MrCHUP0N

MrCHUP0N found himself an icon. It's like looking into a mirror.

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  • Nov. 12, 2008 - 3:35 p.m.
    MrCHUP0N just added a new blog
    When Positive Reviews are Moot: "The Game Just Came Out."
    Are a game's positive reviews rendered moot because they were written right when the game in question was released? If you think this is a ridiculous sentiment, hold on just a bit while I recount my experience a few days ago. I was in my local Gamestop on Sunday, picking up a long-overdue copy of Advance Wars: Days of Ruin. Behind me in line was a couple waiting to pay for Fallout 3 for the Xbox 360. The woman remarked, "Wow, so I heard this game got really good reviews." The man replied, almost without hesitation, "Yeah, but that's because ...

  • Oct. 31, 2008 - noon
    MrCHUP0N just added a new blog
    Trigames.NET Podcast Episode 111 - I Does What I Want
    With the recent releases of Fallout 3 and Fable 2, the question must be asked: In games that let you do what you want, do you play the goody two-shoes or are you the essential butthole? Because truly, buttholes are essential. Also, Star Wars MMO from Bioware! Jack Thomas Thompsonne is a whiner! And, a lady is arrested for killing the avatar of her MMO husband. NOT a real person. Supersonic97 proves to be the only one smart enough to send in an email about the Virtual Hydlide video, so you have only a few more episodes to prove yourselves ...

  • Oct. 29, 2008 - 8:40 p.m.
    MrCHUP0N just added a new blog
    The Nuh-bah: I'm a fan (or why the podcast is coming along slow)
    Everything I do after work is going to take a serious turn for lower productivity. Podcast editing, finishing console games on my backlog, everything except for reviewing games and work that I have to take out of the office -- everything's going to turn out slower... because the NBA season for 2008-2009 has begun, and I couldn't be more excited.I can't wait for Phoenix to show how much better of a team it will actually be to watch now that it has a coach that knows what "defense" means without having to look it up in the dictionary.I can't wait ...

  • Oct. 22, 2008 - 7:44 p.m.
    MrCHUP0N just added a new blog
    Trigames.NET Podcast Episode 110 - Starcraftipode
    Al talks about his feelings on the Starcraft II split into a trilogy of titles, and why 30 hours of overtime work doesn't necessarily mean you get to buy a new game. Also, a small slew (is that possible?) of Microsoft news -- OMG BLU RAY N MGS4 LOLZ OMG (rumors!), Wii Usage statistics (Wii Fit being played more than Okami... not surprisingly), and Games Radar's 7 Hardest First Levels. Right? Wrong? Listen in. Then, the question of games we'd want to buy this year... or be happy to not afford, cash- or time-wise. Also, Supersonic97 answers his own question ...

  • Oct. 18, 2008 - 12:10 a.m.
    MrCHUP0N just added a new blog
    Mega Man 9 Video
    So I beat the last of the 8 robot masters last week. I decided to see if, using my knowledge, I could beat all 8 again within the confines of the remaining space in my digital camera. That is, approximately 57 minutes of camera time. My self-imposed rules:- no store visits- no looking at strategy guides to find weaknesses- no experimenting -- use the same strategies against the bosses that I learned on my own (meaning no finding out if there was a stronger weapon to use against Hornet Man than the one I already used)Here are the results.  Mega Man ...

  • Oct. 14, 2008 - 8:24 a.m.
    MrCHUP0N just added a new blog
    "Judgement" is now a word in the dictionary.
    When did this happen?  Word needs updating -- the spell-checker since it still flags "judgement" as a misspelling.

  • Oct. 12, 2008 - 9:05 p.m.
    MrCHUP0N just added a new blog
    Tenchu assaults the shadows. N' stuff.
    First off, no podcast this week. Schedules got all jumbled up -- it was Tony's birthday and anniversary (wish him happy birthday and anniversary via the mailbag - mailbag AT trigames DOT net) and both Al and I had some last-minute stuff come up. Which, frankly, is actually fine by me for the moment as I need to just take it easy this week after work instead of doing hardcore podcast-editing. My GMATs didn't go so well; I did even worse than last time (690 dropped to a 680, meanwhile my goal is to get 700 or over) and I'm ...

  • Oct. 8, 2008 - 10:39 p.m.
    MrCHUP0N is now Friends with JoshS
  • Oct. 8, 2008 - 10:29 p.m.
    MrCHUP0N just added a new blog
    Trigames.NET Podcast Ep. 109 be up. Zzzzz.
    You know where it is. No blurb. Too tired. Had to study. Brain dead. Over 3 hours because we recorded without Al Saturday then he wanted to contribute so we did another one on Sunday and yeah I am so friggin' tired. No RSS til tomorrow. Go away. Oh yeah and unlike what we thought -- and what I say on the episode -- when we began, Alex Navarro won't be on this coming week so save your questions. Something came up so we're going to plan for later.

  • Oct. 8, 2008 - 4:24 p.m.
    MrCHUP0N just added a new blog
    Is "pixilated" correct?
    For as long as I've been writing about videogames -- as a fan, as a co-founder of a hobbyist site, and as a freelancer, counting all the way back to the days when I wrote terrible reader reviews for RPGamer while Paws was running things on that part of the site -- I've tried to remember to type the word "pixelated" and leave it at that. It's not a real word in the dictionary. It gets the red-line stink-eye from Microsoft word. Hell, I don't even see it in the Videogame Style Guide. Nevertheless, I've used it to describe game ...

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About Me
By day, I'm one of "the Bobs". By night, I write these. Somewhere in between, I run this site. Jeff once told me that giving a 6.5 to Lunar Pool was just crazy. Well as it turns out, I just might be...
My Blog
Added by MrCHUP0N on Nov. 12, 2008 | |
Are a game's positive reviews rendered moot because they were written right when the game in question was released? If you think this is a ridiculous sentiment, hold on just a bit while I recount my experience a few days ago. I was in my local Gamestop on Sunday, picking up a long-overdue copy of Advance Wars: Days of Ruin. Behind me in line was a couple waiting to pay for Fallout 3 for the Xbox 360. The woman remarked, "Wow, so I heard this game got really good reviews." The man replied, almost without hesitation, "Yeah, but that's because it just came out."

The first thought to pop into my head was, "0_o" -- but I told myself to listen on in case the guy had a follow-up. "Everybody gets caught up in the excitement," he explained to the woman, "so everyone's really looking forward to playing this new thing and they're happy to finally get their hands on it." She replied, "Ah. So it probably makes more sense to wait and buy it later when people start to see what might be wrong with it."

As you can probably imagine, "o_0" was still lingering in my head. Now, it's not as if what they were saying was completely devoid of merit, but at least on the surface it's plain to see that there were a few incorrect assumptions being made about what (good) reviewers do and how they come up with the evaluations that they do. What could drive the belief that a highly positive review is based on its proximity to the game's release?

The Hype Factor: "Everybody gets caught up in the excitement"

It certainly feels good to get your hands on a highly-anticipated game for the first time, and for some critics, the early access makes it even better. I argue, however, that professional critics don't get to the position that they're in by falling heads-over-heels for every new hot title. Part of the job is being able to look at every product from as objective an angle as possible. The critic is telling you whether or not to spend not only hours of your life but also SIXTY DOLLARS on the game in question -- and quite frankly, I would personally rather debate with someone accusing me of low-balling a game than feel guilty about having someone upset at spending time and money on a game he ultimately didn't enjoy. That's not to say I approach games with the intention of being overly critical, but rather I approach with caution.

Taking it one step further...

Covering All Your Bases: "It probably makes more sense to wait [for] when people start to see what might be wrong with [the game]."

This is a difficult one to pin down, but first let's address what's potentially wrong with this thinking. If we're being cynical and bitter, it's easy to say that this statement is made under the assumption that game reviewers don't thoroughly play the game in question. After all, what's the logic behind saying that one won't know what's wrong with a game until it's been out for a few months? (I can hear, "Yeah, but..." coming -- I'll get to you, don't worry.)

A reviewer generally plays a game from start to finish, or at the very least to an extent where an educated opinion can be made (to me, that means "finished"). A role-playing game isn't abandoned after only half of the adventure has been complete. A fighting game isn't dropped after playing in a couple of scattered bouts. A reviewer should be as complete as possible with the game in question, not only to make sure that as many issues as possible have been uncovered but also to make sure that any residual excitement from hype -- for those prone to such a thing -- has died down. In my experience, this is surely the case.

It's storytime again, and I promise you it'll be short. Let's jump back to erstwhile Associate Editor Alex Navarro, now at Harmonix. When Guitar Hero III launched, the man posted his review after the product launch all because he wanted to give you an accurate and thorough representation of how online worked against real competition. Hell -- the review code's online play was buggy, so he lugged his butt to Best Buy, picked up a retail copy of Guitar Hero III for each console, and hauled the plastic motherlode back to his reviewing dungeon over the weekend just to make sure he could get in some quality time.

So, yes -- good reviewers have been and will continue to be thorough and complete in assessing a game. No matter how long a game has been in the market for, poor design decisions, planning and ideas won't go away, or suddenly appear out of thin air, or get any worse or better (put your hand down -- I'm getting there). For the most part, to say that a game would review better with time is insinuating that the reviewer didn't do his job in the first place. Yeah, yeah, I know 1up.com's Shane Bettenhausen famously did NOT finish The Legend of Zelda: Twilight Princess before reviewing it, but for the most part you're going to get someone who does his due diligence as long as he's not writing for, oh, Maxim. (And for the record, Shane was reportedly at or near the final boss before he drafted his review.)

There are certain instances, however, where the woman's statement does make sense -- though it's not in the context of her in-store exchange with the guy. Alex's Guitar Hero III story serves not only as an anecdote of how thorough reviewers are but also a launchpad for supporting the lady's statement. With games based heavily on deep online activity that evolves as the community grows, it's understandably impossible to always be right about how good a game is without waiting for some time. Take 1up.com's Joe Rybicki's review of SOCOM: Confrontation for the Playstation 3, for example. SOCOM: Confrontation launched with horrendous glitches. Joe gave the game the appropriate score, with a vow to re-evaluate it if and when a patch became available. That he did. (And let me be clear, for those of you pointing to my previous paragraph: A "glitch" is not tantamount to a design flaw or poor planning.)

Games Get Old: "That's because it just came out."

Ultimately, for the games that aren't online heavy and that remain as one static product throughout its life cycle, it is true that a year from now Game X might not be as enticing as it once was. It's easy to look at a review for a game and wonder how in the world that game got praised so highly when its good traits are found everywhere.

Well, duh. Games get old. Some games do age well, sure, but of course you're going to find the development houses that "do what Game X did, but better!!!11". That said, that's why games are reviewed as close to launch as practically possible, when most of the sales usually happen. If all you did was wait until later for games to come out, and then making your own evaluation based on the fact that it's old hat, then when will you ever buy and enjoy a game? It's similar (though not the same, I realize) to those with PC upgrade dilemmas. If all you're doing is waiting for the next big thing at the perfect price, you're never going to get your PC built becaues something is going to come along that is flat-out better. It's not that games will continue to get better at a linear rate year after year, but all I'm trying to say here is that the mentality asserting that a game's reviews are great because it just came out is counter-productive and flawed. When a game releases, you most likely want to know where it stands right here and right now. That's why you're buying the game now. I'd hope that, if you decided to wait on a game, you'd go into that store a year later fully understanding that the game has been out for a while and that new, shinier toys are coming along the horizon. Whether or not your experience is tainted by the knowledge that the game is old is a personal thing -- it's not in the hands of a reviewer to predict how said game will turn out months or years from now.

Look. Since games have existed, and at least for the forseeable future (diminishing returns, remember), this medium is largely technology-based. The things you can do within your imaginary world -- hell, the complexity of the imaginary world you can achieve -- are largely dictated by how powerful your box is, and how adept you are at working with the box. As time goes on, tricks will be found within a hardware generation, and new generations of hardware will offer more opportunities. For every game that remains as fun today as it was ten years ago, there's a game that would only benefit from new hardware. Are you really going to try to invalidate a reviewer's evaluation of a game just because the reviewer chose not to take the future into account? What's the use of reviews then? The use, again, is in the here and now: As one of the hundreds of thousands of gaming fans who've lined up for some game so that you could have it on launch day or soon thereafter, you want to know if it's worth waiting on that line -- not whether or not you should be waiting for the next console's powerhouse hardware to rear its head.

Sidenote: It should be mentioned that this is why the subject of re-reviews is a sticky one. That Joe re-reviewed SOCOM: Confrontation is not an issue to me as a consumer; it's good to know that if I buy the game today, it works well. That said, there's the tricky task of setting a critical standard with reviewing games that could theoretically be patched. It might not make practical sense to continually go back to a game and keep on reviewing it with every new patch. Equate that to the user experience, where the user has to sit through a multitude of patch downloads (unless the developer is kind enough to offer a cumulative download) just to get his game working right... or worse, where the user can't get the updates because he's a single-player kind of guy and is stuck without a network connection. In any case, Gamespot offers editor's notes and updates for any games that receive an update that addresses a previously criticized issue.

So what do you think? Are you wary of a game's positive reviews because "it just came out?" Why or why not?


Added by MrCHUP0N on Oct. 29, 2008 | |

Everything I do after work is going to take a serious turn for lower productivity. Podcast editing, finishing console games on my backlog, everything except for reviewing games and work that I have to take out of the office -- everything's going to turn out slower... because the NBA season for 2008-2009 has begun, and I couldn't be more excited.

I can't wait for Phoenix to show how much better of a team it will actually be to watch now that it has a coach that knows what "defense" means without having to look it up in the dictionary.

I can't wait for Eddy Curry and Mike D'Antoni to start cat-fighting each other because D'Antoni doesn't know how to coach slow and Curry doesn't know how to run.

I can't wait to see if LeBron will actually shoot free throws above 72%.

I can't wait to see Paul Pierce go absolutely balls-out insane on the court, after knowing what it feels like to win a championship, in pursuit of a second ring.

I can't wait to see what Michael Beasley can do on national television.

I can't wait to see Eric Gordon's jumpshot, something that the incomparable Bill Simmons ranted and raved about all over the most recent Page 2 Sports Guy World entry.

I can't wait to see Ricky Davis flourish in Clipperland with Baron Davis, only to see Ricky flare out a month later because he's a complete jerkhole and doesn't know what team ball means.

I can't wait for Greg Oden to show the world what he can d- oh. Wait. Dammit, Greg, not again!

I can't wait for ignorant people to continue to hate Tim Duncan, while he yet again goes out and averages another solid double-double and perplexes defenses with his long-range bank shot.

I can't wait to see Chris Paul repeat his domination of the point guard spot, with the exception of any game against Deron Williams, when Williams will totally own him individually -- or will that change this year?

I can't wait for DeShawn Stevenson to embarrass himself again and prove himself a pointless, replaceable never-has, never-will-be

I can't wait to be amazed by the Lakers as a whole: Kobe's game, Jackson's coaching, Bynum's youthful energy, Gasol's beard, the Farmar-Walton-Ariza role-player connection, Vujacic and VladRad's ballsy shooting, et al. But more importantly, I can't wait to be amazed at all of that... and yet STILL be devilishly satisfied at the end of the year when they rightfully DON'T win a championship.

I can't wait to see Shane Battier play awesome D yet again.

And finally, I can't wait for more Charles Barkley in the TNT studio. Classic.

Oh, and yeah, this was a thinly veiled post to tell you that the podcast is coming along slowly, but it's coming. Oh, and for anyone who hasn't written in their essays, super shame on you all. By the way, those whose excuses were, "I never played Virtual Hydlide!", you obviously did not listen: The assignment as stated in the podcast was to watch the video and write about it, NOT play the game and write about it. Now you have no excuse Go look up the Virtual Hydlide episode of Broken Pixels on 1up or YouTube
and get your butts to it.




Added by MrCHUP0N on Oct. 18, 2008 | |

This post relates to: Mega Man 9

So I beat the last of the 8 robot masters last week. I decided to see if, using my knowledge, I could beat all 8 again within the confines of the remaining space in my digital camera. That is, approximately 57 minutes of camera time. My self-imposed rules:

- no store visits

- no looking at strategy guides to find weaknesses

- no experimenting -- use the same strategies against the bosses that I learned on my own (meaning no finding out if there was a stronger weapon to use against Hornet Man than the one I already used)

Here are the results.



This just goes to show you how challenging it is -- take a look at how long this takes me, and consider the fact that I've already been through all of these stages to the point where I averaged probably 7 lives spent per stage.

(Oh -- if the video doesn't work / takes too long to load, let me know. I have it posted on "the other site" too but I figured it'd be just too weird to have GB redirecting clicks there -- indirectly -- which is why I had a 1up version.)




Added by MrCHUP0N on Oct. 14, 2008 | |
When did this happen?  Word needs updating -- the spell-checker since it still flags "judgement" as a misspelling.


Added by MrCHUP0N on Oct. 12, 2008 | |

This post relates to: Tenchu

First off, no podcast this week. Schedules got all jumbled up -- it was Tony's birthday and anniversary (wish him happy birthday and anniversary via the mailbag - mailbag AT trigames DOT net) and both Al and I had some last-minute stuff come up. Which, frankly, is actually fine by me for the moment as I need to just take it easy this week after work instead of doing hardcore podcast-editing. My GMATs didn't go so well; I did even worse than last time (690 dropped to a 680, meanwhile my goal is to get 700 or over) and I'm a little pissed. Whatever. I'll just have to re-take it -- AGAIN.

In the meantime, I've been blowing off a little steam playing Tenchu: Shadow Assault for review for Gamespot. I finished the single-player, and now I'm just trying to get some more multiplayer time in. Unfortunately that'll have to wait until later this week since I can't lug my 360 with me to work. This one is an odd duck, as far as single player's concerned. All I'll really say is that you've got to suspend A LOT of disblief in order to appreciate this game. It's almost entirely trap-based, where you have to lay down some NINJA TRAPS in a Rube-Goldberg / domino-effect / chain reaction fashion in order to kill enemies by sending them into spiked pits all around the map, and it's actually pretty funny watching some ninja thug get bounced around a bed of spikes as if he were a pinball.

The final verdict, of course, will have to wait for the full review. All I can suggest is to download the demo first -- it's definitely interesting, to say the least, but from what I've seen up 'til now, it's far from a home run. I'll have to see what else Multiplayer has to offer.




My Lists

1. Reviewed for Gamespot / Anothercastle

A list of 9 items by MrCHUP0N last updated on July 24, 2008

A list of the games I've reviewed as a freelancer for Gamespot and Anothercastle.


Top Contributions

Guitar Hero II
24 Points

Trace Memory
1 Points

My Reviews
Reviewed by MrCHUP0N
July 22, 2008
Interesting concepts marred by a few rough edges too many


Adventure games have long since been declared dead by critics and players alike, but those who hold onto the genre will quickly point out that Myst V, Syberia, Dreamfall and Indigo Prophecy are keeping things out of the grave and in intensive care. Trace Memory for the Nintendo DS, then, serves to give portable game players a taste of the pixel-hunting, story-driven and puzzle-solving gameplay style that is so rare these days. By virtue of the infrequency of such adventure games, Trace Memory succeeds in being one of the only point-and-click affairs on the Nintendo DS. Unfortunately, it's a little rough around the edges, and by the time you get used to its quirks you'll find it over way too soon.

Trace Memory tells the story of Ashley Robbins, who receives a mysterious letter from her father Richard on the day prior to her fourteenth birthday. Accompanied by her aunt, Ashley takes a boat to Blood Edward Isle - no doubt more mysterious than the letter itself - to find that her father isn't waiting there. Ashley's aunt goes in search of Richard and turns up missing. Meanwhile, Ashley meets a ghost named D who requests that she help him recover his memories. What ensues is a wild goose chase for Ashley's father, exploration of an abandoned mansion, and the unraveling of a cryptic scientific experiment called "Trace".

The story starts off slightly intriguing, but your mileage may vary depending on what you're expecting to see from an adventure game. The localization is just fine, but the actual writing quality is hit-or-miss. The story avoids some level of convolution by being, well, a bit too straightforward. You can probably guess everything that happened to Ashley's family as you meet characters, and there's only one real twist that you'll find.

It's likely that publisher Nintendo's focus was on keeping the player focused on experiencing the DS rather than trying to unravel a complicated story. Typical adventure gaming fare abound, as you'll find yourself pixel hunting for items and using your brain to discover exactly when and where to use said items. The Nintendo DS' two screens are put to decent use, with 2D renderings of your environments populating the top screen and a birds-eye view polygonal representation of the environment on the bottom screen. Ashley moves about down there, and as she walks by areas of interest, the top screen shifts to show a new view of that area. With every new view that pops into play, you'll want to stop and look by bringing that view onto the bottom screen. At that point, you can touch objects of interest to examine them and pick them up, or manipulate levers, cranks and buttons to solve puzzles.

The graphics in the 2D pictures are crisp and detailed such that any objects that look like they should be examined will stick out, but not unnaturally. The 2D character art is also very well-drawn. Utilizing a sort of paper-doll method, similar to Sprung!, Phoenix Wright and Tony Hawk's American Sk8land, the character art is drawn in a non-super-deformed anime style with clean lines and solid coloring. Characters' mouths animate as they speak to you, and their eyes blink as well. There's not much in the overall movement department though - no dynamic arm-crossing, finger pointing, or head shaking.

Where you'll see a majority of the movement is in the bottom screen as Ashley walks around the environment at a brisk 60 frames a second and never skipping a beat. Nice effects such as birds flying above while outdoors, and the sun shining through windows as you explore the mansion's interior, add some life to counter the inanimate nature of the 2D views up on the top screen. Much of the time you spend indoors, however, gives way to a somewhat monotone color palette. With the exception of some choice rooms that have many objects of varying nature to look at, most of the indoors environments just aren't interesting. On top of that, there's some severe graininess to some of the textures used in the environments that can be a little jarring.

Fortunately, the music doesn't offend in this manner. Gentle, whimsical tunes keep a relaxed mood for the majority of the game. Instrument quality is to be commended as well, with developer Cing not resorting to Gameboy-esque sound samples as is too often seen in many other Nintendo DS games. The myriad violin and piano tunes are accompanied by Ashley's footsteps, which change according to the surface, creaking wooden shelves and floors, the squawking of seagulls outside, and the sea washing up against the shore of the island. In the end, the audio package does a good, consistent job of accompanying the visuals to provide for a decent aesthetic presentation.

The gameplay isn't quite as steady and wastes some potential. You'll get the normal touch-screen interactivity as you'd expect from an adventure game - grab a lever with the stylus and crank it around to lower or open something. The best moments soar above and beyond typical mundane fare such as this. You'll be using your DS in incredibly clever ways, and not just by blowing into the mic or lining up photos you took of the environment to get more clues. We're talking about physically using the actual portable machine outside of the realm of just pushing buttons and touching the screen. To say anything more specific would spoil things, but let's just say that for a few puzzles, you'll really need to think outside the box.

The lows, however, really make you wonder why better moments couldn't have been more prevalent. Key in hole. Medal in slot. Use knife to cut wire and rope. Could things be any more trite? At least, then, Cing spares the player from solving ridiculous puzzles like the ones that are arguably killing the genre - no getting the cat hair to roll into a ball to throw at a candle to make it ignite the wall to burn down the wood after which the fumes will drive a cheetah out of hiding as it runs outside where it'll drop a gold coin which you can use to bribe the security guard to let you in the bank.

But some inherent design flaws bring you back to wondering just what the development team was thinking. Why is it, for instance, that in most cases you can't pick up an item until you've found what you need to use it for? For a fictional example, let's say you're rummaging around someone's room and come across a computer mouse. There'd be no option for Ashley to pick it up. Then, you come across a computer with no input device, so you can't poke around. Direct Ashley back to the computer mouse, and bam - she'll pick it up. Why not have her pick it up at the outset? Why can't you just pick up any item that might be of interest? The spirit of adventure games is looking through an inventory and using logic to deduce what you're supposed to use, how, and when. This design flaw, then, makes for some annoying backtracking and - as it limits the variety of items you can pick up - actually takes away from some of the challenge in trying to solve a puzzle. Let's forget about the fact that for some puzzles D will say to you, "Perhaps you should try this..." and proceed to spill the beans.

It's really a shame that the balance of puzzle challenge is skewed towards the more dull, and that some of the game design is flawed. More intriguing puzzles would have extended the game's life beyond the short five or so hours it takes to blaze through this game. Playing through it a second time won't net you any cool unlockable items. There are very, very minor changes if you replay the game that give some more insight to the game's entire story, mostly revolving around D. But by that point, you'll be wishing for more inventive puzzling instead of finding out an extra little tidbit that you already lost interest in during the first playthrough.

Trace Memory isn't bad - it's a decently executed title that gives DS owners a solid adventure. The simple fact of the matter is, however, that a good adventure game should have a lot of meat on its bones and brain-busting puzzles that keep the player wanting to solve the next one. Failing that, there's almost always an intriguing story to at least lessen the blow. You won't find yourself challenged on a satisfying level with a game that only throws a handful of these your way. But Trace Memory is a solid effort that shows how creative a developer can get with using the DS to create new, devious puzzles. There just needs to be more - much more.



Reviewed by MrCHUP0N
July 22, 2008
At best Red Steel is a rental, if only for curiosity's sake.


The protagonist's hand tilts just as you tilt your hand in real space, holding your pistol with dat gangsta grip. Where you wave, your gun aims. You pull the B-button "trigger" on the Wii remote and gunfire erupts on-screen. It all seems so intuitive and natural. But then you try turn to defend yourself against someone coming from your left, and it happens so slowly that it's as if you're in a restrictive neck brace. You try to combat an enemy with your katana blade with graceful, weaving strikes - only to see single, barbaric swings. And every once in awhile, you'll bump into an enemy that doesn't see you, hear you or fire upon you.

This is what it's like to play the rushed mess that is Ubisoft's Red Steel, the much-hyped and commercially successful launch title for Nintendo's Wii.

Red Steel is primarily a first-person shooter with the occasional one-on-one sword duel thrown in for good measure. You assume the role of Scott, bodyguard and now-fiancée to the daughter of a Japanese mob boss. What was supposed to be a warm dinner with your lady love, Miyu, and her father Sato, ends up being a betrayal by one of Sato's power-hungry underlings. Miyu is taken hostage, Sato is wounded, and you set off to guide Sato to safety before planning just how you're going to complete your rescue mission. You're given the ultimatum to hand over the Katana Giri - a sword and a symbol of power in Sato's clan - if you're to get Miyu back unharmed. So, Sato blesses you with the blade before he succumbs to his wounds.

There you have it - a hero with a gun and sword in hand, and the perfect excuse for Ubisoft to demonstrate what players can do with the revolutionary Wii remote. Sword fighting and gun slinging certainly sounds like - and starts off as, for the opening hour at least - a fun time and a healthy variety of gameplay. Ultimately, though, neither of these experiences make for a compelling game overall. The core mechanics of shooting your gun seem simple enough, with the on-screen reticule responding to your movement as would a laser pointer in a lecture hall. If you've mastered using the remote to navigate through your Wii channels, you'll have no trouble adjusting to firing weapons. Poking the remote forward allows you to zoom in closer for a better shot, and while this takes a few tries to get used to, it ends up being serviceable. Weapons are the standard mundane fare of pistols, shotguns and assault rifles, and pack a decently satisfying punch when you fire them. You can also lob or roll grenades with the appropriate pantomime using the nunchuk attachment.

The problems settle in when you need to free-look to face enemies above you, below you, to the left and to the right of you. Turning about is achieved by jamming your aiming reticule towards the edges of the screen in the direction you wish to look, but the maximum turning speed is way too slow to be of optimal use. At its best, the turning speed is familiar to those used to dual-analog first-person shooters. At its worst, the slow turning will reward you by getting you hit a few times before you can even squeeze off a shot. The game seems to try and compensate for this with enemy placement that borders on light-gun-game simple, but this only serves to take away the all-angles excitement that you normally get in shooters - especially when coupled with other problems that drag the gunplay down.

See, the opposition can be downright dumb. The artificial intelligence was hyped to have enemies knocking over tables to take cover. However, practical experience shows that enemies rarely try to sneak off and flank you, or even close in on you. Usage of cover is spontaneous, as you'll often see gunmen stand out in the open firing at you - even as you speedily sidestep towards them for the close-range shotgun blast. Your opponents don't seem to run from grenades as often as they should - though, since your "tossing" motions with the nunchuk might mistakenly result in a grenade being rolled along the ground and vice versa, perhaps you won't end up using grenades enough for this to matter.

At least Ubisoft tries to make up for this by introducing some interesting concepts. You eventually gain the ability to freeze the world around you for a limited amount of time. You can then point and click at spots on the screen that you'll instantly fire upon, in succession, once you unfreeze time. Usually this results in almost guaranteed deaths for your assailants; but if you aim for their weapons instead of their heads, you can coerce them into surrendering with a simple "on your knees" gesture with the remote - earning you "Respect Points". You'll encounter situations where you might miss some of their weapons, and it's a little ridiculous to watch guys slowly surrender as their cohorts continue to fire at you. However, almost every group of thugs has a leader, and if you force the leader to surrender the entire crew follows suit. This is the easiest way to pile up the respect while simultaneously saving yourself ammo and frustration.

The respect points you accumulate can be spent at a dojo in between missions to learn special moves for sword combat. Unfortunately, when you consider the basics of sword combat, these moves are almost pointless. The most obvious gripe with the swordplay is that your blade doesn't respond naturally to your movements. Instead, any quick swipe with the remote results in an on-screen slash aimed in the general direction of your motions. Try slashing left and right rapidly and you'll see your sword awkwardly complete successive right-to-left slashes, which appear choppy and not at all in sync with your movements. You can't stab with your sword either - even though your opponents can - further limiting the amount of moves you can perform. You can parry strikes with your shorter sword by swinging your nunchuk, which does involve some tricky timing and at least adding some challenge to sword battles. However, your movement is locked to left-and-right sidestepping around your opponent, whose strikes are all heavily telegraphed.

Furthermore, every sword battle is pre-scripted. You can't whip out your sword whenever you feel like it, and you can't choose to end the duel dishonorably by whipping out your pistol. The ultimate result is less a graceful samurai battle and more a fixed, timing-based, bludgeoning affair that resembles a poor man's Punch-Out!! more than it does Samurai Shodown. At least for a short while, it can be sort of fun to swing around the Wii remote for a few battles before the limitations turn the experience into monotony. And, upon winning a sword battle, you're able to choose to forego striking the killing blow, earning even more respect points for showing mercy.

But are special moves and combos even worth spending the effort to compile respect points for? Pulled off with either a simultaneous swipe of your nunchuk and remote, or a series of individual slashes in alternating directions, these attacks require such precise timing and motions that you'll be hard pressed to successfully hit your enemies during their small windows of vulnerability. You're better off just flailing away with generic swipes. Sure, special moves cause a little more damage and earn you even more respect points - but the aggravation really just isn't worth it. Worse, completing the purchase of these moves at the dojo requires you to "learn" them by successfully performing them three times. There is no way to "cancel" your purchase, so with some of the moves being almost impossible to pull off even once, you might find yourself either sitting there for minutes on end or rolling your eyes as you reset your Wii.

Laughable bugs round out the rushed gameplay experience. On several occasions you might find yourself walking in on enemies with their arms outstretched still in their "Vitruvian Man" positions, a pose used for all 3D character models during the development process. Whether the positioning of these enemies was unfinished or the game forgot to "turn them on", the result is just sloppy. In other instances, enemies won't even detect you - even when you're clearly in their line of sight. Yet another bug has an enemy cycle through his "ready to fire" and "idle stance" poses until you take a potshot at him. Don't be surprised if an enemy all of a sudden stops firing at you and freezes in his current pose, his weapon completely disappears from the screen, and your shots simply pass through him as through thin air. Another lovely defect results in a schizophrenic aiming reticule, as if the Wii remote's IR sensors are being confused by multiple lights.

The aesthetic presentation seems equally rushed, marked by inconsistencies in both sound and visuals. The music in the game is decent enough, with an eclectic mix of Oriental instruments and urban beats. Yet, the dialogue and voice acting is poor enough to have come from a low-budget Power Rangers rip-off. You're called a "Murderer!!!" by groups of henchmen trying to gun you down, as if you're the only one with a mean streak. An overweight thug with jheri-curls and gold chains accosts you with a baseball bat, telling you that he'll "teach you to respect private property" in a voice that can be only described as Keanu Reeves after graduating finishing school. The Keanu Wannabe returns to voice another "gangsta" thug's line, "Give me a good old-fashioned gangster movie! Not this wire-fu crap!" You learn your time-freezing ability from a man who tells you that "Ninjas can stop time! Really! It's true!" as if trying to win a "pirates versus ninjas" debate. The gems keep coming, and the camp is endless.

The visuals are a mixed bag as well; to be fair, it should be said that the best of the visuals are truly beautiful. They are arguably the best part of the game. Most notable is the dojo environment - while walking the path leading to the entrance, look down and you'll see sharp and detailed ground textures with shining stones composing the walkway. Just inside the dojo doors, look to the right and you'll see martial arts students perform katas through a glass window - complete with convincing glass-ripple effects. In warehouses, you can see the sunlight streaming through the windows, illuminating the floors with subtle hints of light bloom. Look carefully and you'll notice heat waves and depth-of-field effects in some spots. It also bears mentioning that exploding forklifts look cool, basking the screen in a cathartic, orange glow. But all of these fine qualities are juxtaposed against mostly-generic looking enemies, almost all of whom have this strange glossy sheen about them. For every sharp, detailed texture in the game, there must be tens of muddy, splotchy ones. You might also notice that the game is completely devoid of the titular "red". Finish this bloodless game and you'll have wielded one of the cleanest katana blades in all of history. Finally, watch out for the glitchy rag-doll physics that leave some enemy corpses twitching uncontrollably - sometimes in mid-air. It's an inconsistent visual experience that, while decent overall, further adds to this game's unpolished nature.

The multiplayer in Red Steel continues the trend of potentially innovative ideas that get mired in clumsy execution. In this case, all of the awkwardness stems from the core gameplay itself. Your simple deathmatch options are enhanced by some intriguing modes that include listening to your Wii remote speaker to "pick up missions" as if answering your cell phone - never mind that your opponents can clearly hear what's being dictated to you. There's no sword fighting either, which is a blessing or a curse depending on how you see it. On the one hand, it strips multiplayer of one of this game's key "features". On the other hand, you can rest assured that you won't be emulating the ridiculous Red Steel advertisements that depict four friends wildly waving their arms about. Whether or not the multiplayer will add any substantial amount of play time to the approximately eight hour single-player campaign depends on how much you can tolerate the game's mechanical shortcomings.

Red Steel ends up being an over-hyped disappointment that wastes its potential. There are novel ideas that could shine with proper execution, and given more time, perhaps Ubisoft can craft a much more polished sequel. The game at least looks alright on the whole, and taken in spurts, downing enemies can provide some minimal amount cathartic fun as long as you don't think too hard about its warts. But that's the problem - the issues and sloppy overall execution can simply be too overbearing to be ignored, and ultimately Red Steel is a treasure trove of missed opportunities that is good for a curious rental at best.




68 Points
Ranked #2439 of 23,715

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Date Joined: July 21, 2008
City: New York
Gender: Male
Alignment: Neutral
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needs to play more Banjo.
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jimb0
on July 25, 2008
Nice icon!
MrCHUP0N
on July 22, 2008
Think our match was tight? Two of my friends were separated by 10 measly points in some GHIII song... ^_^
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on July 22, 2008
200 POINTS!!!
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