Last week's DLC for Dance Central 2 was "Milkshake" by Kelis and it was a reminder why this song was crazy during my high school years. Mainly, I still remember it because it had an insane beat for the time. Anyway, enjoy the clip above and this week is finally shuffling with LMFAO's "Party Rock Anthem" unless you already have the song because you bought a copy of DC2 this month at some stores.
Its still G Unit Ver1's World about games, music, and whatever else I'm thinking about.
Monday, February 27, 2012
Thursday, February 23, 2012
A Taste of Snowboarding Heaven... Hands-On with the SSX Demo
Snowboarding heaven arrives next week with the new SSX and EA was able to release a demo on Xbox Live Marketplace and Playstation Network earlier this week. The demo contains two tracks with one being a race against CPU opponents at the Rockies and the other being trick-based at New Zealand. There is also a tutorial at the start to get players used to the controls as it defaults to standard, but can be changed to classic like the PS2 games were. However, the classic controls don't feel as classic as they should. Even though the tricks are mapped to the L and R buttons, spinning in the air is only on the d-pad and it can be tough to adjust to that with the left analog stick as regular movement. Sometimes, you will forget that you have to spin with the d-pad during big jumps missing big scoring opportunities. The standard controls, on the other hand, also took some time to get used to after so many years with the classic controls. Tricks can be done with the right stick or the face buttons as I went with the face buttons and they feel fine even though after a hour or two of hammering those buttons during jumps, my fingers were definitely taking a beating. Once you find a control style of preference after some runs, you'll be fine as you progress through the game.
The developers took the racing seriously this time around in this new SSX. Taking the right line really matters as it makes a big difference between being first and second place. The combat mechanics from the previous games are taken out, so you can punch people next to you to take them out for a short period of time, which is why I like the strong emphasis on the actual racing. It took me a while to find that perfect line through the Rockies course as I keep getting 2nd because sometimes following whoever is in first and trying to pass is a not the best idea. I also have to keep in mind that it is still a race and I can't be crazy high in air pulling off sick tricks, but you have still to nail enough of those to infinite boost going on your tricky meter. Speaking of boosting, SSX does a great sense of speed when you get a good stretch going really fast down the mountain. I would also compare it to the Burnout franchise once you go blazing. Then there is the RiderNet feature, this game's version of Need for Speed's autolog where you compare times and scores against your online friends and the leaderboards, but I won't get that much into that until my review of the final game.
The "Trick It" section of the demo is about getting a high score for the gold medal as most of those events go in the previous games. Just like the racing, a planned out line is definitely recommended to get that score, but at the end of the day, you're just going to find whatever ramp closest and try to get as many points as you can out of it. The tricky meter is similar to the uber meter with two levels of tricks. Once your tricky meter is golden, you can do the next level of tricks and even signature ones as well. Keeping that meter golden is the big key in doing well in these Trick It events because ending the combo will reset the multiplier. One of the exploitable tactics in past SSX games was to nose/tail press by any means necessary when you can't find a nearby jump and that still works to a certain extent in this new SSX. Another new mechanic in SSX is ability to rewind especially bailing during a big combo. I'm glad the developers decided that rewinding feels like a punishment as it subtracts points from your score and during races, opponents will just pass you. With that punishment mentality in mind, players like me won't use it that much and rather restart from the beginning of the course to get that perfect full run going.
I should not be talking more about this demo because most of this is gonna transfer over to my review of the final game, but damn I'm totally in love with the new SSX. If the demo is any indication how next week will turn out, this is gonna be arguably my most played game of the year. Plus, its nice to have a trick-based game out again because it seemed like the extreme sports genre of gaming of dying because of the Tony Hawk franchise's downfall and EA's Skate series did well enough, but not enough for that mainstream success. The strive for perfect full runs and trying to dominate RiderNet against online friends is gonna keep players like me going for a long time. I can already tell just by resetting multiple times during races and trick runs to try again (shoutouts to Siglemic). The graphics and soundtrack are also amazing just by the demo alone and I believe they will hold up in the final game. Man I can't wait for Tuesday which is when SSX is coming out on Xbox 360 and Playstation 3.
First Gameplay Footage of Sonic 4: Episode II
Sega finally shows off gameplay in their new trailer for Sonic The Hedgehog 4: Episode II. After the disappointment that was Episode I, hopefully Dimps can turn it around here. Will the physics be changed for the better? It seems early to tell from all the quick cuts of the clip. At least the levels seem different and not unoriginal versions of past stages which Episode I had. One of the zones might be another version of Sonic 2's Aquatic Ruin Zone, but I'm not exactly sure. Tails seems to have a bigger role than people thought of in the first place as there are team mechanics to transverse through the acts, so at least he is not an useless sidekick. This is coming out in the Spring and after playing through Sonic CD again (which I didn't review, but get it since its still five bucks), I hope Episode II can make this whole Sonic 4 thing something legit than a desperate attempt of a comeback.
Wednesday, February 22, 2012
Taking Gangstas Back Into Space with Saints Row: The Third's New DLC
Even though Genkibowl VII was a disappointment to many last month, THQ and Volition are back with another set of DLC missions with Gangstas in Space. The big difference this time that this pack is actual story missions than activities seen in Genkibowl. The length of beating them is still the same as you'll be done with Gangstas in Space in a hour or two. This does not have any relation to the main campaign, but you star in a new movie directed by Andy Zhen. Your sidekick is a girl named Jenny playing as Kwilanna as the director gives her a tough time as if she is just an extra throughout the DLC. The missions themselves are scenes from the movie being shot and they are only three of them, hence why this DLC is over right away. Most of the scenes do take in Steelport as you blast away the army, alien intruders, and even alien spaceships to save Jenny. Like Genkibowl, Gangstas in Space does come in its own trophies and the unfortunate thing about them compared to Genkibowl is that you can't replay the missions with the same character over again if you missed a trophy or two (a patch will come out that will resolve that soon) . For trophy whores, better have a second character ready just in case you skipped getting one of them even though most of them are simple and can be beaten normally. The one achievement/trophy you'll likely miss the first time around is the collectable one as there are collectables spread throughout the movie set to get.
There is some other nice touches about Gangstas in Space. A film grain is used for the most of the missions giving it that feeling that you're actually shooting a movie. Also, the trademark humor the game has been known for is still intact from the cutscenes and even the trophies such as the "Do A Barrel Roll!" one. Additionally, I loved the usage of music in this DLC as it is the generic movie type of soundtrack you would hear when watching a summer blockbuster and it works in a game like this. The unlockables are not that bad and probably not gonna be used again when roaming around, but you get a spaceship, a new homie, and new laser weapons. Despite all of that, Gangstas in Space is seven bucks and for one hour or two of content, seven bucks is still too much for some, but this is better than Genkibowl because of the fact these are actual missions with a storyline. Hopefully next month's DLC (I think this is the last one planned) is even better than the two out now.
Tuesday, February 21, 2012
The Ocarina of Time's "Ganonless" Glitch
Watch live video from Cosmo-OoT on TwitchTV
As if The Legend of Zelda: Ocarina of Time was a broken game already if you have seen the numerous speedruns of it over the years, there is a completely new glitch that was discovered just last weekend that skips the whole finale of the game. It is known as the "Ganonless" glitch and it requires some insane stuff for it to happen that I can't even describe here. It has been known that the game can be beaten in under a hour using the RBA route (aka random bottle adventure I think), but with this huge glitch, things are definitely gonna pick up now in the world of OOT speedrunning. You do the trade quest as normal, but there is lots of bottles, bugs, and fish involved that I can't even explain how that is done either (oh yeah bombs and deku nuts too). Along with that, you have to beat Dodongo's Cavern without getting the stone which is where the glitch has to go down. The ending is even crazier being all broken as I'll let the video above show that. It is still amazing to me that there are still glitches discovered so many years later after their initial release.
Hands-On with Mass Effect 3's Co-Op Demo
The online co-op half of the Mass Effect 3 Demo has been out for nearly a week even though everyone was able to access it by last Friday. It is no surprise that this co-op is a wave-based survival mode, but with the Mass Effect twists, it turned out better than I thought. I was going to write it off as just another Horde mode, but you can tell BioWare took their sweet time making it as a legit multiplayer mode than another tacked on bullet point to sell more copies. There are two maps to play in this demo as one takes place in a Noverian base while is at a more urbanized environment. Even for a demo, there is tons of replay value with the amount of unlockables you can get and it provides a good taste of the action in the final game.
One of the major reasons that co-op is more deeper than what people expected is the amount of characters you can play as and level them up. For the demo, you start as humans with the variety of classes the franchise has been known for from Soldier, Vanguard, Engineer, etc. As you buy starter/veteran packs with credits earned from playing matches, you gain more characters of different races, weapon modifications, extra health/ammo items, and more. A Turian Soldier for example would have different powers and stats than a human soldier, so BioWare did a good job of mixing things up with their races and classes so they don't feel one-dimensional. Leveling them up is the same traditional Mass Effect fashion with powers and stats along with the new branching trees introduced in this game when you reach level four with certain abilities. However, there are multiple characters with different classes to mess around with compared to customizing what the campaign gives you. It is also easy to level up quickly in this demo as a long game can guarantee that especially when you are just starting out.
There is a finite set of enemy waves players have to beat to complete the mission. For the demo, they are set at ten, which didn't seem much, but these games go longer than you think (almost a hour if you go deep). Hopefully the wave count can be customized in the matchmaking options of the final game. There are also difficulty settings that are significantly different in terms of the enemy count and types of enemies they throw at you as Bronze is the easiest, Silver is basically normal difficulty, and Gold is the hardest. Even on bronze difficulty, beating the ten waves with a full team of four is not a cakewalk as one wrong move will lead to failure. Teamwork in general is a key factor in beating these missions as going nuts without any sort of a gameplan is a bad idea especially with enemies that can kill you fast. At some waves, another objective would open up for players to complete than just clearing out objectives. These range from getting to certain chokepoints of the map to hack software or killing specific targets. More objectives just add along for things to get done while enemies are still out there to kill you, which is a good thing.
As far as the gameplay is concerned, it is still Mass Effect, but with more human controlled players in a certain area. Being that it is online co-op, the power and weapon wheels are not used since you can't stop the game during an online match, so you have to rely on quick commands to switch weapons, use powers, and items. It is highly recommended that the group you play with for this mode is diverse in terms of the classes as going in with four soldiers or four vanguards for example is not a good idea. The various classes are still true to themselves as they were in the campaign as having a variety of them in one map definitely helps. An engineer for instance would use drones in certain parts of the map to mow down enemies while soldiers and vanguards can finish the job with their damaging powers up close. Players can be revived if they're down, but can be curb stomped or bled out if you don't come in time to rescue them. Playing the maps with a varied group of classes does prove that co-op Mass Effect works as they have their roles to complete the mission.
Even though it is another wave-based survival mode at its core, Mass Effect 3's online co-op is actually fun to play especially with a group of players that use a variety of classes. There is a ton of replay value that can be as much as the competitive multiplayer juggernauts out now with the amount of characters and classes you can play as. The maps feel fine just by the demo so far as it is crazy seeing an Atlas mech roam around a small indoor environment at times. However, I hope the online matchmaking improves as load times can be long going in and out of games in the final game. Even when not finding matches, the load times are longer than normal even going back to the multiplayer menu. All of being that said, this is Mass Effect multiplayer done right as I don't think a versus mode would work out as well as this co-op, but who knows. We'll see if the online co-op still holds up when Mass Effect 3 is out in two weeks on Xbox 360, Playstation 3, and PC.
Thursday, February 16, 2012
Hands-On with Street Fighter X Tekken
I finally played Street Fighter X Tekken for the first time last night at Wednesday Night Fights. The build Capcom had there last night didn't have the boss characters Jin, Bison, Ogre, and Akuma and it was also the PS3 version too with three of the exclusive characters playable. This is also I think the first time SoCal folks can mess around with the gem system in a public setting too. The game has been getting mixed reactions with all the systems introduced, gems, and certain characters not being in the roster, but you never know when you actually play the game than just watching it. With that mentality in mind, I actually had a fun time once I was able to get some basic stuff going.
Having knowledge of both franchises is not really a requirement, but it is preferable to have even though it is still a 2D Street Fighter game at its core. The Tekken characters also can be a little daunting to play at first especially if you look at their command lists that are filled with unique normal moves along with their special moves. I do say however that Capcom did a great job translating these characters to a 2D space as they are able to retain most of what made them great in Tekken from their combo strings along with mixing in core Street Fighter mechanics. The juggle and bound mechanics from Tekken are also in there in some form as once you pull off combos going with those in mind, it is cool stuff and makes "feel yourself" as the cool kids would say in the fighting game world. The Street Fighter characters are pretty much intact from previous games (specifically the SF4 series), but once you kick in the new systems introduced in Cross Tekken, the game is way different than you think.
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