Archive for April, 2007

The total recall of Phantom Dust

Posted by Jared on April 21st, 2007

I’ve placed Phantom Dust back in the rotation, after hearing Microsoft finally made it backwards compatible with the 360 (thank you!).

Phantom Dust has often been called the video game equivalent of Magic: The Gathering. Players bring an “arsenal,” or deck of skills, into battle with one opponent. Some of these skills can attack, while some are defensive. There are also trickier skills that erase the opponent’s deck or affect a player’s speed and stamina. Basically, the player wants to arrange his deck in a way that focuses on a certain battle plan. Each player gets a spot in the arena where their skill capsules are held, where they can bind a skill to one of four buttons.

Example: I thought it would be neat to make an arsenal where I could walk over to someone’s capsules and erase them. I arranged the arsenal to have basic defensive capabilities, and put the rest of my resources toward skills that pop capsules and absorb whatever skill the other player is using.

It didn’t work. One player was able to wear me out by freezing my skills and kicking my ass with a sword. Another opponent completely screwed me over by casting a spell that prevented any erase skills from being used.

I rarely won any online battles, and as soon as I considered copping some of the arsenals that were used against me, I stopped playing. It seemed you could only be crafty to a certain point, after which you’re just stealing someone else’s ideas. I guess this is why, even after learning to play chess, I never got into it. Part of me — and I hate to admit this — just didn’t want to do the leg work of memorization. As in Phantom Dust, there’s a certain amount of quick thinking and thorough planning involved, but in the end you just need to study all the possibilities. Those who do their homework have the upper hand. But homework is homework.

After all that, why am I dusting off (pun!) this title? Probably because, like Chess, it’s still a damn good game.

Blogging from my Wii…

Posted by Jared on April 12th, 2007

…because I can!

Really though, this is kind of stupid.

Great Moments in Flash: L.A.2

Posted by Jared on April 8th, 2007

All that talk of puffers and glider guns is fine, but finally we’ve got a shooter in which to use them.

From Kenta Cho (via Grand Text Auto) comes a shooter based on Conway’s Game of Life, where cells on a grid live and die by a set of four rules. How many more links can I pack into this post? This many.

Game Studies Lighting Round

Posted by Jared on April 8th, 2007

This is about a month old, but I found slides from GDC’s Top Ten Game Studies 2007, at Avant Game blog.

These are brief snapshots of studies done this year. Most interesting in my opinion is this sentence:

“Players are a little likely to want to enact their personalities, but very likely to want to enact their race or gender.”

The PDF file can be viewed directly here.

Gamefly Away, Part 3

Posted by Jared on April 8th, 2007

To my delight, both Trauma Center and Splinter Cell arrived on Saturday, April 7. That’s pretty good considering they shipped on the 5th — I certainly wasn’t expecting to play new games this weekend.

I should note that I live in New York, and for some reason shipping always is expedient here. When my Sunrocket VOIP router broke a couple weeks ago, I called to get it replaced under warranty, and they told me 5-10 business days. It showed up in three.

Anyway, I haven’t had a chance to play much, but early impressions are that Trauma Center is really cool off the bat. It may get old, or it may be more conducive to short bursts of play. Either way, it’s the most innovative use of the Wii I’ve seen, even if it’s just a DS port.

In the two minutes I spent with Splinter Cell before my girlfriend scolded me, I felt a distinct lack of feeling, as if all the excitement and freshness was gone from the series. But since I didn’t actually do anything but swim around, I shouldn’t really comment any further. Pandora Tomorrow was the last game I played in the series, so I did lament not hearing Dennis Haysbert (we also know him as President Palmer from 24) as the operations coordinator.

More to come.

I don’t do link posts much…

Posted by Jared on April 7th, 2007

Gamefly Away, Part 2

Posted by Jared on April 5th, 2007

I see a potential problem with Gamefly. I put three items in my cue last night: Trauma Center, Splinter Cell: Double Agent and Tiger Woods for Wii. The latter was my highest priority item, but there was a “short wait” to get it. It’s the game I most want to try, so I was willing to wait.

Today I was notified that Trauma Center and Splinter Cell are in the mail. This poses a dilemma.

You see, I wasn’t given the option of holding off on either of those two games in favor of waiting for Tiger Woods. Now, I have to wait to receive them, then decide if I want to immediately send one back. Even then, I can’t add any more games to my cue because who knows if they’ll get shipped out before Tiger Woods is back in stock, thus forcing me to repeat the cycle.

Just to make sure I didn’t screw up, I read about their cue system, which verifies that they send you the first two available games, not the first two you want. Then they have the nerve to say this:

“Caution: Your GameQ can be addictive. It’s like a wish list – but better. … (Q-addiction symptoms include shuffling your GameQ for hours and debating Q strategy with friends. Don’t say you haven’t been warned!)”

Fuck you. Shuffling the list accomplishes nothing if you aren’t actually able to send me the games I want in the order I want. No more games are being added to the queue (Caution: Q is just a letter) until Tiger Woods is in the mail. I’m out!

Gamefly Away

Posted by Jared on April 4th, 2007

I just signed up for Gamefly, 2 games out at a time.

My logic is I’d like to be trying more games so I may write about them here. Plus you get some good deals on purchasing the games you like, including 5 bucks credit every month after your first three months. First in the cue are Splinter Cell: Double Agent and Tiger Woods Wii, and I’m told there’s a short wait on the latter. That’s the case for quite a few 360 and Wii games. Let’s hope it doesn’t become a nuisance.

We’ll see how it goes!

Random Game Idea #2

Posted by Jared on April 1st, 2007

Iron Chef, The Video Game. I can’t take credit for that idea, as I know many people have wished for something similar. But on a restless Saturday morning I did have a brainstorm on how it would work.

There would be hundreds of ingredients, each with its own rating in a set of criteria. The following examples are rated on a scale of 1-10:

Sweetness
Saltiness
Bitterness
Juiciness
Firmness
Uniqueness (how unusual the flavor)
Filling (how substantial an ingredient is)
Flexibility (can the ingredient be cooked in many ways?)

The following criteria have special parameters:

Cooking range (how appropriate is rare or well-done)
Type (a checklist of ideal functions such as spice, marinade, main ingredient or garnish)
Components (for items that can be divided into parts, such as chicken wings or legs)

Most of these parameters can be modified depending on cooking methods. For example, boiling a potato will greatly reduce its firmness. Cooking onions for a long time will cause them to caramelize and sweeten.

After ingredients are cooked and combined, an algorithm would calculate an overall criteria score. How the dish scores in competition depends partly on the logic of these scores, but also on the preferences of the judges. In practice modes, only the criteria scores would be revealed. Competition is the only way to determine the true success of a dish.

Competition would work as a hybrid between different Iron Chef formats. As in the early days of the series, chefs compete in preliminary rounds for the chance to face an Iron Chef. With enough wins, they earn Iron Chef status, and must compete in a grand tournament. Exhibition play would be similar to the American version, where the player challenges one of several Iron Chefs for only a small taste of glory.

As for actual gameplay, I’m hesitant to prescribe a Cooking Mama control scheme, because I think it would take away from some of the more important responsibilities of the chef. We don’t want the player to have to learn how to prepare ingredients, because presumably the chef already knows how. Instead, the player simply has to monitor all of the dishes, assign tasks for his/herself as well as the sous-chefs, make game time decisions and handle presentation. Point and click on either the PC or Wii would be best. On the other hand, it may be pleasurable to step in and do some of the actual cooking. I guess I’m undecided.

In the end, the real pleasure would come from creating dishes from nearly endless possibilities. If you want to make strawberry nachos with caviar, it’s up to you. And with the proper preparation and care, you could make it work. At least you’d score highly for uniqueness.

Of course, if an Iron Chef game were actually to be released, it would probably be a quick cash-in produced on the cheap.

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