU/HizsJagmmVs/s72-c/447px-Mm9_boxart.jpg" height="72" width="72" /><thr:total>1</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/mega-man-9-review-repair.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ck4NQXszeyp7ImA9WxRRFU8.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-3188146108682235712</id><published>2008-09-25T22:20:00.005-05:00</published><updated>2008-09-27T08:09:50.583-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-27T08:09:50.583-05:00</app:edited><title>LittleBig Fears</title><content type="html">LittleBig Planet is going to upgrade my creative abilities significantly. I plan on using the game as a teaching tool for level design, building a portfolio of levels, and communicating/releasing/showcasing unique content to the world. For these purposes, there is a slim chance that LBP will let me down. Check out these videos to see what I mean.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xCQ_eTxloiU&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/xCQ_eTxloiU&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object width="425" height="349"&gt;&lt;param name="movie" value="http://www.youtube.com/v/esKMmuGvF0k&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0&amp;amp;color1=0x006699&amp;amp;color2=0x54abd6&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/esKMmuGvF0k&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0&amp;amp;color1=0x006699&amp;amp;color2=0x54abd6&amp;amp;border=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="349"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;THE FEARS&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul style="text-align: left;"&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The loose and floaty physics: &lt;/span&gt;Everything in LBP seems to be physics based. Games like Boom Blox and mods on the Half Life 2 engine have demonstrated that a heavy use of physics interactions can add a lot of uncertainly within a game. Trying to finely adjust elements in Halo 3's Forge can quickly become very frustrating because everything acts according to physics even when you're trying to move things about. Instead of everything being quantified like in Mario or MegaMan, successfully landing on a platform in LBP is a matter of the physics calculations. This makes what would be successful jumps in Mario/MegaMan annoying slips in LBP. (at least, this is what I can gather from videos)&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;vision cam&lt;/span&gt;: It seems that this underutilized tool is required for snapping stickers and/or making custom textures in LBP. Since this is the biggest game I want for PS3 I don't really mind shelling out the extra cash for a cam. It still might be beneficial to have other ways of importing images. The PS3 is a media super hub after all. &lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Camera&lt;/span&gt;: A properly positioned camera is essentially for almost all games. After all, even 2D Mario needs to see where he's going before he jumps. Hopefully LBP will come with a variety of camera manipulation tools. So far the camera works looks automatic often cutting off vital elements off screen. I wonder if there will be tools for organizing a split screen camera or a camera that takes advantage of internet co-op.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The multplayer looks a bit goofy and strained&lt;/span&gt;: Everything from the respawn system, to the camera that either zooms out to try and keep all the players on the screen or only focuses on one player, to the faux cooperation looks a bit worrisome. Everything is more fun with friends in a way, but that doesn't mean the design doesn't suffer in the process. Of course, because you can do practically whatever you want in LBP, designing some true cooperative gameplay elements shouldn't be too hard. &lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Music&lt;/span&gt;: In order to dodge copyright issues, LBP is offering creative custom music solutions. I don't know how versatile these tools are. If we can record our voice in to the game what stops someone from recording MP3s as their voice?&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The core mechanics seem to be &lt;span style="font-weight: bold;"&gt;JUMP, GRAB, PUNCH, SHIFT LANES, and MOVE&lt;/span&gt;. I'm not impressed with the JUMP mechanic or any of the other physics based interations in the game quit eyet. If the core mechanics aren't tight, then all the platforming gameplay suffers no matter how we build levels to compensate. I hope the gameplay side of LBP doesn't end up where players play around with the idea of playing a platformer. I can't stand pretending to play a good video game when playing a bad one. &lt;/li&gt;&lt;/ul&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SN4whqTjGsI/AAAAAAAAAhc/lbIXfICr9Ow/s1600-h/chewit.jpg"&gt;&lt;img style="cursor: pointer;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SN4whqTjGsI/AAAAAAAAAhc/lbIXfICr9Ow/s320/chewit.jpg" alt="" id="BLOGGER_PHOTO_ID_5250687570410674882" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Be afraid.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;Good thing all PS3s have a hard drive. If anything goes wrong out the gate, there's always patches, updates, and DLC.&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/EIcQoykeFPk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/3188146108682235712/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=3188146108682235712" title="6 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/3188146108682235712?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/3188146108682235712?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/EIcQoykeFPk/littlebig-fears.html" title="LittleBig Fears" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SN4whqTjGsI/AAAAAAAAAhc/lbIXfICr9Ow/s72-c/chewit.jpg" height="72" width="72" /><thr:total>6</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/littlebig-fears.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkQDRns5eip7ImA9WxRRE0w.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-3933722171994430249</id><published>2008-09-24T20:10:00.005-05:00</published><updated>2008-09-24T22:46:17.522-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-24T22:46:17.522-05:00</app:edited><title>GH:WT Music Studio Fears &amp; Ideas</title><content type="html">I can't help it. Every song I listen to gets me thinking in Guitar Hero. I ponder if a particular song was a level in Guitar Hero, would the individual parts be interesting enough for guitar, bass, keyboard/vocals, and drums? But the ruminating doesn't stop there.  I already have a list of over 17 songs that I intend on creating using the Guitar Hero Music Studio. And as the list grows larger so do my crazy ideas. I'm investing a lot of energy into Guitar Hero. The more I invest the more I worry about the limitations of the song creator features.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNsEJu0ldHI/AAAAAAAAAhM/WN518_tuQqs/s1600-h/guitar.jpg"&gt;&lt;img style="cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNsEJu0ldHI/AAAAAAAAAhM/WN518_tuQqs/s320/guitar.jpg" alt="" id="BLOGGER_PHOTO_ID_5249794355864368242" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;FEARS&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Is there a song length limit? Hopefully I can make a song that's at least 5-6 minutes long. I've already spotted a limit to the number of drum beats available for a song. This worries me greatly.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Can the composer choose to double up the drums, keyboard, or vocals? Can we make a song featuring 4 guitars? This kind of flexibility is essential for some of my song ideas. &lt;/li&gt;&lt;li&gt;Though everyone has a limit to the amount of songs they can upload to GHTunes, will we still be able to trade songs with our friends? Can we even host the files on our own websites so we don't have to worry about hosting limitations? Also, is the maximum number of uploads determined by PS3 log in names/Xbox Live accounts? If so, what about the Wii? Could we just make new accounts to get more space? Will it be tied to each unique Wii?&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The developers have said that the tools they are giving the players almost directly compare to the variety, versatility, and quality of the tools that they use to create the real Guitar Hero tracks. Hopefully this includes the new touch pad and slide notes. I also need the ability to create 3 note "power chords," and I would love the ability to create double handed arpeggios where one hand plays on the buttons while the other plays on the touch pad at the same time!&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Can we balance the audio levels for individual tracks at different points in a song?&lt;/li&gt;&lt;li&gt;Can we alter the tempo levels midway though a song?&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The album cover creator isn't open like LBP or even Mario Kart DS, which is very disapointing. It's more like Halo where players can pick and choose from a set of stickers/templates/stencils and mix up the colors. I hope I can create a specific logo or otherwise refer people to this blog for further information about each song.&lt;/li&gt;&lt;li&gt;Because all the skews of Guitar Hero across the 3 platforms have the same features, I though the songs when uploaded to GHTunes would all be compatible with each other. In other words I hope I will be able to download user created songs regardless of the platform they were created on.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Apparently, if you have a MIDI compatible PC you can hook up your PS3 to it and extend your song creating abilities. This is an interesting option that I hope the developers can extend in some fashion to the other platforms. Perhaps the Wii can get some DS connectivity for some touch screen editing. This leads me to...&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;THE IDEA&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNsFkn-BMSI/AAAAAAAAAhU/Jk1Mh0X1q80/s1600-h/browser+hero.jpg"&gt;&lt;img style="cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNsFkn-BMSI/AAAAAAAAAhU/Jk1Mh0X1q80/s320/browser+hero.jpg" alt="" id="BLOGGER_PHOTO_ID_5249795917392982306" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;What if Guitar Hero: World Tour pulled a Spore and released the Music Studio for purchase for the PC. This would allow players to create and edit their music using a mouse and keyboard instead of having to fiddle with the in game interface. If the developers could figure out a way to make the PC Music Studio free and run in browser, the amount of content on GHTunes would skyrocket just like the creatures in the Spore universe. Doing this would also even out the advantage the PS3 has over the other systems by giving PC functionality to all.&lt;/li&gt;&lt;/ul&gt;Little Big Planet is having a very similar effect on me as well. More on that later.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/tERk2LSysW0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/3933722171994430249/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=3933722171994430249" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/3933722171994430249?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/3933722171994430249?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/tERk2LSysW0/ghwt-music-studio-fears-ideas.html" title="GH:WT Music Studio Fears &amp; Ideas" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNsEJu0ldHI/AAAAAAAAAhM/WN518_tuQqs/s72-c/guitar.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/ghwt-music-studio-fears-ideas.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUINQn88eCp7ImA9WxRREks.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-5073064799719106034</id><published>2008-09-23T20:16:00.021-05:00</published><updated>2008-09-24T09:46:33.170-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-24T09:46:33.170-05:00</app:edited><title>What It Means To Be A Gamer</title><content type="html">I do not speak for all gamers. And I certainly can't speak for most of us because the impressions playing video games leaves on us is as multitudinous and as variegated as the games we play. I can only speak for myself in hopes that you can relate as a gamer so we all can grow to understand what it means to be a gamer and how the potential thereof.&lt;br /&gt;&lt;br /&gt;Growing up I didn't know how different I was from non-gamers; people who don't play video games or games of other sorts.  Video gaming started with me at the early age of 3 when I first received NES with Super Mario Bros. 3. Thus began one of the most important pillars of education in my life. Before I entered the public education system, before I learned to play the piano or violin, before I learned how to play soccer, before I learned to love English, before I learned to write, read, before it all I played video games and learned how to learn.&lt;br /&gt;&lt;br /&gt;As a child, my mental process while playing a video game went like this: Take in data through the senses (mostly sight). Recognize and organize concepts applying knowledge and categorizing data as necessary. Formulate a plan of action. Send the appropriate signals to the hands to manipulate the controller. Observe results. Repeat process. This method is how we learned as children, and by continuing to play games, I never lost this natural ability to learn.&lt;br /&gt;&lt;br /&gt;Video games are interactive. The screen tells me information about the game, and the game in turn communicates and reflects me. Just like how my mental and emotional state is evident in the music I play, video games reflect the internal dialog that exists between the game world and my mind. So by playing video games over the years, I've been an audience to my own mental development, which has shaped my perspective on life.&lt;br /&gt;&lt;br /&gt;So we're looking at how playing video games can shape one's perspective. The best way to understand what a video game "does" or how it functions is to not think of it as a game in the first place. While the older generation will look at us gamers and think we're rotting our brains away, we, gamers, know that video games have great potential not only as sources of entertainment but as an art form and teachers as well.  Think of a video game as a self contained interactive learning environment where an individual can learn the intricacies of a functioning system through hands on interactions and experimentation in a world if infinite attempts and resources.&lt;br /&gt;&lt;br /&gt;Playing a video game is essentially a personally powered, self motivated experience involving exposure, experimentation, practice, and testing. When I was a kid, I was never taught to separate all things video games from any thing else in the world. Video games weren't some new thing unlike the other mediums that have come before it, a dangerous evil destined to be regulated and restricted, or "just an entertainment device." To me, video games were just like everything else. And everything else was just like a game.  School was a "game" to me where I learned how to filter and organize information that was useful to me while meeting challenges set by the teacher. The rules of the household weren't oppressive or restrictive boundaries, but challenges/obstacles to be worked around. Comparatively, school and household chores were much easier than defeating Bowser.&lt;br /&gt;&lt;br /&gt;And when I took my first piano lesson at around the age of 7, I saw the piano as the largest controller I had ever seen. Each key played only a single note (individual). All the keys were arranged in half steps with the low notes at the bottom and the high notes at the top (intuitive). The sound only played as long as I held a key down (direct). I could hit a key with varying degrees of force to play louder or softer notes (dynamic). From the start I breezed through learning the names of the keys, reading sheet music, and playing through the first few levels of the beginners repertoire. After all, playing beginner piano was simple compared to internalizing the algorithms of Tetris of memorizing the world of Metroid 2.&lt;br /&gt;&lt;br /&gt;By gaining more experience in different gaming genres, I picked up the skills of a master organizer. Being able to categorize the world around you exercises a critical skill in pattern recognition. We start by recognizing patterns within a single game. We figure out that we must use the same set of mechanics over and over in a variety of situations and combinations. We group the game elements that can hurt us as enemies. And we learn to recognize levels and stages and repeating challenges.&lt;br /&gt;&lt;br /&gt;Then we recognize patterns within and between genres. Mario, Sonic, Kirby, and Samus all jump. Samus and Link explore. Link solves block puzzles like in Tetris. Tetris has a gradually increasing game speed like Space invaders.  As we gain more experience in life and with video games, we begin to recognize patters that are much more subtle and complex than repeated mechanics, genres, matching colors, shapes, rhythms, or even note values.&lt;br /&gt;&lt;br /&gt;I can recognize patterns in everything from body language, facial expressions, speech mannerisms, diction, emotional states, function, action, and other abstractions. Breaking down one element into its very essence (what it does and how it functions) to find similarities between it and seemingly unrelated elements is a skill that playing video games helps develop.&lt;br /&gt;&lt;br /&gt;But it's not the repetitions, nor the hours of practice that the gamer puts into video games that generates this ability to organize. This unique ability stems from the most unique qualities of video games; interactivity and function. These are the elements that sit at the very core of the medium.&lt;br /&gt;&lt;br /&gt;Video games teach us to see and think in functions. Enemies are designed to challenge one's path to a goal. Enemies function as obstacles that must be overcome to achieve success. Goomba aren't living creatures in Super Mario Bros. They're just elements that force me to jump on, jump over, or be hurt. In Mario's world, that's all a Goomba is. It's contrary motion. The intent of one function set against another. In a similar fashion, pit falls are not decorative. They're dangerous. Throw a 1up mushroom into the equation and perhaps it's worth risking one's life for. In a given situation, gamers can calculate any number of relevant factors to make an informed decision on approaching the goal. Collecting coins earns extra lives. If they only awarded the player with points, then the function of the coins wouldn't have much of a point and wouldn't impact gameplay the way the currently do. Who plays Super Mario Bros. for points? Points have no function in helping the player rescue the princess.&lt;br /&gt;&lt;br /&gt;In the same way that Zelda highlights key words indicating specific objects or locations the player must seek, words pop out at me in lectures, when receiving instruction, or reading for school. I would have found it much more difficult to read Strachey's Narrative or Paradise Lost without setting a filter/goal for the information I needed.  The methodology I have just described is surprisingly similar to the work of Paul Scheele at the Learning Strategies Corporation.&lt;br /&gt;&lt;br /&gt;One of &lt;a href="http://www.photoreading.com/howdoesitwork.asp"&gt;Scheele's programs &lt;/a&gt;teaches people who to read with their whole mind to maximize their time and retention of material. Some of the steps in the program involves recognizing how a text is organized, surveying the material lightly, forming questions, setting goals, and then going over the text. The functional similarities between playing video games and reading with one's whole mind is not coincidental. Honing in on specific words that contain the most purpose for achieving one's goal is a way of looking at the world through function. This view is focused, purposeful, and goal oriented and is something that gamers naturally use.&lt;br /&gt;&lt;br /&gt;Gamers see winning and losing differently than non-gamers. We've walked a million miles, thrown a thousand punches, and conquered hundreds of Koopa. Yet on the road to victory we've lost so many more lives, ammunition rounds, vehicles, and friends (Yoshi). By playing video games gamers know that to understand the world (even a virtual gaming world), one must experiment and practice. Losing is a natural process of learning, but for the gamer failing is never a permanent part of the equation.&lt;br /&gt;&lt;br /&gt;Gamers have access to infinite lives, which means unlimited tries especially now that gaming has moved away from the arcades. We will lose, die, and try again until we are victorious. The game never gets tired or takes a break, and it's always there when you're ready. In this way, all efforts eventually converge on victory. Losing is just a funny way to win. At least, this is a probable attitude that video games instill in gamers.&lt;br /&gt;&lt;br /&gt;So gamers see the world through function and goals, which makes us always up for a challenge. We won't just make a game out of things, we'll make a war out it. We'll fight against each other in our favorite multiplayer games. We'll fight on forums over our favorite games. And we'll even fight in the market over our favorite consoles. If you're reading this, then chances are you are no stranger to the raging console wars that exist where the NPDs proclamations detail the skirmishes of this global war. Our vehemence shrouded in animosity prowling the alleyways of the internet in a world where the illuminating rays of reciprocity have set long ago, has some people (gamers and non-gamers alike) worried.&lt;br /&gt;&lt;br /&gt;Some wonder why the people of gaming forums are so brash and pugnacious with their comments and the way they deal with each other. Some wonder why we care so much about our games, the consoles they're published on, and upcoming titles. By now it should be clear why gamers exhibit such behavior. In some part, we've all been raised by our video games. It's not difficult by any stretch of the imagination to see that gamers draw a functional connection between their lives, and the games they play.&lt;br /&gt;&lt;br /&gt;Being a gamer means a lot of different things to a lot of people. Only by understanding how a game functions and how a player responds or fits into that function, will we understand that being a gamer is like being a kid where learning, playing, and self expression are an inseparable full time job.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/Bf-35SAFk-8" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/5073064799719106034/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=5073064799719106034" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5073064799719106034?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5073064799719106034?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/Bf-35SAFk-8/what-it-means-to-be-gamer.html" title="What It Means To Be A Gamer" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><thr:total>2</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/what-it-means-to-be-gamer.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CU8GRX89cCp7ImA9WxRREEk.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-5148582882982908223</id><published>2008-09-20T18:58:00.009-05:00</published><updated>2008-09-21T19:37:04.168-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-21T19:37:04.168-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Critical Theory" /><title>Why Gamers Should Embrace Critical-Material</title><content type="html">I have noticed the reactions from gamers and non-gamers alike when I utter the words "critique," "essay," "analysis," or any such term. Among the range of disinterested, repulsed, and condescending reactions, few becomes excited at the idea of reading an essay about any form of entertainment or art.&lt;br /&gt;&lt;br /&gt;We've all written essays and book reports throughout our time in school, and perhaps we have grown to hate them over time. Some falsely associate reading a critical essay, which is very different from a review, with work, time consumption, and even flowery, filigree without any real substance. We are people who value our time and invest in our entertainment. So reading a thousand words of meretricious persiflage shouldn't excite us.&lt;br /&gt;&lt;br /&gt;But a proper critical essay is not any of these things. A proper essay is clear, concise, and cogent in delivering its message and/or ideas. The reader who takes up such an essay has nothing to lose. With every turn of the page comes a deeper understanding. The writers of such material aren't masked magicians seeking to pull the curtains and reveal the secret inner workings of the world's favorite magic tricks. Such writers don't intend to break the illusion of a trick, but rather uncover a deeper truth in a work.&lt;br /&gt;&lt;br /&gt;I've come across many people who squirm, fidget, and practically throw tantrums at the idea of thinking deeply about their favorite TV shows, movies, and video games; especially video games. It's as if all of a sudden, these individuals are transported from the comfort of their living rooms to the ridged, plastic, unyielding prisons of a desk in a dimly lit high school class room. But thinking deeply and obtaining a better understanding is not what they fear. Many times, it's explanation that such individuals seek.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXWCvNnI/AAAAAAAAAg0/zPdybiJOb2g/s1600-h/death-note.jpg"&gt;&lt;img style="cursor: pointer; width: 289px; height: 217px;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXWCvNnI/AAAAAAAAAg0/zPdybiJOb2g/s320/death-note.jpg" alt="" id="BLOGGER_PHOTO_ID_5248636803986962034" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXlry4vI/AAAAAAAAAg8/SVWDFA_iozE/s1600-h/Ocean%27s_Eleven_2001_Poster.jpg"&gt;     &lt;img style="cursor: pointer; width: 179px; height: 276px;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXlry4vI/AAAAAAAAAg8/SVWDFA_iozE/s320/Ocean%27s_Eleven_2001_Poster.jpg" alt="" id="BLOGGER_PHOTO_ID_5248636808185701106" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXHjZK-I/AAAAAAAAAgs/Q0S4hPv22uM/s1600-h/rue_mo1.jpg"&gt;     &lt;img style="cursor: pointer; width: 188px; height: 290px;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXHjZK-I/AAAAAAAAAgs/Q0S4hPv22uM/s320/rue_mo1.jpg" alt="" id="BLOGGER_PHOTO_ID_5248636800097397730" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;To prove it, just look at any one of these examples: &lt;a href="http://en.wikipedia.org/wiki/Death_Note"&gt;Death Note&lt;/a&gt;, &lt;a href="http://www.imdb.com/title/tt0240772/"&gt;Ocean's 11&lt;/a&gt;, or &lt;a href="http://en.wikipedia.org/wiki/Murders_in_the_Rue_Morgue"&gt;The Murders in the Rue Morgue&lt;/a&gt;. Each of these works feature an excellent blend of up front information, charismatic characters, and mystery that entices the viewers/readers to try and piece the solution together for themselves. Toward the end of each of these works, what actually happened behind the scenes is revealed and explained thoroughly. Some say "I knew it." Other might say, "I didn't see that coming." But all would rather know than be left in the dark having only a piece of their potential enjoyment.&lt;br /&gt;&lt;br /&gt;To draw the analogy, everything preceding the explanation these works is analogous to any form of entertainment or art. The detail explanation that walks through all the steps and piecing together exactly how the elements come together is analogous to a critical essay. Knowing more about a work and how it works doesn't ruin the story/show/film/video game. Not only does it increase one's enjoyment of the work, but afterward it's hard to imagine being without it. Ask anyone who has read/seen Death Note, Ocean's 11, or The Murders in the Rue Morgue if they would rather have had the explanation removed from their experience.&lt;br /&gt;&lt;br /&gt;The Sixth Sense is not popular because of the twist at the end. It's popular because when the twist is revealed it creates an "ah ha!" moment giving the viewer a unique opportunity to revisit the film in their mind with a new lens of understanding. Even when watching the film again, the viewer remembers their impressions from when they didn't know the twist in addition to developing a new set of impressions from the informed perspective. In this way, it's like watching two films!&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXkF9q7I/AAAAAAAAAhE/wLszYg5TpQQ/s1600-h/The_More_You_Know2.jpg"&gt;&lt;img style="cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXkF9q7I/AAAAAAAAAhE/wLszYg5TpQQ/s320/The_More_You_Know2.jpg" alt="" id="BLOGGER_PHOTO_ID_5248636807758588850" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Knowledge is power, and the more lenses one has to view a work of art the more interesting and entertaining it becomes. This is how it is for me at least.&lt;br /&gt;&lt;br /&gt;So if you're the type of person who is warming up to the idea of reading critical-essays on your favorite video games, then the Critical-Gaming blog is the right place for you. I pour hours of work and research into each essay so that you don't have to. I know personally, I wouldn't like The Legend of Zelda: Phantom Hourglass as much as I do if I didn't write a few essays on it. It's no coincidence that it's my second favorite Zelda next to Majora's Mask.&lt;br /&gt;&lt;br /&gt;If video games are the newest and most engaging/interactive art form, a gamer might never understand why unless they start asking questions, thinking more deeply, and tapping into the discourse of their favorite video games. Why wouldn't we want to get extra value from our games?&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/7Kurfr5NK5U" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/5148582882982908223/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=5148582882982908223" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5148582882982908223?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5148582882982908223?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/7Kurfr5NK5U/why-gamers-should-embrace-critical.html" title="Why Gamers Should Embrace Critical-Material" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNbnXWCvNnI/AAAAAAAAAg0/zPdybiJOb2g/s72-c/death-note.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/why-gamers-should-embrace-critical.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEIERXk5fSp7ImA9WxRSGU8.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-1612225415141824045</id><published>2008-09-20T09:50:00.001-05:00</published><updated>2008-09-20T11:01:44.725-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-20T11:01:44.725-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Structuralism" /><category scheme="http://www.blogger.com/atom/ns#" term="Review" /><category scheme="http://www.blogger.com/atom/ns#" term="B.E.S Repair Shop" /><category scheme="http://www.blogger.com/atom/ns#" term="Feminist" /><title>Platformers DS: Doubleganger Siblings</title><content type="html">When the DS first launched, Nintendo decided to port Super Mario 64 over to the handheld. This game is mostly the same except for a few mini games, a multiplayer mode, and some new playable characters. Over all, the port was a good one with the biggest downside being the adapted controls. It's difficult to configure analog controls with digital buttons.&lt;br /&gt;&lt;br /&gt;In the next few years Nintendo released 3 "doubleganger siblings" or 3 platformers that have strong roots in the design of previous Nintendo Masterpieces. For these games the DS touch screen is mostly used for navigating menus and displaying large buttons. New Super Mario Brothers, Yoshi's Island DS, and Super Princess Peach are the doubleganger siblings that all fall short of their predecessor.&lt;br /&gt;&lt;br /&gt;New Super Mario Brothers (NSMB) takes after Super Mario Brothers for the NES. Yoshi's Island DS (YIDS) is analogous to Super Mario World: Yoshi's Island for the SNES. And Super Princess Peach (SPP)  is modeled after both of theses games. Understanding exactly how these games work compared to the console counterparts is more compliated than it seems. Handhelds are different devices than consoles and requires different design techniques and approaches. The reducsed screen size and aspect ratio is always an issue. Many were quick to judge some of these games as not having innovated, but there are sublte ways to innovate on a theme. Uncovering the structures for these games requires that we look at their structures starting with the core and moving outward.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SNT-NiMWUsI/AAAAAAAAAf8/ri-e6n_SAIk/s1600-h/250px-Super_Mario_Bros_box-1.jpg"&gt;&lt;img style="cursor: pointer; width: 164px; height: 238px;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SNT-NiMWUsI/AAAAAAAAAf8/ri-e6n_SAIk/s320/250px-Super_Mario_Bros_box-1.jpg" alt="" id="BLOGGER_PHOTO_ID_5248098974263825090" border="0" /&gt;&lt;/a&gt;   &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SNT-N6Z4ADI/AAAAAAAAAgM/-9U9bSEhLA8/s1600-h/NewSuperMarioBrothers.jpg"&gt;&lt;img style="cursor: pointer; width: 249px; height: 222px;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SNT-N6Z4ADI/AAAAAAAAAgM/-9U9bSEhLA8/s320/NewSuperMarioBrothers.jpg" alt="" id="BLOGGER_PHOTO_ID_5248098980763009074" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;NSMB starts off with the core of Super Mario Brothers: JUMP, DUCK, MOVE, RUN. Then additional abilities were added: WALL KICK, TRIPLE JUMP, GROUND POUND giving Mario then ability to platform/climb vertically in all new ways as well as destruct the level beneath him. From these expanded core abilities, the levels in NSMB were free to be designed in any direction. Consequently the developers felt free to take bits and pieces of level design from SMB, SMB3, and SMW. The flat level layouts belong to SMB. Some of the bosses and left &amp;amp; right scrolling levels hearken back to SMB3. The world map, chain fences, bosses, and ghost houses can be traced back to SMW.&lt;br /&gt;&lt;br /&gt;After drawing from these 3 excellent games, you would think that NSMB would be the most "Mario" Mario game. When I first played it, I enjoyed the game but wasn't very impressed. Now, after studying SMB, SMB3, and SMW more closely, I can appreciate the blend that is NSMB more.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;PROS&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Blue Shell, tiny mushroom, big mushroom are the new powerups. &lt;/span&gt;The blue shell is genius taking the form of the turtle shell that we all know and understand by now and putting a Mario inside. &lt;a href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SFiheMa3y2I/AAAAAAAAALA/Nrs0GqMeuzs/s1600-h/Koopa+Interplay2.jpg"&gt;All the interplay&lt;/a&gt; desinged into the shell is now under the player's control.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Levels can be designed to flow up, down, left, and right. &lt;/span&gt;The respawning enemies sort of created folded level movements when Mario travels backwards.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The camera zooms in an out appropriately&lt;/span&gt;. When the player needs to see more of what's ahead, the camera pulls back perfectly and smoothly. &lt;a href="http://critical-gaming.blogspot.com/2008/07/mario-trio-bullet-point-essays.html"&gt;If Mario can't look before he leaps&lt;/a&gt;, then the game just wouldn't quite be Mario.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The camera also scrolls positioning Mario further left/back on the small DS screen than when on a TV screen like in SMB. Because in NSMB mario is 1/12th the size of the screen instead of 1/16, in order to see enough of the level coming, the screen had to pull back to compensate. &lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Some levels are truly inspired (7-3 &amp;amp; 7-5)&lt;/span&gt;. They not quite like SMB, SMB3, or SMW making them distinctly NSMB.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Excellent multiplayer modes&lt;/span&gt;. Aside from the 4 player Mario Party type mini games, the 2 player side scrolling "battle mode" takes all of the gameplay from the single player in NSMB and pits two players against each other in a looping stage. Who knew all the interplay, mechanics, and folded design would come together so nicely in a multiplayer mode. It's examples like these that show that strong core design goes a long way for any type of game.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;CONS&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Pits and other level hazards are undermined with WALL KICKs&lt;/span&gt;. All pits are almost harmless because Mario can simply wall kick out of them. I found my self taunting the pits by intentionally jumping into them and seeing how low I could go while still being able to safely WALL KICK out. Fortunately, many levels have lava, poison water, and large pits so this strategies . On the plus side, being able to WALL KICK like this helps to minimize the reduced viability problem that all handheld platformers face.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Too many power ups/power ups in the bank&lt;/span&gt;. Because small pits are less of a problem, dying doesn't really happen. To make things worse, there are too many powerups in every level. &lt;a href="http://critical-gaming.blogspot.com/2008/07/2d-mario-evolutionary-design.html"&gt;Unlike in SMB&lt;/a&gt;, Mario can take 3 hits before dying from the fire flower powerup state. This extra cushion makes things easier for the player. But then, the player can to store a power up on the bottom screen and use it at any time. Powerups in previous Mario platformers used to be just rare enough so that players would charrish them. Now they're practically given away at every street corner.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Confused Difficulty Structure:&lt;/span&gt; In SMB, players had one clear shot from start to finish to try and beat the game. There were no save options. In SMB3, players had a bit of a cushion. If they lost all of their lives, they would simply start back at the beginng of the world not the game.  This design gave the developers the leeway to make the levels trickier and harder. In both of htese games, the player couldn't go back and replay conquered levels. In SMW, players could save after ghost houses, bosses, and big switches dividing the save zones into even smaller sections. NSMB tries to have a linear overward like SMB, tricks to progression like SMB3, and save options similar to SMW. Compounded with the excess of powerups, NSMB difficulty doesn't come from progressing through the levels/game. Instead NSMB positions 3 coins per stage for the player to find and collect to increase the challenge.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Awkward saving&lt;/span&gt;. The limited number of saves in NSMB is awkard like Resident Evil. At some point, I found myself traveling to other world just so I could use a save station because I had run out of saves on the world I was previously in. The save system design has been opened up from the designs of Mario's previous games. There's no need to limit saves like this.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Some of the new enemies look terribly uninspired and un-Mario. ie. the hanging spiders, running punching ghost thing, the crows, and the pumpkins.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SNT-Ni1uuJI/AAAAAAAAAf0/wwSj9IecnhE/s1600-h/1eb8b2c008a01904a6791010._AA269_.L.jpg"&gt;&lt;img style="cursor: pointer; width: 207px; height: 207px;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SNT-Ni1uuJI/AAAAAAAAAf0/wwSj9IecnhE/s320/1eb8b2c008a01904a6791010._AA269_.L.jpg" alt="" id="BLOGGER_PHOTO_ID_5248098974437390482" border="0" /&gt;&lt;/a&gt;     &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SNT-Nu5qlQI/AAAAAAAAAgE/alsI7ADfVKA/s1600-h/island0.jpg"&gt;&lt;img style="cursor: pointer; width: 224px; height: 198px;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SNT-Nu5qlQI/AAAAAAAAAgE/alsI7ADfVKA/s320/island0.jpg" alt="" id="BLOGGER_PHOTO_ID_5248098977675121922" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Yoshi's Island DS began with the Yoshi's Island core. MOVE, DUCK, JUMP, FLUTTER, MAKE EGGS, THROW EGGS, GROUND POUND, TONGUE, SPIT, rolling rocks, Piranha flowers, shy guys, flowers, and red coins. For the DS sequel, the developers looked at the character abilities, and decided to add character abilities via the babies riding on Yoshi's back. With the help of these infantile friends the player can now RUN,  PARASOL GLIDE, SPIT FIRE BALL, CLIMB ON VINES, and MAGNET objects not to mention collect special character coins. More is better right? With such a solid core how can this game go wrong? It's all in the execution. You can't have a best core design with the worst level design. These two elements of a game depend on each other.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;PROS&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Reducing the running speed of Yoshi &lt;/span&gt;(except with Mario's special ability) was smart because Yoshi takes up 1/35th of the space  on a single DS screen instead of 1/48th like on the SNES. Moving more slowly gives the player more time to react to the upcoming level.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Compensating for the DS screen gap creates a searching/adventure mechanic to the game&lt;/span&gt;. Yoshi can adjust the screen up or down by a distance equal to the gap between the DS screens by holding up or down. By hitting X and up/down, the player can shift the main screen of play to the top or bottom screen. This can reveal secrets and parts of the layout to the player.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Flutter is a genius way to make a downward "JUMP" mechanic&lt;/span&gt;, and to show how the different babies have different weights.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;CONS&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The level design can be quite terrible.&lt;/span&gt; The green falling blob level comes to mind. It seems like the developers just threw enemies and platforms together without play testing or tuning the elements to create a solid game idea.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Creating secret/specific paths that require a specific baby adds unnecessary back tracking the way the baby switching is set up. The unique baby abilities are fine, but the elements that require a specific baby ultimately results in having to memorize areas of the stage for the next pass through or backtrack to get the right baby.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The levels don't have large governing game ideas. They seem to be in service of the secrets and even those seem forced and artificially placed in the level. &lt;/li&gt;&lt;li&gt;The new enemies/character look like they were designed/drawn by a child.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNT-N-fflFI/AAAAAAAAAgU/d7LfUIbbWlY/s1600-h/super_princess_peach.jpg"&gt;&lt;img style="cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SNT-N-fflFI/AAAAAAAAAgU/d7LfUIbbWlY/s320/super_princess_peach.jpg" alt="" id="BLOGGER_PHOTO_ID_5248098981860316242" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Super Princess Peach starts with core mechanics from NSMB and YIDS (MOVE/RUN, JUMP, DUCK, WALK, POUNDBRELLA) with some of the more unique mechanics being functionally analogous (TONGUE = PICK UP, MAKE EGGS = EAT, FLUTTER = FLOATBRELLA). The enemies and level elements are also very similar: Goomba, Paratroopers, Pirahna Flowers, warp pipes, springs, and informative-talking help blocks. SPP even encourages players to collect toads scattered throughout each level like the flowers from Yoshi's Island.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;PROS&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Primary Function: Understanding and using one's emotions.&lt;/span&gt; Each emotional state (Joy, Gloom, Rage, and Calm) have various effects on Peach and/or the environment. Understanding theses effects and using them to progress is the core gimmick of SPP. What's also interesting is that the image of Peach on the bottom screen displays Peaches emotional states and Peach's "woman's intuition." By paying attention to Peach's expression, the player can tune into Peaches more subtle emotions.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Emotions is the lens through which the whole game is filtered.&lt;/span&gt; Not only must the player understand Peach's emotional states, but the emotions of the enemies as well. Like Peach's 5 emotional states (including neutral state) the enemies can also exhibit emotional states. With each state, the enemy's behavior changes. Mad enemies are more aggressive. Calm enemies sleep giving Peach the chance to sneak up on them. Glad enemies walk around with their eyes closed and a song in their hearts and will occasionally jump for joy to throw off the player's timing.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Nice adjustable difficulty by purchasing upgrades with coins&lt;/span&gt;. Just like in Mario Galaxy, there's a balance in how one kills an enemy and the rewards one gains. Jumping on an enemy versus using the homing stomp is harder and rewards the player with life restoring coins. In SPP, killing the enemies with umbrella attacks is riskier and rewards the player with coins. To balance this, player forfeits the opportunity to PICK UP and EAT  the enemies to restore their vibe (emotion) meter.&lt;/li&gt;&lt;li&gt;Due to the similarities with the core Mario design, &lt;span style="font-weight: bold;"&gt;SPP features the same basic counterpoint that Mario does.&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;CONS&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The broken, piecemeal level design is often very circular and very confusing.&lt;/span&gt; By taking too many warp pipes from one section to another the organic, cohesive design of the level is demolished.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The touch screen mini game levels that precede each boss are neat enough the first time, but become annoying when they're repeated.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;The emotion states are simply not dynamic enough.&lt;/span&gt; There are several obstacles throughout each level that obviously require the use of a specific emotion to overcome, but other than these areas SPP doesn't use or layer the emotion mechanics at all. The water from the Gloom state and the fire from the Rage state should have much more dynamic effects on the environment/enemies.&lt;/li&gt;&lt;li&gt;The level design didn't focus on the Mario mechanics, and couldn't focus on the emotion mechanics because of their lack of dynamics. SPP sits in a state in between familiar greatness and great potential, and falls short of both.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;SPP should have been designed as more of a puzzle/platformer focusing on the emotion mechanics instead of an action/platformer.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/idSkK37JWNE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/1612225415141824045/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=1612225415141824045" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/1612225415141824045?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/1612225415141824045?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/idSkK37JWNE/platformers-ds-doubleganger-siblings.html" title="Platformers DS: Doubleganger Siblings" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SNT-NiMWUsI/AAAAAAAAAf8/ri-e6n_SAIk/s72-c/250px-Super_Mario_Bros_box-1.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/platformers-ds-doubleganger-siblings.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0MCRXczeCp7ImA9WxRSFkw.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-6840044036064945657</id><published>2008-09-16T09:36:00.007-05:00</published><updated>2008-09-16T21:44:24.980-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-16T21:44:24.980-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Critical Hit" /><category scheme="http://www.blogger.com/atom/ns#" term="Critical Casts" /><title>"It's Time We Have The Talk" ~Jonathan Blow</title><content type="html">These are sad times for the video game industry (at least for some developers). These are sad times because someone like &lt;a href="http://braid-game.com/news/?p=157"&gt;Jonathan Blow felt compelled to present a talk&lt;/a&gt; attempting to explain/teach developers that they should look carefully at their games as they build them and push themselves to be more creative. While listening to this talk I couldn't help but think nearly everything that Blow said was common sense and/or instinctual for the good developers. But because there are so many bad games made by bad, supposedly clueless developers Blow had to adress these issues. It's times like this that make me feel like the video games industry is still in a period of nonage, and insightful individuals like Blow have to father us by telling us to brush our teeth and to use soap. The gaming industry has sprung up all of a sudden it seems. We're all relatively new to the medium that we're defining as we go along, and it doesn't help that we anre't well supported by academia.&lt;br /&gt;&lt;br /&gt;The way I currently see things, if a developer of a bad game didn't know to monitor the level of "conveyance" between the game and the player throughout development and he/she didn't bother to "push" their ideas past their initial conception, then such a developer needs to go back to game design school (if there is a school that teaches such important skills). Making good games is no harder than making interesting movies or writing captivating books. Each medium has their limitations and their core method of effective communication/conveyance. Understanding these things, for most people, requires study and discipline. And beyond understanding the intricacies of a medium, being creative and expressive are two skills that are difficult to teach.&lt;br /&gt;&lt;br /&gt;Video games are inherently complicated. Rules, mechanics, and half-real game worlds are some of the newest and most dynamic qualities in any artform. What's interesting about understanding game design is that it's nearly identical to the design found in everything that already exits. Paintings. Music. Architecture. Scholastic systems. Movies. Literature. Actions. Toothbrushes. Anything. Drawing inspiration from life for the development of a video game requires a certain understanding of how the world "works" or how it functions. And it is to this end that I plan on redesigning the critical-casts.&lt;br /&gt;&lt;br /&gt;Previously, the critical-casts served as a  supplementary production that was centered around responding to popular industry podcasts, in house indie development, and setting up design challenges. While all of this content had a purpose, it took too much time to organize and plan. Though I still want to cover these topics when they come up, I'd rather focus on discussing the design of things that aren't video games. If the Critical-Gaming blog covers video games in detail articles, then Critical-Casts should cover my critique and commentary on the rest of life so that a bridge can be established between the two.&lt;br /&gt;&lt;br /&gt;Another problem with the old critical-casts formatt, is that I was restricted to recording on my desktop PC. This was a problem because all of the natural, free flowing conversations I have with the B.E.S team happen everywhere but near my PC. So I'm looking into getting &lt;a href="http://www.thinkgeek.com/electronics/audio/a2bf/?cpg=froogle"&gt;one of these&lt;/a&gt;. Hopefully, this will allow me the freedom to capture the content straight out of the spontineatiy of life.&lt;br /&gt;&lt;br /&gt;Don't expect the new cast too soon. I'm still bogged down in articles I need to write. But keep the channels and your mind open.&lt;br /&gt;&lt;br /&gt;Glad to have had this talk, son.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/0LpfmDjc4B8" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/6840044036064945657/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=6840044036064945657" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/6840044036064945657?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/6840044036064945657?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/0LpfmDjc4B8/its-time-we-have-talk-jonathan-blow.html" title="&quot;It's Time We Have The Talk&quot; ~Jonathan Blow" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><thr:total>1</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/its-time-we-have-talk-jonathan-blow.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkACQngzfSp7ImA9WxRSFUo.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-4343993370249165312</id><published>2008-09-15T16:29:00.008-05:00</published><updated>2008-09-16T08:12:43.685-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-16T08:12:43.685-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Structuralism" /><category scheme="http://www.blogger.com/atom/ns#" term="Review" /><title>Geometry Wars Evolutionary Design</title><content type="html">Geometry Wars. The game that I have described as being a "Fourth of July in your eyes!" I've played every console/handheld version, and though spawn deaths are still an issue, Geometry Wars2 is the best in the series. It may not have the best features (in bold) or the most levels, but the innovations in design makes it a clear winner. &lt;a href="http://critical-gaming.blogspot.com/2008/07/2d-mario-evolutionary-design.html"&gt;Once again&lt;/a&gt;, I've made a chart cross comparing games in series. It's not like I don't &lt;a href="http://freemindshare.com/map/bfqxDFLNOS/"&gt;owe something&lt;/a&gt; to this game series.
&lt;br /&gt;
&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object width="425" height="349"&gt;&lt;param name="movie" value="http://www.youtube.com/v/LOhcuiDVWNY&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0&amp;amp;color1=0x006699&amp;amp;color2=0x54abd6&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/LOhcuiDVWNY&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0&amp;amp;color1=0x006699&amp;amp;color2=0x54abd6&amp;amp;border=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="349"&gt;&lt;/embed&gt;&lt;/object&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;meta equiv="content-type" content="text/html; charset=UTF-8"&gt;&lt;meta name="lsq" content="192"&gt;&lt;meta name="trixrows" content="100"&gt;&lt;meta name="trixr1" content="0"&gt;&lt;meta name="trixr2" content="14"&gt;&lt;meta name="trixdiv" content="20"&gt;&lt;meta name="trixcnt" content="1"&gt;&lt;meta name="trixlast" content="14"&gt;&lt;link rel="stylesheet" href="//spreadsheets.google.com/client/css/1770280773-trix_main.css" type="text/css"&gt;&lt;style&gt;.tblGenFixed td {padding:0 3px;overflow:hidden;white-space:normal;letter-spacing:0;word-spacing:0;background-color:#fff;z-index:1;border-top:0px none;border-left:0px none;border-bottom:1px solid #CCC;border-right:1px solid #CCC;} .dn {display:none} .chip {background-image:url('http://www.google.com/images/spreadsheets/chip.gif'); background-repeat:no-repeat; background-position:top right;} .tblGenFixed td.s4 {background-color:white;font-family:Arial;font-size:100.0%;font-weight:bold;font-style:normal;color:#000000;text-decoration:none;text-align:left;vertical-align:bottom;white-space:normal;overflow:hidden;text-indent:0px;padding-left:3px;border-right:1px solid #CCC;border-bottom:1px solid #CCC;} .tblGenFixed td.s0 {background-color:white;font-family:Arial;font-size:120.0%;font-weight:bold;font-style:normal;text-decoration:none;vertical-align:bottom;white-space:normal;overflow:hidden;text-indent:0px;padding-left:3px;border-top:1px solid #CCC;border-right:1px solid #CCC;border-bottom:1px solid #CCC;border-left:1px solid #CCC;} .tblGenFixed td.s1 {background-color:white;font-family:Arial;font-size:120.0%;font-weight:bold;font-style:normal;color:#000000;text-decoration:none;text-align:left;vertical-align:bottom;white-space:normal;overflow:hidden;text-indent:0px;padding-left:3px;border-top:1px solid #CCC;border-right:1px solid #CCC;border-bottom:1px solid #CCC;} .tblGenFixed td.s3 {background-color:white;font-family:Arial;font-size:100.0%;font-weight:normal;font-style:normal;color:#000000;text-decoration:none;text-align:left;vertical-align:bottom;white-space:normal;overflow:hidden;text-indent:0px;padding-left:3px;border-right:1px solid #CCC;border-bottom:1px solid #CCC;} .tblGenFixed td.s2 {background-color:white;font-family:Arial;font-size:100.0%;font-weight:bold;font-style:normal;color:#000000;text-decoration:none;text-align:left;vertical-align:bottom;white-space:normal;overflow:hidden;text-indent:0px;padding-left:3px;border-right:1px solid #CCC;border-bottom:1px solid #CCC;border-left:1px solid #CCC;} &lt;/style&gt;&lt;/div&gt;&lt;table style="text-align: left; margin-left: auto; margin-right: auto;" id="tblMain" border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="tblGenFixed" id="tblMain_0" border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="rShim" style="width: 0pt;"&gt;
&lt;br /&gt;&lt;/td&gt;&lt;td class="rShim" style="width: 64px;"&gt;
&lt;br /&gt;&lt;/td&gt;&lt;td class="rShim" style="width: 94px;"&gt;
&lt;br /&gt;&lt;/td&gt;&lt;td class="rShim" style="width: 87px;"&gt;
&lt;br /&gt;&lt;/td&gt;&lt;td class="rShim" style="width: 93px;"&gt;
&lt;br /&gt;&lt;/td&gt;&lt;td class="rShim" style="width: 86px;"&gt;
&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s0"&gt;
&lt;br /&gt;&lt;/td&gt;&lt;td class="s1"&gt;GW: Retro Evolved&lt;/td&gt;&lt;td class="s1"&gt;GW: Galaxies&lt;/td&gt;&lt;td class="s1"&gt;GW: Galaxies DS&lt;/td&gt;&lt;td class="s1"&gt;Geometry Wars2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;visual clutter&lt;/td&gt;&lt;td class="s3"&gt;moderate&lt;/td&gt;&lt;td class="s3"&gt;minimal-lots depending on level &amp;amp; drone&lt;/td&gt;&lt;td class="s4"&gt;very minimal - moderate depending on level and drone&lt;/td&gt;&lt;td class="s3"&gt;moderate - much&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;controls aiming/ shooting&lt;/td&gt;&lt;td class="s3"&gt;analog stick&lt;/td&gt;&lt;td class="s4"&gt;wiimote pointer&lt;/td&gt;&lt;td class="s4"&gt;DS touch Screen&lt;/td&gt;&lt;td class="s3"&gt;analog stick&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;controls moving&lt;/td&gt;&lt;td class="s4"&gt;analog stick&lt;/td&gt;&lt;td class="s4"&gt;analog stick&lt;/td&gt;&lt;td class="s3"&gt;D-pad&lt;/td&gt;&lt;td class="s4"&gt;analog stick&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;variety&lt;/td&gt;&lt;td class="s3"&gt;one&lt;/td&gt;&lt;td class="s3"&gt;many levels/drones that can be leveled up&lt;/td&gt;&lt;td class="s3"&gt;same as wii version&lt;/td&gt;&lt;td class="s4"&gt;6 modes/sequence&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;enemy design&lt;/td&gt;&lt;td&gt;
&lt;br /&gt;&lt;/td&gt;&lt;td&gt;&lt;a href="http://wii.ign.com/articles/815/815348p1.html"&gt;enemy types&lt;/a&gt;
&lt;br /&gt;&lt;/td&gt;&lt;td&gt;same as wii version
&lt;br /&gt;&lt;/td&gt;&lt;td style="font-weight: bold;"&gt;&lt;a href="http://www.bizarrecreations.com/games/geometry_wars_retro_evolved_2/#enemytypes"&gt;enemy types
&lt;br /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;fire power&lt;/td&gt;&lt;td class="s3"&gt;lots of fire power&lt;/td&gt;&lt;td class="s3"&gt;Too much firepower with some drones&lt;/td&gt;&lt;td class="s3"&gt;same as wii version&lt;/td&gt;&lt;td class="s4"&gt;reduced firepower&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;graphics&lt;/td&gt;&lt;td class="s3"&gt;2D&lt;/td&gt;&lt;td class="s3"&gt;2D&lt;/td&gt;&lt;td class="s3"&gt;2D&lt;/td&gt;&lt;td class="s4"&gt;3D graphics/brighter-tastier colors&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;weapon upgrades&lt;/td&gt;&lt;td class="s3"&gt;automatic&lt;/td&gt;&lt;td class="s3"&gt;automatic. drones level up outside of match&lt;/td&gt;&lt;td class="s3"&gt;same as wii version&lt;/td&gt;&lt;td style="font-weight: bold;" class="s3"&gt;minimal fire power upgrades&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;combo system&lt;/td&gt;&lt;td class="s3"&gt;don't die and shoot enemies to build multiplier&lt;/td&gt;&lt;td class="s3"&gt;don't die and collect geoms from fallen enemies to build multiplier up to 150x. &lt;/td&gt;&lt;td class="s3"&gt;same as wii version&lt;/td&gt;&lt;td class="s4"&gt;collect as many geoms as you can from fallen enemeis. dying doesn't reset multiplier. &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;multiplayer&lt;/td&gt;&lt;td class="s3"&gt;none&lt;/td&gt;&lt;td class="s3"&gt;2 player with camera issues&lt;/td&gt;&lt;td class="s3"&gt;2 player with interesting modes&lt;/td&gt;&lt;td class="s4"&gt;4 players with bigger camera issues&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;static space&lt;/td&gt;&lt;td class="s3"&gt;move away and shoot behind you&lt;/td&gt;&lt;td class="s3"&gt;less static space when the level mixes things up and player must seek geoms to build up the multiplyer. Only up to 150x then game reverts somewhat. &lt;/td&gt;&lt;td class="s3"&gt;same as wii version&lt;/td&gt;&lt;td class="s4"&gt;little to no static space because of the new intersecting enemy motions and the unlimited geom multiplier. &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;disection of space&lt;/td&gt;&lt;td class="s3"&gt;snakes/pink/repulsor force the player to maneuver differently. Other enemies move in a straight path to the player. Also the gravity well bends the space all around it absorbing enemy/player alike. &lt;/td&gt;&lt;td class="s3"&gt;New level shapes with obstacles and other elements that change the possible paths the player can take. This along with new enemies like the dart/meteor cut the space in unique ways. &lt;/td&gt;&lt;td class="s3"&gt;same as wii version&lt;/td&gt;&lt;td class="s4"&gt;Rockets, gates, and ducks, are a few examples of new enemies that ignore the player which make interesting spatial dissections. Also, with reduced fire power, aiming is more important/difficult. Furthermore, pacifism, waves, and king force the player to move and strategize in dramatically new ways.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="hd"&gt;&lt;p style="height: 16px;"&gt;.&lt;/p&gt;&lt;/td&gt;&lt;td class="s2"&gt;collsion detection&lt;/td&gt;&lt;td class="s4"&gt;precise = 60fps/clean sprites&lt;/td&gt;&lt;td class="s4"&gt;precise = 60fps/clean sprites&lt;/td&gt;&lt;td class="s3"&gt;less precise = ~30fps/lower rez sprites&lt;/td&gt;&lt;td class="s4"&gt;precise = 60fps/clean 3d modes. &lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/XOYBkKYB8vQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/4343993370249165312/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=4343993370249165312" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/4343993370249165312?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/4343993370249165312?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/XOYBkKYB8vQ/geometry-wars-evolutionary-design.html" title="Geometry Wars Evolutionary Design" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/geometry-wars-evolutionary-design.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0AERn85cCp7ImA9WxRSFEk.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-2578580914060160203</id><published>2008-09-13T20:00:00.021-05:00</published><updated>2008-09-14T21:28:27.128-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-14T21:28:27.128-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Structuralism" /><category scheme="http://www.blogger.com/atom/ns#" term="Review" /><category scheme="http://www.blogger.com/atom/ns#" term="Deconstruction" /><title>Braid Review weiveR diarB</title><content type="html">&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8TwnhDI/AAAAAAAAAek/CZbircRpX0w/s1600-h/Braid.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8TwnhDI/AAAAAAAAAek/CZbircRpX0w/s320/Braid.jpg" alt="" id="BLOGGER_PHOTO_ID_5246067880355136562" border="0" /&gt;&lt;/a&gt;*This review contains some spoilers*&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;I remember when my dad mentioned Braid about a month ago. Thanks to NPR's occasional video games coverage, my dad can surprise me every now and then with gaming news of some sort. This time, he had heard of a video game that "is supposed to be about life and choices" as he put it. I quickly explained that that Braid wasn't "about life" and that actuality, it was just a puzzle game that has ignited the untrained and ill-equipped artsy/pretentious video game writers to make claims that the game is some bold new step in game design doing things that other games haven't quite done before. I smoothly transitioned the conversation about the art of design and mechanics and how all games can be read making them seem to be about almost anything. Using Tetris, Super Mario Brothers, and Wii Sports (games my father has experience with) I debunked the notion. Then my father asked me if I had played Braid yet. I hadn't.&lt;br /&gt;&lt;br /&gt;At that point, I had researched the game only briefly, which I felt was enough to make the comments I did. I wasn't talking about Braid so much as the misguided reception and the state of the video games industry's more scholarly pursuits that restlessly fidget in a state of arrested development. Sill, I hadn't played Braid, a fact I then made a point of correcting. Regardless of what others have said about the game, being a fan of puzzle games, I wanted to experience Braid for myself and maybe even write something about it.&lt;br /&gt;&lt;br /&gt;The interesting part of Braid, one might say, is that the game gives the player the mechanic of REWIND TIME without much restraint. All mistakes can be reversed, and all starting points can be revisited. This ability gives the player a certain freedom to experiment freely and in every direction into the world of Braid. Such a mechanic when viewed from the player's perspective as he/she collects memories of their experience playing the game is similar to the &lt;a href="http://www.youtube.com/watch?v=tJtLBvhJL58"&gt;"many-worlds interpretation" of quantum mechanics&lt;/a&gt;.  The "you" that you think of yourself as, like the Mario in the video, will stretch out like fingers touching the world and gaining knowledge only to come back to where you started.&lt;br /&gt;&lt;br /&gt;Putting the question of what Braid is "about" to the side, it's easy to understand what Braid "does." Being a member of the puzzle genre, Braid equips the player with a handful of mechanics and sets up stages or areas that challenge the player to use these mechanics in specific ways. Though many have folded at solving some of Braid's more difficult puzzles, I found the game to be short with a deliciously sweet balance of content. Every puzzle requires a unique use and combination of player mechanics. Better yet, because the vast majority of challenges are so well designed, they are all the easier to solve. The reason for this is because the challenges in a puzzle game designed around the specific use of a mechanic or combination of mechanics, the number of possible ways to solve such a puzzle is reduced to a few solutions. By reverse engineering the end of the puzzle, and being aware of all the ways you can't approach solving the puzzle from the start, the solutions then become obvious, at least for a seasoned puzzle veteran. All in all, the tighter a puzzle game is designed, the easier it is to solve.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8j5UfqI/AAAAAAAAAe0/M6nfSjUUTjI/s1600-h/Braid+jump.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8j5UfqI/AAAAAAAAAe0/M6nfSjUUTjI/s320/Braid+jump.jpg" alt="" id="BLOGGER_PHOTO_ID_5246067884686605986" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Starting with a basic set of platforming mechanics (JUMP, CLIMB, MOVE) Tim (the main character in Braid) can move through the 2D world. All the puzzles in world 2 are designed to get the player accustomed to these mechanics. With each subsequent world, a new mechanic is either added or required for solving the puzzles thus organizing each world by theme. This approach to level variability is similar to Super Mario Bros. 3 or Super Mario Galaxy where each world has a theme with new elements introduced into the levels as needed to accentuate the themes.  While this approach worked great for Mario, in some ways, it limited the range of design for Braid's puzzles.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8ZOKgYI/AAAAAAAAAec/hmepTuVYgKE/s1600-h/theartofbraidVIII.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8ZOKgYI/AAAAAAAAAec/hmepTuVYgKE/s320/theartofbraidVIII.jpg" alt="" id="BLOGGER_PHOTO_ID_5246067881821241730" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Though Blow has expressed that he intentionally designed each world in Braid to be distinct and separate both in the narrative shorts that precede each world as well as the themes and required mechanics, I was somewhat disappointed that the final stage didn't combine all of the game's previous mechanics and concepts into one final super puzzle. Instead, powers are sort of stripped away covertly between worlds. Fortunately, the last stage is quite genius. Though it's not very challenging compared to some of the game's more difficult puzzles and it's not quite folded level design, time and perspective are used most effectively here. The shocking twist not only takes way Tim's ability to correct mistakes by reversing time, but it also shows how Tim's desire may have clouded his perspective on things.&lt;br /&gt;&lt;br /&gt;Examples of the "worst" puzzles in Braid.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.youtube.com/watch?v=HD55Xkx8QpY"&gt;World 2. manipulating the painting&lt;/a&gt; (skip to 8:00). The mechanic of manipulating the painting in the puzzle-piece-assembly mode so that it interacts with the normal game world is unprecedented and functionally hidden. The thought process needed realize this mechanic naturally (without being explicitly told) requires a case where the puzzle pieces exhibit physical properties on the elements in the game world. Also, indicating that the bridge like section on the puzzle piece interacts differently than the other forms/objects depicted in the puzzle pieces would require another case. Furthermore, the issues of this puzzle are made worse due to the obfuscation of the fine details that visually links the bridge puzzle piece to the game world platform on SDTVs. Lastly, this puzzle requires the player to reenter the game world to solve after running through the world and collecting the necessary puzzle pieces. &lt;/li&gt;&lt;li&gt;&lt;a href="http://www.youtube.com/watch?v=pcjbil1TM0o"&gt;World.3 the last puzzle&lt;/a&gt;. (skip to 9:18) To solve this puzzle, players have to leave the "puzzle area" and continue moving into the next area. Doing this reveals the missing element needed to solve the puzzle that was previously hidden off screen. Obscuring important information required for solving the puzzle off screen in this way is functionally like hiding a key in your pocket and telling your friend to keep looking around the room for it. Basically the player must "give up" or resolve that they don't have the ability to solve the puzzle to move on. Ultimately, the criticism raised against this puzzle isn't even that bad, which speaks to the quality design of the rest of the game's puzzles.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: left;"&gt;Looking at the other side of things, at their finest, the best Braid puzzles (basically every puzzle in world 4,5, and 6) represent a high level of design creating layered challenges through simple mechanics that come together elegantly like a Bach &lt;a href="http://www.youtube.com/watch?v=C7-oZZ6DLLs"&gt;Fugue (skip to 1:30)&lt;/a&gt; or Bach &lt;a href="http://www.youtube.com/watch?v=frmWYqq5x2I"&gt;Invention&lt;/a&gt;. It's &lt;a href="http://critical-gaming.blogspot.com/2008/06/mario-melodies-counterpoint-part1.html"&gt;counterpoint&lt;/a&gt;. It's classical game design. It's wonderful, and I simply can't get enough of it. If you'll listen to either of the classical pieces I linked to, you'll hear that the melody is started in one hand and then repeated with the next. The layering of the same relatively simple melody creates a layered sense of time that is always chasing after and running from itself. Like echoes through time, listening to these pieces carefully reveals moments where the layers comment on each other when heard simultaneously. Some bits of this conversation sound odd. Some out of place. Some pleasant. While others exist in a mood so difficult to place that to hear it merely feels like a transition between the familiar. This quality exists in many Classical piano pieces, and many Classically designed video games, like Braid.&lt;/div&gt;&lt;br /&gt;In Braid, like in Super Mario Brothers, contrary motion exist between Tim, the player character, moving through a level ultimately to the right, the enemies generally attacking Tim/moving to the left, and the level with which acts on them both by pulling everything down and occasionally into hazards. But unlike in Super Mario Brothers, the goal in a given Braid level is to solve the challenges and collect the puzzle pieces. Because the challenges are mostly created by manipulating space-time in some way, Tim's contrary motion to the right is almost entirely diminished. Instead, space-time becomes a direction of motion in itself.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8k7CEgI/AAAAAAAAAes/HLaRfpGYAX8/s1600-h/Braid+broken+time.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8k7CEgI/AAAAAAAAAes/HLaRfpGYAX8/s320/Braid+broken+time.jpg" alt="" id="BLOGGER_PHOTO_ID_5246067884962222594" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Though the enemies don't have much interplay and the platforming isn't much, everything yields to the affects of time. Everything, that is, except those elements in the game that aren't affected by the REWIND TIME mechanic. Functionally, elements that aren't affected by rewinding time are still affected by it through relative motion. In other words, if everything in the world moves to the left but a single platform, then relatively speaking, it's like the platform simply moved to the right. Also functionally speaking, whenever there's an element in a level that isn't affected by time in this way, the REWIND TIME mechanic sort of transforms into a mechanic that manipulates space and not time. I'll just leave that thought at that.&lt;br /&gt;&lt;br /&gt;Trying to articulate in words what Braid is about is more complicated than it may seem. It's not because the game is complex or difficult. Puzzles games are naturally focused on mechanics and smoothly guiding the player into understanding how these mechanics layer together. One of the reasons why, I think, we struggle within the video gaming industry to express what a game is about is because our public education system has taught us through writing book reports and the like that coming up with what we think a work is "about" means looking for "hidden meanings." Unfortunately, many of still don't realize that the true meaning in a work isn't really hidden at all. The evidence is right there on the screen, in the film, on the canvas, in the text, and in Braid's case in the mechanics and the form of the game.&lt;br /&gt;&lt;br /&gt;Braid is a puzzle game with platforming elements. Alongside the gameplay, Blow has very carefully implemented visual art that resembles classical paintings, music that does the same, and a series of colorful text based vignettes that thematically seek to match the gameplay of each world on a conceptual level. The text, which I feel is a misuse of the video game medium, was part of Blow's original conception of Braid. Though I don't care for the writing style in these texts, and the "next-gen text" was almost too small and blurry for me to read on my SDTV (like in &lt;a href="http://critical-gaming.blogspot.com/2008/09/bionic-commando-rearmed-review.html"&gt;Bionic Commando Rearmed&lt;/a&gt;),  I found the conceptual parallels enchanting.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SM3Ht2LQgXI/AAAAAAAAAe8/EEyaB6aOtzk/s1600-h/Braid+text.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SM3Ht2LQgXI/AAAAAAAAAe8/EEyaB6aOtzk/s320/Braid+text.jpg" alt="" id="BLOGGER_PHOTO_ID_5246068731407270258" border="0" /&gt;&lt;/a&gt;Blow wanted these two mediums to sit side by side so that they have the opportunity to mingle in the player's mind, and he succeeded in his attempt (at least for this critical-gamer). But I can't forgive the text. Perhaps Blow should have made each block shorter. Miyamoto has be very careful when designing the text section in the Zelda series. He understands the importance of interactivity in a video game and ensures that each text bock is short so that the action of pressing a button to advance through the text keeps the player somewhat engaged. Better yet for Braid, I feel that the text should have been delivered via a narrative voice that plays as the player moves through each world. This approach would give Braid more of a storybook and keep the player engaged in the core interactive gaming experience while making it easy for the player to experience the information in the text without misusing the medium.&lt;br /&gt;&lt;br /&gt;Such is Braid. The discourse that has sprung up around this game reminds me of the &lt;a href="http://freemindshare.com/map/jlq29ELNOQ/"&gt;Discourse of BioShock&lt;/a&gt;. So many people have attempted to say something intelligent and meaningful about the game. So many people have tried to talk art and make defenses for one thing or another using Braid. And I've found that most of these people have missed the mark. The real art that's true to the video game medium is in the gameplay and counterpoint design of Braid. The internal dialog that the player has when solving a puzzle is what the game is about. What may be even more profound is how the concepts of manipulating time and space can so easily related to our everyday lives. Those gamers who look up how to solve a puzzle in Braid are only cheating them selves. Such is the drawback of puzzle games. Once you're told how to solve a puzzle, the internal dialog is stilted, stunted, even truncated. This is one aspect of the game that the REWIND TIME mechanic can't fix.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;In my conversation with my father, I couldn't get into specifics about Braid's content. Now that I've played the game, if I could go back to that conversation, I don't think I would change a thing. It's perhaps too difficult and too personal to try and communicate my internal dialog from playing Braid to those who haven't experienced it for themselves. It turns out, like for Tim, there are some things that time can't touch.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/rjwxzwCbiwU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/2578580914060160203/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=2578580914060160203" title="9 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/2578580914060160203?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/2578580914060160203?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/rjwxzwCbiwU/braid-review-weiver-diarb.html" title="Braid Review weiveR diarB" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SM3G8TwnhDI/AAAAAAAAAek/CZbircRpX0w/s72-c/Braid.jpg" height="72" width="72" /><thr:total>9</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/braid-review-weiver-diarb.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkYMQXY_fSp7ImA9WxRSEkU.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-7786395283401886865</id><published>2008-09-12T23:50:00.000-05:00</published><updated>2008-09-13T00:36:20.845-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-13T00:36:20.845-05:00</app:edited><title>LittleBig Idea</title><content type="html">As I can't help but assume, LittleBigPlanet will be an excellent creative outlet for someone like me. Recently, it occurred to me that LBP can useful outside of its gaming realm. With LBP I'll be able to create high quality images and videos of anything I can build, which includes visuals of my ideas.&lt;br /&gt;&lt;br /&gt;Instead of drawing rough sketches or working with a cumbersome 3D modeling program, I can just hop onto my PS3, cut out some shapes, and be in business. I owe this original idea to Sony's E3 conference where part of the boring slide slow presentation was done in LBP. Though the information and delivery was mostly the same, with the help of Sackboy and Media Molecule the whole presentation came to life.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SMtQVvSrfzI/AAAAAAAAAeE/dpJTn9RYU5A/s1600-h/LBidea.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SMtQVvSrfzI/AAAAAAAAAeE/dpJTn9RYU5A/s320/LBidea.jpg" alt="" id="BLOGGER_PHOTO_ID_5245374525405364018" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Ultimately, I've been strapped for time. I've been burning through games and writing content for the blog as quickly as I can. Doing this day by day doesn't leave a lot of time for producing the podcast, or programming the various Drebin points. Perhaps LBP can help in these areas as well. I might not be able to broadcast audio content through a custom level, but I can do Design Challenges where LBP owners can go hands on with an the challenge  and even edit it. Furthermore, I can create Drebin point presentations much more quickly than coding the ideas myself.&lt;br /&gt;&lt;br /&gt;It looks like LittleBIGPlanet can't come any faster.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/S5sLpn1aO6Q" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/7786395283401886865/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=7786395283401886865" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/7786395283401886865?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/7786395283401886865?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/S5sLpn1aO6Q/littlebig-idea.html" title="LittleBig Idea" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SMtQVvSrfzI/AAAAAAAAAeE/dpJTn9RYU5A/s72-c/LBidea.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/littlebig-idea.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0cMR3w_eCp7ImA9WxRSFk0.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-5276705692369876933</id><published>2008-09-11T22:39:00.007-05:00</published><updated>2008-09-16T18:51:26.240-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-16T18:51:26.240-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Critical Hit" /><title>A Jonathan Low Blow</title><content type="html">Recently on the &lt;a href="http://www.1up.com/do/minisite?cId=3149975"&gt;1up FM podcast in the 9/1/08 episode&lt;/a&gt;, guest Jonathan Blow, co-creator of Braid, had this to say about Wii Sports/Nintendo. (skip to approx. 1hour 20min)&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Nintendo proved it if the Sims didn't. Right? They certainly didn't work very hard on their games. And yet they've got the biggest audience as everybody. I'm going to get assassinated for saying that, but it's true. From a craftsman's standpoint Wii Sports is very poorly created. Everything about is like lackluster and clumsy and weird. But it's good enough for the people who wanted to play that kind of game and nobody else was making that kind of game for them. You know and so it sold tons and tons and tons of copies. "&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;Though I'm currently working on my Braid review as well as responses to several emails, I'll say this...&lt;br /&gt;&lt;br /&gt;Dear Mr. Blow,&lt;br /&gt;&lt;br /&gt;You're claims about Wii Sports are completely false. I'm not sure what comprises the craftsman's point of view, but I do understand Wii Sports from a game design point of view. If you think the mechanics in Wii Sports are sub par, &lt;a href="http://critical-gaming.blogspot.com/2008/05/mechanics-and-abstractions-part2.html"&gt;let me assure you they're of the highest rank&lt;/a&gt;. The graphical style and presentation are straight forward and accessible. Surely clicking on an icon in a menu isn't clumsy or weird.  If you think the different sports are shallow, then you should know that the core design of each game is very next-gen &lt;a href="http://critical-gaming.blogspot.com/2008/08/next-gen-fighters-and-flow-of-combat-pt.html"&gt;especially Sports Boxing&lt;/a&gt;. The people who want to play "that kind of game" are made up in part of gamers who are tired of the RPG grind, static space, clumsy controls, clutter games, and the pathetic story telling that have saturated the market. Wii Sports is focused, clean, assessible, and next-gen which is more than the vast majority of games can claim. If you wish to debate Wii Sports or Braid feel free to contact me via email.&lt;br /&gt;&lt;br /&gt;Good day,&lt;br /&gt;&lt;br /&gt;Richard Terrell (KirbyKid)&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/uNdIXrPuCO0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/5276705692369876933/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=5276705692369876933" title="14 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5276705692369876933?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/5276705692369876933?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/uNdIXrPuCO0/johnathan-low-blow.html" title="A Jonathan Low Blow" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><thr:total>14</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/johnathan-low-blow.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0UGRXs_eip7ImA9WxRSEEQ.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-4829405221914002030</id><published>2008-09-10T19:27:00.009-05:00</published><updated>2008-09-10T20:07:04.542-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-10T20:07:04.542-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Review" /><title>N+ Review... Not a Score</title><content type="html">Lo and behold, someone downloaded N+ onto the Xbox360 I'm currently borrowing. I played it as a free flash game, and now that it costs about 10 bucks, I think it's time for a flash review. Shorter than a bullet point review, these things are over in a.....&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SMhslInHLyI/AAAAAAAAAd8/hi-Tfh9UNRg/s1600-h/logoA.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SMhslInHLyI/AAAAAAAAAd8/hi-Tfh9UNRg/s320/logoA.gif" alt="" id="BLOGGER_PHOTO_ID_5244561151295434530" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;A platformer with little else to distract from platforming.&lt;/li&gt;&lt;li&gt;JUMP, WALL SLIDE, WALL KICK, MOVE to maneuver around each level.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The gold pieces aren't &lt;a href="http://critical-gaming.blogspot.com/2008/07/mario-trio-bullet-point-essays.html"&gt;Mario Coins&lt;/a&gt;. Don't be fooled. They don't significantly effect gameplay at all.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;When jumping, the character can move horizontally much faster than he can ascend vertically. This makes most of the basic level design layouts horizontal.&lt;/li&gt;&lt;li&gt;Most of the levels are almost nothing. Perhaps, 1/6 are worth mentioning. Not much variation. The enemies offer some variety, but the lack of interplay severely limits their functionality. Without the interplay, there's not much available to build layers for counterpoint.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Looks like a flash game. Plays like a flash game. Though the flash game was/is free, I feel that 10 bucks is worth the extra multiplayer modes, level editor, and online play.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;In the grand scheme of platformers I've covered on this blog, N+ is at the very bottom. I won't be spending any more time with this game. I'd rather play Super Princess Peach.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Oh, did I mention you play as a Ninja? *shrugs* NINJA VANISH!&lt;/li&gt;&lt;/ul&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SMhsI7e5FZI/AAAAAAAAAd0/S9_CGtmVJqk/s1600-h/n.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SMhsI7e5FZI/AAAAAAAAAd0/S9_CGtmVJqk/s320/n.jpg" alt="" id="BLOGGER_PHOTO_ID_5244560666734957970" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;....FLASH&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/sMoiNBNEPWQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/4829405221914002030/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=4829405221914002030" title="13 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/4829405221914002030?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/4829405221914002030?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/sMoiNBNEPWQ/n-review-not-score.html" title="N+ Review... Not a Score" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SMhslInHLyI/AAAAAAAAAd8/hi-Tfh9UNRg/s72-c/logoA.gif" height="72" width="72" /><thr:total>13</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/n-review-not-score.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEcNRH08eSp7ImA9WxRSEEQ.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-3869681237664232215</id><published>2008-09-09T14:53:00.030-05:00</published><updated>2008-09-10T20:21:35.371-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-10T20:21:35.371-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Review" /><title>Bionic Commando Rearmed Review</title><content type="html">Last time on Bionic Commando, our hero grappled, shot, and swung his way past enemy lines all in efforts to save a man known as Super Joe and stop a certain sinister citizen from taking over the world. Now, the part man part machine all solider must embark on a completely new mission to save a man named Super Joe and to stop a remarkably similar sinister citizen from....well you know.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object height="349" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/o1jCbuMSeE0&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0&amp;amp;color1=0x006699&amp;amp;color2=0x54abd6&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/o1jCbuMSeE0&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0&amp;amp;color1=0x006699&amp;amp;color2=0x54abd6&amp;amp;border=1" type="application/x-shockwave-flash" allowfullscreen="true" height="349" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;It should be obvious that Bionic Commando Rearmed (referred to as Rearmed) falls under the genre &lt;a href="http://critical-gaming.blogspot.com/2008/09/new-genre-retro-evolved.html"&gt;retro evolved&lt;/a&gt;. A lot has changed since the NES version. And in true retro evolved fashion, a lot hasn't changed. Whether it's an element from the past or present, it's all going under the critical-eye.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMhAzKPtbbI/AAAAAAAAAcM/ssHm8-ptpM8/s1600-h/bionic+commando2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMhAzKPtbbI/AAAAAAAAAcM/ssHm8-ptpM8/s320/bionic+commando2.jpg" alt="" id="BLOGGER_PHOTO_ID_5244513013740694962" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Presentation&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;The graphical style was modernized well. The colors are bold and flat allowing for the simple shapes to create the necessary contrast to distinguish the various game elements. At the same time, there's a level of fine detail across the board that gives the game that next-gen feel including the real time lighting effects, rag doll death animations, and particle effects. &lt;/li&gt;&lt;/ul&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMhBi8G_SzI/AAAAAAAAAcc/3K3NNEFYScM/s1600-h/bionic-commando-rearmed.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMhBi8G_SzI/AAAAAAAAAcc/3K3NNEFYScM/s320/bionic-commando-rearmed.jpg" alt="" id="BLOGGER_PHOTO_ID_5244513834579741490" border="0" /&gt;&lt;/a&gt;&lt;ul&gt;&lt;li&gt;Unfortunately, the game developers seem to have forgotten that most people still don't own HDTVs. The text in the game is almost illegible on my SDTV. Continuing to design games with such "next-gen" text only seems inconsiderate. Even on an HD set, the lettering would still be very small. Why invite eyestrain into the gaming experience?&lt;/li&gt;&lt;/ul&gt;&lt;blockquote&gt;"However, now that we don't have the same memory limitations that the 8-bit game did, we have fleshed out the story quite a bit. Without altering the original story, we have added some new background information that helps tie Bionic Commando Rearmed to its next-gen big brother" ~Ben Judd, Producer at Capcom Japan&lt;/blockquote&gt;&lt;ul&gt;&lt;li&gt;The "fleshed out" story delivered via text boxes transmitted at safe stations throughout the levels are a minor misstep. Presenting the player with small text based stories wtihout visuals to support it is a misuse of the highly visual and interactive medium that is video games. Lost Odyssey and Braid both suffer from egregious uses of such story text. &lt;/li&gt;&lt;li&gt;On the plus side, from what I read of the text, many humorous moments are created by pointing out the translation errors that litter the original Bionic Commando. Though I haven't played the original, the humor is still accessible.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Mechanics&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SMhDCgcNLnI/AAAAAAAAAck/-pxLhkZ3Zas/s1600-h/commando+swing.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SMhDCgcNLnI/AAAAAAAAAck/-pxLhkZ3Zas/s320/commando+swing.jpg" alt="" id="BLOGGER_PHOTO_ID_5244515476419980914" border="0" /&gt;&lt;/a&gt;&lt;ol style="text-align: left;"&gt;&lt;li&gt;Primary mechanics: GRAPPLE, SWING, SWING-JUMP, RELEASE, SHOOT,&lt;/li&gt;&lt;li&gt;Secondary mechanics: MOVE, DUCK, GRENADE&lt;/li&gt;&lt;li&gt;Tertiary mechanic: SLIDE, THROW (barrel/soldier), UNSCREW&lt;/li&gt;&lt;/ol&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Bionic Commando Rearmed is a platformer. With out a JUMP mechanic to get around, players must learn to love the functionality of the bionic arm. Fortunately, in Rearmed, the bionic arm mechanics are highly dynamic. Players can GRAPPLE the wall, platforms, health and point power ups, enemy bullet/missile fire, barrels, enemies, cinder blocks, levers, and screws. The SWING radius is determined by how extended the bionic arm is when it latches to an object. The longer the extension, the farther the SWING-JUMP. Without these bionic abilities, our hero would be just one of the ordinary soldiers hanging out at the base.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The dynamics of the bionic arm mechanics are solid, but there's a lot of clutter in how these mechanics interact with the game world. Though the player has a lot of control with the mechanics, the GRAPPLE mechanic sometimes doesn't catch what look like direct hits. The amount of grace for the GRAPPLE mechanic is too low considering how the form of the grapple arm looks when passing through objects.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Somewhere between the ability to GRAPPLE/SWING and the ability climb up through platforms, a significant amount of clutter exists. Depending on the situation, a "solid" platform can stop the player, allow the player to pass through, allow the player only to swing through, force the player to stand up, or just cancel the grapple. Because this high amount of variation goes against the game's forms while existing outside of the player's level of control, the core gameplay contains a lot of unreliability. This, in turn, affects the player's ability to trust the game world as a place with rules and predictable outcomes.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;This clutter seems to be a result of the retro part of Rearmed. Because the bionic mechanics and level design were transferred very directly from the NES version of Bionic Commando (a game made when animation, platforms, hit boxes, and the swinging mechanic were very limited) this next-gen remake suffers. Since the NES days, the gaming industry has learned to tighten up such mechanics so that a game's forms are maintained.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;The apparent "holes" in Rearmed's forms make it difficult to quantify the SWINGing mechanics. When swinging, understanding the game world and how it limits the player isn't as easy as with&lt;a href="http://critical-gaming.blogspot.com/2008/06/mario-melodies-variation-part2.html"&gt; Super Mario Brothers and counting bricks&lt;/a&gt;. But on the ground things are much simpler in Rearmed. The player can either be standing, ducking, or sliding. Furthermore, the player can only shoot straight, and aim the grapple up, diagonally, or forward. Once the ground based quantification is understood, it becomes easy to see how the developers positioned enemies and platforms around to great challenges.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt; &lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Controls&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Another retro feature of Bionic Commando Rearmed is the control scheme that goes against the generations of knowledge and experience we've gained about desinging controls. Out of the &lt;a href="http://critical-gaming.blogspot.com/2008/05/mechanics-and-abstractions-part2.html"&gt;four factors that make up a mechanic&lt;/a&gt;, Rearmed's bionic mechanics fail at being direct, intuitive, and individual.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;By hitting the GRAPPLE button, the player character shoots off his bionic arm that travels out and retracts back automatically. Hitting the button quickly, or holding it doesn't alter the distance or timing in any way. When hanging from a platform, hitting the same button will cause the character to retract his arm completely. Instead of having control over the mechanical variation, players simply have control over the mechanical state.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;When on the ground and facing forward, hitting the SHOOT button makes the character shoot straight forward. Conversely, hitting the GRAPPLE button makes the character shoot out the bionic arm diagonally forward and up. This odd design choice isn't very intuitive even though it helps to have the default direction diagonal like this.&lt;/li&gt;&lt;li&gt;Unfortunately, things get a bit more complicated from here. SWING-JUMPing,  which is essentially letting go of the bionic arm to let the momentum from the swing fling the character, isn't achieved by using the GRAPPLE button. To let go and SWING-JUMP players must hold left or right. What's also strange is that to GRAPPLE straight forward in the air players must hold down and hit the GRAPPLE button, but on the ground players must hold forward while standing, or down for a ducking straight GRAPPLE.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;The controls simply don't have to be this convoluted. Interestingly, those who have gotten their hands on the new 3D Bionic Commando game have expressed how difficult the controls are. In response Capcom released these comic like pictures to illustrate how simple and intuitive the controls actually are. From the look of things, I much prefer this scheme than the one in Rearmed. &lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMhPhsfkbeI/AAAAAAAAAdM/r4zBFBU6axg/s1600-h/bonic+controls.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 368px; height: 149px;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMhPhsfkbeI/AAAAAAAAAdM/r4zBFBU6axg/s320/bonic+controls.jpg" alt="" id="BLOGGER_PHOTO_ID_5244529206370790882" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;By some combination of the PS3's lousy D-pad and how Bionic Commando Rearmed buffers the directional inputs, I found the responsiveness of the controls to be sluggish and sloppy. Also, I'm surprised the developers didn't go with a wheel system for weapon switching. Hitting L1 and L2 to cycle through the weapons isn't as efficient as hitting a direction on the right analog stick.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Level Design&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;The enemies aren't a big part of the game/level design. There's a lot of interplay when countering enemy attacks, but the enemies have little to no interplay for countering or influencing the player. The enemies patrol small areas which make them easy to skip and easy to forget. On the super hard difficulty, the enemies are more aggressive, take smarter tactical moves, and can even shoot diagonally not to mention their bullets can kill in just 2 shots. Overall, Bionic Commando Rearmed is mostly about platforming without enemy interference. Without dynamically layered game elements, the amount of emergence and varied interactions possible within the game are limited.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;The Modes&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Bionic Commando Rearmed features a lot of new modes that its NES predecessor did not have. The Co-op is fun. The level design of the game is mostly open enough so that 2 players can comfortably exist at one time. Being able to completely overlap each other so that both players take up the same space makes moving together on small platforms easy. However, the camera for co-op play is deconstructive and borders on terrible.  When both players start to move away from each other the camera does what it can to keep both players on the screen by zooming out and/or reducing the about of vertical or horizontal distance either player can see beyond themselves. When the distance between the players becomes too great, the screen lazily splits into two. While the camera is splitting the screen, either player's view can be completely obscured making tricky jumps and situations all the more deadly. Perhaps what's worse of all is that when playing co-operatively, the camera isn't designed/positioned to show as much of the environment as when playing solo. Critical platforms, jumps, and enemies are often hidden leaving the inexperienced players wondering where to go next and taking guessing with their lives.  The necessary team work required to beat each boss is a nice touch.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Having limited lives and doors that function as check points is a retro convention that's refreshing in this industry over saturated with checkpoints  and infinite tries. When the player is given so much control over the enemies and environment like in Rearmed, playing through a level/mission in one go is completely doable. By limiting the player's lives, the player is encouraged to buckle down and beat it in this way. This is most evident in the single player mode.&lt;/li&gt;&lt;/ul&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMhQ6IId3oI/AAAAAAAAAdU/nlIY56FzTu0/s1600-h/944601_20080815_embed002.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMhQ6IId3oI/AAAAAAAAAdU/nlIY56FzTu0/s320/944601_20080815_embed002.jpg" alt="" id="BLOGGER_PHOTO_ID_5244530725618572930" border="0" /&gt;&lt;/a&gt;&lt;ul&gt;&lt;li&gt;The hacking mini game is so short, simple, and auxiliary that its function within the scope of the game is a positive one. If players want the health or point powerups awarded for a successful hack, then the option is always there for them. Otherwise, hacking can be skipped altogether.&lt;/li&gt;&lt;/ul&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMhRNjj0QYI/AAAAAAAAAdc/CD0kC5MIPzc/s1600-h/PSN_Bionic_Commando_Rearmed_Pics_29.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMhRNjj0QYI/AAAAAAAAAdc/CD0kC5MIPzc/s320/PSN_Bionic_Commando_Rearmed_Pics_29.jpg" alt="" id="BLOGGER_PHOTO_ID_5244531059398558082" border="0" /&gt;&lt;/a&gt;&lt;ul&gt;&lt;li&gt;The top down missions are terrible. Bionic Commando is approximately 80% platforming. Take this away, and you're left with a measly and uninteresting portion of the game. The significant amount of autoaim present in this mode is forgivable. After all, it helps maintain  the quantified aiming feel in a mode when the top down perspective would otherwise removed it. Additionally, the top down perspective frees the player to move vertically and horizontally with ease. This movement freedom makes running past enemies and dodging bullets far too easy. In fact, nothing stops or even challenges the player from running to the end and delivering the finishing blow on the truck. Because these missions are tricky to avoid and the challenge never changes, they become annoying operations filled with static space.&lt;/li&gt;&lt;/ul&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMhR_QFNjuI/AAAAAAAAAdk/QDl1tSNKQ0A/s1600-h/challenge+mode.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMhR_QFNjuI/AAAAAAAAAdk/QDl1tSNKQ0A/s320/challenge+mode.jpg" alt="" id="BLOGGER_PHOTO_ID_5244531913163378402" border="0" /&gt;&lt;/a&gt;&lt;ul&gt;&lt;li&gt;The challenge/puzzle mode is nicely done. With over 40 challenge levels to work through, it's fortunate that the bionic platforming mechanics have a considerable amount of complexities and nuances to focus each level while keeping each distinct and unique. The odd, often counter intuitive physics for the bionic arm mechanics are highlighted throughout the course of these challenges. To figure out how to pass all the challenges requires a thorough knowledge of these nuances, and fairly high level timing skills. Beating the challenge is one level of accomplishment. Getting 5 stars is the next level. And topping the leader boards should give anyone enough play time to keep them busy for years.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMhS3XtIwSI/AAAAAAAAAds/oeVGJIKORU8/s1600-h/bionic-commando-rearmed-20080502113849889.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMhS3XtIwSI/AAAAAAAAAds/oeVGJIKORU8/s320/bionic-commando-rearmed-20080502113849889.jpg" alt="" id="BLOGGER_PHOTO_ID_5244532877282558242" border="0" /&gt;&lt;/a&gt;&lt;ul&gt;&lt;li&gt;The battle mode is a nice addition. Without online play, I've can only experience this mode by playing against the other member of the B.E.S crew. Without putting enough play time with the right amount of competition, I'll withhold all comments about this mode's flow, balance, and other design choices. I look forward to watching the youtube video of 4 high level Bionic Commando super fans battling it out or reading an article/post about the evolution of this multiplayer mode's meta game.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;And that's Bionic Commando Rearmed. The game has some issues, but overall, it's pretty good. If this game is everything the original is and more, I can't see how the NES game makes it into top 100 games lists. As good as it gets, the limitations of the core design turn this game into a bionic swing and a miss falling short of greatness.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/Wx4D4CeAhgY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/3869681237664232215/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=3869681237664232215" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/3869681237664232215?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/3869681237664232215?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/Wx4D4CeAhgY/bionic-commando-rearmed-review.html" title="Bionic Commando Rearmed Review" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMhAzKPtbbI/AAAAAAAAAcM/ssHm8-ptpM8/s72-c/bionic+commando2.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/bionic-commando-rearmed-review.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ak4ERnYyeip7ImA9WxRTGU8.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-6800618232511694487</id><published>2008-09-08T14:29:00.007-05:00</published><updated>2008-09-08T21:55:07.892-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-08T21:55:07.892-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Medium" /><title>New Genre: Retro Evolved</title><content type="html">As the video gaming industry continues to grow and new, creative ideas are put into production, new genres are bound to develop. Although I tend to only classify a video game by genre according to its gameplay, the definition is much more lenient.&lt;br /&gt;&lt;blockquote&gt;1. a class or category of artistic endeavor having a particular form, content, technique, or the like: &lt;span class="ital-inline"&gt;the genre of epic poetry; the genre of symphonic music. &lt;/span&gt;(dictionary.com)&lt;/blockquote&gt;Now, approximately 3 generations from the N.E.S. era, many developers are looking back to the games of our past and breathing new life into them. The type of games that results from such an endeavor represents multiple eras of gaming in a single product. This is the essence of the relatively new genre Retro Evolved.&lt;br /&gt;&lt;br /&gt;A Retro Evolved game isn't the same as a remake or a sequel with graphical or gameplay improvements. A Retro Evolved game is one that takes on the design decisions and conventions of a game that are reflective of a previous era regardless if such conventions have been evolved, upgraded, or abandoned. Additionally, the game must also incorporate design elements and conventions from the present that may layer together or contrast with the old conventions. The result is a game that feels like a refurbished, antique table. It's new and old at the same time.&lt;br /&gt;&lt;br /&gt;There are several games already in this genre.&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;&lt;a href="http://www.youtube.com/watch?v=5qysSm380U8"&gt;Geometry Wars: Retro Evolved&lt;/a&gt;:&lt;/span&gt; The game that coined the name. The core gameplay and arcade style is reflective of the retro title &lt;a href="http://www.youtube.com/watch?v=JZsIyJehtE8"&gt;Robotron&lt;/a&gt;, yet the combo system and subtle physics are modern. Take a look at these quotes from the IGN review...&lt;/li&gt;&lt;/ul&gt;&lt;blockquote&gt;It may be a simple 2D game, but this little mixture of Asteroids and Galaga is incredibly good looking (for what it is) and super fun to play for one minute or 60. And yes, it's a little reminiscent of Fantasvision, only it's like $5 instead of $49. Snap!&lt;br /&gt;&lt;br /&gt;If you're looking for a throwback to the Space Invader days with the futuristic colors and sound of the powerful 360, this is your game. It's not the equivalent to buying a full $50 game. No, it's a small arcade game with no big features, FMV, or wild multiplayer levels.&lt;br /&gt;&lt;br /&gt;It's old school. Just hit start and go. No intricate menus, no cutscenes, and nothing fancy, but it doesn't really need to be. Pure and simple.&lt;br /&gt;&lt;br /&gt;Fast-paced action is both easy to get into and fun. Fantastic controls and, dare I say, more fun than Pac-Man.&lt;/blockquote&gt;&lt;blockquote&gt;&lt;/blockquote&gt;&lt;ul&gt;&lt;li style="font-weight: bold;"&gt;&lt;a href="http://www.youtube.com/watch?v=BMD8B2OOhog"&gt;Pac-Man VS&lt;/a&gt;: &lt;span style="font-weight: normal;"&gt;This game is one of Miyamoto's special projects. It's a 4 player version of Pac-Man designed so recreate the retro gameplay of Pac-Man without the need for computer AI. Aside from the multiplayer functionality and the point system to determine the winner, very little was changed from the original Pac-Man game. This game also helped pave the way for the battle mode in The Legend of Zelda: Phantom Hourglass. &lt;/span&gt;&lt;a style="font-weight: normal;" href="http://critical-gaming.blogspot.com/2008/04/from-minerals-to-force-gems.html"&gt;More on that here&lt;/a&gt;&lt;span style="font-weight: normal;"&gt;. &lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.youtube.com/watch?v=Iy0J27k1Z5E"&gt;&lt;span style="font-weight: bold;"&gt;Pac-Man Championship Edition&lt;/span&gt;&lt;/a&gt;: This game took the Pac-Man formula and changed things up a bit so that a single stage is inexhaustible. The developers also added a combo system for chaining points and a way to extend playing time. It's still Pac-Man, but the arcade mechanics are pushed to the forefront.&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;a href="http://www.youtube.com/watch?v=5UfB1_Jznvg"&gt;Space Invaders Extreme&lt;/a&gt;: &lt;span style="font-weight: normal;"&gt;Like Pac-Man CE, this game took a&lt;a href="http://www.youtube.com/watch?v=U35b7BJJBJU"&gt; simple retro game&lt;/a&gt; and added powerups, combos, chains, and multipliers to spice things up. &lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;a href="http://www.youtube.com/watch?v=Jhhocl7jf3o"&gt;Super Stardust HD&lt;/a&gt;:&lt;span style="font-weight: normal;"&gt; Like Space Invaders Extreme, the developers of this game looked at the retro game&lt;/span&gt;&lt;a style="font-weight: normal;" href="http://www.youtube.com/watch?v=0UXlqk7NGdY&amp;amp;feature=related"&gt; Asteroids &lt;/a&gt;&lt;span style="font-weight: normal;"&gt;and added new powerups, abilities, and a combo system not to mention a new graphical style.&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;a href="http://www.youtube.com/watch?v=8YIis8GbgwM"&gt;MegaMan9&lt;/a&gt;: &lt;span style="font-weight: normal;"&gt;This belated game of a beloved series is part of an effort to take the gaming industry forward with quality downloadable games. At the same time, MM9 is taking a few dash-jumps back in terms of graphics and gameplay. &lt;/span&gt;&lt;span style="font-weight: normal;"&gt;This game, though recently made, is carefully designed to look like an N.E.S. game right down to the graphical flicker and slow down. &lt;/span&gt;&lt;span style="font-weight: normal;"&gt;Interestingly, the lead designer of MM9 expressed that he wanted to make this retro style game using all the knowledge and experience he gained since the retro days.&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;If any of his decisions add modern mechanics/conventions to MM9's gameplay, then it can join the club. &lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li style="font-weight: bold;"&gt;&lt;a href="http://www.youtube.com/watch?v=AUHmTSJ7b-Q"&gt;Street Fighter 4&lt;/a&gt;. &lt;span style="font-weight: normal;"&gt;This game is a 2D fighter with 3D models. Unlike &lt;/span&gt;&lt;a style="font-weight: normal;" href="http://critical-gaming.blogspot.com/2008/08/next-gen-fighters-and-flow-of-combat.html"&gt;Super Smash Brothers (a true next-gen fighter)&lt;/a&gt;&lt;span style="font-weight: normal;"&gt;, the developers decided to remove the 3D hit boxes and replace them with 2D hitboxes like the ones used in Super Street Fighter 2 Turbo. Many of the characters are the same, many of the moves and inputs are the same, and much of the core design is the same as its retro twin. What's new are some new abilities, the possibility for downloadable content, and online play along with a modern business model. Street Fighter 4 is such a technically simple game that it can be played on a variety of platforms. From the Xbox360, to the PC, to the arcade, and maybe even&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;my DS somewhere down the line&lt;span style="font-weight: bold;"&gt;. &lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;Finally, there's &lt;span style="font-weight: bold;"&gt;Bionic Commando Rearmed&lt;/span&gt;. This recreation of Bionic Commando for the N.E.S. is up for review here at Critical-Gaming. Choosing to retro-evolve a game is risky because the retro and modern conventions can harmonize or clash with each other. The balance between the old and new schools of design is critical.&lt;br /&gt;&lt;br /&gt;Will Bionic Commando Rearmed crash and burn at the bottom of a downloadable canyon at the hands of a retrofitted critic? Or will it escape into the Bionic Arms of the great games of 2008 reminding us all there there's still something classy about the classics? Tune in tomorrow. Same Critical-Time. Same Critical-Place.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/7UvIZaNUSho" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/6800618232511694487/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=6800618232511694487" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/6800618232511694487?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/6800618232511694487?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/7UvIZaNUSho/new-genre-retro-evolved.html" title="New Genre: Retro Evolved" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><thr:total>2</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/new-genre-retro-evolved.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUIMQ3Y4fyp7ImA9WxRTGE0.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-4398797064283069228</id><published>2008-09-07T08:42:00.000-05:00</published><updated>2008-09-07T11:06:22.837-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-07T11:06:22.837-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Review" /><category scheme="http://www.blogger.com/atom/ns#" term="B.E.S Repair Shop" /><title>Everyday Shooter? Yesterday's Shooter</title><content type="html">I've been following &lt;a href="http://www.everydayshooter.com/"&gt;Everyday Shooter (ES) by Jonathan Mak&lt;/a&gt; since I first saw it when the 1up show stumbled across the pair at GDC. Jonathan Mak is a&lt;a href="http://www.blog.newsweek.com/blogs/levelup/archive/2007/07/11/everyday-shooter-wunderkind-jonathan-mak-interview.aspx"&gt; success story&lt;/a&gt;. He followed &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=11254"&gt;his dreams&lt;/a&gt;, made a game by himself, and his efforts landed his game into, potentially, millions of living rooms around the world. Everyday Shooter is a project that's very individual and personal to its creator. This connection instantly becomes clear after playing the game and reading/listening to the way Mak communicates:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Everyday Shooter is an album of games exploring the expressive power of abstract shooters. Dissolute sounds of destruction are replaced with guitar riffs harmonizing over an all-guitar soundtrack, while modulating shapes celebrate the flowing beauty of geometry. " ~ Mak&lt;/blockquote&gt;&lt;br /&gt;So I downloaded the game, died a few times, yelled some, and eventually beat it. Once you have the skills, the game is a short experience akin to sight seeing through the back alleys of a somewhat unknown and equally indie music album. Everyday Shooter is not a game for zoning out, though. Sit up and fight vector enemies with vector bullets. This isn't a passive experience. React to the game and it will react back. Pay attention to the forms, figure out the unique chaining system per level, and abstract meaning from the somewhat abstract images on your own time.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;object width="425" height="349"&gt;&lt;param name="movie" value="http://www.youtube.com/v/at1jig-ezEw&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0&amp;amp;color1=0x006699&amp;amp;color2=0x54abd6&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/at1jig-ezEw&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0&amp;amp;color1=0x006699&amp;amp;color2=0x54abd6&amp;amp;border=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="349"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;This is Everyday Shooter.&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Jonathan Mak is a one man band, but everyone has their limitations. Even here at B.E.S, we work hard to challenge each other to keep ourselves on our toes. The following Review &amp;amp; Repair on Everyday Shooter is not aimed against Mak, and it's not focused on what he should have done. Rather, the following is a repair that is make after looking back at the accomplishment that is Everyday Shooter and apply our current understanding of game design to imagine a cleaner, more focused, more engaging game radiating from its core design and original vision. Hindsight is 20/20. Looking back is the best way to proceed forward. Thus,  I aptly coin the repaired version of Everyday Shooter...&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Yesterday's Shooter&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP2WLt3PRI/AAAAAAAAAbU/Nau1HNiuMcU/s1600-h/yesterdays+shooter.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP2WLt3PRI/AAAAAAAAAbU/Nau1HNiuMcU/s320/yesterdays+shooter.jpg" alt="" id="BLOGGER_PHOTO_ID_5243305252152098066" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;CONTROLS&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;It was obvious from first playing Everyday Shooter that the control scheme had been originally designed for the PC, or at least not with the PS3 controller in mind. Movement is controlled with the left stick with no problems with the correlation between the on screen action and the &lt;a href="http://www.steveswink.com/articles/prototyping-for-game-feel-version-2/"&gt;controller feel&lt;/a&gt;. However, the aiming/shooting isn't designed to take advantage of the analog controls of the PS3's right stick at all. Instead, the player can shoot in four directions using the four "shapely" Playstation buttons. After moving between two aiming buttons, the stream of bullets sort of lazily adjusts to the change in direction.&lt;br /&gt;&lt;br /&gt;These mechanics automatically shape the gameplay in a number of ways. Aiming, which includes shooting and positioning of the player, becomes some what quantified. It's easiest to hit targets that are exactly up, down, left, and right of the player. It's less easy to hit targets diagonally due to the slow auto-adjusting feature in the aiming mechanic. Accurately hitting targets in between these any of these 8 directions is very difficulty and becomes more so the farther away the target is.&lt;br /&gt;&lt;br /&gt;To correct for the aiming disability, I often positioned the player avatar at a cardinal direction to my target. In this way, the aiming system deconstructs the analog player movement abilities and the level design. Everyday Shooter's levels are designed with enemies that come in all shapes and sizes, floating around and maneuvering in fluid curves and trajectories. The player's smooth analog movement and precise hit box adds to this sort of fluid mosaic model. Controlling what is practically a dot on the screen, players are free to move about the liquid level design, switching places and dodging in between tiny cracks in the momentary layouts. Unfortunately, because the aiming system tends to lock the player into shooting in the 4 comfort cardinal zones, the fluid design and how it influences fluid character movement is partially wedged into a ridged, grid like execution. To shoot effectively, I often have to "snap" into a grid like world where my targets were always on some vertical/horizontal orientation to my player avatar.&lt;br /&gt;&lt;br /&gt;This issue is easy to solve. Geometry Wars and Super Stardust HD are both twin stick shooters that are good examples of smooth, intuitive aiming controls. Assuming Yesterday's Shooter would release on the PSN, upgrading the aiming controls to take advantage of the PS3 dual analog sticks would be the easiest repair.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;CORE DESIGN&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP3HqedWYI/AAAAAAAAAbc/Yi35_9Xd_5Y/s1600-h/eshooter5.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP3HqedWYI/AAAAAAAAAbc/Yi35_9Xd_5Y/s320/eshooter5.jpg" alt="" id="BLOGGER_PHOTO_ID_5243306102222576002" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;The mechanics of Everyday Shooter are as follows...&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;1. SHOOT (primary)&lt;br /&gt;2. MOVE (secondary)&lt;br /&gt;3. CHAIN (tertiary)&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-weight: bold;"&gt;SHOOT&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;Because the primary mechanic of Everyday Shooter is SHOOT, there are a few potential design pit falls that must be addressed: &lt;a href="http://critical-gaming.blogspot.com/2008/07/interplaygunplay.html"&gt;interplay/gunplay&lt;/a&gt; and &lt;a href="http://critical-gaming.blogspot.com/2008/08/drill-dozer-and-dangers-of-static-space.html"&gt;static space&lt;/a&gt;. What's most interesting about these two issues is, they're somewhat correlated. More on that later.&lt;br /&gt;&lt;br /&gt;In Everyday Shooter, the vast majority of elements in a given level is can be shot and subsequently destroyed. The player has infinite ammunition, which makes taking down even a large target as simple as aiming and holding the fire button. Geometry Wars has a similar set up. But where Geometry Wars floods the screen with weak enemies that hunt the player, Everyday Shooter's levels have fewer enemies with health bars making them able to sustain multiple hits. In Everyday Shooter, most enemies don't take stun or knock back from being shot, and they carry on in their normal fashion until they're destroyed. Because of these design features, Everyday Shooter generates some static space when destroying a single target. As the player keeps SHOOTing, the enemy keeps doing what it does oblivious of its imminent death. The fact that much of the game state remains unchanged while an enemy's health is being drained creates the static space. Because the player can die from a single hit, the enemy at 100% health is just as deadly as when it's at 1% health. In this way, a lot of the flow of the game is stagnated by these small periods of static space. Until the enemy is completely destroyed, the work the player puts into the game doesn't change the game.&lt;br /&gt;&lt;br /&gt;Gunplay, interplay with projectiles, is difficult to create due to the nature of projectiles. It doesn't help that Everyday Shooter only has two independent (primary and secondary combined) mechanics to work with. Because the player dies in one hit, you're either alive or dead. Enemy attacks are either hit or miss. And it's a similar design situation with the SHOOT mechanic; ie. player shots will either hit or miss. Because the enemies generally don't take stun or get knocked around by the player's attacks, on the basic level Everyday Shooter doesn't feature a lot of gunplay. The majority of the basic interaction of the gameplay consists of simple move and shoot maneuvers: ie, move out of the way of danger/into position and shoot until target is destroyed.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-weight: bold;"&gt;MOVE&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;The MOVE mechanic is straight forward. The only issue I have with this mechanic is that the player's movement speed slows down when firing. I can see how Mak wanted to give the core mechanics a bit of variety and strategy when players balance maneuverability (defense) and firepower (offense). But, I think the reason this feature falls short of its goal is because neither the SHOOT or MOVE mechanic are interesting/engaging enough individually before. In other words, the only thing to do when moving is move out of the way of danger and position oneself for attack. Likewise, the only thing to do shooting wise is to shoot in the direction of the target. When shooting reduces the player's movement speed, the strategies remain the same yet they're, at times,  slower to execute, which can bore or frustrate the player.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-weight: bold;"&gt;CHAIN&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Here is where things get interesting. Each level in Everyday Shooter features a different chaining system. Using the system, players can destroy enemies significantly more effectively than by simply using the basic approach of "destroy the enemies one at a time." What's most interesting about Everyday Shooter's chaining system is that it exists in tertiary mechanics. In other words, instead of chaining being the result of mechanics/elements the player directly controls (not getting hit [Ninja Gaiden/DMC] , killing all enemies, destroying multiple targets with one shot [Star Fox 64/Rez], destroying X numbers of a single kind of enemy in a row [Space Invader Extreme, Ikaruga], hitting multiple enemies without touching the ground [2D Mario platformers, Donkey Kong Jungle Beat]) the elements that activate chains in Everyday Shooter are enemy/level elements. Because enemies are randomly arranged/spawned into each level, players have to look sharp and work improvisationally.&lt;br /&gt;&lt;br /&gt;Unfortunately, all the chaining systems except the first few levels, are shrouded in abstract mysteries. It's nice to have to figure things out for yourself especially in a game this short, but the only way that's possible while being efficient is if the game's forms and mechanics instruct the player. If I can't tell what the chaining system is for a level by how it looks and plays, then it's &lt;a href="http://critical-gaming.blogspot.com/2008/03/its-secret-to-everybody.html"&gt;practically a secret&lt;/a&gt; requiring a lot of trial and error to figure out. Ultimately, Everyday Shooter is not a puzzle game where figuring out the level is the main focus of the gameplay. I find playing Everyday Shooter far more interesting than guessing and checking my theories on the chaining systems. At least the game lets players select individual unlocked levels so they can experiment without worrying about losing everything.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;MECHANICS REPAIR&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;SHOOTing should not slow down MOVEing. There are better ways to create an interesting interrelationship between player mechanics. Besides fixing the reduced moving speed when shooting, there is one mechanic that, when added to the existing set of mechanics, would create a &lt;a href="http://critical-gaming.blogspot.com/2008/08/next-gen-fighters-and-flow-of-combat_14.html"&gt;well-rounded core deisgn&lt;/a&gt;. That mechanic is CHARGE.&lt;br /&gt;&lt;br /&gt;As I've &lt;a href="http://critical-gaming.blogspot.com/2008/08/taking-charge.html"&gt;explained in this article&lt;/a&gt;, the CHARGE mechanic can reduce the spam and static space in a shooter especially one with infinite ammo. Just like in MegaManX, the charge attack in Yesterday's Shooter should be larger than the standard shots, travel faster, do more damage, and give enemies more stun and/or knock back.&lt;br /&gt;&lt;br /&gt;Additionally, charging an attack should gradually slow down the player as the charge builds in strength. In this way, there is a strategic balance within the trade off of maneuverability and power that comes from a well-rounded set of core mechanics.  With the fixed aiming controls, moving quickly and accurately shooting rapid shots strategically contrasts the reduced movement speed and added strength/ability that come with the CHARGE shot.&lt;br /&gt;&lt;br /&gt;However, these changes aren't enough to individualize each core mechanic. To individualize the MOVE mechanic, there should be some level elements or parts of enemy elements that don't hurt the player when touched. By moving against these elements, the player would be able to add an additional functional layer to the MOVE mechanic: PUSH. By PUSHing enemies/level elements, the player can interact with the game world in a new, engaging, and non lethal way, which will accentuate the specific function of the SHOOT and CHARGE mechanics. In other words, when everything in the game isn't trying to kill the player and won't kill the player when touched, the world becomes more fully defined through the contrasting functions of its elements.&lt;br /&gt;&lt;br /&gt;To put a cap on these core mechanics, a few limiting factors should be added. To MOVE/PUSH level elements, players simply move the character against a moveable element. However, this works best when not SHOOTing and especially when not CHARGEing. Think of this feature as if the player has a limited amount of energy to invest in any one mechanic. Also, when a charged shot is released, the player should recoil back in the opposite direction of the blast. This recoil feature should also function like a powerful short ranged PUSH. With these nuances to the core mechanics, the mechanics effectively feed into one another, individualizing and supporting each others' functions.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;VISUALS&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP3bub9u9I/AAAAAAAAAbs/xpjVhgsERlw/s1600-h/EverydayShooter_1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP3bub9u9I/AAAAAAAAAbs/xpjVhgsERlw/s320/EverydayShooter_1.jpg" alt="" id="BLOGGER_PHOTO_ID_5243306446883240914" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;Using vector graphics naturally creates a very stylized, clean look. However, shortly after the start of each level, Everyday Shooter becomes very cluttered. One of the challenges Mak faced when converting ES to run on the PS3 was adjusting each level from a standard aspect ratio to widescreen. I don't know if Mak adjusted the number of enemies on the screen to help fill up the additional space, but there is certainly too much going on in the game.&lt;br /&gt;&lt;br /&gt;The player is functionally a dot in the middle of a widescreen ocean. There is only so much the player can interact with at one time even with an unlimited long range SHOOT mechanic at his/her disposal. There is definitely a sense of hopelessness that comes from watching the game float away and pass you by. At times there's more "game"  listlessly floating past the player than what's being played. This feeling only increases as the player struggles to interact/fight using the primary mechanic because player movement slows down when shooting.&lt;br /&gt;&lt;br /&gt;Another layer of clutter comes from points that drop from destroyed enemies. The &lt;a href="http://ps3.ign.com/articles/826/826812p1.html"&gt;IGN review of Everyday Shooter by Ryan Clements&lt;/a&gt; puts it well.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;More problematic, instead, is the aforementioned point gathering, which is extremely flawed. The little pixel points (which look very much like your ship), disappear after a very short time. Since you don't move very quickly, you'll oftentimes create a huge chain explosion, only to find that the field of beautiful and delicious pixilated goodness cannot be consumed quickly enough, fading away into oblivion. Poor pixels. This wouldn't have been too concerning had the points been easy to collect, but they're unfortunately not. Actually flying over all the points is far less effective than it should be, since zipping through a huge clump of them will often yield only a few actual pick-ups (despite the fact that your ship can pull at the points as you go). Again, this problem certainly doesn't ruin the gameplay - not at all - but it can be a noticeable frustration.&lt;/blockquote&gt;It's clear that the points in Everyday Shooter don't follow the &lt;a href="http://critical-gaming.blogspot.com/2008/07/mario-trio-bullet-point-essays.html"&gt;Super Mario Brothers Coin design&lt;/a&gt;. It can be very frustrating after chaining the destruction of many enemies revealing a Milky Way of points as a reward to have those points quickly disappear as if they were only placed in the game to taunt you. Somewhere in the balance between displaying lots of points, the small field of attraction they have to the player, the player's slow movement speed that reduces when firing,  yields results with more visual noise than positive reinforcement.&lt;br /&gt;&lt;br /&gt;The last example of visual clutter comes from the death animations, explosion effects, and the lively background. Some enemies when destroyed burst in a large flashy explosion. The game is crowded enough without these visual outbursts, which can easily distract the eye. When the player is just a small colored square in this ocean of vector visuals, it can be far too easy to lose track of where you are on the screen. Because the screen stays fixed and zoomed out, the player can't simply trust that the camera will always position them in the center of the screen. Normally in games like Everyday Shooter, players use their infinite bullets as a beacon to locate their position. Unfortunately, when situations get tight in ES, shooting such a beacon will slow down player movement, which can lead into a quick death.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;VISUAL REPAIR&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SMP3oyWqDII/AAAAAAAAAb0/LTfFsapooEg/s1600-h/Everyday-Shooter-6.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SMP3oyWqDII/AAAAAAAAAb0/LTfFsapooEg/s320/Everyday-Shooter-6.jpg" alt="" id="BLOGGER_PHOTO_ID_5243306671273020546" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;If the enemies are redesigned and tweaked so that they are designed to fully interact with the player's new set of mechanics, then an individual enemy will carry far more weight and attention than before. The new mechanics open up Everyday Shooter to design enemies with a lot of interplay and dynamic interactions including interruptions, stun, and knock back. In essence, this design move is like turning a Geometry Wars enemy (a straight forward, dispensable, one trick pony), into a &lt;a href="http://critical-gaming.blogspot.com/2008/06/mario-melodies-interplay-part2.html"&gt;Goomba or even a ParaTroopa&lt;/a&gt;. When each enemy is more interactive and significant, there won't be the need to put so many of them on the screen at once. This move would instantly reduce the level of visual clutter in the game.&lt;br /&gt;&lt;br /&gt;The simple solutions for fixing points are obvious. Make them last on the field longer and/or make them attract to the player better. However, there are more interesting ways to modify the point design that can at the same time encourage the player to play more in the spirit of the game and even take some risks using &lt;a href="http://critical-gaming.blogspot.com/2008/08/difficulty-design-difficult-endeavour.html"&gt;organic difficulty methods&lt;/a&gt;. After all, the point system in ES is functionally similar to coins in Super Mario Brothers. In both games, collecting enough coins affords an 1up/extra life for the player.&lt;br /&gt;&lt;br /&gt;The entire screen is available for the player to shoot bullets into. Such is the nature of projectiles/guns. Clever games create situations and strategies that encourage varying styles of combat at long, mid, and close range. In Halo, each weapon has a range of effectiveness creating dynamic layered strategies. Along with the ranged gun weapons, thrown grenades increase in hang time the farther the target is from the player, and melee attacks (including the 1-hit KO assassinations) can only be done at close range. So, to solve the point problem in Everyday Shooter, new features can be added to encourage and reward the player for close range combat for example. The points can have a really strong attraction to the player if the enemy is destroyed at close range.This design will encourage players to strategize the timing of their attacks while playing at different ranges. Also, holding the charge could increase the range that points attract to the player. Such a feature would be balanced by the reduced movement of a charging player.&lt;br /&gt;&lt;br /&gt;Finally, the look of the enemies, death animations, and backgrounds can be designed to achieve an exact functional purpose in addition to being visually entertaining. If form fits function is the door to better design, even when the visuals are vector shapes, then color coding is the key. With the repaired Everyday Shooter core design, there is more specific information to be communicated to the player. By color coding the various game elements "safe to touch" elements, PUSH-able, and elements that react uniquely to CHARGE shots can all become clear. Mak already started the idea by color coding the points to be the same color as the player avatar. Such a little touch goes a long way when the player is on the run and has to make a split second decision on how to maneuver. By further developing this idea, the clarity can only go up while the frustration and reckless experimentation goes down. Even the background can help communicate information like the player's position.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMP3yb7pY0I/AAAAAAAAAb8/Qx9r_3Fkbb0/s1600-h/JonathanMak_Photo1%2Bresized.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 252px; height: 189px;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SMP3yb7pY0I/AAAAAAAAAb8/Qx9r_3Fkbb0/s320/JonathanMak_Photo1%2Bresized.jpg" alt="" id="BLOGGER_PHOTO_ID_5243306837052842818" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;As we know, form fits function is a Classic game design tenet that structures the game while empowering the player. But it doesn't stop there. There's a personal element to Everyday Shooter that is important to Jonathan Mak, and Yesterday's Shooter, wouldn't quite be a repair of Everyday Shooter without addressing this area. The "video games as a storytelling medium" topic is weather and much worn by now. However, to take a simpler look at the situation, it's impossible to have action and real world forms without creating some sort of message. If I litter a game world with rubber swords that can't even injure a mouse, yet players can kill their enemies by typing in mean spirited words, the message is obvious: words are the real weapons that we all wield. Playing this game of "deadly words" would create a story out of function.&lt;br /&gt;&lt;br /&gt;Jonathan Mak drew his inspiration for the themes, forms, and chaining systems in Everyday Shooter from many different sources. Porco in the Sky is a level inspired by the &lt;a href="http://en.wikipedia.org/wiki/Porco_Rosso"&gt;Studio Ghibli film Porco Rosso&lt;/a&gt;. By adding interesting interactions, interplay, and cleaning up the forms and functions in Everyday Shooter some of the ideas that sit at the core of Mak's inspiration can be communicated more clearly. The level with the centipedes already has me thinking about the intricate ecosystems in nature and how man can disrupt it all, even when man is as small as a dot. In other words, there's huge untapped potential for visual and functional/mechanical story telling.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;MUSIC&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;The sound design is a big part of Everyday Shooter. The sound scape is designed in part to be reactive instead of directly activated by the player's actions. The best example of this design is with the SHOOT mechanic. Unlike other games, in Everyday Shooter no sound effects are played for SHOOTing. Instead, a variety musical notes/sounds/riffs are played when shots hit enemy targets and when they are destroyed. In a way, this design feature, by taking away the direct results of the player's action, positions the focus of the game's interaction externally (outside the player). It's not about what the player can do to the world, but how the world responds. In this case, it's musically.This basic inversion of the traditional sound design sets the stage for the direction that Yesterday's Shooter continues to develop.&lt;br /&gt;&lt;br /&gt;When there isn't too much activity on screen in Everyday Shooter and the player isn't creating a cacophony of chained sound effects, the blend of layered sounds is quite nice. Many have described ES as a game where players can relax and gel with the music. Some have even gone as far as to say that playing through a level is like improving a private jam session in the style of each stage. As musically pleasing the sound scape in Everyday Shooter is, it doesn't do anything to affect the gameplay. It only colors the player's experience.&lt;br /&gt;&lt;br /&gt;In Yesterday's Shooter, the sound and music would be designed with an additional layer that feeds back into the gameplay. Two good examples are spatial tuning and riff releases. I'll explain.&lt;br /&gt;&lt;br /&gt;Spatial tuning is a mechanic that exists within the interaction with a single, specific enemy. When a shot hits this enemy, a specific musical note is played. By adjusting the player proximity relative to this enemy, the note value will go up or down in a scale. To destroy the enemy, players would have to find the distance that creates a tone of note that matches the background music or harmonizes with a musical riff that's currently being played. In this way, the player sets off the music, and the music in turn influences the player's actions. Also, such a mechanic dynamically redefines the space around the enemy while expanding the possibilities for interplay and unique interactions.&lt;br /&gt;&lt;br /&gt;Riff releases are attack bonuses for CHARGE attacks when the player releases a CHARGE shot to the timing of specific riffs or musical cues. Reacting to the music in this way allows the player to chain attacks in a way that isn't tied to the spatial, mechanic rules of the game world. Mechanics like these are reminiscent of Electroplankton and other music-rhythm games.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;MULTIPLAYER&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Another way to address the cluttered enemy issue is to add more players. With more players, the enemies can be divided and conquered. Additionally, with the new interplay and musical chaining systems players will have more ways to support and back each other up.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP7tDvHkEI/AAAAAAAAAcE/y5oeUNGzUz8/s1600-h/jmak.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP7tDvHkEI/AAAAAAAAAcE/y5oeUNGzUz8/s320/jmak.jpg" alt="" id="BLOGGER_PHOTO_ID_5243311142705008706" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;In closing, Everyday Shooter is one of my favorite games on the PS3. I'd play it any day, or should I say everyday, over games like GTA4 and MGS4. It has charm, style, personality, and a lot of room to grow. The changes suggested in this repair are exactly the kinds of things I expect from a good sequel. Moving forward with our thinking and the way we design our games is key. The only way this is possible is by looking back on our past with a critical-eye.&lt;br /&gt;&lt;br /&gt;In the end, tomorrow is just as dependent on yesterday as everyday.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/r_Zip6V9IAk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/4398797064283069228/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=4398797064283069228" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/4398797064283069228?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/4398797064283069228?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/r_Zip6V9IAk/everyday-shooter-yesterdays-shooter.html" title="Everyday Shooter? Yesterday's Shooter" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMP2WLt3PRI/AAAAAAAAAbU/Nau1HNiuMcU/s72-c/yesterdays+shooter.jpg" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/everyday-shooter-yesterdays-shooter.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ck4MSXk5eSp7ImA9WxRTFUQ.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-6676725635587628532</id><published>2008-09-04T22:04:00.005-05:00</published><updated>2008-09-05T00:03:08.721-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-05T00:03:08.721-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Medium" /><title>Composition. This isn't a Game!</title><content type="html">Recently in an episode of 1up Yours (possibly the &lt;a href="http://www.1up.com/do/newsStory?cId=3169726"&gt;Live at PAX show&lt;/a&gt;), Shane Bettenhausen expressed how the music editor in the upcoming Guitar Hero 4 is, in his opinion, too complex/complicated and that the would like it to be more user friendly/casual so anyone can make awesome songs.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMCsV7ND7PI/AAAAAAAAAbM/hG_B2cQDQME/s1600-h/Ghwt_custom_song.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMCsV7ND7PI/AAAAAAAAAbM/hG_B2cQDQME/s320/Ghwt_custom_song.jpg" alt="" id="BLOGGER_PHOTO_ID_5242379458928962802" border="0" /&gt;&lt;/a&gt;1) From what I've seen of Guitar Hero 4's editor, it's not complex enough. Though I don't have a lot of details, I have doubts about the level of music that can be created without incorporating some kind of a sheet music style system. Band Brothers, a Japanese DS game, has a top notch music editor that I used to input a &lt;a href="http://www.youtube.com/watch?v=jsGDZsa-HAc"&gt;Jason Mraz song&lt;/a&gt;. Guitar Hero 4 better top an old DS game.&lt;br /&gt;&lt;br /&gt;2) If Guitar Hero 4 intends on providing serious music composition tools, then there won't be any options or design possible that will magically imbue the player with the ability to understand and write music. Music is complicated. It takes years of practice and study to come to terms with. I know this from first hand experinece. I've been playing and writing music most of my life. For the people who want to be rock stars and even write their own music without putting in the work to learn music, keep dreaming. I know Guitar Hero helped (virtually) realize some of those dreams, but it can only do so much.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/CZV3V55SKlI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/6676725635587628532/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=6676725635587628532" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/6676725635587628532?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/6676725635587628532?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/CZV3V55SKlI/composition-this-isnt-game.html" title="Composition. This isn't a Game!" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SMCsV7ND7PI/AAAAAAAAAbM/hG_B2cQDQME/s72-c/Ghwt_custom_song.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/composition-this-isnt-game.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A04EQXk5eip7ImA9WxRTFEw.&quot;"><id>tag:blogger.com,1999:blog-1662140190218708863.post-7644388610349546731</id><published>2008-09-02T22:42:00.001-05:00</published><updated>2008-09-03T00:31:40.722-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2008-09-03T00:31:40.722-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Structuralism" /><category scheme="http://www.blogger.com/atom/ns#" term="Story" /><category scheme="http://www.blogger.com/atom/ns#" term="Review" /><category scheme="http://www.blogger.com/atom/ns#" term="Deconstruction" /><category scheme="http://www.blogger.com/atom/ns#" term="Player Response" /><title>Boktai Review: Fools and Stupids See the Light</title><content type="html">Today marks the beginning of R&amp;amp;R week: Review &amp;amp; Repair. On the agenda I have Boktai, Bionic Commando Rearmed, Everyday Shooter, Sonic (2D platformers), and if I'm lucky Braid and Super Princess Peach.&lt;br /&gt;&lt;br /&gt;Since last November when I started the Critical-Gaming blog, I've critiqued other reviews, developed a body of language to communicate the intricate inter workings video games, and written a few reviews to demonstrate.&lt;br /&gt;&lt;br /&gt;Now that the foundation has been set, I can exercise a bit more creative writing liberty. After all, creative writing is my specialty. Using this new style, each review will be focused in a way that communicates the various elements of design along with my personal experience/thoughts of the game. Here's the catch. The style and themes that I choose to structure the review will also reflect the mechanics, functions, ideas, and/or themes of the game in some way. Sound intense? Don't worry. Just sit back and read carefully and lightly. If you're lost, by the end I'm sure you'll come out of the darkness.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SL4btDnZg0I/AAAAAAAAAaU/Y9DTUP7TFBo/s1600-h/61EH1HQWCFL._SL500_AA280_.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SL4btDnZg0I/AAAAAAAAAaU/Y9DTUP7TFBo/s320/61EH1HQWCFL._SL500_AA280_.jpg" alt="" id="BLOGGER_PHOTO_ID_5241657477184455490" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center; font-weight: bold;"&gt;&lt;span style="font-size:130%;"&gt;Fools and Stupids See the Light&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;STORY&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It wasn't until about the end of the game when I realized what was going on. Boktai is a game that's shrouded in twisted mystery. I remember beginning my adventure on Earth, yet for the past few hours, I've been in running around aboard a mauve space station silently orbiting my home. I recalled how quickly and unknowingly I made the jump from my simple, home grown, earthly ambitions to lifelessly floating out in space just going through the motions fighting any manner of man, beast, or undead that I can shove into a coffin, pile up, and drive to victory. The funny part of it all isn't how my evil twin brother who descends from a source that's not exactly my mother has been stringing me along "using" me to defeat his enemies so he can free him self from the Moon Queen's control only to later join my side in defeating her. The funny part is, I saw it all coming.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SL4b9r2U_HI/AAAAAAAAAac/lIK-z0e3bRQ/s1600-h/kojima.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_hzgu5VCu_5Q/SL4b9r2U_HI/AAAAAAAAAac/lIK-z0e3bRQ/s320/kojima.jpg" alt="" id="BLOGGER_PHOTO_ID_5241657762862398578" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Kojima isn't much of a story teller. By ignoring one of the most effective tenets of written story telling "show don't tell" and relying on unnatural dialog to communicate the overly complex, muddled mush of a story line to the player, Kojima has casted yet another opportunity for a true spark of ingenuity into the forever depths of obscurity and the forgotten.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;PUZZLES&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In the grand scheme of Boktai puzzles, there are only a handful that cleverly utilize the manipulation of light and shade as the pivotal element. There may be even less that use the real time clock creatively. When playing such puzzles, I held a glimmer of hope for the rest of the game. If half the puzzles in Boktai used light and time instead of just the few, I would have more glowing remarks to give. Unfortunately, most of the puzzles are rustic push block/switch puzzles. As annoying as these puzzles are, there are a few that have nothing to do with the world of Boktai at all.&lt;br /&gt;&lt;br /&gt;Like a nightmare, imagine stepping into a room only to have the door slam shut behind you. Though not a word is uttered, you can't help but think that you're in a "trap." In front of you is a math problem the likes of which you haven't seen in many years. Numbers, different operators, and equal signs are strewn about set up in such a way that beckons your assistance. All of a sudden, you're in school again trying to finishing a math test. Your heart sinks. You were just enjoying recess and now you're stuck with a math problem you can't solve. When you go up to the teacher for assistnace she subtly hints that you're looking at the problem wrong. And after a few more tries fiddling with it, you ask again. This time, you're told you're "stupid." This is what some of the puzzles in Boktai are like right down to being called stupid.&lt;br /&gt;&lt;br /&gt;Perhaps what's worse of all about the puzzle design is, unlike Zelda/Mario/Metroid/Pokemon and just about any game that takes its design seriously, you can easily trap yourself trying to solve a puzzle in Boktai. Not to worry. Since the beginning of the game, players are supplied with a "Fool's card" that resets any room that a player may be stuck in. This deconstructive little card not only breaks the organic flow of the game, but the function of the card doubles as a "get out of jail (danger) free card." Instead of designing a tighter game, Konami took the easy way out.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;THE MENU&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SL4c3nUZYGI/AAAAAAAAAa0/0xYneSbdA-U/s1600-h/boktai030.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SL4c3nUZYGI/AAAAAAAAAa0/0xYneSbdA-U/s320/boktai030.gif" alt="" id="BLOGGER_PHOTO_ID_5241658758078750818" border="0" /&gt;&lt;/a&gt;It wouldn't be a Kojima game if there wasn't a heavy use of the game menu that borders on abuse. The menu in Boktai is used to customize the solar gun, examine the map, or use an item. With every use of the menu, the game is paused putting abrupt breaks in the flow of the gameplay. If you're about to die, just hit pause and gobble down as much life/solar energy restoring fruit as you want. With so many healing items and such an effective healing method, the gameplay can easily deconstruct into repeated reckless attacks and menu based healing. Such a strategy is functionally analogous to the attack-attack-heal strategy in many RPGs. Needless to say, by attack-attack-healing, the gameplay doesn't become more engaging. In fact, the menu system in Boktai is reductive and seeks to deconstruct the core design. The silver lining with all of this menu abuse is it's all optional.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;ACTION COMBAT&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;MOVE. SHOOT. FLATTEN. TAP. Boktai contains all the mechanics of an stealth/shooting game. Fortunately, it does a few things correctly. Not being able to move and shoot focuses the action so that it can exist in a smaller space, which is ideal for the GBA screen size. Also, players can only fire in 8 directions, which requires more careful aim when hitting far away targets. The long range shots are the least effective at killing while the close range spread deals the most damage. Having to move in close to enemies to effectively kill them in a shooting game increases the tension of combat. When all of these design elements come together, the combat reminded me of fighting in a top down Zelda game like A Link to the Past.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SL4dGEtpZRI/AAAAAAAAAa8/r0NHKySK_js/s1600-h/Moves.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SL4dGEtpZRI/AAAAAAAAAa8/r0NHKySK_js/s320/Moves.jpg" alt="" id="BLOGGER_PHOTO_ID_5241659006487454994" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Botkai was hatched from Kojima's mind and brought to life under his heated gaze. In true Metal Gear fashion, players don't have to kill any of the enemies. From the game's outset, I was cautioned against "unnecessary killing." By TAPing to creating distractions, FLATTENing to silence my footsteps and to squeeze around enemies, and by SHOOTing my foes in the back I had all the abilities I needed to stun and stealth my way through the game without taking a life. The problem is, this isn't Metal Gear, and I'm not pitted against other humans. I'm fighting the undead, which puts the whole "killing" concept in a dimly lit gray area. It also doesn’t help that most of the enemies in the game are "immortals" that regenerate after being "killed."&lt;br /&gt;&lt;br /&gt;I realized at some point, that stealthing around isn't engaging enough to hold my attention for the duration of the game. When trying to play "Kojima's way," I have to do a lot of searching the area using the LOOK mechanic, a lot of waiting for enemies to turn their backs, a lot of wall TAPing to create distractions, and a lot of avoiding engagement. Doing this opens of the game to redundancy and static space. It would be different using such stealth tactics was the best way avoid taking damage, to conserve solar energy, or even to access special areas. But, the way Boktai is designed, conserving recourses isn't vital because there's no problem a few items can't fix, and there are no areas that require stealth to access. In the end, using stealth is simply the slow way to play Boktai.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;LEVEL DESIGN&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The overworld in Boktai must be some kind of joke or failed attempt at a Zelda like overworld. Not only is there nothing to do of consequence on the overworld except walk in an almost straight line to the next dungeon or mini dungeon, but the different areas are abruptly patched together like a quilt instead of organically blending form one to another. One moment, I'm standing in a graveyard. The next step, I'm in a forest.&lt;br /&gt;&lt;br /&gt;What's worse is the whole game is designed as if it has been cut out of a mold using a large isometric chisel. Though the blocky look and feel works for some of the buildings, the style all becomes stale in how it limits how the player's possible paths through the level and how forced and inorganic it feels. Without strong organic themes and ideas to govern the construction of each level, every room feels artificial and disconnected from each other. Even in the fire dungeon where the player manipulates switches to raise and lower the magma level much in the same way link does in the various Zelda water temples/dungeons, it is not apparent how the magma changes with each adjustment. Instead of trying thinking about each room as a part of a whole, I stuck to a simple strategy. Just keep going forward and don't get distracted. The game is linear even when it doesn't look like it.&lt;br /&gt;&lt;br /&gt;There is only one aspect of Boktai's level design that is worthy of accolades: The folded and refolded level design. In each of the game's main dungeons, players delve deeper into each location overcoming obstacles, enemies, and traps to reach the boss. Players then Battle the boss (the crease). While dragging the boss inside his/her coffin back through the level, the player is mindful of the factors: the coffin randomly shaking itself free from your grip, slower character movement, the ability to use the coffin as a weight for switches, and how enemies will notice the coffin and help it escape. Once players take the coffin back to the beginning of the level another battle with the boss takes place in a special ritual. The sequence up to this point completes the folded design.&lt;br /&gt;&lt;br /&gt;As an interesting addition, if during the course of the ritual the boss breaks free and escapes, it'll make its way back through the dungeon forcing players to scramble back through the level to recapture it and continue the process. This feature creates the possible refolds.&lt;br /&gt;&lt;br /&gt;Over all, the folded design in Boktai is very unique and well executed. There are just a few things that I did not like about it. Unfortunately, as the coffins inch their way to freedom, once they slip through a door way, their position becomes difficult to track. Even if you pursue a runaway coffin right as it moves through a door, on the other side, the coffin is no where to be found. In fact, the coffin somehow manages to move through several rooms in the blink of an eye. It's too bad that the game couldn't design this feature more organically using the game's established rules and mechanics.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;ENEMY DESIGN&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SL4dV5lNOdI/AAAAAAAAAbE/vWH8rUUW55w/s1600-h/boktai016.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SL4dV5lNOdI/AAAAAAAAAbE/vWH8rUUW55w/s320/boktai016.jpg" alt="" id="BLOGGER_PHOTO_ID_5241659278377171410" border="0" /&gt;&lt;/a&gt;The enemies in Boktai are creative each filling a specific and unique design space. Crows fly around and swoop in to pester the player. Spiders bunch up, spin sticky web traps, and spit. Gouls patrol around and launch attacks on the player. Golems are powerful stone creatures that roll after the player at high speeds. And the list goes on. What I found to be the most interesting part of the enemy design in Boktai, is the interplay that exists between the player and the enemies. By manipulating the environment, the player can turn enemy attacks against themselves. The fast rolling Golem in pursuit of the player will smash and kill any Goul in its path. The Kraken can be tricked into using its tentacle to snatched up another enemy instead. Mummies, when set on fire, can set other mummies on fire as they run around frantically. It's this kind of attention to detail that I feel is too obscure in Kojima's other games, but perfectly tuned in Boktai.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;THE GIMMICK&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;So what is this game? From the look of things, Boktai is a game with a poor, convoluted story, lack luster puzzles, and undynamic mechanics with a level design that is composed of parts that are either hit or miss. If this accurately described the game I would have put it away long ago never to have finished. Fortunately, the best part of Boktai, the part the goes beyond the folded level design and the Classically correct enemy design, is the game's primary function: the sun that is in my hand.&lt;br /&gt;&lt;br /&gt;I saved the best for last because it's important to understand how much influence a unique and well integrated primary mechanic is to a game as a whole. If you don't know already, Boktai is a GBA game that has a solar sensor built into the cartridge. Artificial light won't do the trick. In order to get the full Boktai experience, sunlight is required.&lt;br /&gt;&lt;br /&gt;Because Boktai is a GBA game, the entire gaming experience is automatically portable. Play it inside, outside, and everywhere in between. Do whatever it takes so that the sun can power up the game. To use the sunlight players have to adjust the angle of the handheld so that the suns light hits the sensor directly. When battling the forces of darkness every photon of light counts. In my experience with the game, because I frequently moved from location to location, manipulating the angle of my DS to catch the sunlight turned my handheld into a 3D gaming controller that respond to real world conditions in 3D space. Using the handheld in this way is something that &lt;a href="http://critical-gaming.blogspot.com/2008/04/and-or-oh-possibilities.html"&gt;I've seen in few places&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SL4cZqjBvfI/AAAAAAAAAak/NVvMdoqIF2A/s1600-h/boktai007.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_hzgu5VCu_5Q/SL4cZqjBvfI/AAAAAAAAAak/NVvMdoqIF2A/s320/boktai007.jpg" alt="" id="BLOGGER_PHOTO_ID_5241658243549347314" border="0" /&gt;&lt;/a&gt;To power the Gun De Sol, the main defensive and offesive weapon, players can absorb the light of day. Though the game provides many ways to obtain this solar energy in the absense of real sunlight, this section is focused on how the primary mechanic USE SUNLIGHT is used throughout the game. When the player is in an outdoor environement in the game world, the game world transmits the sunlight hitting the sensor so players are free to absorb and use the light infinitly. As we all know, vampires and the undead detest sunlgiht. So in Boktai, all of the bosses and enemies dwell in buildings or areas where the sunlight is blocked. Players must charge their solar batteries outside of these locations and conserse it once inside.&lt;br /&gt;&lt;br /&gt;Depending on whether sunlight is shining on the solar sensor, invisible paths become visible, light shines through windows, solar winds increase, and specific areas will be illuminated. The environmental conditions also change depending on the time of day according to the game's internal clock. At sun down when real sunlight isn't available, hidden crystal like "solar bamboo shoots" twinkle in the moon light.&lt;br /&gt;&lt;br /&gt;Even this core sunlight driven mechanic isn't without balance. To appreciate light, one must experience darkness or, in this case, shade. Playing out in the sunlight for too long will cause the Gun De Sol to begin to overheat. To remedy the situation, players must find some shade to play in. If the gun fully overheats, it won't be availablefor use until the next sun rise (also according to the internal clock).  This feature tops the dynamic decay system of Boktai's solar gameplay.&lt;br /&gt;&lt;br /&gt;In the outdoor environments in the game world, players are free to use their solar energy and refill their supplies infinitely as long as they're playing in sunlight. Generally, to progress through the game players must encounter the undead enemies in covered/indoor areas. Once out of the sunlight in the game world, players must conserve their energy as every shot drains their supply. This completes the first organic cycle between sunlight, the environment, and ammunition. And the player moves through different game environments, the solar ammo will decay with use and be refilled according to the location.&lt;br /&gt;&lt;br /&gt;Regardless of what's happening in the game world, if the game is exposed to the sun for too long the gun will overheat. This decay cycle is partially independent of the first cycle. And when the sun sets in real life, both decay cycles are replaced with another organic decay cycle that resets with the dawn of the next day. In the end, no matter how you play Boktai, you're always a part of some kind of organic decay cycle that revolves around the sun. This means even when you're not playing you're still playing in a way.&lt;br /&gt;&lt;br /&gt;Several reviewers criticized Boktai's dependence on real sunlight despite all the solar energy alternatives provided in the game. Complacent in how they play videogames, such reviewers thought it was inappropriate that they couldn't play Boktai any way they wanted and at any time. This is precisely why I enjoyed Boktai as much as I did. From gradually losing daylight and offensive power, to coordinating my attacks with cloud cover, to rainy day steak outs, I had to seize the day whenever I got the chance. Similar to how WiiFit raises awareness of one's physical body, playing Boktai made me more aware of the day and sunlight. In the age we live in, artificial light is everywhere. Having to work around less predictable and convenient light source made me tune into nature or at least it reminded me of how dependant and powerless life is without the sun.&lt;br /&gt;&lt;br /&gt;And on top of all this, playing in real sunlight or in the shade is an organic way for players to control their own difficulty. During the day, I could harness the limitless power of the sun. By nightfall I had a choice to make. I could either turn the game off and wait until tomorrow to play, or I could tough it out with an ever draining supply of energy in my battery reserves.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;CONCLUSION&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If you don't fully embrace the light, then there's no point in playing Boktai. It's all about the solar sensor. When nearly every other element of the game is average or below average, the interaction with the sun highlights the game's more positive design elements well. Though the majority of the game leaves much to be desired, at least the sun is there with you the whole way. It's too bad some reviewers couldn't see the truth. It's also too bad that Konami didn't either. All the items, most of the puzzles, many of the dungeons, and most of the story could be completely thrown away to leave a purer, better designed product. It's a little pretentious of the developers to call me "stupid" for not wanting to solve yet another one of their dull push block puzzles, or calling me a "fool" for trapping myself inside of one of their poorly designed puzzles. If only Kojima knew what potential he had in his hands, he might have made a cleaner game.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SL4cr5GR9nI/AAAAAAAAAas/bRNZlNKdgJ0/s1600-h/boktai009.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_hzgu5VCu_5Q/SL4cr5GR9nI/AAAAAAAAAas/bRNZlNKdgJ0/s320/boktai009.jpg" alt="" id="BLOGGER_PHOTO_ID_5241658556692952690" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;In the end, all I wanted to do was hold the "sun in my hand," and I got a chance to with this extremely unique game. It's too bad I had to wade through some redundant mediocrity to get there. At least thinking back on the whole experience, my memories are bright.&lt;img src="http://feeds.feedburner.com/~r/Critical-gaming/~4/9vdLJ7xK1W4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://critical-gaming.blogspot.com/feeds/7644388610349546731/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=1662140190218708863&amp;postID=7644388610349546731" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/7644388610349546731?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1662140190218708863/posts/default/7644388610349546731?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Critical-gaming/~3/9vdLJ7xK1W4/boktai-review-fools-and-stupids-see.html" title="Boktai Review: Fools and Stupids See the Light" /><author><name>KirbyKid</name><uri>http://www.blogger.com/profile/13866037458298228815</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://bp0.blogger.com/_hzgu5VCu_5Q/R6VChU2YLrI/AAAAAAAAACQ/xnkiu_VxxtM/S220/guitar+portrait.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_hzgu5VCu_5Q/SL4btDnZg0I/AAAAAAAAAaU/Y9DTUP7TFBo/s72-c/61EH1HQWCFL._SL500_AA280_.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://critical-gaming.blogspot.com/2008/09/boktai-review-fools-and-stupids-see.html</feedburner:origLink></entry></feed>
