Monday, December 13, 2010

The Real Driving Simulator is Still There, but What About Everything Else? The Gran Turismo 5 Review



After numerous delays throughout the Playstation 3's lifespan and adding every much detail to a car as possible to deliver the perfect driving experience to some, Gran Turismo 5 is finally here. It is a long road for Polyphony Digital working on such an ambitious game, but its expected from them considering their pedigree from the franchise that changed the racing genre. Since the last main entry in the series, Microsoft and Turn 10's Forza Motorsport series has been the new standard for simulation racers due to its westernized approach and online options. Now that the originator has returned with Gran Turismo 5, can they reclaim their top dog spot of simulation racers? Surprisingly, the answer is yes and no as the game does live up to the "real driving simulator" name, but everything else feels dated and unfinished. It also makes another example of how Japanese and Western philosophies of game development are two completely different things.

Where Gran Turismo 5 shines at is still the driving just like it has been for the whole franchise. You're still getting a real driving simulation that is still unrivaled with any car you drive. Like Forza, GT5 now has a driving line turned on at default settings for those that have a hard time turning and cornering effectively even though at some times, the line does not do its job of when to brake at the opportune time where it depends with your gear rather than your speed. I wish they borrowed Forza's turns only driving line as an option rather than the full line, but it serves its part well mostly. Making that perfect time trial run with a certain car at the game's numerous tracks with the majority of them returning from previous games is still as satisfying as it was in the first Gran Turismo. Of course the experience is different with cars that span six decades of their existence from muscle cars, NASCAR stock cars, tuners, exotics, and race cars in the A-Spec mode. All those times have paid off for Polyphony making everything feel you're driving that specific car especially for the special events which I'll mention later on. While the driving aspect of Gran Turismo 5 is the best thing its going for, the non-driving aspects, well everything else, feels like a disappointment.



If you have been paying attention to Gran Turismo 5 before its release, chances are you know they have a stacked feature list to the point there's too much content to deal with in the game. The Gran Turismo Mode is still the main career mode with A-Spec events, where you drive the cars yourself, B-Spec events, a returning mode from Gran Turismo 4 where you simulate races by coaching drivers, special events, and the signature license tests you know and love. All of that is accessed in a cluttered up menu that feels thrown together at the last minute, which severely hurts its presentation value. It goes to show how Japanese philosophies of game design have been behind the times compared to the majority of Westernized games and they show no signs of realizing it hurts their games. This goes along with how you progress in the GT Mode with the numerous events they throw at you. The progression feels very much like a grind and a chore to a point it doesn't get fun anymore when you're just repeating the same races to have enough money to buy a certain car for a certain event, which is a whole problem as well. The majority of the A-Spec/B-Spec events require certain cars such as which company they're made from, the country, and even weight classes, to complete them and that can be a mixed bag because you have a buy cars wisely that fulfill the specific requirements and also win you the race. Even with the one car-specific events, you feel like you have to tune your car (Tuning is also unchanged from previous games as well) by increasing its horsepower to increase your winning chances to the point you're blowing them away for that easy win. I appreciate that all these restrictive events make you want to drive as many different cars as you can, but as a career progression model, it feels dated and frustrating especially at higher levels where you have to buy the insanely expensive cars to have a winning chance and the opposing AI drivers are tougher taking advantage of your slightest mistakes. While it is not that bad in A-Spec Mode, its worst in B-Spec because when your drivers are not doing well seeing their AI not perform to your orders, it is frustrating as if you want to do that race, but that takes away the whole B-Spec element. All of this will drive completionists and perfectionists crazy as it will take days, weeks, and even months to 100% if you have what it takes to do so.

While the A-Spec/B-Spec events tend to get repetitive later on at higher levels and classes, the special events are the saving grace for the career mode. These events are more diverse with more types of cars that challenge your driving skills. From go karts, NASCAR training with help by Jeff Gordon, and rally cars, they're interesting for their respective car class. That does not mean it equals fun as I enjoyed the go kart and rally events, but the NASCAR and even the Top Gear ones were disappointments. With NASCAR, while a cool addition to the franchise, it is not that fun driving left for numerous laps and those races are frustrating to beat especially where it takes more luck than skill to win because of the whole drafting mechanic (specifically in Indianapolis and Daytona), which I think goes against Gran Turismo's whole deal with simulation. Plus, Jeff Gordon's soulless coaching in the game puts a damper on the experience as well trying to beat the challenges. The Top Gear Test track events are disappointing because of the cars they give you to use such as a slow bus and a jeep. It makes you wonder, well why you drive a jeep that goes 50+ MPH max on a track known on television to be driven by faster and cooler looking cars. At least there's arcade mode for that, which is pretty much the same except they added a drift trial mode for those that like to drift. The special events are okay distractions for the rest of career mode, but they could of done better with those. The license tests also make a return, but they're not much of a factor this time around being a requirement to move on to the next set of events and car classes.



Another important aspect of Gran Turismo 5 that feels unfinished is the online portion, which is pretty disappointing for those that have been waiting for a main entry of the series taking that next step. While some aspects of the online are cool ideas such as social elements with friends by giving cars and whatnot even though they look a little light (somewhat trying to go Facebook, but not really), the more important aspect where you wanna play against others feels like a complete mess. The online lobbies are no sense of structure at all being just rooms with unorganized chaos even if you put a title to your room. These lobbies go as free driving first and then if the host wants to race, then they set that up, and it begins. Chances are most of the rooms players host are just to mess around especially if just want to race against competition. In addition, even with online races, you can't promise you can race clean against other humans, which is the case for simulation racers period. Polyphony promises improvements to the online environment in future updates like leaderboards and matchmaking because as it is now, the online play is not worth your time for now.

At times, Gran Turismo 5 is one of the best looking games out there on the current generation of consoles, but also ugly at times too. It seems like Polyphony focused on certain graphical touches and didn't do much on everything else, which is actually true with the whole premium car/standard car debacle. The premium cars have cockpit views and look more sharper while standard cars have no cockpit view and don't look as good to the point its even PS2 quality, which is a shame. Plus, most of the time you would be driving in first person if that is your preference compared to other third-person views. In replays, the game looks amazing at some spots which is why there is a photo mode for those opportunities to save up memories and even near real-life photos the game provides. The various camera views work well in those replays as well as Polyphony is the best of the game that nails those moments well in races. Half of the tracks look amazing, specifically the city tracks while most of the fictional and speedway tracks are not as visually superior as they didn't pay good attention to some details even though they still look 100% accurate to their real-life counterparts. The day/night cycle is a redeeming mark to the graphics as some tracks look beautiful in the time of day they're set at especially at dawn and dusk even though it can difficult to see at times. Even the dynamic weather effects of rain and snow were not as impressive as they originally thought they were on paper.



Sound-wise, it is also all over the board of high and low points. Menu music is straight up chill and jazzy as if you're in an actual car dealership being sold on a car by some salesman, which is a good thing for the game. Sometimes, you just want the mellow stuff browsing through menus and menus, which is indeed the case I mentioned earlier how cluttered they are in GT Mode. While racing through, the soundtrack kicks in as it is mostly rock stuff from lesser known bands to mainstream stars like My Chemical Romance, who did the intro song. It is tolerable at best, but of course there are custom soundtracks, which shine in a game like this pending which music you have to blast. The sound effects are also a mixed bag which bumping sounds not feeling like noises of a real car crash since actual car damage was promised for the final version even though it is secretly hidden, which is also a huge selling point failing to miss its mark among the consumer audience (Unless you consider the recent online damage patch for that mode). The various cars' engines roaring and slowing down are still top notch for the franchise.

Is Gran Turismo 5 worth the long wait after the numerous delays? If just want to drive a lot of cars, yes because the driving model is still as good as it was since the original. If you're expecting a huge leap for the franchise because of how long Polyphony worked on, prepare to be disappointed as this game feels like one step behind its main competition now in everything else. The franchise formula is starting to feel dated of being more a grind and a chore than fun after numerous hours in the main career mode. The laundry list of features is still there driving different types of cars, but there are definitely lots of them hidden missing from what they initially promised such as damage not being a significant addition as it should be, the track creator feels tacked on, and besides some interesting social elements, the online department feels unfinished as a whole until they update it with more structure and purpose. This game also proves that Japanese philosophies of game design especially in the single player progression aspect of grinding it out till you can get the one thing you need to win just can not cut it in these days of gaming as it used to be maybe a decade ago. I had high expectations for Gran Turismo 5 to deliver on all the promises it sets out to achieve, but it could of been so much more especially with how long it was in development for.

Score = 7.5/10

Pros:
  • From a gameplay standpoint, still lives to the "real driving simulator"
  • Tons of content which means lots of replay value especially if you're willing to 100%, which will take a while perfecting everything
  • At some moments, it is one of the best looking games out today
Cons:
  • Tons of questionable design decisions that turned out bad
  • Career progression becomes too much a grind and a chore in A-Spec/B-Spec Modes
  • The premium car/standard car debacle is an issue - especially when you put more polish to a certain percentage of the cars, it makes that much of a difference
  • Hidden/missing features that Polyphony promised before the game came out (Where's the YouTube upload feature for example?)
  • Online play as of now feels unfinished as it is a complete mess until it gets patched with improvements

Sunday, December 12, 2010

End of Year Plans for G Unit Ver1's World...

Well its the end of the year and here's what to expect from this blog of mine for the next two weeks...

  • Reviews of Gran Turismo 5 (yeah finally) & The X-Men Arcade Game (Out on PSN this Tuesday)
  • Top 10 Albums of 2010
  • Top 100 Songs of 2010
  • Top 10 Games of 2010
  • Maybe even a personal post for once too...

Saturday, December 11, 2010

What Got Me Excited at the VGAs...

Spike TV's Video Game Awards happened tonight and while I don't care about the awards themselves as always, its the exclusive reveals that got people's attention even though most of them have been rumored for the whole week, but not a lot of surprises even though its good some games were officially confirmed...
I might as well start off with the showstopper that is Uncharted 3: Drake's Deception. Coming out on November 1, 2011 and the sequel to my favorite game of last year, Among Thieves, Nathan Drake is back on the loose with his adventuring ways. This time, there are no jungles, well for now, as the franchise takes a different turn at the desert where more possibilities can be thought of. Considering Naughty Dog's pedigree and amazing success with Uncharted 2, I want to see them top themselves with Drake's Deception next year. No word about multiplayer or co-op features yet other than lots of improvements to those modes even though like the last game, looking forward more to the campaign than the rest. I hope Uncharted 3 blows my mind when the final version is out in November because it already is right now.
One of my favorite franchises (even though I jumped on late) from the last generation of consoles finally makes a return, which is the SSX franchise. The new game, SSX: Deadly Descents is the series going in different directions with its premise and new developer. The Skate team is now handling the game as we'll see how their expertise can be handled to the world of snowboarding. Will the crazy tricks and style that made SSX awesome come back? I hope so, but its too early to tell for now. SSX: Deadly Descents is out next year and another most wanted game for me because of my love for the franchise.
Forza Motorsport 4 was somewhat a surprise, but the announcement trailer confirms its existence and its release for Fall 2011. Expect it to trash Gran Turismo 5 (which I still have to review lol) as well as Kinect-related features that Microsoft was demoing at E3 too.
Prototype 2 has been rumored for a while too and while the original didn't live up to its expectations as some hoped, I guess it was successful enough for a sequel to happen. I got nothing else to say about this since I didn't play the first game, but it is out in 2012.
Resistance 3 has been teased before, but finally there's some gameplay footage this time around as Insomiac hopes to keep the momentum going with this franchise despite mixed reactions with Resistance 2. Its out on September 6, 2011 and we'll see if this shooter can make the next big leap up to AAA status Sony wants it to be.

The leaks with Mass Effect 3 came true as this game is officially confirmed for release next holiday season (PS3 Mass Effect 2 is still out next month which I'm considering getting it since I didn't play it on 360). The Ravagers have invaded Earth and as its defenses to down to a slim, it is up to Shepard to save the home planet of the humans or let it fall. Who knows how the choices from the previous games will play out in this third and maybe the end of the trilogy.
Mortal Kombat gets a PS3-only character is none other than Kratos from the God of War franchise. He's no stranger to the fighting game world being in that Soul Calibur PSP game, but his brutal personality and no holds barred combat style makes perfect sense to be in the new Mortal Kombat. Just seeing the trailer of Scorpion, Sub-Zero, Shao Kahn, and then Kratos coming in was kind of nuts. Who knows if I would rock him in the game, but the new MK is still coming in the spring time.
It is about time Bethesda returns to the Elder Scrolls franchise after dabbling with Fallout for three games. The fifth game, Skyrim, is planned for release cleverly on 11/11/11. Since I enjoyed Oblivion and never cared that much for their Fallout games, hopefully Elder Scrolls can bring it back for my Bethesda RPG needs.
Batman: Arkham City is also out next fall and Hugo Strange seems to be the main villain this time around. With the amazing success of Arkham Asylum last year, can Rocksteady's magic happen again with this new one. I hope so...

There were some other stuff at the VGAs, but I didn't care much about for now. Next fall is already looking crazy and arguably better this fall after tonight's bombardment of announcements. All I have to say is bring them all on!

Thursday, December 9, 2010

MvC3 gets Hailstorms and Seismos...

Marvel vs. Capcom 3's new announcements today are a good start to my morning...



MvC2 high-tier favorite Storm finally gets the MvC3 treatment and pretty much most of her game is intact. She can still somewhat runaway with her flying abilities (I guess), her supers are still the same with her hailstorms and lightning storms. Hailstorm game might be nerfed though since u can't really call assists out like crazy. I do like the different retro look she has as well and also not as annoying (voice-wise) too like in MvC2 (lol). Since most of her core game is still the same deal, expect Storm to be another favorite here.



Street Fighter IV's Crimson Viper makes her versus game debut in MvC3 and out of the new characters in that game, she makes the most sense in this type of game with her crazy sheninegans. After seeing the footage, the transition has worked well for the lady with thunder knuckles and seismos (Also her focus attack from the SF4 games). Her combo game seems good and she also seems to have a tri-dash, which getting in should be easy for her to dish out the damage. All her supers and ultras are in as well, which is expected and easier to connect after combos. Since SSF4 and MvC3 are completely different games, her flame kick game would likely be nerfed (crossup sheninegans is what I mean). Speaking of her burn kick, it seems too bright once it connects, which could be a little distracting for the eyes as we'll see if Capcom will tone down the brightness of that move come final release. All in all, I like Viper's inclusion in the game to the point I would consider trying her out, but then again high levels of execution like in SSF4 will probably matter, so we'll see with that.

There's the MvC3 Food Fight event also happening this Saturday at Los Angeles and I might go, but if I recall my experience with previous Capcom events, specifically the Super Street Fighter IV launch party, it's going to be a hassle to get in and luckily I got in by just swooping in. Since they're only letting 200 people in first come first serve, I'm not willing to take any chances of waiting a few hours outside downtown LA just to hang out, eat some awesome food by the food trucks that will be there, and play MvC3. So, who knows with that... but you never know I might just go after all. Anyway, here's more footage of Storm and C.Viper in action below.




Monday, December 6, 2010

The Monkey With The Tie Returns in a Big Way... The Donkey Kong Country Returns Review



The Donkey Kong Country games were the games I started with in my childhood, so they were the ones I most remember when I first started gaming seriously in the mid 1990s. From the breakthrough graphics that seem ahead of its time, the platforming, the collect-a-thons, and the challenge, they were the platformers in the later years of the Super Nintendo. Since those times, Donkey Kong has been through a lot with the "disappointing to some" N64 game and numerous spinoffs like the Konga games and Jungle Beat being the closest to being a return to form for the big ape with the red tie. It seemed like the classic DKC formula was dead and forever remembered in our memories till Nintendo decided to bring it back big since they have been on a roll with their iconic franchises. Even though the original developers of the trilogy Rare had moved on to Microsoft, the franchise is in good hands again with Metroid Prime developer Retro Studios. Donkey Kong Country Returns is what fans have been waiting for years as it is well, a return to the good times of the franchise. That means also a return to form for Donkey Kong to platforming greatness, which indeed is the case as Retro did an amazing job recapturing the glory days of those days to the Wii.

The premise of DKC Returns is simple, which is bring back the classic formula Rare made with the original trilogy and spice things here and there with the Retro touch. A rebooted franchise means a new story, right? Well, sort of as it is a different take of the original Donkey Kong Country as new enemies, known as the Tiki Tribe, steal Donkey Kong's hoard of bananas and of course its up to him and his pal Diddy to get them back. For those expecting some reference to all of the original games, you're not going to get it as Retro solely focused on the first game as the main influence. Donkey Kong's signature moves are still intact here in this new game, but with a Wii twist by shaking Wiimote to handslap, roll, and blow while crouching, a new move added to his disposal. Sure, you can still jump on enemies to kill them, but now you can time the press the jump button to get more height after jumping on an enemy Mario style. The control options consist of the Wiimote sideways and the Wiimote/Nunchuk combo, but I prefer the Wiimote sideways personally for the definitive old-school experience and I felt I'm doing things more precisely jumping and waggling than the Nunchuk. Also changed this time around for Returns is how Diddy is being used. Instead of being another playable character, he is pretty much being a true sidekick hanging on Donkey Kong as his primary purpose is his rocket jetpack as he can make Donkey Kong hover for a limited time. Diddy proves to very useful on that alone especially in the later and tougher levels. The exception to Diddy though is in two-player co-op when he does is fully playable, but the co-op requires more teamwork than what intended to be as both players have to in sync together flowing through a level. It is still fun though having another player join the fray as most cooperative games go.



The classic DKC formula remains mostly the same in Returns with different twists. Collecting bananas is pretty self-explanatory especially getting a 100 of them gets an extra life, banana coins from the later games are in, which allows to shop for stuff in Cranky's house from extra lives, Squawks the parrot, a stage key unlocking another path in the world map, and temporary invincibility with banana juice. The KONG letters make a return as they more of a purpose this time around than the original games as they also matter in completing the game 100% The collect-a-thon doesn't stop there as there are also puzzle pieces to collect in the numerous levels to unlock bonus art in the gallery. Squawks can be useful here as he will go crazy when a puzzle piece is nearby as these can easily be hidden or be found in bonus rooms reminiscent of the original game. The collecting aspect is not that bad in Returns, but at least its not as overblown like in Donkey Kong 64.

The Donkey Kong Country games have also known for its level design. The levels were filled with variety and challenge, but a fair challenge at best. Retro is no stranger to level design with their work on the Metroid Prime games and their knowledge has been applied in Returns exceptionally well. All the levels have that DKC flair of bottomless pits, obstacles that can ruin things, and so on. That challenge also applies here to being one of the toughest games of the series, but still a fair challenge that will push your platforming skills to the limit at any time. Even the non-platforming stages, the signature mine cart levels and the new rocket levels where Donkey Kong rides a rocket barrel to transverse through some areas as one hit equals one loss of a life. The Super Guide that is in in the recent Mario games is also here if you lose numerous lives in a certain level where a Silver Donkey Kong comes in and beats the level for you without anything you collected. Of course, there are also the boss fights as well, which are solid for the series as expected as most of them are not easy to defeat, but have a certain pattern it takes to take them out to move on. The lack of water levels seems surprising, but that is a minor nitpick and also the animal buddies other than Rambi the Rhino being useful in some of the levels where he can just go nuts running through spikes and thrashing anything in his way with his horn. The level design is top notch from beginning to end with some difficult levels to pass through to beat the game, but Retro has done a splendid job of keeping faithful to the series' roots as well as put their special touch to these levels that can't be done in the Super Nintendo.



Graphically, Donkey Kong Country Returns is one of the best looking games of the Wii's lifespan. There are lots to soak in every level as even the little details look amazing for the system. As with the level design, the variety is truly remarkable from the signature jungle, the tidal waves of the beach world, the cliff stages, the factory, and culminating at the volcano. The characters look great in action maintaining their signature animations we known for years. With the new enemies though, their design feels mixed as at times they just feel soulless and makes you want the Kremlings to come back because I feel this franchise should maintain something similar with the Mario franchise of having the signature enemy/rival throughout its history. As for the sound, the signature tunes are remixed and remastered for the current generation from the overworld map that is remixed for all eight worlds, the jungle BGM, the factory BGM from the first game, the mine cart music, and more. Personally, I like these remixed tunes as they did the originals justice. The other sound effects are also great as for once you're actually feel like Donkey Kong with its gorilla voice, thumping around at every jump, and so on.

Despite being one of the toughest yet fair in terms of challenging games of the year, Donkey Kong Country Returns is a fantastic return for the monkey we have been waiting for. Retro Studios has done it again bringing back an iconic Nintendo character from its glory days to modernizing for the new Wii audience. Even with its modern approach technically, it is still old-school 2D platforming at its finest just with more to be messed around with the power of the Wii. It also feels like a reminder to my childhood of how these games influenced my start of my gaming hobby. With the outstanding level design, perfect replay value for completionists getting all the KONG letters, puzzle pieces, getting gold medals in the time attack mode, and beat the bonus temple levels, and being purely faithful to such a successful franchise to the Super Nintendo, Donkey Kong Country Returns is another home run for Nintendo and Retro Studios and one of the best games of the year. Any Nintendo and platforming fan should not miss out on this amazing game.

Score = 9.5/10

Pros:
  • Amazing level design, which is expected for the franchise
  • Retro has done a great job faithfully bringing back another iconic Nintendo character
  • Old-school 2D platforming at its finest and also challenging, but not impossibly difficult
  • One of the best looking Wii games ever
  • The remixed and remastered tunes sound great and did the originals justice
Cons:
  • Some might be put down by the challenge especially in the later levels
  • Lack of water levels and only one animal buddy playable (Rambi) is a little disappointing, but pretty minor compared to what was in the game
  • I didn't have that much of a problem with the controls, especially the waggle ones, but I can see why people would have a tough time at first.

Pac-Man Fever in 2010 & It Is Still Arcade Perfection... The Pac-Man Championship Edition DX Review



Pac-Man needs no introduction for what it has done to video games. It is still a timeless classic today eating pellets, not running into ghosts, and then eating them once you ate the power pellet. It took a long while after numerous spinoffs, but the classic formula was modernized with 2007's release of the original Pac-Man Championship Edition on Xbox Live Arcade. A new competitive focus with time limits, shifting mazes, new ways to score even more points, and more opportunities to eat ghosts. It re-energized the franchise in my eyes and I was addicted all over again going for the highest score I can put up on the leaderboards. It also made route memorization more crucial in order to get those high scores in which you can not stop for nothing as if you're some robot. With the success of the original Pac-Man CE, Namco Bandai decided to take things to 11 with Championship Edition DX. If you thought having Pac-Man fever back in the day was amazing, you will have that same reaction in 2010 because it is as addicting perhaps even more with the inclusion of more mazes and ways to score even higher. Even in 2010, Pac-Man still manages to achieve arcade perfection.

The core formula from the last game is still intact with this DX release with the competitive drive to score as much points as possible within a certain time limit (five or ten minutes). If achieving scores in the hundred thousands was crazy enough, think again because high scores can rack up to the millions range because of the new changes and customizable options in place. Eating fruits in the changing mazes still works the same way, but there are more ghosts on screen. In the original Pac-Man CE, you were given more offensive opportunities to eat ghosts with more power pellets, but it was still a game of avoiding them while gaining that high score. This time around with DX, those offensive opportunities have increased tenfold with the amount of ghosts you can eat in a given stretch. There will ghosts just standing there, but you just get their attention by just going on your route and they'll just follow you like a train to no end not really posing a threat unless you get trapped. After getting a ghost train of 30 ghosts and then eating a power pellet, you will witness one of the greatest and satisfying moments of gaming this year eating that ghost train racking up points like crazy for that limited time. However, that is one way of having success in the game as it is still about route memorization and survival. The other main addition to DX makes things easier with bombs. These bombs are pretty much your get out of jail free card putting all the ghosts back to the their middle spot while avoiding a loss of a life. Like the last game, getting the game over is pretty much impossible once you're just on a zone, but getting hit by the ghosts still ruins your momentum and kills time. The new additions are amazing and makes Pac-Man more about getting that high score than just survive.



There are a few new mazes to choose from to get high scores and state your claim on the leaderboards which Namco improved upon from the last game. It would be nice to have friends leaderboards visible while playing, but I guess it would clutter up the screen ever more, which is okay. The Championship II course will get the most play, while other mazes are still pretty good for variety purposes like Highway, Spiral, and Junction. Even the original Championship course is still in this game and flows the same way with not as many opportunities to eat a lot of ghosts as the newer mazes give you. Speaking of variety, that is the case with the change of graphical styles and music. You can change how Pac-Man looks from old-school to modern with eyes and such along with the colors of the background. Even the music tracks can be changed before starting a game as all of them sound great being all trance-like as if you're in some rave going crazy dancing, but instead you're playing Pac-Man. Like the original, DX looks amazing and runs very smoothly which is expected especially when get things get frantic and crazy like eating a ghost train as an example. The sound effects also sound intact to what fans have loved for years, but the eating ghosts effect sounds so good when eating a lot of them.

I considered Pac-Man Championship Edition modernized arcade perfection at that time of its release with how addicting it was. I can say the same thing with this new DX version being perfection especially with the improvements and addition that change the game dramatically. The drive for higher scores is what keeps me going and will give the game basically infinite replay value especially if you're competing with friends or you're just willing to be at the top of the leaderboard. That was the case with me being the top player in the PSN version for its first week and then more people bought the game and figured out ways to score even higher, but it gives me motivation to level up my Pac-Man skills. Who of thought Namco can top themselves after the success of the original CE as I never expected they would till they announced this game. I have Pac-Man fever all over again and I'm not ashamed to say it in 2010 with how awesome Championship Edition DX is.

Score = 10/10

Pros:
  • Modernized arcade perfection... what else is there to say
  • Best downloadable game of the year for me
  • You'll have Pac-Man fever because you'll be addicted to get high scores
  • The new additions make the game better and crazier

Monday, November 29, 2010

Mega Music Roundup for 12/29/10 (Minaj, BEP, Daft Punk, & more)

Back on the blogging grind this week and another roundup of music with five artists that cover the lows and highs of the 1-10 scale...



First off is the highly anticipated debut album from rising rapper Nicki Minaj with Pink Friday. With Young Money on your side (Birdman, Lil' Wayne, Drake, Jay Sean), you can't go wrong with the buzz Minaj has brought to the hip-hop game. From her numerous cameo appearances with other high-profile rappers, her rep increased at a rapid rate and high expectations were set for her solo album to deliver. Unfortunately, those expectations were arguably set too high as the album is something totally different. Her crazy personality still applies to the album, but those expected lots of her rapping skills to show up on her own, be prepared for disappointment on that end. There are like two or three hip-hop/rap heavy tracks in the whole album and pretty much my favorites as well from "Roman's Revenge" featuring Eminem, which is rapping Nicki at her finest to "Moment of Life" featuring Drake. The rest of the album feels very poppy from a mainstream standpoint with lots of singing by Nicki herself to a point it feels like a repeat of the Drake album since both those albums feel very similar. Then again, it shows the case that Nicki is indeed a diverse performer besides a rapper like her label mate, but it still feels like an identity crisis who she really wants to be established as. The current singles, "Your Love" and "Right Through Me," and "Check It Out" with Will.I.Am (more on him later) are examples of her truly going the poppy route to appeal to as many fans as possible. Those expecting the majority of her album to be hip-hop, you're not to get it on her own album, but rather in other rappers' albums from Kanye's "Monster," and so on. Despite that, Pink Friday is still a solid debut album for Nicki Minaj, but something different from what I expected it to be.



Next up is Ne-Yo with his newest album, Libra Scale. This album actually came out silently for me because of all the delays as it would be came out earlier in the fall. I think the delay did hurt the album considering all the singles and videos pretty much came out before the thing even came out. The videos Ne-Yo went for this album are continuous actually being one whole big story of him of course getting a girl. "Beautiful Monster" is the only song in Libra Scale that feels like he is trying out different stuff putting out a clubby joint as your lead single distancing away from his traditional R&B style we know him of. Other than that, it is still your typical Ne-Yo album of the similar songs we are accustomed with. After listening to it, it makes me wonder if his peak has passed already after Because of You and Year of the Gentlemen since those are still pretty good R&B albums today. Libra Scale feels like one step back for Ne-Yo, but you're in a need of a new R&B fix, it is still fine.



Ke$ha has been one of the breakout artists of the year in the mainstream pop scene whether or not you like her. She decided to take a similar approach that Lady Gaga did last year with The Fame Monster and release an EP, called Cannibal, of more songs along with packaging it with the Animal album. Unlike Gaga's EP effort, Ke$ha's new EP will probably not put a big punch into the radio stations as Gaga's Fame Monster did since that EP was an instant classic with all of the songs being potential singles. Then again, Gaga and Ke$ha still feel like two different artists with their distinct styles. There are standouts though from Cannibal that are worth playtime on the radio and the clubs with the title track, "Blow," and the lead single, "We R Who We R." In a nutshell, its more catchy pop by Ke$ha that will annoy haters of mainstream music.



Speaking of mainstream pop, I'm already calling this one my most disappointing album of the year which is The Beginning by The Black Eyed Peas. Remember when BEP was a hip-hop group that put out dope music? I can't completely blame the inclusion of Fergie being the downfall of the group in terms of leaving what they're good at and going on the poppy approach as Elephunk was still a good album, but by Monkey Business, you start to see signs of their change in direction of their sound from that chill hip-hop days of "Joints & Jam" to songs like "Boom Boom Pow" and "I Gotta Feeling" from The E.N.D. album, which pretty much cements their position in the mainstream music world. While I can tolerate what was in their last album, the one I just mentioned, The Beginning feels like a rush job or basically a repeat of The E.N.D. That's probably what they want at the end of the day even though I feel like this album should of came out a year later. Now we get more dumb mindless songs like the "The Time (Dirty Bit)" which is a disgraceful cover of that "Time of My Life" song. In other words, what a way to ruin a timeless classic by adding crazy electro beats to it to make it dumb. I do have my limits with catchy mainstream pop as some can do it right not being serious about it and others can do it totally wrong as the Black Eyed Peas are sadly in the latter camp for me now. It is still crazy that group went a complete 180 degrees in terms of putting out quality music. Sorry Will.I.Am, Apl.de.ap, Taboo, and Fergie... you guys need to go back on the drawing board and reboot yourselves again with new ideas because I am pretty much had enough with your style of clubby crap. (End "rant")



Now with that out of the way, we finally can talk about something considered pure greatness from beginning to end. When I first heard about Daft Punk doing the soundtrack for Tron Legacy, I got pretty excited of the potential they can do with a movie-like score and boy did they took advantage of the opportunity. I never thought this duo that is known for being one of the best electronica artists in the game to forever change my mind about movie soundtracks as this is something truly epic. It almost feels like a match made in heaven between the movie with its robotic and futuristic atmosphere and Daft Punk themselves handling the score. Plus, who of ever thought that they would compose a soundtrack for such a high profile movie like Tron Legacy, which is out in theaters on December 17. There were teasers of what to expect by the mysterious men with the trailers that are out for the movie, but the whole soundtrack itself feels like its own experience and does the Tron-like feel exceptionally well. A lot of people expected this soundtrack to be treated as a new Daft Punk album, but it is pretty much not because it is indeed a orchestral score done Daft Punk style. From all the orchestral pieces that have the futuristic vibe blended in beautifully like "The Game Has Changed" to the Daft Punk-y tunes of "End of Line" and "Derezzed," you feel like you're in one hell of a ride and that ride just builds and builds to something amazing. I gotta hand it to them for bringing that atmosphere to life with their sounds as it is just something special even after the credits song rolls. Daft Punk's Tron Legacy soundtrack is something you can't miss as it is an experience worth remembering from beginning to end and among one of my favorite albums of the year.

That's it for now... I can't think of other albums in the next month I'm looking forward to now.