Tuesday, March 22, 2005

US PSP Press Coverage Mixed

I received a summary of US paper reviews of the PSP today. Various assessments on demo machines prior to its Thursday launch. The bulk were negative for the oddest of reasons: lousy at being an iPod.

Gaming on the whole was glossed over; there's an acceptance that the PSP looks good and works well as a games machine, therefore why review it? So all the reviews centralized on problems like the:
  • Crazy PC music converter software required to play music on it (like most of Sony's Net Walkmans).
  • Meager 32MB Duo that holds no songs or videos.
  • Mad video conversion process to MP4.
  • Lack of USB cable in the Value Pack.
  • Slow UMD load times.
  • Fragile, yet heavy design.
  • Lack of launch titles.
  • Difficult to setup WiFi.
Woah. It's like the American press is going all British on your ass; extensuate the negative on something that's been regarded as a positive runaway success.

Now, it's true the Nintendo DS is an underdog, and when you actually sit down and use the machine you do find it much more of a joy than you'd expect, but come on, is this the best you can do in reviewing the competition?

I really didn't think anyone expected the machine to be a music/video player except Sony. Did anyone delude themselves on the capacity of the shipped Duo card, sychronization or UMD deficiencies? Well, I thought not, but I'm so out of the mainstream I keep asking people for directions back to reality.

Personally I think it's about time the press got back to reporting. Cover issues such as upcoming titles, who's signed for which machines, what style differences you'd get between the two competing machines (due to target demographic), how it changes your life-style maybe. Tell you what, go out on a limb: review the games you can play on the machines rather than whether you want to stroke its plastic at night.

[EotM]
I'mafeelin: thirsty
I'malistinto: giggling neighbors

Friday, March 18, 2005

Nintendo DS Impressions

Here in the UK the Nintendo DS has been regarded as a huge success despite only being on sale for a week. In general the press and commentary has been centralized around:

a) Wow - Nintendo is doing better than we expected
b) Take that Sony - you delaying cheapskates
c) See Europe is a real market and deserves product with the rest of the world

Of course the reality is somewhat polluted, so instead of providing the umteenth review on what a DS is and how it works I felt it was more important to give you all a big dose of reality.

I personally think that Nintendo is doing better than expected due to its backward compatibility coupled with a craving for something new. This lesson was first learnt by Sony when it launched the PS2 and subsequently with the GBA; making your next generation h/w backward compatible sells kit. Nintendo have realize this is such a money-train that even their next generation console, The Revolution, will have GameCube game and peripheral compatibility. It sweetens the deal as everything old can be reused, and your market has an instant gaming archive at launch. I think this is critical as launch titles tends to be thin of the ground and it takes at least a year before seriously good titles are available in your back-catalogue.

So what of the PSP? Well I have no doubt it will do well, at least in the early stages of release, but once the dust settles it will come down to the games. Will Sony be able to generate a good back-catalogue quickly? Will the game signings result in good games?

Sony stole the lead originally over Nintendo as it was more friendly to developers. It offered better access, cheaper equipment and was less stringent on licensing. Then it began to reign things in. All Nintendo needs to do to keep things in its grasp is offer better licensing than its competitors. That alone will propel it forward.

Of course, this isn't a whole picture, Microsoft practically gives away XBox stuff and it still struggles in places like Japan and Europe. But that's a business issue, Microsoft is a global power with an American cultural overtone; something that rubs worldwide developers the wrong way. Nintendo and Sony are comparable; both Japanese, both seasoned gamers, things are laid out fairer.

For Nintendo to gain an edge they just have to start playing nice and eating a little developer humble pie. Sony will counter by threatening; they'll demand PSP titles from developers and lock them out of PS2/PS3 development if they don't tow-the-line. Nintendo can't make the same threats with the GameCube/Revolution and if they think they can they're deluding themselves; it's time to be Mr Nice Guy for a change.

There's now talk of prices for next generation h/w; warnings that games will cost more. I also find this unlikely unless there's no game competition. DS launch titles range from £25-£35 depending on where you buy them; an identical price to GBA games despite being superior in technology. The same rules for the DS and PSP will apply to the PS3, XBox2 and Revolution; if you have competition and you want market share, you can't afford to charge a high price for your games.

In the end, the consumer will win; this little technological leap in gaming will come to us at a value price simply due to feuding factions. Whether there's a single winner or I have to own multiple machines doesn't really both me in the slightest.

[EotM]
I'mafeelin: sniffly
I'malisten'to: sunshine

Does Nintendo go too far?

It appears the Nintendo may have over stepped the mark in their bid to eclipse Sony and show the DS is a serious games machine. A press release originally send out August 3rd 2004 contained a list of developers and games in development for the DS. It appears however, all that reported may not have been true.

This creates a real problem. Some developers want the issue resolved by Nintendo stating it was a mistake and that not all the games listed are in fact in development for the DS platform. Thing is, at this point the mud starts to fly. Nintendo looks like it undermined its credibility by lying and the public gets a hint as to whether sequels for any platform are in development.

This however isn't the first time that Nintendo has found itself in hot water. Other faux-pas' in the past and higher-than-competitor licensing fees have caused solid Nintendo partners to flee.

The question now however is to assess how much damage has been done, and what the true fallout will be.

[EotM]
I'mafeelin: bunged up
I'malisteninto: a beeping fax machine

Thursday, March 17, 2005

I Take Mine Medium-Well-Done

Yum-yum, checkout these USB drives from Japan. Yes, we've all seen them, but the range in this selection is pretty good. I'm particularly drawn to the marketing and presentation material faking it up with dim-sum steaming containers.

http://www.itmedia.co.jp/pcupdate/articles/0503/17/news028.html

But why would I want to shove a tempura prawn into my computer? Or my pocket for that matter?

[EotM]
I'mafeelin: sapped from a long running cold
I'malistinto: little pixies in my brain

Monday, February 21, 2005

Weekend Results

Well, we promised you some reviews, so review we must:

Radiata Stories
Know what? Surprisingly Radiata is indeed about the story. Rather classically a young boy is indoctrinated into the knightly arts and set upon a quest of character building proportions. The story is good and the classic life journal model is glazed with a cherry icing.

The render system on Radiata is interesting to say the least. Emphasis is on directing and by this I mean the quality of the camera angles, the integration into the story line and a heavy heavy use of depth of field. Focal and pan camera work is pretty on-the-edge making this a really nice game.

The characters are rendered large. I mean this in the sense that these are the BIGGEST in game character drawings I have ever seen. To achieve this, a certain amount of sacrifice has been taken due to the lack of PS2 power (did you ever think you'd read a statement like that?). The polygon count for the characters has been reduced greatly and so support is provided by more detailed textures than you'd normally see in such a game. This is critical considering the work that's gone into the camera directing and lens effects.

You end up with a toon-type world that feels okay. Its system and control is not indifferent from the genre. It feels nice but not overly woah; its story telling ability combined with that camera work however pushes it above the norm.

You feel you want a story to be told and that's what motivated me though my initial sample of the game. Play however will continue.

Full Metal Alchemist 2: Akaki Elixir no Akuma
Sadly we didn't actually play this. We were too hooked on ISS. However, we expect it to change little from the Famitsu demo; in short, a lovely toon-type gaming experience for all you FMA fans. It closely follows the anime and improves on the original FMA game both in context and character abilities; we like it because of the beauty I guess.

Itadaki Street Special
ISS is love-hate. It's as simple as that. Well, that and it's horribly addictive.

The context of this game sounds really meek: monopoly with Square Enix characters. The reality is a game with depth where you're screaming at computer generated personas that have an evil and vindictive side.

ISS's concept of Monopoly is different from what you'd expect; this is mainly due to the added depth of computer play. Firstly, hotels are exchanged for shops and shares. It's the share aspect that can make or break an entire game.

Unlike traditional monopoly you can invest in any region of the game and hence other people's shops. Your investments can go up and down as play progresses. Most share pricing varies depending on how much people upgrade their shops. There are other aspects, but this is the most critical.

Your net worth of shops and shares dictates whether your end goal is met and who wins the game. As you travel the board as a Square Enix character you land on different squares and collect different things; shops, penalties, shopping-costs, and play-card suits. Collecting all four suits allows you to return to the start and 'level-up' the games equivalent of passing 'go' in monopoly; you get money and raise your worth which raises your stock and so on.

There's an interesting mini-game aspect triggered by landing on a suit-square (which results in chance cards) or by landing at the casino. The casino offers various money orientated games including Chocobo racing.

The playing area is also very strategic. Various shaped boards float above famous in-game locations associated with Square Enix. These boards have everything from warp points to spur areas through to a working roller-coaster.

But it’s with the automated players and tournament mode that things get serious. Each character exerts different tactics and as you play they have inter-game banter with fits of joy and tears. The characters can also get annoyed and become decidedly vindictive. We noted on various occasions where a character would commit financial suicide if it meant hurting your chances of winning.

Through the game you're treated to cute animations and lush background music; orchestral arrangements of classic themes from Final Fantasy I onwards.

In short ISS looks and sounds like a spin off and a relatively boring board game. The reality is it's hopeless addictive even though it shouldn't be. Hmmm, maybe the same could be said of Tetris, but at least this has a winnable goal.

[EotM]
I'mafeelin: well voiced
I'malistinto: voices in another room

Friday, February 18, 2005

Taru Taru: A love affair too far?

Well there are fans for everything. Final Fantasy XI is no exception. However how many sing their praises in Japanese?

Here you'll find one such example coming across like one of those unidentifiable 70's Japanese songs found at the Karaoke that the older generation loves to sing. Still, you'll get the gist even if you don't speak the language.

[EotM]
I'mafeelin: thirsty but fed
I'malistinto: a fliiping tarutaru - duh!

Thursday, February 17, 2005

Build your own Katamari Damacy

Build your own Katamari Damacy starting with this fetching glove puppet. Combine it with any standard sized beach ball as you too can start rolling after your cat!


Three are being made available to competition winners: http://www.jp.playstation.com/cp/5thcp/namco.html (Japanese postal addresses only I'm afraid)

[EotM]
I'mafeelin: roll-tastic
I'malistinto: neighbours conversations

Weekend Line-up

Well our latest supplies from Japan made an appearance this week, so as well as our continued assessment of SHII and DQ8 (which admittedly seems on the back burner) we're going to run through:
This makes things kinda busy, but we'll do our best! I'm very interested in the feel of Radiata Stories as I think it uses another new Squeenix engine. FMA2 should be almost the same as the Famitsu demo disk we played all those moons ago; but we'll see more eye-candy this time.

ISS is more of a muse; it's sort of monopoly, sort of a trading-based board game within the Square Enix character context. It's also the first game to feature FFXII characters due to the delay of FFXII itself (but we won't got there).

I hope we have lots of useful first impression reports for you during the w/e.

Watch this space.

[EotM]
I'mafeelin: blue-screens-of-death
I'malistinto: rebooting computers

Wednesday, February 16, 2005

UBI/EA: Lover's discuss the prenup

Well we all knew it would happen. You could see it like two work colleagues denying they were having a relationship and dating. EA and UBI are now sitting around a table sipping French Champagne and seeing who'll sign the pact first.

Reuters pumped out the news a little while ago (here) and centralizes around a WSJ article that appeared today. We hope the two will be very happy together.

Discussions seem basically based on how much EA will pay and how Ubi's management will be appeased. Standard stuff, but I wouldn't get too apathetic yet, I'm sure more fireworks will follows as these two are fiery at the best of times.

[EotM]
I'mafeelin: nutty
I'malistinto: nerve endings

Tuesday, February 15, 2005

Secure Your Chat

Are you aware that everything you type in Messenger, AIM, Yahoo, or ICQ is unencrypted? All that chat can (and is) read by anyone. As your conversation flies around the internet, the ebb and flow means Microsoft, governments, your ISP, and companies all see, track, parse and record it.

Well I had a problem. I'm currently exploring the possibilities of a commercial venture. The people I needed to talk to are all on Messenger but I needed it to be secure. I needed my privacy.

After some research I found this: http://www.secway.fr/products/simplite_msn/download.php?PARAM=us,ie versions work with all chat programs I've listed and Trillian.

It is unbelievably simple to use. You do not need to register it and it's completely free for private use. Install, skip the registration, create your own personal master key, restart Messenger. You're done.

Whenever you chat with someone, if they have the program running you'll exchange key information and form a secure link and be told the link is secure. I've also analysed its data traffic and checked its authenticity; it works. There are no lies here.

Double-click on the pink icon and you'll see you're connected securely in your current chat session with someone (or not if it wasn't shown as secure).

I hope securing chat programs from the company, ISP, government or competitor helps you as much as me! Personal privacy is a right and a choice no different than talking in your own home.

[EotM]
I'mafeelin: secure
I'malistinto: people beating on the door to come in

Air Shell

For those who like your art in graphite form: http://www.airshell.com has offerings in two different volumes.

My wife put me on this; I'm undecided. There some interesting elements in this cold future-world, but I'll leave it in your capable hands.

You may be the judge.

[EotM]
I'mafeelin: finished for the day
I'malistinto: iPod power-down

Saturday, February 12, 2005

Reeve comes up trumps!*

I opened up the packaging and thought there had been a mistake. The box of my new Reeve personal music player was devoid of manual and cables. All that greeted me was a curious svelte player itself in anodized aluminium and a sticker saying "Press me. Plug me in. Turn me on."

I felt like Alice in Wonderland. I tentatively press the button indicated; a USB plug shot out the side of the player. It appeared to be on a ratchet like a vacuum cord, but to assist the cable had the words "pull-pull-pull" along its length. When I reached the end the cable colour turned red and said "stop-stop-stop". This seemed simple enough.

I found an empty slot on my USB hub and plugged the player in wondering what would happen next. The screen instantly lit up and gave me some curious instructions. Very kindly and clearly it told me of a problem; apparently it knew it was plugged into a hub and that power was going to be an issue. I had two options – wait for the player to charge or plug it directly into the computer so it could take power directly from the PC. It said I could unplug it whenever I wanted and that I wasn't to worry; hmm maybe I should name the thing? It seemed almost to have a personality. A clock started to count down on the display.

I decided I was too excited to wait so I unplugged it from the hub and directly into the computer. This time it said it was happy and going to give itself a charge; two hours apparently until full, but it didn't matter, it said I could leap in directly and begin loading up music.

First I was instructed that if I had auto-run turned on in Windows it would guild me through the process; however it had noticed that despite being plugged in nothing had happened on the PC therefore would I mind running the setup program found in its main folder? What the heck? Manners?

I did as instructed and found myself in a tutorial. It told me about my options for installing music software, ripping CDs or just copying files. It told me that I could do what I'd just done on any computer I fancied or just use the player like a floppy drive or hard disk. It told me a lot.

Apparently the entire manual was also interactively on the player. I could call up the same information when stuck or had a problem. I could unplug it whenever I felt like it and I could reset it simply if something happened that made things go all screwy. It then guided me around the physical aspects of the player.

The unit I was looking at was in fact 3 different modules. The bottom module was the USB link with a retractable cable; a simply yank and it would shoot back into its holder and be a flush part of the player. I could also remove the module completely; when I did it revealed a standard mini-USB socket. Handy if my cable gets broken and I need another.

The top module was actually the headphones. Another button to press and two ear-buds jumped out; they were unusual in that there was no left and right. "Any" was written on each one and apparently they knew which ear they were in; I'm not sure how but they did too! When this module was removed a standard headphone connector was revealed and an expansion port; apparently there was more upgrades, plus the headphones could easily be swapped for something else if I wanted, but who'd want to!

My journey continued. The player had a thing called location awareness in it and as far as I could tell it was awesomeness in a package. The idea was that all the play-lists, settings, configuration of my Windows ripping software I'd installed, player etc were all backed up on the player itself. So, whenever I went to a new computer and installed the software on the player … or returned to a computer it synchronised itself. It meant that whatever changes I made to the apps on one computer appeared as if my magic in all the copies on the all the computers I used (well, as soon as I plugged the player in or the internet was accessed).

Bliss! My work computer functioned identical to my home computer or even my mates if I happened to need to copy something over when I was round his house. Oh, and don't think it would screw up if different players were used, my mate got one after seeing mine and the software is clever enough to work out who is who. It allows temporary changes while my player is connected to his machine; restoring his settings when I'm gone, yet recording mine back on the player even if I'm just using his machine for a moment and decide to make a change to my setup. The damn thing is freaky in what it knows and keeps synchronised.

The rest of the software seems fairly straight forward. In fact no different from any other player/ripping software I'd see on the PC. I wasn't restricted in how I wanted to add stuff to the player though; I could drag files in, or use the applications provided. It figured out what was where and ensured I didn't get confused.

My entire music collection just dragged and dropped into the player. I left it charging and came back to it a few hours later and unplugged it as it was charged. I then pressed the button on the side and recoiled the USB back into its holder and started using the player.

The player itself consisted of a large clear screen, navigation controls and some ancillary sliders on one side. One was a lock for when I had the player in my pocket, another was sprung and a combined reset/power switch; I could move and hold it to turn the machine on/off/reset at any time.

On the other side of the machine were five small buttons; each was on was a different colour. They were presets, as if you had your own radio station, and were linked to smart play lists. Pressing one paused the current play list where it was and switched to another. I set mine up so I had different genres on each; mood music if you will, but it was entirely up to you.

Actually on the issue of pausing, things were very sophisticated. Changing play lists, turning off the player, or even changing tracks all resulted in the original material being paused ready for resuming. A fantastic feature when you're listening to a long audio book. You can switch to music, switch back, associate it to a preset; whatever you want and however you want it really.

On screen the player had all the conventional controls for play lists and navigation, but it also had some unusual features too; I could order the things based on files and folders or ID tags and I could flip between the two instantly. This meant that any music I had with incorrect tags didn't interfere with me finding music. There was even field based searching and fuzzy grouping; where similar phonetic spellings were linked automatically. A huge help when you can't remember the exactly spelling of an artist or track.

There was also a hyper-link system. From any particular track or artist, suggestions were made on things similar or associated. At first I wasn't sure how this technology could work, but another search/sort mechanism called 'beats' began to explain it. Somehow the player had analysed the beats-per-minute of each music track, volume levels and frequencies. It had determined whether the songs were fast or slow, clubby, instrumental, vocal, all sorts. In essence it has created automatic genres for the music and was using that to catalogue things. Slick considering ID tags are often inaccurate or incomplete.

Further poking around showed 'beats' to be even more than I thought, 'beats' in fact created multiple genres; I mean, let's face it, genre categorising lots of artists is very tricky. 'Beats' spans genres when things are too vague; real nice when I've lost something in my head and try digging it up out of 10,000 music tracks.

The unit also had a totally whacky hosting mode. There was a mini-USB socket found on the USB cable module as well and it allowed players to be coupled together with or without the Reeve's cable. I could literally take the Reeve plug it into my mate's player and providing his player was a Reeve or acted as a USB drive we could share files. As a test I plugged my flash drive into the Reeve and despite not actually being a music player I could share files between the two devices without a hitch. It didn't even ask to be put into hosting mode it did this automatically when I plugged in the flash drive. What hadn't these guys considered?


I suppose in summary I was blown away by the Reeve player. In a crowded market place I didn't think a new player would offer anything … well … erm … new. However Reeve not only offered me a fantastic new player but also a whole new way of doing things. In truth I'd never considered some of the things it offered me, but once they were introduced to me I certainly didn't want to go back to the old clunky way of cables, wires, chargers, drivers, and fixed navigation lists.

The sad thing now however is I'm beginning to question the rest of the market. How did the competition miss the mark by so much? Why are products created for consumers but without what they truly need?

I think it stems from companies listening too much to customers and cost rather than figuring out good design. Sure, customers give you the clues, but it's not the only element. You have to understand what they do in their day-to-day lives and interpret their frustrations into an integrated and effective product. In the case of Reeve I think they've achieved this hands down. Get your hands on one now, you really won't be disappointed!

_________________________________
(*You may be wondering what's going on here. This is an example of interaction design. Sadly the product doesn't actually exist - all I've done is apply the basic elements of my craft to portable music players. The result is a product that could easily be created with today's technologies. I haven't gone into the finer points of how these features work, but trust me they do work and I'm keeping it to myself for now.

Consider this a Resumé or CV. I am a software architect specialising in Windows application and driver design however I also spend a lot of my time doing interaction design. People employ me due to how I apply this to products and come up with innovation. I've applied these skills around the world with various companies and in various disciplines. I have sole inventor patents filed due to previous ideas and am currently an assistant Chief Software Engineer at a rather large electronics company.

Fortunately my concepts and ideas are pretty limitless, so I'm not worried about making this all public. Forward the article to anyone you think needs their view point changed. If you're part of a serious company wanting serious change in your products and development, feel free to contact me for further discussions.)

[EotM]
I'mafeelin: mischievous
I'malistinto: SH-II music

Shadow Hearts II: A new weekend

SH II is an enjoyable game. Unlike most it's getting a second outing this weekend and we're continuing to exercise it.

At the moment we have a slight issue with levels; something we mentioned in previous posts. Game progression can drag you forward without leveling and then completely destroy you later on in the game.

So now we're leveling up to progress evenly. Unlocking souls and therefore capabilities in the game. Watching the game play one thing strikes me: the formation battling is very cool. Combos are built up by deferring your turns and this results in a power-formation in the battling arena. When you finally perform your attacks the camera and character placement works really well.

For me, all games are about atmosphere and story. Can they pull off something that inspires? Will the game balance drag down my interest and annoy me too much. It's hard to say with SH II at the moment; I certainly feel the atmosphere at times but I also have a serious amount of deja-vu from various other games in the genre. It can also annoy with inaccuracies in its attack ring.

Time will tell. We're continuing our quest.

[EotM]
I'mafeelin: caffeinated
I'malistinto: footsteps

Friday, February 11, 2005

Ubi creates a gaming campus

I got this information a few hours ago but needed to hold off for general release; I appologise. But meh, considering the news services haven't found this yet I still get the scoop.

Ubi is actually backing up its expansion plans with substance and in the week that EA said they may possibily actually have lied and will be buying more shares in the French company.

Enter the Ubi Campus over in Québec, a mere hop-skip-jump from Montréal, the centres (there are a few) will offer "college and university training programs in the key video and game development fields". The trick was to partner with local colleges and universities as well as create the Campas concept. What it means is that Ubi can create the technical army it needs for all that expansion.

It's clever. Minimum Ubi investment, maximum return. They can even feed their current employees into the system for corporate training. Slick.

Of course all the key players attend the announcement: Quebec Premier Jean Charest, Quebec Minister of Education Pierre Reid, Principal of the Université de Sherbrooke, Bruno-Marie Béchard and General Director of the Cégep de Matane, Emery Béland, but you'd expect little else right?

The issue now is to fend off EA, innovate in games design and convince enough people that computer games is the industry they want to be in. I personally think this is a tough task, lots of UK universities allow game design to be studied but less than 1% get employment in the games industry with those skills due to the highly-competitive, low-pay structure of everyone but the super elite.

Time will tell. I wish the endevour luck. You do feel the battle for middle earth is growing and a good Saruman has just started creating his army.

[EotM]
I'mafeelin: stiff
I'malistinto: sleepy dust

Wednesday, February 09, 2005

Women and Gaming

http://www.elspa.co.uk/about/pr/elspawhitepaper3.pdf

I'm sure everyone has seen this eons ago, but I still found it interesting. I recognized Aleks from Thumb Bandits and knowing her style I decided to give it a read.

I thought the demographic data was very interesting. It gave me a good insight on how money is moving around the gaming industry and what people are beginning to consider chasing, but it also left me a little bitter too.

Not being female makes this tricky for me to assess, but to me some of this information seems as if it's reinforcing a stereotype and I can't believe that's good either for dissolving barriers or innovation.

Maybe it's just who am, as any type of stereotype, sexual or racial, really rubs me up the wrong way. Sure people talk about positive stereotyping but in these areas making such overt polarization seems destructive. Maybe I'm over reacting because there's lots of positive stuff here too; historically however the world seems clueless.

But I digress, the article is there for you to read if you wish. It might seem odd that a guy would want to read about such things, but in my ever quest, understanding the world my wife works in is important; particularly if I can improve it.

[EotM]
I'mafeelin: wistful
I'malistinto: peppermint tea

PSP to have online gaming at launch

As you'll see on gi today Sony will have online gaming available using the PSP at launch in the US. The device will connect to any WiFi network that's handy and use it for internet access and online game play.

This sounds fantastic right?

Wrong. This is a nightmare in the making. If Sony don't support the newer encryption standards of WPA and WPA2 then they are going to be slapped by everyone technical on the planet.

Promoting new devices that don't support the latest security is a bad move. Particularly when it forces users to lower their network's security to make the PSP's online gaming feature work.

The war drivers of this world would have a field day and so that's where the real crux of this story is, will Sony support WPA and WPA2?

[EotM]
I'mafeelin: like the world is stupid
I'malistinto: dumb Sony press

Sunday, February 06, 2005

SH II - Day 2

We think Shadow Hearts II is a meld of Parasite Eve 2 and Final Fantasy X. It's weird, you can see elements totally ripped from both in terms of sound effects and menu animations. I'd even argue that part of the look seems a little FFXII.

The mechanics of combo-ing, equipment effects and timing are all tricky and effective. The camera panning in battle works extremely well, chopping and changing while you ponder menu actions in this turn based battle.

Visually things hold well, although you notice a lack of anti-aliasing when it comes to character overlay; a shame as otherwise this would be very slick visually.

I'd say the biggest issue leveled at this game though would be lack of experience gained in battling makes leveling tedious; yet battling is also not a 3 step commonality as associated with other Japanese games. This creates a double edge of frustration iced off by timing that darn battle wheel; sometimes things are pleasurable and it goes well, other times you just want to kick and scream at the game.

As always, we continue.

[EotM]
I'mafeelin: tuckered
I'malistinto: screaming wife at bad combo breaks

Saturday, February 05, 2005

Shadow Hearts II continued

Well after 5hrs of game play I have to say I quite like it. Granted there's the habitual scantily clad female, but other than clique this game works well.

The battle system is a little tricky to time, a rotating dial must be triggered at specific points to achieve combo fighting effects in a not dissimilar way to how some golf games work; just that the zones on the dial change depending on what's going on.

The characters have an element of balance and strength. You even have a wolf in your party; who can argue with that?

The story line is fluid and the music is excellent, setting mood and plot. Dialog is both spoke and written, with a decent amount spoken.

The game plays to some extent like an interactive movie; good RPG battling adventure fun pocketed with story cut-scenes you want to watch rather than yawn over.

In short, SHII is progressing well and doesn't feel like a disappointment. Well, not yet at any rate.

More to follow I do not doubt.

[EotM]
I'mafeelin: pleased
I'malistinto: SH-II still

Shadow Hearts II FMV Roqs

This w/e we're reviewing Dragon Quest VIII and Shadow Hearts II.

Shadow Hearts II is something else; well its starting sequence is. Turn on DD5.1, lower the lighting in the room and let it rip. Total atmosphere and a totally awesome starting sequence set in WW1 France. It deserves many awards.

We'll fill in the details of this game later on, but if you can get hold of the FMV, rent or buy the game that starting sequence is worth it alone.

DQ is another matter; huge, slightly retro, really annoying music and a decent toon shader. Very odd, clearly over-hyped, but the jury is out and we'll draw conclusions later on.

[EotM]

I'mafeelin: awed
I'malistinto: SH-II music - duh

Friday, February 04, 2005

Owch! PSP will slide.

Hmmm - I was afraid of this. Component shortages for the million or so US PSPs mean that Europe's release will be delayed.

The Easter deadline will be missed and we're guessing sometime in April now, but who knows? Not I.

[EotM]
I'mafeelin: tired of it
I'malistinto: closing computers.
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