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Tim Morris

Ultra-rare NES game nets nearly six figures on eBay

by Tim Morris

NWC Gold and Gray Cartridges

Nintendo World Championships gets king’s ransom.

How much would you pay for a classic, extremely hard to find game that you really want in your collection? $50? $100? $200? Well, the price paid for Nintendo World Championships on eBay yesterday was well above those figures. Back in 2011, another copy of the game sold for $11,000 on the auction site, but this figure from a day ago dwarfs that: $99,902. Now I know what you’re thinking… this can’t be real, right?

Well, while it certainly could be a fake bid, the bidder was the first and last person to make a play for the game. Also, the bidder also has a “100 percent positive feedback score of 775,” according to Gamespot. The only thing I could think of to debunk this auction is that maybe the bidder entered the wrong amount, though for a game this scarce I’m leaning towards it being correct. Of course, the entire auction itself could be fake, which is another possibility, but all indications thus far are that this is a legitimate sale.

NWC Gold and Gray Cartridges
Copyright Nintendo
Source: Price Charting

For those wondering, the reason why Nintendo World Championships garners so much money in auctions can be explained by the fact that only 116 copies were ever produced. Given away in 1990 to the finalists of a competition by the same name and then as a prize for winning a contest through the magazine Nintendo Power, it is a highly sought after cartridge. The copies given away to the finalists are grey and individually numbered, making them hard to counterfeit. The other copies are gold and considered to be worth more, simply because there are fewer of them.

The $99,902 bid sets a new record as the highest amount ever paid for a video game. Another copy of the game has popped up on eBay for auction here, with over six days left before it closes. Personally, I don’t think that the final figure for this new auction will reach the heights of the previous one, but I’ll definitely be tracking it to see how high it goes.

Filed Under: BREAKING NEWS, ENTERTAINMENT, OPINION, TECHNOLOGY Tagged With: 1990, auction, eBay, NES, purchase, rare, sale, video games

Project M 3.0 Review- Manhattan Digest

by Tim Morris

Project M 3.0 Logo
Copyright Nintendo Source: Max Level
Copyright Nintendo
Source: Max Level

Project M for marvelous.

If you’re a fan of the Super Smash Bros. series like me, you love the fast-paced, edge-of-your-seat action that has been gripping gamers for the last fifteen years now. No series has combined a smooth fighting game experience with skilled platforming as well as Nintendo has with Super Smash Bros. However, if you share my thoughts on the most recent release, Super Smash Bros. Brawl, you know that it doesn’t live up to the standard set by the first two releases. Enter Project M, a game that seeks to capture the greatness of the past. With the ‘M’ standing for Melee, the second game in the series that was released for the Gamecube in 2001, the creators of this homebrew game want their work to highlight what made Super Smash Bros. Melee one of the greatest titles of all-time.

Removing the tripping that plagues Brawl and reinstating small combat mechanics to their Melee counterparts, Project M greatly succeeds at delivering frantic and fun skirmishes that keep me playing for hours. The roster now stands at 41 characters, which includes every playable character from the Super Smash Bros. series. While the creators have stated that the most recent 3.02 release is not a “final” or “gold” version,  they’ve certainly outdone themselves by having a fleshed-out roster. Add in the massive number of usable items, 42 stages, online play, tournament mode, and customization options, and you have a lot to do here.

While the game is epic in both scope and execution, there are some minor, almost nitpicky flaws that I’d like to address. First up is the balancing. Now, Nintendo has never been known to care very much about characters being broken in these games (looking at you, Pikachu from the N64 version and Meta Knight in Brawl), and the creators of Project M have done a nice job rebalancing things, certain characters leave a bit to be desired. Some could use buffs, others nerfs (or debuffs), but since the intent is there to continue balancing I can’t fault them too much. Next, some of the faster characters simply feel too slippery. I’m sure this is by design, but picking up items and managing to avoid suicides can prove to be extremely difficult at times. Finally, the AI. This isn’t as easy of a fix as other areas, but in the original release of Melee, setting CPU opponents on the max difficulty was a definite test of skill that forced you to adapt on the fly. In Project M, even at the highest setting the AI seems to have a penchant for offing itself, whether by simple jumping off the side or by deliberately attacking explosives.

If you’re looking for a game to play with others and already have a copy of Super Smash Bros. Brawl (that, along with an SD card are required to play), look no further than Project M. It faithfully replicates the frenetic gameplay of Melee while adding a few wrinkles of its own in order to remain fresh. Even after the new entries in the series hit shelves later this year, I still see myself firing up this game for long sessions with my brothers and friends.

Final Grade: A

Platform: Wii + SD Card with game downloaded to it + Gecko OS
Genre: Fighting
Players: 1-4 simultaneous
Price: Free (if you already have Brawl)

For more information regarding Project M, including downloads and instructions, click here.

WRITER’S NOTE: I do not endorse or promote any hardware or longterm software modifications to copyrighted equipment and content. Project M is a game that can be played without hacking or modifying anything having to do with the Nintendo Wii or Super Smash Bros. Brawl.

Filed Under: ENTERTAINMENT, OPINION, REVIEWS, TECHNOLOGY Tagged With: 3.0, brawl, games, homebrew, melee, multiplayer, nintendo, online, party, project m, Smash, super smash bros, video games, wifi, Wii

Top Five Games of 2013

by Tim Morris

Looking back at the best games of the year!

This year has been a highly eventful one in the world of gaming. We’ve seen multiple console releases in the PS4, XBOX One, and Nintendo’s handheld 2DS. Many of the most popular series received new installments, like Call of Duty, Assassin’s Creed, Grand Theft Auto, Pokemon, and much more. However, popular doesn’t necessarily mean good, and so this list looks different than most of the ones being put out. Please note that this is of course my opinion and as such I can only base the list on games that I’ve actually played. So without further ado, my top five games of 2013 (in no particular order):

Resogun

Copyright Housemarque Source: 4playernetwork
Copyright Housemarque
Source: 4playernetwork

At the low price of free for PS+ members ($14.99 otherwise), Resogun is a wallet-friendly option for those who need a good value from their games. This old-school spaceship shooter delivers the nostalgic gunplay of Galaga on a cylindrical plane with sharp visuals and particle effects. Featuring five levels and three selectable ships, Resogun only seems thin on content; the sheer number of trophies that encourage multiple playstyles encourages deep replay value. Add in four difficulties and online co-op and you’ve got a complete package for a nominal fee. If your gaming history dates back to the early 1990s like mine does, you’d be doing yourself a disservice by not picking this game up.

Pokemon X/Y

Copyright Gamefreak Source: Junkiemonkeys
Copyright Gamefreak
Source: Junkiemonkeys

No list of the best games of 2013 would be complete without Pokemon X/Y. With more features than ever before, Gamefreak pulled out all the stops to revive a franchise that in the eyes of this writer had been flatlining for years. Wonder Trade leads the charge as the best new feature, allowing you to instantly trade with anyone in the world. Want more control over what you get? Fire up the Global Trade System and specify what you’re looking for. You can now play mini-games to “super train” your Pokemon, making them stronger even faster. Finally, if you just want to chill out and enjoy your Pokemon’s company, you can go into Pokemon-Amie to play with them and feed them. With the most immersive experience in the franchise’s history, Pokemon X/Y is sure to please new and old fans alike.

NHL 14

Copyright EA Source: EA Sports
Copyright EA
Source: EA Sports

EA’s hockey franchise has been going strong for six seasons now, and this year it delivered big time on its new Live The Life mode. Upgrading the previous Be A Pro mode into something far more deep, Live The Life much more closely mimics the career of a hockey player than its predecessor. You can gain endorsements, answer a variety of interview questions, respond to any other situations that arise, and of course, play the game and impress the coach and brass for your team. On the actual gameplay side, NHL 14 delivers more customization and more goals. Scoring is way up in this game compared to year’s past, and while in some cases it’s too easy to find the back of the net, you can always adjust the settings to your liking. If you’re looking for a top-flight sports game, you can’t go wrong with NHL 14.

Super Mario 3D World

Copyright Nintendo Source: Gather Your Party
Copyright Nintendo
Source: Gather Your Party

While the same formula in use since the release of New Super Mario Bros. may be getting tired to some, the concept and gameplay of Super Mario 3D World adds a new element of adventure to the series. Famous for continuing to reinvent the wheel with its own IPs, Nintendo once again delivers a fun party adventure game that is just as enjoyable when played solo. One of the most welcome changes to this new entry comes in the form of the playable lineup. Instead of having two generic Toads, there’s only one this time and the open slot is filled by none other than Princess Peach. While I’d still like to see a bit more variety in that respect (maybe add Wario, Waluigi, or perhaps even Yoshi as a gimmick character), Nintendo has asserted their platforming prowess and brought another Mario adventure to the homes of thousands.

Flower

Copyright ThatGameCompany Source: PixelEnemy
Copyright ThatGameCompany
Source: PixelEnemy

I conclude this list with a game that you might not expect. Flower is proof that video games are true works of art. The best way that I can describe Flower is that it’s the most soothing game I have ever experienced, and I’ve never found myself in a more peaceful state while playing a video game. The best part about the game is that you can spend hours in a single area without ever being told that you’re failing or that you should be doing something else. While you can clear each of Flower‘s levels by opening all of the flowers and turning the initially drab fields into lush, colorful landscapes, there’s no hurry to do so. You can simply fly around the level and enjoy the beautiful musical score if you like. If you own a PS4 (or even a PS3), you need to own Flower.

Filed Under: ARTS, ENTERTAINMENT, OPINION, TECHNOLOGY, uncategorized

Guild Wars 2 – It’s Wintersday!

by Tim Morris

images

Guild Wars 2 is bringing you a White Christmas!

 

Avid MMO gamers will be pleased to know that Guild Wars 2‘s Wintersday events have returned to Tyria! Players can venture to the now snow-covered Lion’s Arch and participate in all kinds of fun activities! Snowball fights, escorting caravans with gifts, battling malfunctioning toys, a bell choir mini-game that is reminiscent of Guitar Hero, and Toypocalypse, where you must protect gifts from angry toys, are all part of this content update. Alongside this content is a boatload of new achievements, along with titles, gift boxes, loot bags, and a whole lot more to satisfy your Christmas spirit. In my estimation, this is the best update to the Guild Wars 2 Living Story since Halloween’s Mad King Returns event.

As someone who missed out on Wintersday last year due to being burnt out from the game (followed by losing my account password), this content is all new to me. While running around Tyria, I’ve instantly felt deprived for missing out on all the fun from a year ago. Unwrapping huge gift boxes in the open world, only to have them explode and release hostile armies of angry toys was certainly a fun surprise, though in the higher level zones this becomes more of a hassle to deal with than it’s really worth; one can simply bypass the boxes, however, so the choice is up to the player. The player vs. player Snowball Mayhem activity features two teams duking it out in a winter wonderland. Players are awarded points for defeating opponents as well as carrying a gift back to their base. Another piece of content that I found entertaining was the new dungeon, where you help Toymaker Tixx keep his workshop under control and operating smoothly. There is much to do this Wintersday, and so ArenaNet has stated that these events will persist for a month, until January 10th. After all the flops that the Living Story has produced since Halloween (namely the entire Tower of Nightmares arc), this is one update that I’m going to miss once it’s gone.

One more update to the game is the release of ascended armor. With ascended weapons and trinkets already in the game, armor will allow players to complete their gear sets and maximize their effectiveness. Naturally, it’s a huge grind to gain all the materials needed to make the armor, and taking a shortcut by buying completed components on the trading post is going to leave a huge hole in your virtual wallet. Unfortunately, not all characters are on an even playing field when it comes to crafting these goodies. While heavy and medium classes have had opportunities to craft items that can also be used on armor in the weaponsmith and huntsman professions, light classes have had no previous method of acquiring the cloth needed to make their armor. My two level-capped characters are both light classes, so it’s an inconvenience for me. However, removing all biases this is something that should have been addressed prior to the release of the update. I’m still going to make at least one set of ascended, it’s just going to take me longer than some of my friends who play warriors and thieves.

As always, this Guild Wars 2 content update is free to download and will do so automatically once you start up the game. Happy hunting!

For more information about Wintersday, click here

Filed Under: ENTERTAINMENT, OPINION, REVIEWS, TECHNOLOGY, uncategorized Tagged With: arenanet, Christmas, download, games, guild wars 2, MMO, rpg, Tyria, update, Wintersday

Knack – Full Review

by Tim Morris

Copyright Sony Computer Entertainment Source: VGU
Copyright Sony Computer Entertainment
Source: VGU

Its beauty is only skin-deep.

Now that I’ve had the opportunity to complete my playthrough of Knack, I think it’s high time that I give it a proper review. Knack was developed in-house by Sony as an answer to those wanting new entries in the Ratchet & Clank series or similar titles. It serves as the Playstation 4’s kid-friendly foray into the blend of action and platforming at launch, and also is a nice break from all the shooters that have come out alongside the platform. Is it a good game, though? Yes and no.

Story – Knack begins with a meeting of the minds, of sorts. It follows the stories of Doctor Vargas, who was responsible for the creation of the eponymous protagonist, Knack; Lucas, the Doctor’s assistant; and Ryder, the poor man’s Indiana Jones who is also Lucas’s uncle. Other pertinent characters include Viktor, a shady executive whose love of robotics and high-tech weaponry has powered his empire; Katrina, Viktor’s head of security and femme fatale; and Charlotte, the Doctor’s former lover, presumed dead after falling into an abyss twenty years prior to the game’s occurrence. At the outset of the game, you’re told that the goblins are a prime threat to human cities and settlements and that they must be stopped, which is where we meet the cast and see them discuss the best course of action. The story then shifts to Viktor being an evil son of a gun, and then it kind of gets disjointed from there. There are thirteen “chapters” to the game’s story, yet by the middle of chapter five it felt like endgame. After that, it was a series of buildups to potentially major encounters with little to no payoff. You do eventually get to battle one of the main villains, but the final boss of the game is almost completely unexplained. If you were fighting Viktor’s minions, you’d reach a point where a fight against Viktor and/or Katrina would be teased heavily, only to have them run away with their tails between their legs before a cut to the next chapter. There is a rather significant plot twist in the second half of the game that was fairly well-executed, but the overall body of work with the story is marred by a number of unexplained events and plot holes. Since I’d like to keep this review as spoiler-free as possible, I won’t mention specifically what happens, but you can find a video with all the cutscenes edited together here.
Story Grade: D+

Gameplay – Knack plays like your typical action platformer, except on a more linear scale than most. Nearly every level in the game is set on a clearly defined path from start to finish, so you’ll never get lost or forget where you need to go. As far as level design goes, those are really the only positives about linearity. With so little room for exploration aside from a few breakable walls and secret rooms, I felt at times that Knack was more about working my way through the mobs to the end of the level than exploring and taking in the beautiful visuals that were created for this title. That’s one of the biggest issues this game has; playing a video game should never feel like work. Another gripe I have with the game is the controller mapping. Knack has three basic maneuvers: he can jump (X button), punch (square button, can be pressed repeatedly to string together hits), and evade (moving the right stick). As a veteran of shooting games, I find it aggravating when I can’t jump and aim, which are typically on the bottom face button and right stick, respectively, in a fluid motion. Evading is awkward enough in its own right, especially because the timing is tough to nail down and you aren’t granted any additional invincibility frames while you’re stuck recovering, which means that other enemies on the field can still hit you. Potentially the largest issue with the controller setup is the fixed camera. With nothing else mapped to the shoulder buttons, it’s inexcusable that there is no way to rotate the camera. This is 2013, people. Having moments in the heat of battle when enemies drop in the foreground, obscuring my character, with no way to remedy that except to jump over them and possibly take a hit in the process is highly unforgiving.

Knack can collect sunstone to unleash one of three special abilities by pressing the O button followed by O again, square, or Δ. These serve to quickly clear the area of enemies if you’re in a tight spot, but for me they were used more for breaking the monotony of the “punch everything” system when I didn’t feel like fighting a mob. Tying into the sunstone feature is the checkpoint system. If you die, and trust me, you’re going to die a lot in this game, sunstone does not revert to what it was at when you hit the last checkpoint. This works two ways: the positive is that you can sort of grind sunstone through dying a bunch, eventually giving you enough to use a super move and clear the fight that you were having trouble with; however, the opposite side of the coin is that should you use some of your meter on a super move and then die anyway, you’re stuck grinding it out again unless you can prevail without it. This brings me to another issue I take with the gameplay, which is that due to how quickly Knack dies no matter how big he gets, the name of the game is memorizing attack patterns and defensive play, as opposed to instincts and skill. This type of “know your enemy” system doesn’t sit well with me, especially in a game that’s allegedly geared towards children. I don’t know what types of kids they’re targeting with this game, but the “Normal” difficulty of Knack is plenty frustrating enough.
Gameplay Grade: D

Aesthetics – The saving grace of Knack is the graphics. With cutscenes and landscapes that could pass for a DreamWorks film, this is an impressive piece of visual artwork. The game runs smoothly, with very few slowdowns occurring from start to finish. Landscapes range from mines to mountains to forests to cities and everything in-between. Goblin enemies look like dumber and evil versions of Shrek, which actually works pretty well. The true winner in the graphical department is Knack, of course, because he has so many moving parts and his size changes rather frequently. Though it sadly has no effect on the gameplay itself aside from certain sections, the extra materials that Knack can utilize over the course of the game, whether ice, wood, metal, or crystal, are all rendered nicely and add a bit of visual flair to the game. Sunstone pickups glow and cause Knack to illuminate as well when they are broken and consumed. I keep coming back to the FMVs in the game though. They’re very well-animated, with solid voice acting and crisp sound effects. It’s a shame that they’re wasted on an inner core of a game with such little depth to it, but perhaps someday there will be a sequel that has combat equal to its animation.
Aesthetics Grade: A-

Fun Factor/Replay Value – Hardcore trophy hunters will be glad to know that there is a lot to do postgame. Subsequent playthroughs will allow players to re-open chests in secret rooms, in order to complete the many gadgets that Knack can use and also gain crystals that allow Knack to become better versions of himself. Whether or not you choose to pursue those upgrades and accolades depends on how much you enjoy the overall package here. I probably won’t be going back to Knack, not for a long while at least. This is not to say that the game is completely devoid of enjoyment, however; the game really shines when Knack grows to enormous proportions and you can run through areas while killing almost everything in one hit and flinging tanks at the opposition. I took these sections of the game as sick, twisted revenge against it for the profanity and near controller throwing it caused me, but how you enjoy these sequences is completely up to you. To summarize this section, if you don’t mind farming or grinding to obtain some power-ups and have a superhuman resistance to the mind-numbing gameplay of Knack, go nuts.
Fun Factor/Replay Value Grade: C-

Final Thoughts – I want to like Knack. I really, really do. I want it to be the Crash Bandicoot or Spyro of its generation, that seminal action platforming game that redefines a genre and gets the masses playing something other than a first-person shooter for a change. However, there simply isn’t enough here to be that game. It doesn’t do much that we haven’t already seen, and the unforgiving difficulty means that Knack isn’t the most accessible launch title in the PS4’s library. This title is yet another example of how graphics are not the most important factor in a video game’s quality. If the development team had spent even half as much time on everything else in Knack as they did on the visuals, it might have been one of the better launch titles for the Playstation 4. As it stands, it’s a beacon of mediocrity that left me very disappointed.
Final Grade: C

Platform: Playstation 4
Genre: Action/Adventure, Platforming
Players: 1-2 (co-op)
Price: $59.99

Filed Under: ENTERTAINMENT, OPINION, REVIEWS, TECHNOLOGY, uncategorized Tagged With: action, adventure, knack, opinion, platforming, playstation 4, review, video games

First Impressions: PS4 + Three Launch Titles

by Tim Morris

Copyright Sony Computer Entertainment Source: Geeks of Doom
Copyright Sony Computer Entertainment
Source: Geeks of Doom

PS4… worth the wait?

Ever since E3, there has been a lot to like about Sony’s new toy. Amid much fanfare, the Playstation 4 released this past Friday, and after spending some time with it today I must say I’m impressed. Sony’s user-friendly approach to this generation of consoles can be seen in just about every aspect of the new interface, with easy-to-find features and neatly organized menus. You can even go back to the system’s home menus without having to fully quit the game you’re playing, and can pick it back up whenever you choose. Streaming gameplay is nearly seamless and is always available with only a few button presses once you link your Twitch or Ustream account. It’s certainly a step up from the previous generation of consoles, and thus far I feel that I’ve received a great deal for my $400 purchase.

Perhaps the most attractive qualities of the PS4 when compared to Microsoft’s XBOX One are the financial ones: it’s $100 cheaper, its online service is $10 cheaper per year, and there are a good amount of free and discounted games available for download on the PSN Store. Aside from the launch title I pre-ordered, Knack, I also picked up and played a couple of the downloadable titles off the PSN Store, Warframe and Flower.

Copyright Sony Computer Entertainment Source: VGU
Copyright Sony Computer Entertainment
Source: VGU

I’m going to start my quick reviews with Knack. If you’ve ever played the old school Crash Bandicoot games or the Jak & Daxter series, you should have at least some idea of what to expect here. The gameplay of Knack is sort of a hybrid of those two entities. You play as Knack, a being made up of relics. You guide Knack through mostly linear levels, defeating enemies using either hand-to-hand combat or super moves, which must be charged by collecting sunstone. Knack’s maximum health is tied to his size, and at certain points you pick up enough relics to make him grow bigger and stronger. The graphics are very sharp, with cutscenes that look like they’re straight out of a Pixar movie. It’s clear that the in-house developers at Sony wanted this game to show off the capabilities of the Playstation 4, and they’ve accomplished that. However, not all is well here.

I’ve been a gamer for over 20 years now, and I have to admit the following: I find Knack to be a frustratingly hard game on its normal difficulty setting (there are easy and hard settings as well). Sadly, it isn’t difficult because of mechanics that the game teaches you along the way, or even a fulfilling battle system that rewards skilled play. No, Knack is rage-inducing because no matter how large your health bar is, you die in two to three hits. Damage appears to be percentage-based in this game, and so what the game’s battle system really rewards is patience, avoidance, and timing. This, combined with checkpoints and health-replenishing relic boxes that are oddly spaced make some levels drag on. Don’t get me wrong, I don’t mind difficulty in games – I come from the Sega Genesis generation where some games were nigh-impossible (Ecco the Dolphin anyone?)… but when you have a game that is clearly geared towards children, scaling the difficulty so that they have to play on the Easy setting is not the way to go. Had the enemy damage been constant instead of percentage-based, the experience would be far better. As it stands, Knack is a stunning piece of visual artwork laid on top of an average platformer/beat ’em up.
Grade: C

Copyright Digital Extremes Source: USZRT
Copyright Digital Extremes
Source: USZRT

Digital Extremes’ Warframe is a free-to-play shooter available for download on the PSN Store. In terms of comparable titles, Warframe combines the gunplay of the Gears of War series, the special ability mechanics of the Mass Effect franchise, and the customization options of the Borderlands titles and even reaches into MMO territory. Needless to say, that’s a lot of content for a free game. You play as a race of creatures called Tenno, using the Warframes (each with their own stats and abilities) to fight the hostile Grineer, Corpus, and Infested factions. Missions come in a variety of flavors, including Sabotage, Survival, Assassination, Rescue, and many more. The game takes place in the solar system, with each planet or moon representing a recommended level range for players. There are currently 14 planets and moons to choose from, with 239 missions to play, all of which are named after real places and objects in the solar system.

The game itself is very complex. In fact, I’m still trying to wrap my head around some of the features here. You visit the Arsenal menu to change or upgrade equipment with mods. Mods have different polarities, and warframes have upgrade slots that can only be filled by mods of certain polarities, whereas weapons can be upgraded by any mods as long as they are specific to that weapon type. You can also “supercharge” your warframes, sentinels, and weapons by using certain items, which will double the amount of points you can spend on mods for that object. You can even upgrade mods by using fusion cores or consuming other mods to power them up.

New items can be purchased from the in-game market, using either the credits accrued from normal gameplay or with platinum, which is a currency bought with real money. You can buy finished weapons, warframes, equipment, gear, packs of colors to customize your appearance, and blueprints to create many of these items in the game’s Foundry menu. Items crafted in the Foundry require some time to complete, or you can “rush build” them by spending platinum, which creates the item immediately for your use.

Gameplay involves third-person shooting combined with dodge rolling, sliding, sprinting, crouching, running up walls, ziplines, and climbing walls with up to three other players during a mission. You can revive teammates who are in the downed state, but dead players are given a choice to revive (an allotment of four per 24 hours is given, more can be bought with platinum) or forfeit the mission. It’s a lot to think about and the varied enemies and powers greatly make up for the repetitive level design, which right now is the only real qualm I have with this game. Warframe is a solid shooter with a lot of depth, and it comes with the best pricetag of all: free!
Grade: A-

Copyright ThatGameCompany Source: PixelEnemy
Copyright ThatGameCompany
Source: PixelEnemy

If you like games that are therapeutic, then ThatGameCompany’s Flower is perfect for you. Originally a PS3 title, Flower has no forced objective to it. You can simply fly around the fields and take in the soothing background music. However, if you wish to complete an area, all you have to do is touch each of the closed flowers strewn about, which both add to the music and turn the field a lush green color. At a cost of $6.99, it’s fairly priced and surprisingly fun, even without the concepts of score and winning. The Playstation 4 version really shows off the platform’s graphical capabilities. Blades of grass have never looked better. The skylines are so well-done that they’re almost distracting while playing the game. Unfortunately I don’t have much more to say about this title, but I think it’s best left there because there isn’t a lot to it… it’s a delightfully simple game. You’re either going to dig Flower or you won’t, because it’s one of those games that doesn’t really have flaws; its reviews will be largely based on personal preference. I couldn’t see myself playing this game for hours on end, but for what it is, I can definitely jump into Flower to de-stress for a little while.
Grade: B+

You can watch me stream Playstation 4 gameplay at various times by visiting http://www.twitch.tv/eirewolf10 

Filed Under: ENTERTAINMENT, OPINION, REVIEWS, TECHNOLOGY Tagged With: downloadable, flower, free to play, gaming, knack, launch, playstation 4, sony, technology, video games, warframe

It’s Clear: Gamefreak Has Reignited Pokemon’s Flame

by Tim Morris

Pokémon-X-and-Y

Let me get something out of the way before I get into the meat of this article:

I have not played Pokemon X or Y yet.

I know, I know, it’s sacrilege for me to say that. However, my retail job and general lack of hours there prevent me from getting a 3DS or 2DS and the game. Simply not enough money to go around. Anyway, having talked to friends and family members about the recent installments in the Pokemon franchise it’s obvious to me that the buzz that surrounded the games way back in 1998 has finally returned 15 years later.

Everything I’ve heard about the general storyline of X and Y seems like typical Pokemon fare; you’re a new trainer embarking on your journey to become a Pokemon master, there’s an evil team wanting to change the world in some form for their benefit, you take on gym leaders and the Elite Four, and there are many legendary Pokemon, whether related to the story or not, to capture. The standard endgame is there, with more challenging battles to take on and side quests to complete. However, that’s where the similarities to the last three generations end.

The features that Gamefreak has added to X and Y are things that match the spirit of the game perfectly. Gamefreak has finally added full character customization, allowing you to buy outfits and change your trainer’s hair with in-game currency. You can now use the game’s Wonder Trade function to instantly send one of your Pokemon to another trainer anywhere in the world. While you have no control over the Pokemon you receive in return, it’s perfect for those who don’t have friends to play and trade with. You can also use the Player Search System to battle other trainers worldwide. For the hardcore gamers, you can now “Super Train” your Pokemon to max their EVs (effort values) quicker, gaining bigger stat boosts in a short period of time. The new Pokemon-Amie (pictured below) allows you to develop stronger bonds with your Pokemon, using the bottom touchscreen to pet, feed, and play with them. You can benefit in battle by raising your Pokemon’s affection, as another new feature involves your Pokemon trying harder in battle for you. They can gain a higher critical-hit ratio, dodge attacks, and gain more experience. Gamefreak even added a chance that your Pokemon will shake off status ailments or endure attacks that would otherwise knock them out because they don’t want to disappoint you. As someone who always ends up developing emotional bonds with his team, I can say that for me, these features are very much welcome.

The new Amie function allows you to pet your Pokemon to raise their affection level.

These changes are a breath of fresh air that has been sorely needed as the last few generations of games have felt flat, in my opinion. I recently played through Pokemon Black 2 and felt that there was no challenge to the game at all; I played from start to finish without losing a single battle. Also, the new Pokemon introduced ranged from somewhat refreshing to completely moronic in terms of design. There were new Pokemon in that generation based on ice cream and piles of garbage; the mark of a company that had run out of ideas. This time around, I’m glad that the lion’s share of the effort went to adding cogs and gears as opposed to flashy new Pokemon. Pokemon X and Y marks the fewest additions to the series in terms of number of Pokemon, with only 69 newbies bringing the overall total to 718 species of catchable allies.

I’m sure that come Christmas time, I’ll be able to get my hands on this game, and I can safely say that this is the first time I’ve badly wanted a Pokemon game since Pokemon Crystal came out in 2001. Until then, I’ll be forced to listen to my friends proclaim that this new batch of Pokemon games is the best in a long time, and wind up jealous of them as a result. However, one thing is clear: this franchise is back, and it’s back in a big way. Gamefreak has proven that you can indeed catch lightning in a bottle twice with the same IP.

Filed Under: ENTERTAINMENT, OPINION, REVIEWS, TECHNOLOGY Tagged With: 2DS, 3DS, 6th generation, entertainment, gamefreak, handheld, japan, nintendo, pokemon, pokemon x, pokemon y, video games

Guild Wars 2: Is It Really “Play The Way You Want?”

by Tim Morris

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Guild Wars 2, developed by MMO savant ArenaNet, released back in August of 2012 and offered enough alternatives to the traditions of the genre that it almost broke the mold. Gone was the “holy trinity” of in-game parties. For those who don’t know, this entailed making sure that your party had at least one tank (someone to draw and maintain the enemy’s attention), one healer (self explanatory), and the rest DPS (damage per second, or damage dealers) characters. Guild Wars 2 set out to allow every class in the game the ability to perform roles in their own three-way setup: damage, support, and control. Allow me to explain the way ArenaNet intended this system to work:

  • Damage is effectively the same as it is in other MMOs. People with a damage setup will oftentimes have gear that improves their power, precision (increases critical hit chance), and critical damage bonus. Sometimes they will also have gear that improves their damage on conditions (i.e. burns, bleeds, torment, and confusion applied to enemies), but this is not necessary.
  • Support is meant to heal, remove conditions from allies, and apply boons (buffs) to them as well. Generally a support character will have stat bonuses to vitality, healing power, boon duration, and toughness, as they are largely defensive characters. Their job is to keep the DPS upright and chip in damage of their own when they have nothing better to do.
  • Control characters are the condition appliers. They will often use skills that effect a wide area in order to both damage and inflict statuses on enemies, namely stun, daze, immobilize, or any other skill that would normally interrupt attacks. These characters will usually have condition damage/duration builds, with bonuses to other stats as needed.

Now, I’m sure ArenaNet meant well when they came up with this system, as based on any given party there are certain merits to each setup. However, the game has wound up being fairly unbalanced and has led many to discover that damage builds are the only viable setup when doing high-level or endgame content, such as dungeons.

Speaking from my own experience, my main character is an elementalist. Elementalists are the resident “jack-of-all-trades” class, because they can do a little bit of everything reasonably well. Changing weapons grants varied skill sets, ranging from high single-target damage to full melee to massive area damage and control. However, they have the lowest health pool of all eight classes, are light armored (meaning they get squished quickly), and have a steep learning curve. Over the course of my time playing the game, I’ve tried different builds. First I went with a full offensive build, known within the community as a “glass cannon” setup. I put everything into maximizing my damage. However, as I still wasn’t very good at avoidance and such, I died a lot… to the point that I changed it up. I kept all my gear the way it was, which was for the most part offensive, but instead put my traits into defense. I had more health, better toughness, and could stay alive longer. However, my damage effectively cratered, as I was down 300 points in power and precision, and I even noticed that my group heals were still inadequate. That’s when I realized that the best builds are the offensive ones.

This is not to say that you can’t succeed playing some other way. Open world content and player vs. player are still there for those who prefer more balance or full support, but against the toughest of monsters, one needs only to remember the following: a dead enemy does no damage. The quickest method for ending the threat of getting killed by a boss is to kill it first. While you can mitigate the damage and keep removing conditions all you want with support builds, it’s only going to take you that much longer to eliminate the target, and more time defending means a greater chance of a mistake or having to wait for your heals to cool down. Is the hardest content still doable with a non-glass cannon setup? Sure, given enough skill and tenacity.

ArenaNet pounded the “play the way you want” mantra into everyone’s heads leading up to the release of Guild Wars 2. Over a year after its release, the verdict I give is that their statement is partially true. If you’re simply trying to complete the content at hand with no regard to time spent or loot gained over time, then yes, you can certainly play the way you want. However, if you’re a hardcore gamer who wants to maximize the potential of your character, well, you’re going to have to play the way the game rewards most and deal with it.

Check out the main site for more info.

Filed Under: ENTERTAINMENT, TECHNOLOGY Tagged With: arenanet, builds, customization, dungeons, guild wars 2, Mac, MMO, PC, rpg, specs, video games

NHL 14 Review

by Tim Morris

Having played EA Sports’s NHL franchise for many years, I’ve seen the greatness that was NHL ’94, the complete overhauls over the next few years that continued the tradition of excellence, the lean years of the early to mid 2000s, and the return of to glory that started with NHL 09. The newest version, NHL 14, released on September 10th. It’s likely the swan song for the current generation of consoles, with the PlayStation 4 and XBOX One releasing this November. This is not to say that EA will stop making the NHL games for the PS3 and X360, but the focus will clearly be on the newer platforms.

EA hyped this game by advertising a new fighting engine and enforcer mechanics, as well as better goalie, shooting, deflection, and defensive AI. The new fighting/enforcer engine is very well done. Fights are now triggered by big hits on star players, or illegal hits on most anyone. Players still have the option to decline fights in multiplayer, so there’s no risk of losing a top skater for five minutes because you crushed some poor soul along the boards. As for the remainder of the AI changes, they’re a mixed bag. Defenders are much better at positioning, which was the biggest problem in NHL 13‘s on ice play. It was too easy to blow by a defenseman who wasn’t perfectly placed, and the changes made for this year have mostly remedied that. Shooting and deflections are better as you can now shoot the puck flush to the ice, as opposed to always having at least a little elevation. AI teammates now actively try to redirect the puck on net, as opposed to it randomly flying off in any direction. However, the goalies are awful. For all the changes made since NHL 13, somehow the goaltenders came out far worse than they were before. Previously, goalies were able to make crazy, unrealistic saves on some shots, but were embarrassingly bad at covering high to the stick side and the five-hole. Now, it’s an absolute free-for-all. Goalies are better positioned and have a harder time reacting to screens, which is good, but in NHL 14 it seems that the average goalie couldn’t stop a child from scoring on him. It is now far too easy to score goals, and many games I play end with scores like 6-5 as opposed to the more realistic 2-1’s and 3-2’s that NHL 13 produced. The new one-touch deke system also falls a bit short. Maybe it’s just me, but I find that it can be a fairly awkward system to use. I liked being able to toe drag people into submission and pop the puck over a defender while avoiding a hit. This system is more focused on cutbacks and while it works, it isn’t as fun as the old system to me.

NHL 14 features a revamped version of the old Be A Pro mode, dubbed Live The Life in this title. In it, the old standby features of Be A Pro are complemented by added statistics regarding your likability to fans, management, teammates, and families. To affect these attributes, different multiple-choice events will pop up sporadically as you progress. These can be interviews, your teammates daring you to do something, nutrition choices, and more. The same expectation system and coach’s grades from previous years persist in this game, largely unchanged. They remain based around the player type you select for your pro. Snipers will be asked to score goals, playmakers are told to tally assists, two-way forwards have to do a little bit of everything, and so on. While the mode is more fun than in years’ past, some of the same problems are still present. Teammate AI, though better, is still subpar. They will still make bad passes, get caught out of position, and take bad shots. The goalies are worse than before, allowing soft goals left and right. The worst part about this mode from back then is the line change AI, and that still hasn’t been fixed. Oftentimes I start a shift with the puck either deep in my zone or the other team rushing in during a 2 on 1, and we get scored on. This craters my plus-minus rating, which is one of the requirements to unlock items and progress your player.

Live The Life Screenshot Source - Web Guy Unlimited
Live The Life Screenshot
Source – Web Guy Unlimited

GM Connected returns with a faster user interface and less delay in the menus. For those who are unaware, GM Connected allows you and up to 749 (you read that right, 749) others compete online in an NHL season. You can take control of a team as the general manager, be a player on the team, or coach a team. It’s a great concept for a game mode, but it still isn’t quite right. Weird things like trade exploits and sloppy menus keep the mode from being truly great. I personally am hoping for a fix in next year’s game on the new consoles. I think another great feature that is missing from this mode is the option to have a live fantasy draft for your league. The fantasy draft option is in the game for season and Be A GM modes, so it shouldn’t be too difficult to implement here.

Hockey Ultimate Team also returns with minimal improvements. In this mode, you buy packs of cards containing players, jerseys, contracts, attribute boosts, and arenas, which all go towards constructing your very own hockey team. Packs are bought with either EA Pucks, which are earned in the various game modes (you earn the most at a time by playing HUT though) or by paying real money. Once you’re ready to play, you can take your team into tournaments against the AI or online to battle other players’ teams. It’s an interesting way for people to build a team from scratch, but it takes a long time to save up for any of the good packs (gold and up, and even then you won’t get many top-tier players) and people who aren’t willing to go through the grind are going to get bored quickly.

Now, to the part of the review that I was really hoping that I wouldn’t have to write. Seemingly every EA Sports title that comes out has freezing/glitching issues. In NHL, said problems are often centered around the Custom Music feature. I love the idea of it, since EA’s musical selection for its games is normally terrible and I’d rather not hear the same ten songs repeatedly while playing. For last year’s NHL 13, I went all out with it and made a separate playlist for each team. In NHL 14, I brought the old playlists over and added three more songs per team. Even after installing the game to my hard drive and taking great care of the disc, in ’13 I still had freezes occurring sometimes due to the music not being loaded properly by the game. In ’14, half the time I play the game it freezes at some point, most often right after the final buzzer and the home team’s win song gets played (goal horn + whatever playlist you pick). As far as glitches go, the same glitch goals from the previous games exist, and a handful of new ones have already been discovered. This coupled with the community make online play an absolute mess. I usually refuse to touch online play in sports games, because people are too lazy and immature to actually learn how to play the game and instead resort to these exploits, and this game is no different.

Gameplay screenshot of NHL 14. Source - Operation Sports
Gameplay screenshot of NHL 14.
Source – Operation Sports

When the game runs properly, NHL 14 is a solid hockey title that delivers fluid skating, hellaciously fun fighting, an immersive mode in Live The Life, and an overall more realistic hockey sim than NHL 12 and NHL 13 when it comes to everything but scoring. However, as it stands right now the game is a glitch and bug-filled mess. EA is supposedly working on patches and ways to fix the issues, but these are things that should have been addressed in production and not post-release. The sooner they fix the freezes and exploits, the sooner we can all get to enjoying the game, but until then I’m giving NHL 14 a grade of Incomplete on the grounds that due to some bugged features it can be unplayable for some. Once fixed, I’d say this is a B+ title.

System: XBOX 360, Playstation 3
Genre: Sports/Hockey
Players: 1-4 offline, 2-12 online (simultaneous)
Price: $59.99

Filed Under: ENTERTAINMENT, OPINION, REVIEWS, SPORTS, TECHNOLOGY Tagged With: EA Sports, gaming, hockey, NHL, NHL 14, opinions, Playstation 3, reviews, sony, video games, X360, xbox

Is There An NHL Curse?

by Tim Morris

We already know all about the Madden Curse. Nearly every player who has ever appeared on the cover of a Madden NFL video game has gone on to either have a bad season or bad injury befall them that year. The only two exceptions are Vince Young, who was the cover athlete of Madden 08, and Larry Fitzgerald, who was one of the two players featured on Madden 10 alongside Troy Polamalu (who missed most of that season with multiple knee injuries). Young’s career hit a downward spiral following a solid 2007 season, and though Fitzgerald has turned in good numbers since the 2009 season, he has not matched the 97 receptions he had that year. Since I’m more of a hockey buff, I wanted to examine whether the same applies to developer EA’s NHL series of games. Let’s take a look at the cover athletes:

  • NHL Hockey (1991) – Kelly Hrudey: Hrudey, who was the starting goaltender for the Los Angeles Kings, posted a 27-17-13 record in 60 appearances in the 1991-92 season. He had a 3.37 GAA (goals against average) and a .897 save %, which for those times wasn’t too bad. Nowadays, both those figures would be considered awful. The Kings finished second in the Smythe Division but were eliminated in the first round of the playoffs by Edmonton.
  • NHLPA Hockey ’93 – Rod Brind’Amour, Mike Richter, and Randy Moller: None of these players enjoyed their usual team success, as the Flyers and Rangers both missed the playoffs. However, Brind’Amour notched a career high 37 goals in 1992-93.
  • NHL 94 – Andy Moog: Even though Moog is depicted on the cover in his Boston threads (he played for the Bruins the prior year), he had been traded to Dallas. Moog backstopped a high-octane Stars squad and helped them reach the second round of the playoffs before losing to Vancouver in five games. Moog wasn’t a starter for much longer in the NHL, but he remained a reliable backup for a few more years.
  • NHL 95 – Alexei Kovalev and Kirk McLean: Kovalev’s numbers slipped in the lockout-shortened 1994-95 season, scoring only 28 points in the 48 game campaign. The defending champion Rangers barely got into the playoffs as the #8 seed, but upset top-seeded Quebec in the first round. MacLean’s Canucks similarly struggled, but also made the playoffs and pulled a first round upset over St. Louis. McLean himself posted a career best .904 save %.
  • NHL 96 – Scott Stevens and Steve Yzerman: Yzerman’s Red Wings would post a record of 62-13-7, good for 131 points, which is the second-highest total of all-time. The Red Wings did not bring the Stanley Cup to Detroit, however, as they lost in the Western Conference Finals to the Colorado Avalanche in six games. Stevens and the Devils didn’t even get the chance to defend their title from the previous year, as they failed to reach the playoffs.
  • NHL 97 – John Vanbiesbrouck: Vanbiesbrouck led the upstart Florida Panters to the Stanley Cup Finals in 1995-96, but his success didn’t end there. He was named the starting goaltender for the Eastern Conference All-Stars in 1997 and the Panthers again finished with a solid record (35-28-19). The Panthers did not match their playoff success, however, as they lost to the Rangers in the first round of the playoffs.
  • NHL 98 – Peter Forsberg: Forsberg scored 91 points for the Avalanche, who again won the Pacific Division. However, they were upset in the first round of the playoffs by Edmonton, a team that finished the regular season with a losing record (35-37-10)
  • NHL 99 – Eric Lindros: Lindros appeared in 71 games for the Flyers, scoring 93 points, but suffered a scary injury near the end of the regular season. Lindros sustained a rib injury during a game at Nashville, but was later found by teammate Keith Jones in a bathtub at the team hotel. Lindros had a collapsed lung and needed to be rushed to the hospital. He missed the remainder of the season, and the Flyers were eliminated by Toronto in the first round of the playoffs.
  • NHL 2000 – Chris Pronger: Pronger set career highs in points (62) and plus/minus (+52). The Blues won their only Presidents’ Trophy to date with a 51-19-11-1 record, but were upset in the first round of the playoffs by the Sharks.
  • NHL 2001 – Owen Nolan: Nolan’s season was shortened to just 57 games due to injuries as he tallied 49 points. The Sharks made the playoffs, but St. Louis got revenge for the previous year’s upset and took them out in six games.
  • NHL 2002 – Mario Lemieux: Lemieux was given the cover about ten years too late, but at least he graced it once in his career. His season consisted of only 24 games due to injuries and preferring to play in the Olympics, but it did have one shining moment; radio personality Mark Madden said he would donate $6,600 to Lemieux’s foundation if the hockey great scored off of a faceoff, and Lemieux delivered that same night. Pittsburgh finished last in the Atlantic Division.
  • NHL 2003 – Jarome Iginla: Iginla missed seven games due to injuries but still led the Flames with 35 goals. However, Calgary slumped and finished with only 75 points, last in the strong Northwest Division. Iginla assumed the captaincy for Calgary and has continued to put up solid numbers.
  • NHL 2004 – Dany Heatley and Joe Sakic: A little-known fact about this game in the series is that the cover athlete was originally supposed to be Joe Thornton. This was retracted when Thornton was accused of assaulting two police officers. Heatley graced the cover from the game’s release until his tragic car accident that killed teammate Dan Snyder. EA then tabbed Joe Sakic, who amassed 87 points for Colorado. The Avs were bounced in the second round by San Jose.
  • NHL 2005 – Markus Naslund: This was the season lost to the lockout. Naslund played 13 games for Modo in Sweden, scoring 17 points. Modo lost in the first round of the Elitserien playoffs to Farjestads. Naslund had one more stellar season, in 2005-06, scoring 79 points. His scoring output declined for the rest of his career.
  • NHL 06 – Vincent Lecavalier: Captaining the defending champion Lightning coming out of the lockout, Lecavalier put up 75 points in 80 games. Tampa Bay made the playoffs as the 8th seed and lost to the Ottawa Senators in the first round of the playoffs.
  • NHL 07 – Alexander Ovechkin: Ovechkin finished the year with 92 points, but the Capitals finished in last place in the Southeast Division. However, the following offseason was a huge turning point for Washington, as they had a number of breakout stars alongside Ovechkin and made some great offseason moves to build themselves into a sustained power in the Eastern Conference.
  • NHL 08 – Eric Staal: Staal appeared in all 82 games for the Hurricanes and posted 82 points and continued to provide strong leadership. However, Carolina lost three of their final four games and missed the playoffs, finishing two points behind the 8th seeded Boston Bruins.
  • NHL 09 – Dion Phaneuf: One of the few players on this list to play poorly after being the cover athlete, Phaneuf had a career low 11 goals and 47 points. Since then, he has only topped 11 goals once (12, last season) and has never reached 47 points (he had 44 last year), but that can be attributed to playing on an offensively-challenged Toronto team since the middle of the 2009-10 season.
  • NHL 10 – Patrick Kane: EA decided not to take Kane off the cover after he was arrested in Buffalo on charges of robbery, theft of services, and criminal mischief. Kane allegedly punched a cab driver after the driver informed Kane that he did not have proper change for Kane’s fare. This poor guy got decked over 20 cents. I wish I were making that up. Anyway, Kane scored 88 points (oddly enough, that’s his jersey number) as well as the game winning goal in Game 6 of the Stanley Cup Finals, making him the only player on this list whose team went on to win the Cup.
  • NHL 11 – Jonathan Toews: Not to be outdone by his Chicago teammate who was on the cover the previous year, Toews scored a career high 76 points. However, the Western Conference proved to be rugged, as Chicago needed every one of its 97 points to take the 8th seed into the playoffs, where they lost to Vancouver in seven games.
  • NHL 12 – Steven Stamkos: Fresh off his team’s appearance in the Eastern Conference Finals the year before, Stamkos became the 20th player in NHL history to score 60 goals. Unfortunately, the Lightning struggled mightily as they couldn’t stop anyone, allowing a league-high 281 goals. They finished 10th in the East and out of the playoffs.
  • NHL 13 – Claude Giroux: The first player to be elected via fan vote as the cover athlete, Giroux scored 48 points in this shortened season. As usual, Philadelphia struggled to stop opposing teams and even the offense went flat at times. The Flyers missed the playoffs this year.

So, is there a curse to EA’s NHL series? I have to say no, as there hasn’t been a consistency when it comes to player failures in the seasons they’re featured on the cover. There also isn’t a spike in production for these players, either. It seems as though any sort of voodoo or hexes that are associated with sports games are limited to the Madden franchise. It’s a good thing that the next Madden game will feature Barry Sanders on the cover, because he’s been retired for 15 years now. Or, maybe Sanders should look over his shoulder this year. You never know…

Filed Under: ENTERTAINMENT, OPINION, REVIEWS, SPORTS Tagged With: curse, EA, hockey, NHL, SPORTS, video games

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