Wednesday, 30 May 2007

Mad Tracks Trial Impressions


This weeks Xbox Live Arcade offering is "Mad Tracks" for 800 Microsoft points. It's a racing game in the "Micro Machines" mold, i.e. small toy cars racing around various environments. I've only tried the trial game but I thought I'd give my brief impressions so far.

The game offers up a couple of modes, both "arcade" and "adventure" with a number of different styles of racing within them. The trial only offers a couple of styles so it's quite hard to decide how much fun all of them will be. The two on offer include "Blackout", a straight 3 lap race around a circuit in what looks to be a bar. And "Beastie Balls", a bowl arena format where you have to avoid been tagged by spawning rubber balls (last car standing wins). Of the two I preferred the straight racing and I didn't find the arena that enjoyable.

As you're powering around the track you'll be able to collect upgrades ranging from homing missiles to oil slicks to help you get the better of your opponents. The power ups are stackable so you can add to your stash of rockets if you so desire and you can also switch between power-ups.

Unfortunately your little car runs on a spring, and as your driving around this slowly unwinds and you have to remember to take your finger off the accelerator to allow the spring to wind-up before it's too late and you come to a grinding stop. This can be a bit frustrating at first until you become accustomed to managing the spring and releasing the accelerator during tight turns or on jumps.

The graphics on the racing circuit "Blackout" were pretty good, but for me the arena was just a bit too dull.

The full game is playable over Xbox Live, and with some friends this may be quite an enjoyable little game. However, I wasn't too enamoured with the single player trail version and I doubt I'll be getting my racing fix here.

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Tuesday, 29 May 2007

Bioshock Montage Footage

After the great The Hunting the Big Daddy gameplay video appeared a number of weeks back I'm always eager to see new footage of this game. A montage of new sequences has appeared on YouTube recently for your enjoyment.

The video shows off some more interesting gameplay, including the electrobolt plasmid and the environments are always a joy to behold. I was also surprised at how fast the "big daddies" actually move. I just had the impression that they were lumbering behemoths, but they look like they can move at a fair old pace when they want to!

This game just seems to look better with every new piece of footage that I see. I really can't wait to give this game a go and I sincerely hope that the gameplay and story live up to the hype that it's generating.


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Saturday, 26 May 2007

DiRT Demo Impressions


The 769MB DiRT demo was made available on the 24th May on Xbox Live Marketplace. Thanks to the new low power download settings of the dashboard I was able to download this overnight as it was going at a snails pace yesterday.

I wasn't really aware of this game before the demo, and I was pleasantly surprised with how the games shaping up.

Colin Mcrae DiRT (to use its full name) is all about off-road racing, as you'd expect if you've heard the name "Colin Mcrae" before as it's synonymous with a number of rally games over the years.

The demo offers you three different cars (Subaru Impreza, Misubishi Evo IX and Ickler Jimco Buggy) but each one is linked directly to a track, so unfortunately you can't try out each car on each track. The tracks on offer vary quite a bit from a tarmac based rally special stage using the Subaru, a long hill climb on gravel using the Mitsubishi and finally a mud based circuit using the Ickler buggy.

Two difficulty levels are available: "Rookie" and "Amateur", with the damage and the opposition skill increasing for the latter of the two. For each race you can also get additional track information including a verbal rundown from your co-driver if desired.

Overall I was impressed with this demo, the graphics are excellent and you're offered a good variety of camera angles including two in-car views. Both the Subaru and Impreza handled pretty well, but it took some time to get used to the Ickler on the mud track. Damage looks like it will have an impact in the game. The cars get nicely deformed from each knock, and handling does deteriorate. However with the difficulty levels available in the demo your car can take a significant amount of damage and you can still make the finish line.

I'm pleased I played the demo as it has now brought the game to my attention. I'm not sure of the exact release date, but hopefully it won't clash too much with the Forza: Motorsport release date on 8th June.

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Thursday, 24 May 2007

Pokemon Diamond and Pearl July Release


The other day Nintendo Europe confirmed that Pokemon Diamond / Pearl will be released in Europe on the 27th of July.

This is a full ten months after the Japanese release and only three months after the American release. At least we're not too far behind the American release this time and we've actually got a release date, which is more than can be said for some other high profile Nintendo games we're waiting for.

I've only ever played Pokemon Red on the Nintendo Gameboy many years ago when it was released in 1999 and although I really enjoyed the game I've never felt the need to pick up one of the many sequels. However I'm tempted to try either Diamond or Pearl as it's had positive reviews and I'm intrigued to see how it's come on over the years.

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Tuesday, 22 May 2007

Leonardo da Vinci


Being an apprentice to an inventor is no easy matter. Not only do you have to collect all manner of resources for your master and proposition the city council for favours, but you have to be prepared to do a bit of hard grafting in the laboratory.

Leonardo da Vinci as the name suggests, is about creating inventions in renaissance Italy. You take on the role of a master inventor with a variable number of apprentices, resources and money (Florins) at your disposal. It's your duty to develop requested inventions before your rivals, not only for the prestige and patent but also for the Florins awarded.

Using the basic setup at the beginning of the game you're allocated one or two labs, a variable number of apprentices, resources, and Florins. The setup for each player is different adding a bit of variety and once you're familiar with the game you can use the more advanced rules to customise your setup.

The game consists of nine turns, seven of which are split into distinct phases with the final two turns only allowing research and completion of developments:

Invention Phase: Inventions come in five different types, three levels of difficulty (easy, medium and hard) and all require differing resources. Easy inventions can be researched in seven weeks, medium in eleven, and finally hard inventions in fifteen weeks. However, the research time can be cut by two weeks for each invention of the same type you've already completed. Each player states whether or not they are going to research an invention, but they don't openly declare what they're aiming for. The resource cards for each invention will be secretly placed underneath the laboratory which is to undertake the work and will only be shown when the invention is finally complete.

Apprentice Deployment Phase:
Players take it in turns to assign tasks to apprentices. They can be placed in the city to queue for various resources, laboratory upgrades, favours from the council, recruit additional apprentices or they can be assigned to work in a laboratory. Queues work on a majority rule, so even if you're first in the queue with one apprentices someone else would be prioritised if they joined the queue with just two apprentices. The master can also be assigned a specific task and for these purposes he is equivalent to two apprentices. Play keeps moving around until finally there are no more apprentices to place.

City Resolution:
Once all the apprentices have been placed the resolution of the tasks is undertaken in order. Apart from council favours and laboratory work all the other tasks have a cost associated. The first player in the queue gets the item for free, second has to pay two Florins up to four Florins for fourth place. The final resolution is to advance your research in your laboratory by one week for each man, or by two for each mechanical man (bought via a lab upgrade) or for the master.

Invention Completion Phase: If an invention has been researched for the minimum number of weeks then it can be declared. If more than one player has invented the same thing then they must blind bid on whom will own the patent, each player however is still awarded the full amount of Florins. If you're still working on an invention when it is declared then all is not lost, you can continue to work towards completion but you will only get a decreased number of Florins.

At the end of the game the winner is the player with the most money. However you do get bonus points for the number of types of inventions you've built as long as you have at least three types and these points can be invaluable.

Although the rules summary make this game sound fairly dull, it's actually a fun game. You soon get drawn into deciding what inventions to research, managing your resources and apprentices and trying to be the first to complete inventions. I'm always a sucker for any game that has resource management but there are some particular standout mechanics that I like about the game. For starters I really like the queuing mechanism during the deployment phase. I tended to find that this led to lots of head scratching as I tried to second guess my opponents and decide upon the optimum number of apprentices to commit. There's a great sense of satisfaction as you bully your way to the front of a queue when no one can counter your move. On the downside you'll be cursing when you have to pay three or four Florins for a desperately needed resource.

I'm also keen on the hidden inventions, not knowing what your opponents are researching leads to some tense turns as you send "all hands to the pumps" hoping to beat or at least match your opponent to the declaration. It's wise to try and keep an eye on the resources your rivals are buying to try guess what they may eventually research. This is however easier said then done and for all the games played so far I've always ended up researching the same inventions as my rival.

There's virtually no luck to this game, in fact the only element really is the order that inventions are drawn, but even these are stacked in such a way that the more difficult inventions are more likely to appear towards the end. You really have to make your own luck with this game as all your decisions you make will have an impact on your chances of winning.

I wouldn't say that this is a casual game, it can get quite intense and the game can last quite a long time. If you're going to play the game with a four or five players make sure you've got at least a couple of hours set aside. If you're after a game which is fairly easy to learn, but will make you scratch your head with some thought provoking decisions then I'd recommend giving this game a go.

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Monday, 21 May 2007

US Hardware Sales - April

The April US hardware sales make interesting reading. Nintendo must be feeling pretty smug about now as the all conquering "DS" headed up the hardware sales chart closely followed by the "Wii". No doubt the recent release of Pokemon Diamond / Pearl has helped the DS consolidate its position.

What's amazing is that last gen hardware is still doing so well. The PS2 and PSP sold a respectable amount and the GBA is still hanging on in there, all of them surprisingly outselling the PS3. I don't think the alarm bells are ringing quite yet in Sony HQ as it's early days still, but surely they must be a little worried?

1. Nintendo DS (471,000)
2. Nintendo Wii (360,000)
3. Sony PS2 (194,000)
4. Sony PSP (183,000)
5. Microsoft Xbox 360 (174,000)
6. Nintendo GBA (84,000)
7. Sony PS3 (82,000)
8. Nintendo Gamecube (13,000)

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Saturday, 19 May 2007

Halo 3: Beta - First Impressions


I guess there's not many console gamers that haven't heard of the Halo franchise. Whether it's to mock the franchise or to heap praise on it, the game seems to garner its fair share of both love and hate. So it has been with baited breath that the Halo 3 beta has been anticipated, but does it live up to expectations? Well, in some respects that's hard to answer, this is is after all a beta product.

The beta offers up the multi-player live component of the game only and gives you three maps to play with along with a selection of modes. There are a few settings, allowing you to change the colour, emblem and designation of your Spartan and also the controller configuration to suit your requirements. Matchmaking also has a few options so you can prioritise good connections, closer skill range, or your native language. Thus far I've not had to change the connection priority and all my games have been lag free.


The maps are nicely varied with "High Ground" seeming to be the map of choice for a majority of "rumble pit" matches that I've joined so far. "High Ground" offers a kind of tropical atmosphere so familiar with the prior games with a good selection of internal and external environments, including some military style buildings and bunkers. "Valhalla" seems to be another tropical environment which I've not seen a great deal of and finally "Snowbound", which as the name suggests is a snow covered environment with large open area and various underground tunnel complexes to explore.

The weapons (or tools of destruction) all seem to be balanced with a good selection of close quarter, automatic and explosive varieties to choose from. Something new that has been introduced is the ability to pick up equipment; Whether it's the bubble shield, portable grav lift, power drainer or trip mine all have there uses and I'm still exploring the possibilities.


I wasn't initially overwhelmed with the graphics, I would have to say that they look sharp, polished and very competent but I've yet to have a "wow" moment. Maybe this is because I've not had time to take a good look around at the scenery. If I stop and gaze at the flowers my already short lifespan takes a hit. However it is not the graphics alone that make a game and I cannot fault the core gameplay. It's fast, furious and raises the heartbeat to what I hope is a healthy level.

I've heard reports that this beta feels very familiar to experienced online Halo 2 players and only offers a few noticeable improvements, but this is an all new experience for me as I've never taken the Xbox and Halo 2 online. So far it's been very enjoyable even though I'm invariably in the bottom half of the leaderboard.

I hope to post my final impressions when the beta demo period ends, but it's convinced me enough to have faith and preorder the game, it's just a question of which edition "Legendary" or "Collectors"? I'm now eagerly looking forward to playing the finished article on the 26th of September.

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