Gamesugar

December 29, 2009

Catching Up With Resident Evil 5

Filed under: Editorial Rants — Tags: , , , — Jamie Love @ 5:05 pm

Resident Evil 5
Catching up on the year that was 2009 in gaming inevitably led me back to the spiraling saga of Resident Evil, that mix of cherished memories from my youth seeking to merge a marketable sense of action with a lingering air of terror. The week of late-night sessions it took to survive the horror also led to an inevitable conclusion –

Resident Evil 5 is a fool’s errand, and I am the cosmic jester.

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Demo Report – Holy Invasion of Privacy Badman! 2

Filed under: News Feed — Tags: , , , — Jamie Love @ 9:13 am

Badman 2
It’s a good snowy day to check in on NIS’ recent demo release for (I’m only going to type the title in its entirety once) Holy Invasion of Privacy Badman! 2 – Time to Tighten up Security!

The demo revisits the expected experience, inviting me in for a nice cup of tea with its superbly simplistic layout and interface, promptly frustrating me to no end with scenarios worthy of NIS serving as the publisher – this isn’t a bad thing, I just have zero patience and need a game like this to remind me to chill out every so often. At times this is slightly soul-crushing, but I believe there’s something important in the lesson.

Part of me would like more time to layout a perfectly planned dungeon, but the game finds its mark in presenting an imperative to dig furiously before the heroes arrive, therein watching well laid plans turn to waste and delivering a slap in the face to think harder while working faster. I’m sure there’s plenty of people providing strategies far greater than the Swiss cheese dungeons that keep failing me, but I’m determined to figure this out on my own.

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December 24, 2009

Sin and Punishment: Successor to the Earth

Refresh Rate 01
Sin and Punishment: Successor to the Earth
Runtime – 7:52
Developer – Treasure
Publisher – Nintendo
System – Nintendo 64 / Virtual Console
Released – November 21, 2000 / October 1, 2007

*Text transcript available after the break

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December 21, 2009

Before Beyond Good and Evil 2

Filed under: Editorial Rants — Tags: , , — Michael Tucker @ 6:52 pm

Title Image by WildcatJF via deviantart

One day, sometime between now and the end of eternity, Beyond Good and Evil 2 will be released. Other than that, no one outside of the development studio knows much about the title. Every other bit of information regarding the game has been given in a mosaic of brief mentions by those attached to the project and unofficial announcements from corporate Ubisoft. While the fact that a sequel to the original is even in production should suffice for the happiness of its fans, the endless wait accompanied by the shroud of secrecy surrounding the title is enough to make one’s frustration with Ubisoft climb into the stratosphere.

It’s been six years since Michel Ancel’s Beyond Good and Evil bombed, and the game has greatly spread as a topic of discussion since. Beyond Good and Evil was in no way a trend setter or even a pioneer in some new form of game mechanic, but it is nonetheless beloved by many and lately has been showing up on quite a few “Best Games of the Decade” lists. Rather than trying to presumptuously claim to know why Beyond Good and Evil is loved by so many gamers (I’ve seen many great articles discuss the game and somehow very few of them retread the same ground), I opt only to explain why it is appreciated so much by this gamer.

From the human to pigman, to a society of animal hybrids, it is the memorable, relatable cast of characters that Ancel crafted for this game that makes the experience of playing it such pure, unadultered escapism. Beyond Good and Evil presents a world inhabited by characters as appealing as any of Disney’s in a story as mature and mysterious as any of Miyazaki’s. Somehow these characters, regardless of their status as fictional species, have such an ability to evoke emotional responses from the player that we are given a personal stake in their conflict.

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Review – The Legend of Zelda: Spirit Tracks

Filed under: Reviews — Tags: , , , , — Jamie Love @ 9:26 am

The Legend of Zelda: Spirit Tracks
My first GDC glimpse of Link traveling into view aboard a train provoked a knee-jerk reaction that caused the word “gimmicky” to slip passed my lips. And though the impulse was earnest, it was a poor descriptor considering that the industry is at least 90% gimmick, with the remaining 10% left to fight it out between inspiration and other mysterious elements.

It was also an inadequate word to describe the way Nintendo is altering the legacy earned by The Legend of Zelda to date, which isn’t changing simply because new installments involve different modes of transportation in Hyrule, but because the emphasis on that concern shifts the entirety of the experience along with the significance of one of the industry’s most treasured franchises.

But let’s start out on a more solid footing by restating the obvious and acknowledge that The Legend of Zelda is the industry’s example of the oldest story in our possession. For the most part, each new entry to the series is a retelling of the hero’s story, told to new generations with subtle variations regarding the how and why to represent evolving sensibilities and ideas, but always anchored by a idealized image of human development. Though Spirit Tracks deviates with a more specific attempt at placing itself within a timeline, the game still takes advantage of the formula that furnishes the series with this reputation, failing to recognize the burden of responsibility and expectation the brand carries.

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December 16, 2009

Aya Brea On My Mind

Filed under: Editorial Rants — Tags: , , , , — Jamie Love @ 8:34 pm

Parasite Eve
Two teasing bits of video and a few scant comments about the direction for Square-Enix’s PSP title, The 3rd Birthday, have had to serve as morsels to feed my appetite for a continuation of the Parasite Eve series. While good things come to those that wait, my patience for more details is at the boiling point, because the franchise has always been the good horse to bet on. The original title emerged during a period of legitimate experimentation for Squaresoft, and remains one of the most intriguing and potentially important deviations in the company’s development catalog.

Side-stepping the typical Square-speak of the day about the first cinematic role-playing game, Parasite Eve presents layers of possibilities, which make the physical game as much a mutation as the creatures running loose within the world coded to the disc that carries it. And from a company prided on pushing visuals, narrative, and occasionally the mechanics underneath those fancier concerns, Parasite Eve is a series that represents an evolutionary experiment, finding a strange and peaceful balance of those elements where one so often overshadows the others. Deviations and changes in the continuation of the franchise are not risks, but instead the very means of staying true to the inherent nature of the game and its narrative heartbeat.

Parasite Eve represents the chaos of change and evolution in a way that isn’t simply confined to narrative concerns, but is also a potentially continuing mutation of design and style.

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December 15, 2009

PSA – Check Your Gamesugar Often!

Filed under: News Feed — Jamie Love @ 1:07 pm

Check Your Gamesugar!
Being a fan of Kyattsuai’s hypnotic cat drawings and other strange creations, I asked about the possibility of creating a drawing to commemorate Gamesugar’s first week online.

This morning I received a message back, asking if those Wilford Brimley commercials aired in Canada along with the following image that offers some wise advice, which you can catch after the break.

Thanks to Kyattsuai for making my week!

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