Disaster: Day of Crisis

Title screen

A convoluted development and Reggie hating it was enough to turn most people away from Disaster: Day of Crisis. Hopefully in Valhalla, Moses will forgive these people and allow them the opportunity to enjoy this game in the afterlife.

You play as some guy. I can’t remember his name because he’s your generic all-American hero. You know the drill: high school football star, ex-Marine, closet homosexual. There’s one word that really describes him properly: dominator. This guy just dominates wherever he goes. Volcano exploding? He’ll just dominate that and run through fire. Special Forces holding hostages and a SWAT team getting shot to pieces? He’ll dominate that by running in in his tank top and hand gun. He gets involved in the story because his dead boyfriend’s sister was captured, she works as the secretary to a real man’s job – a seismologist – and as her only tenuous connection to the past the cops thought to bring him aboard in a giant scheme involving nuclear weapons and man-induced disasters.

Tsunami!

The shit starts to hit the fan pretty quickly and you gotta bust into a building, rescue everyone, and shoot all the baddies. When you’re halfway through this the first of the disasters hit and then it’s every man for himself. Rescuing losers earns you points of some variety, shooting dudes in the face wins you points of another variety. These points can be spent between levels to upgrade your abilities and stats. One of these abilities is strength and lots of strength allows you to just bust arse, stomping on any box or crate in the vicinity. Stomping these weaker objects often reveals more skill points or massive oversized hamburgers which you must then consume with gusto.

It’s probably worth pointing out that all the combat is entirely separate from all the busting garbage bins slash rescuing weaker humans. When a combat situation arises, you know about it because there will be a second long cutscene to hide the loading, the screen will blur and our hero says something positive like “shit.” It’s almost a shame really, because before you work out the pattern of wander-around-busting-arse and then enter combat then wander around some more, the game’s atmosphere provides a real sense of dread and danger. After the first few levels you’ll realise that in fact you’re in no danger at all, even when you can hold C to see a building collapsing in front of you. So now that I’ve cleared this up, let’s break down each section.

Combat is good. The game takes place in first person and feels like a light gun game. It is however a bit odd and unlike any light gun game you’ve ever played. For a start all the enemies can take a bullet to the face like a champion. Shooting them in the head does do more damage, but often not enough to kill them. you can add more power to bullets, enough to be fatal by ‘focusing.’ Focusing zooms the camera in and the sheer will power of the shot allows you to dominate foes. At the start of the game you really only have enough concentration to focus for a second at a time but over the course of the game you can build this up. Also unlike a light gun game, enemies won’t just be complacent enough to shoot endlessly while you hide like a coward to reload. They’ll change position, move up and punch you in the dick. Reinforcements will be called too, some armed with RPGs. Don’t worry though because if you thought enemies that can take a shot to the brain and carry on living were mean, our hero can be run over by armoured vehicles, take an explosion to the balls and still fight on. He’s just that cool. Also sometimes while you move between cover, an automated action, you can bust out random shots at enemies like Virtua Cop. These shots are almost always fatal and at the end of the stage you’ll be awarded titles like “Full fist legend,” “Unstoppable dominator,” or something else along those lines for these heroic shots of justice.

shooting

The other half of the game is spent staggering around the city finding people to rescue and crates and shit to break. The rescues are all pretty straightforward and nearly always utilise the motion controls. The controls are accurate enough to fend off annoyance while the rescues are varied enough to prevent boredom. Occasionally these rescues highlight touching stories like the father who was separated from his son or the emo girl with no friends. The names of all the people you rescue are recorded in the game statistics. You can also beat the shit outta random objects, which I’ve already mentioned and promise not to again. What I will mention though is that the camera is a piece of shit, zoomed way too far in and never doing anything useful.

resuscitation

Every now and then the game chucks you in a random car. The car scenes are all pretty cool with explosions, high speed chases and great crashes. The steering is all controlled via a Nunchuk-free Wiimote and for the most part it feels pretty solid. If you crash that’s because you suck and need to stop playing Mario Kart with it’s pussyfied joystick control option. Put your controller in a wheel cradle to drive like the champions.

The game looks like what we’ve come to expect of decent Wii games, lacking in polish and not dissimilar to GameCube graphics but with a few spectacular moments. The music is all pretty standard, as are sound effects. The game features a fair amount of voice and all the no name actors did their best B grade performances which is really great to see. Thankfully, none of generic dominator’s swearing was censored which helped remove some of the cheesiness.

cutscenes

Disaster: Day of Crisis is a great game. The story, characters, and setting are a write-off but all that shit is bullshit anyway as the gameplay demands to be taken seriously. I barely gave controls a mention in the review because they’re good enough to not be noticeable; the motion controls all enhance the game and work well. With its original ideas, solid gameplay and decent presentation, Disaster: Day of Crisis is great purchase for any self-respecting Wii owners and a game that Nintendo of America ought to be proud of.

OUTTA THE WAY DICKHEADS! Gran Turismo is here to save the next gen!

Oh man can you believe there are skeptics out there who doubt the revolutionary power of PS3’s Cellā„¢ chip to change the way we think about games? I mean no game is a better showcase for Sony systems than Gran fucking Turismo, right? They haven’t even put gameplay into the previous four releases ensuring they totally focus on the graphics and hasn’t it shown?

Personally, I’m glad Polyphony Digital took the brave step of removing cars from the latest version of the game, which is also the first version of the game but now in HD! Genius. And don’t the latest screenshots just affirm this as the correct course of action? I’ve annotated all the new features of the game in case you’re an idiot who can’t see them from the crystal clear high definition screen capture. It’s fidelity is so high, in fact, that we can’t even contain it in our tiny column-based blog!

Gaming will be fun again!

I can’t wait.

Four years of Gamecube: Disappointments

Since Microsoft seem intent on ending this generation a year early with their Xbox High Resā„¢ I figure it’s a good time to look back on the Gamecube up to now. Sure there’s Zelda coming next year but we’ll all be far too elated in the months following its release to look at anything objectively. Not even Linkin Park could bring us down! Er what? Oh yeah Gamecube. Although I’ve had endless niggles, I have four (4) big let downs with this console and I’m going to cry about them here. They are:Ā online, third parties, marketshare and incomplete games.

Online

Ok so, Dreamcast showed us it was possible. PC online gaming was becoming commonplace and Nintendo announced two online adaptors. It was all looking very promising. People on forums were creating Perfect Dark clans, F Zero racing leagues were discussed, MMORPG Pokemon was dreamed about. And what do we get? A crappy Dreamcast port hampered by exorbiant monthly fees and an almost concerted effort from Nintendo to destroy the chances of people obtaining the nessesary adaptors not to mention them maligning the entire concept of online gaming on monetary grounds. I was expecting a lot more and I’ve always been envious of Xbox Live.

Third Parties

These guys are fuckheads. Again it looked promising at first but it wasn’t long before games began to be announced for PS2, Xbox and PC. While we are partly to blame because we refuse to buy their appalling games that sell so well on rival consoles, but we also rewarded them with sales sales when they did put the effort in. And what do we get? Nothing. While PS2 and Xbox get to enjoy Burnout 3, or Pro Evolution Soccer or Soul Caliber 3. Ubi Soft, Acclaim and EA (to an extent) deserve the full fist for continuing supporting us and Nintendo.
Oh and while we laugh about it now, at the time losing RareĀ didĀ hurt.

Marketshare

Shit we got demolished this time round. The Playstation juggernaught got stronger than we could possibly imagine. And while Microsoft may’ve lost billions of dollars on Xbox, they got what they wanted; our marketshare. Nintendo simply weren’t persistent enough and couldn’t drop the kiddyĀ tag as fast as they would’ve liked. While even without cult game turned biggest franchise in gaming (GTA) the PS2 would’ve still won this generation, Halo carried Xbox far further than itĀ should’veĀ even been able to. It’s hard to pin exactly where Xbox got the upper hand or all the factors involved but somehow we lost this.

Incomplete Games

I can forgive Luigi’s Mansion, it needed to be there for launch. But Eternal Darkness, Zelda: Wind Waker, Super Mario Sunshine, Star Fox Adventures… What was going on? This isn’t the Nintendo that polished and cherished it’s games! Eternal Darkness dropped all the really amazing aspects that were planned. Wind Waker dropped countless dungeons and resorted to an elaborate treasure hunt to lengthen the game. Mario Sunshine degenerated into a blue coin marathon. Star Fox just seemed to veer into a wall mid way through the game and never really recovered. The Gamecube library as a whole seems marred by rush jobs, half games and wasted potential.
Mind you, the games I mentioned all stomped weakness wherever it was found.

Ok I think I’ve wasted enough of your time now. Tell me what you were dissapointed with or any particular game that shamed it’s legacy. Or tell me I’m a wanker.

Controlling Shooters on Revolution: A Bluepaper

Ok. It all came to me in a rush so it could be a bit blah but here it is.

Revolution’s controller is going to revolutionise first person shooters more than we initially think. The genre has been dying all over again, having to resort to horror themes and generally making everything bigger and longer to improve itself. When people get excited over the ability to hold two different pistols at the same time you know we’re heading towards a brick wall.

Everyone’s already thought about simply aiming with the controller by tilting, as we would a mouse or second analogue stick. I propose however that with the revolution controller FPS games can move beyond that, beyond even what light guns offer, and offer true realism in handling firearms as done in real life. I’m talking blind shooting, shooting around corners, behind ourselves, over objects.

So far. Most people have accepted the obvious idea, to simply map the motion sensor as you would a mouse or right thumbstick. To look up and down and turn left or right. To aim. You gun remains shooting towards the middle of the screen.

I believe this to be a flawed approach. If you consider turning in the keyboard/mouse setup. You move the mouse towards the desired direction then lift it off the surface and back to your central position. If you do not do this and move back to centre, your character does the same, facing the original direction. When you apply this to a motion sensor, should the motion sensor be on at all time, we have no way to ‘cancel’ our movements as we can a mouse by lifting it. Therefore when we turn around a corner in a game we would have to hold the controller or our whole arm at 90° until we face our initial direction again. I dread to think of the difficulties we’de face holding our controller backwards, pointing away from the screen, should we ever need to backtrack. Because of this I suggest my own scheme.

Detachable Thumbstick
Move forward and back and turn left or right. *

Motion sensor.
Moving the ‘remote’ left and right across a horizontal plane to reach left or right.
Tilting the ‘remote’ up down, twists left and right to aim.
Moving the ‘remote’ up and down to raise and lower your gun.

Crosspad
Left and right: to strafe. Up and down to look up or down*

Under my scheme, we wield the controller as we would a real firearm. My approach  intergrates the precision aiming of lightgun games and the player controlled movement of traditional first person shooters. But it takes it up another notch.

Imagine a situation we’re you’re taking cover behind a wall. Around the corner to your left, enemies are opening fire, awaiting for you to appear. In a traditional FPS you would have to move out into the open and take out the gunmen while standing in the way of their gunfire. But now, with revolution, you could just edge up with your back pressed against the wall. Then at the corner. Reach around, moving the controller around your shoulder, and just firing. In person you would be holding the controller behind you, pressing the B trigger. In the game your character would we shooting blindly into the room, with only their arm exposed. Maybe you might be lucky, but if not you can still just swing around and run in firing at enemies as you would a light game game.

But there’s much more you could do. Taking cover behind a crate you could raise your arm to shoot over the top, or failing that, lob a grenade, simulating a throwing action with your arm, pressing the trigger to release the explosive. In multiplayer while running past an open doorway you could fire into it, just incase you hit someone, while not breaking stride or changing direction.

In case you just skipped all this or didn’t understand. To put it simply, in shooters, you should use the motion sensor to replicate the movements of the characters arm. Use the crosspad and thumbstick to take care of his feet and head.

*I say this because I’m used to the “Goldeneye” setup. For those who want to strafe with the thumbstick or walk with the cosspad it really doesn’t matter, they could map it like that. I just find speed and precision in turning to be more important than strafeing.

Fuck the Nokia N-Gage

There is nothing engaging abut the N-Gage. Seriously, fuck this sideways taco phone. $600 bucks? Are you fucking shitting me, Nokia? I’m hating their ads the most though. Lucky they’re just way too easy to make fun of.

One of the shittier websites I sometimes visit incorporated the N-Gage into their entire layout.

And they’ve got their fucken social website for whatever where you have to post a picture of yourself with your N-Gage. God, if I ever see someone with an N-Gage in real life I will just outright laugh at them. Fucking morons.