Thursday, September 25, 2008

Hail to the King... The Duke Nukem 3D XBLA Review


When Duke Nukem 3D first arrived on PC, it was truly something else despite being another first person shooter in 1996 that Doom started. While it played like shooters at the time like Doom and Quake, the questionable content raised some eyebrows among the gaming industry. Twelve years later, Duke makes his return appearance on Xbox Live Arcade maintaining what was great in the PC version and added more features to be more of a complete package. While Duke Nukem Forever may never come out or disappoint, playing the one that made him famous still feels great today. As a nostalgic festival of what first person shooters were before Halo or Half-Life, Duke Nukem 3D is worth a playthrough for fans and even newcomers who want to know why this game made a stir of controversy in the gaming world in the mid 90s.

As a mid-90s FPS, Duke is all about killing alien scums and being a true American with his signature quotes of "Come Get Some" or "Hail to the King Baby." The story is as simple as it gets with Earth being dismantled and it is to Duke to get rid of the aliens who wrecked havoc and save the planet. The gameplay follows the same formula that Doom started of shoot bad guys, don't die, find some keys and sometimes get lost, and shoot more bad guys for a few hours. That formula surprisingly still holds up today and being old-school means you not as babied through a shooter as you are today. All the fundamental weapons are there such as the shotgun, chaingun (Ripper), and the rocket launcher along with obscure ones that generate laughs at times with the Shrinker and the Freezer. At default settings, there is some sort of auto-aim in the game even though aiming in general with it on can be a pain of times. In addition, expect yourself to die a lot if you run to tight situations, but a new rewind system allows players to return from the moment they died or even the beginning of the level if things didn't go well (along with the save at any time system). Another potential issue with some players is motion sickness if playing for a long time especially having run mode turned on, which makes things go faster than it could be. As a single player game that came out twelve years ago, it still feels like mindless shooting, but it feels great despite some minor flaws.


Other than the single player campaign, there is multiplayer in the XBLA version of online deathmatches either one-on-one or free for all where a maximum of eight players go crazy in any of the levels in the campaign. It is a little unfortunate that deathmatch only levels don't exist and having eight players trying to kill each other while everyone in run mode feels too chaotic that lots of luck rather than skill is required to win games. Sometimes, you just have to fire at will and hope you kill someone in the process, but at least online games performed well with minimal lag. The other major multiplayer feature is co-op with also up to eight players tackling the campaign together even though the first one who ends the level also ends the level for everyone else. Despite that issue, it is still cool co-op play is still in in some way. New to the XBLA version also is a Halo 3-like saved clips system of keeping recent games of both campaign and multiplayer. This system is also neat to see blazing speedruns of the game's levels happen in mere minutes.

As a port of Atomic Edition with one more episode compared to the original PC release, Duke Nukem 3D seems fine running at a constant 60 frames per second with little to no instances of slowdown. Sure, the game looks ugly now compared to what is seen today, but if you have a nostalgic love for the enemy sets and Duke himself, you don't need to worry. There is no widescreen support in this XBLA version as the game screen is in 4:3, but at least the border surrounding the game screen looks like a cool wallpaper you would use on your PC. The sound quality remains the same from the PC version with Duke maintaining his signature personality and generic music throughout the campaign.


For 800 Microsoft Points (ten dollars), the XBLA port of Duke Nukem 3D offers a lot of value with a lengthy campaign the first time though, but can be beaten in a hour or two if you memorized the game to death. Along with online co-op and multiplayer deathmatches that are too chaotic requiring some luck to be successful, there is still some replay value after beating the game in addition to the saved clips system. The port quality seems fine as well keeping it faithful to the 1996 release with all the graphics and sounds in tact. The normal XBLA requirements of leaderboards and achievements ranging from game progression and racking up kills in ranked deathmatches are in too. If you're itching to relive the days of first person shooters when they were controversial and before they were too mainstream, I recommend checking out Duke Nukem 3D on Xbox Live Arcade.

Score = 8/10

Pros:
  • Accurate port of Duke Nukem 3D: Atomic Edition
  • Gameplay feels nostalgic, yet it still holds up to today's FPS.
  • Great additions of 8-player co-op and a Halo 3-like saved films system.
Cons:
  • Motion sickness may be a problem for some if the game goes too fast.
  • Multiplayer deathmatches can be too chaotic at times with more luck than skill.
  • Aiming issues can be a pain with auto aim on.
  • No widescreen support, but the neat border makes up for it slightly.

Wednesday, September 24, 2008

Banjo Kazooie XBLA Footage...



With Banjo-Kazooie: Nuts & Bolts out on November 14 on 360, Microsoft and Rare also planned XBLA versions of their first two adventures on Xbox Live Arcade. The first game (shown above off-screen) is planned for release on November 26 for 1200 Microsoft Points (15 bucks), but it is also if you pre-ordered Nuts & Bolts (that game is 40 bucks and a good deal getting two jam-packed games). If you didn't pre-order, I think 15 bucks seems fine for now considering how long it takes to beat the game and also 100% it since I did it back on the N64 version (still a great game today). The original's sequel, Banjo-Tooie, is planned for release sometime early next year for the same price and I am checking this one out since I never played it when I had my Nintendo 64.

Anyway with the footage above, it seems pretty good so far being a port of the original game. While making everything in HD (Nuts & Bolts engine) would have been cooler, the quality seems great so far. Rare integrated the requirements for a XBLA game in great fashion as well with leaderboards and achievements. No border in the way also feels good and looks like the graphics have been tightened up to be considered "enhanced" graphics. I'm actually still hyped up for Nuts & Bolts and hopefully it lives to Rare's late 90s greatness even though it is out a week after the juggernaut that is Gears of War 2. Doesn't matter, I'm buying both anyway.

Tuesday, September 23, 2008

Street Fighter IV's Box Art...


Capcom revealed the final box art for the console versions of Street Fighter IV and it looks okay. Chun-Li being front and center is fine even though she is low tier in the game compared to her 3rd Strike days along with the upcoming movie starring Kristen Kreuk out around the same time as this game (the current date is February 2009). It would be cool if there are multiple covers with each character getting the spotlight in the center like C. Wiper, Abel, Guile, and others. Expect both PS3 and 360 versions to make a big splash at next month's Tokyo Game Show revealing new details about the console exclusive characters (also Gouken now confirmed to be playable this week) and more.

Meanwhile - More Dhalsim ownage in this match clip...

Monday, September 22, 2008

Remembering the 90s Mega Man cartoon



Since I bought Mega Man 9 today on WiiWare (yes, it is hard), Youtube user, TheSwitcher, made a compilation of moments from the 90s Mega Man cartoon just like his videos of the Street Fighter and Mortal Kombat cartoons. I actually did watch this back in the day too as a kid and it was enjoyable, but now you can tell how hilariously bad it can be at times.

Saturday, September 20, 2008

Let There Be Rock!!!! The Rock Band 2 Review


Note: I don't have the new instruments as I am only reviewing the game, so check elsewhere for thoughts of the new Stratocaster and Drum Kit.

Last year's Rock Band took the rhythm game to a whole new level. Harmonix, the originators of Guitar Hero and Frequency, managed to top themselves of making a full band experience that satisfies both hardcore and casual players with a balanced soundtrack based on difficulty while keeping it a challenge for genre veterans. Rock Band also had long legs with weekly downloadable content of varying quality, but still was a reason to keep playing for new songs. Now Harmonix is already on Rock Band 2, which is arguably how a sequel to a rhythm game should be made fixing nearly everything the first game was flawed on along with unleashing an awesome soundtrack that spreads throughout decades of music. The full band experience gets better with more recognizable songs that were hot during their day and also a challenge for returning players to tackle more difficult songs that the first one did not have a lot of.

Rock Band 1's career mode is gone in Rock Band 2 as Band World Tour can also be played solo, which is great and not as frustrating as last time trying to get people to play along with you. In addition, fans asked for Band World Tour to be online and got their wish for the sequel as you can hop online to progress through the long journey. The structure for the mode remains the same from the first game of traveling across the world playing in different venues unlocking songs, in which you have to pass them once to be playable in quickplay, and gaining money and fans. Of course, the harder the difficulty, the more money and fans the player would gain. Another improvement in this mode is the player can play any instrument instead of a specific one, so your guitarist or bassist can be a drummer if a drum kit is connected and even a vocalist if the mic is hooked up. Speaking of different players, the customization is still the same from last time with more outfits and instruments even though you can't transfer a character from the first Rock Band to Rock Band 2, but it is easy to recreate them anyway since all the customizable items from RB1 return. Mystery setlists can as varied as ever if you have a lot of DLC that works from the first game along with the songs from the first disc that can be exported for five bucks. Playing Band World Tour alone is still enjoyable and satisfying once it is beaten, but it is still more satisfying with more players.



Rock Band 2 has the same difficulty progression of songs as the first game as in being easy for the first two or three tiers and then difficult, but passable in the final tier of songs specifically playing on Expert with any instrument. The challenge is definitely beefed up for the sequel with harder songs such as "Painkiller" by Judas Priest and "Battery" by Metallica. The note charting this time around is fine as well introducing hammer chords, but that experience can be altered by turning on breakneck speed (Rock Band's version of hyperspeed) or even turning on no fail mode. Speaking of no fail mode, it is great especially for parties where people just want to go crazy and not worry about failing a song halfway in especially some of the longer songs. Of course, no fail mode does not factor in to Band World Tour and turns off leaderboards and achievements.

Fundamentally, the game still plays the same as the original with hitting notes, the five star scale (or gold stars if playing on Expert), and the overdrive system for both solo and full band play. Bass grooves, drum fills, and saving a failing person are still in and work the same way. There are improved training modes in Rock Band 2 especially for drummers learning patterns and doing better sounding fills. I mentioned earlier that I don't have the new instruments, but the older instruments that worked in Rock Band 1 still works for the sequel if you prefer playing guitar or bass with the Xpiorer or the Les Paul from Guitar Hero III. Sure, you will miss certain features when playing with the Guitar Hero guitars like solo fret buttons and altering effects when in overdrive, but the experience is still the same despite the Xpiorer having delayed Overdrive and my Les Paul is starting to lose it.



There also other modes in Rock Band 2 worth playing through other than Band World Tour. One of the new modes are specific challenges of playing varied setlists based on difficulty and other setlists based on downloadable content packs like a Weezer specific one or Oasis. Battle of the Bands is also a neat new mode of more challenges such as longest drum streak, longest bass groove, or playing the latest downloadable content pack in a row like the recently released Megadeth album Peace Sells. Online leaderboards also cater in to the songs, battle of the bands, and world tour scores. Other than cooperative multiplayer with a full band, the head-to-head modes Score Duel and Tug of War return, but they're still a distraction from what else is offered in the game.

Graphically at its core, Rock Band 2 definitely looks like the original, but it is significantly improved in nearly every aspect. It is easier to spot hammer-ons and pull-offs as they appeared a little smaller than last time. The new visual effects truly make it perhaps the best looking rhythm game around with the music video venues and other colorful effects even though it may hurt the eyes a bit if playing for more than two or three hours along with your fingers as well if playing on guitar or bass. The characters themselves also look fundamentally look the same from last time even though it could be weird at times specifically during setlists of a guy signing a female song and vice versa. Even though it may seem like a marginal improvement at first, Harmonix definitely stepped it up in a significant way.



The soundtrack has also drastically improved from the last time with an amazing count of 84 songs that spread throughout decades of music and hundreds of more songs by downloadable content out now or soon on the Rock Band Music Store. Also the genres of music represent well ranging from "One Step Closer" by Linkin Park, "Everlong" by Foo Fighters, "Livin on a Prayer" by Bon Jovi, "Chop Suey" by System of a Down, and many more from the 60s to today. As of now, Rock Band 2's soundtrack is the best one so far on a disc. All 84 songs are master tracks, which shows that the rhythm genre is mainstream at this point compared to playing covers when the Guitar Hero juggernaut first started. Sure, some covers are still playable if they're downloadable songs, but expect from this point on that you're getting the official song and not a cover that can either hit or miss.

Rock Band 2 is definitely worth owning if you loved the first game to death of being the definitive rhythm game and full band experience. It is also worth it for first-time plastic rockers who want to know what the big deal is about these games taking over the industry, but they should wait for the full bundle next month. With an slightly improved Band World Tour, a more challenging journey for veterans, and no fail mode for parties, Harmonix has created near perfection. Expect nothing but good times every time Rock Band 2 is on your system whether alone or with friends, online players, and loud parties.

Score = 9.5/10

Pros:
  • Band World Tour way better this time around whether playing alone, locally, or online.
  • Improved full band experience with the addition of no fail mode for parties.
  • A rewarding challenge for veterans and the option to play on Breakneck Speed.
  • Amazing soundtrack that consists of many decades of music.
  • Slightly improved graphical presentation.
Cons:
  • If you're expecting some sense of innovation, you're not finding it here.
  • Tastes of music may also determine a purchase or not.

Friday, September 19, 2008

On the Fence - Wario Land: Shake It!



Wii owners like me may found some worthwhile stuff to buy next week with Mega Man 9 on Monday (WiiWare), De Blob during the week, and Nintendo's very own Wario Land: Shake It on Tuesday (or Monday if you're lucky). My Wii is continuing to collect dust despite some playtime when cousins /nephews / nieces want to play it (usually Mario Kart Wii or Super Smash Bros. Brawl), but this new Wario Land may bring me back to Wii before school starts (I return on Friday).

I blogged previously about Shake It! and it seems to be the "definitive" game for the hardcore that fanboys think Nintendo gave up on. It looks and plays like old-school platforming and it is a short one too to beat. In addition, it has great graphics with anime-like cutscenes and Wario having some of the best animations on Wii with this game. Who knows, if I plan to buy it next week (now its this or Duke Nukem 3D XBLA - maybe both), expect a review as well.

Speaking of reviews, my Rock Band 2 review will be up tomorrow.

Old-school Mega Man returns next week...


Mega Man 9 is out next week as fans are going nuts. Capcom confirmed a Monday release on WiiWare, Thursday on PSN (That and WipEout HD out on the same day = Madness!!!), and XBLA the week after on October 1, which is fine as Microsoft gives Duke Nukem 3D XBLA its week of glory before Mega Man's time. Remember, Mega Man 9 is as old-school as it gets from the 8-bit graphics and gameplay, the press kit (pictured above) with that "amazing" box art on a shirt and a NES cart that doesn't work. Also, Mega Man games are usually hard, so this new one won't be a cakewalk either.