Gamesugar

December 16, 2010

Love Notes – X-Men Arcade

X Men Arcade
Konami’s 1992 side-scrolling beat ’em up is one of the few arcade games I hold a great deal of nostalgic love for. Buy me a coffee sometime and I’ll regall you with stories about loitering near any building that housed the game, from the last of the arcades in my area to the seedy poolhalls that later served as poor but functional substitutes.

Konami was able to turn anything into a beat ’em up back in the day, from the Ninja Turtles to The Simpsons, but only The X-Men had six glorious arcade sticks jutting out of an over sized cabinet that cried out for my quarters – so it’s safe to say that I’m pretty stoked to see the game hit XBLA and PSN this week.

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December 7, 2010

Fossil Fuel

Filed under: Editorial Rants — Tags: , , — Jamie Love @ 12:08 pm

Gertie the Dinosaur
While playing and writing on Disney Epic Mickey didn’t yield the most positive of reviews, it has stirred an obsession to revisit some aged animations, the most prehistoric of which being Winsor McCay’s 1914 Gertie the Dinosaur – not the first cartoon ever created, but considered the first featuring a character narrative.

Obviously I can’t place myself among the first audiences to marvel at the sight of imaginary creations given life, but even today the exaggerated movements of Gertie offer a spectacle that finds me stuck on poking comparisons to the first videogames I came into contact with, suddenly offered the chance not only to witness creations given life, but also able to control that movement through a new medium seeking to deepen the connection.

Of course at the time I didn’t realize this would become such an obsession, but here we are. The appreciation I have for Gertie’s every movement reminds me most of the way I felt during the 16-bit console generation, with so many developers exploiting any chance to give their creations more life and my young eyes marveling at the simplest touches.

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November 16, 2010

Bit.trip Beatdown

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 6:26 pm

Bit.trip Fate
Over the last few days I’ve spent time catching up with the fifth installment in the Bit.Trip series, the shooter that straps Commander Video to a physical rail that rises and falls to create a roller coaster ride through an aptly named game, in the sense that it was inevitable that Gaijin Games would evoke the shooter spirit as a part of this series given it’s role as a fundamental pillar of the medium.

I’ve also spent a ridiculous amount of time fighting with the mechanics of the game, wanting to rip the Commander free of his structural chains to reclaim the mobility of the shooter. Conscious and continual effort became a concern, the focus on minding the heights of the rail behind and ahead of my position while simultaneously gauging the space between the bullets covering the screen for a chance to push ahead without piercing the Commander’s hitbox heart – the visibility of that ticker fading in and out to test my memory.

The game forces a level of concentration that makes me feel lazy, which I probably am, I do in fact spend a lot of time these days wondering how modern gaming so subtlety fed slothful habits that leave me resenting any game that requires me to sit up and pay close attention. Perhaps as a result, my fingers want for the option of taking the long road around a cluster of bullets, but Fate demands finding a path through the mess of small blocks, and I can’t deny that I initially resented the commitment.

Fate still knows how to tickle the shooter sensations, with power-ups that make a player feel like a golden bullet spewing God and boss patterns that require one earn the chance to shoot the core.

Making a long story short, or at least more relevant to the moment, this latest installment kicks my ass with fresh vigor, leaving me thinking less about controls and more about how I deal with rules. That said, there’s still something sticking in my teeth about this game, I’m just utterly clueless as to what exactly that is.

November 9, 2010

White, Green, Blue and Dead All Over

Filed under: Editorial Rants — Tags: , , , , — Chris O'Neal @ 7:18 pm

White
For those of us who have made the case for violence as art, a staggering lack of evidence has been our biggest downfall. Dismemberment, decapitation, gallons upon gallons of blood; it all rings the wrong bell for people like Roger Ebert and the Red Cross.

But then along comes White, an avant-garde take on painting a portrait in the style of a Jackson Pollock or an angry art major. From first-year students of the Graduate School of Games and Interactive Medias in France, White allows the player to paint a portrait using various weapons to murder anthropomorphic paint balls who giggle and prance along a barren white canvas.

Take for instance my own painting, after the break.

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November 6, 2010

Grow Up and Blow Away

No More Heroes 2
As the year of gaming that is 2010 winds down, it’s inevitably time to add up the titles that shaped that time while questioning whether we moved forward, backward, or just spun our tires in the mud to see if we could wear down some tread.

For your reconsideration, the desperate struggle of Travis Touchdown in No More Heroes 2 begs not to be forgotten, despite its early release this year it is a title that lingers like the words spewing from the strip-club monologues that hang on the air like sweet cigarette smoke and still haunt me so many months later.

I recall some critical appraisals, which morphed from pre-release school girl excitement to post-release disappointment over an allegedly stripped down and simplified tale of revenge, which really took the jelly out of my donut at the time. Suda51’s original El Topo flavored inspirations searched for growth and development in returning to the streets of Santa Destroy. And if I could drag Sergio Leone into the mix, I’d suggest that the game shined with the challenging proposition of what happens when the man with no name returns to town – well known now to the inhabitants for previous actions and attitudes, an equal share of burden and pleasure found in the desperate struggle to realize everything arising from how that return challenges the narrative tradition it builds upon.

Travis Touchdown still returns with the hope of another poke and a smoke with Sylvia, but the climb up the ranks saw humor drip away as the game progressed, the absurdest and surrealist giving way to a new sensibility – dare I say the idea that Travis was becoming a man, burdened with the past and still left with more life ahead of him, full of doubts and sorrows and still sought desires that continue shaping him. From nostalgic economic diversions to the sorrowful encounters leading up to its loose fitting and fate unknown conclusions, and a final confrontation that defies offering the satisfaction a typical revenge story would, No More Heroes 2 reminded me that we’re all getting a little older this year, which was overdue for being said, or played out as it were.

Whether that notion caused some to revile is anyone’s guess, but as to whether the game is one of the more significant conversation pieces 2010 has to offer, there’s no question in my mind that it is.

October 14, 2010

Demo Report – Star Wars: The Force Unleashed II


The demo for The Force Unleashed II is in the wild, and I have distilled its thundering contents into a collection of words arranged into a string of paragraphs for easy assimilation. If you are already familiar with forces and the task of unleashing them, you may wonder: have they unbroken it?

The answer is a resounding maybe.

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October 13, 2010

School is Murder in Dangan-Ronpa

Filed under: Editorial Rants — Tags: , , , , — Jamie Love @ 3:50 pm

Dangan-Ronpa
If you happen to have a PSP handy and are fluent in Japanese, or like me, always brave enough to clumsily trip through foreign languages, you should definitely check out the demo for Spike’s Dangan-Ronpa, which you can grab right here.

The investigation game revolves around an high school ruled over by a psychotic bear, where it seems that everyone is killing one another in order to graduate/escape.

I spent some time touring the halls of the school last night, and it didn’t take long to find a body with a blade sticking out of it, at which point there were clues to be gathered and characters to talk with. I’m led to believe time will be split between class and investigation. The delicious insanity of the plot and the designs of the students makes this a pretty easy title to latch on to even with the language barrier.

The game’s aesthetic slaps me upside the head much like Persona does with a sharp color palette, which then grabs at a variety of styles to create a visual carnival of psychological deviancy, a procession march led by the menacing Mono Bear, who delights in a hearty sinister laugh and opens the demo with a bit of video that on its own justifies checking this out.

Once again, you can check out the oddity for yourself right here.

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