Home Blog Page 6245

Random Game of the Week #4 – Daxter

Daxter – PSP – 2006

When I started choosing random games to play, I was worried that I would get unlucky and there would be very little variety. Sometimes randomness doesn’t end up appearing all that random after all. I think it turned out pretty diverse though. My first game was Solaris, an arcade style space shooter for the 2600 that I knew nothing about prior to playing it. Second was Metroid Fusion, a GBA title which I’ve played several times and I consider one of my favorites. Next was Sentinel Returns, kind of a lame duck among PS1 games. It was a puzzle-type game that I couldn’t get the hang of. What will today’s game be? Let’s find out!

The random number generator says 27, and system number 27 is my PSP. This could turn out well. Most of the games I have for PSP are ones I specifically picked up because I really wanted to play them. So we’ll roll again and see what we get: number 3. Let’s see, the third game on my list for PSP is Daxter. Well this should be interesting. I got Daxter for free from Sony through their Retail Loyalty Program while I was working for a video game store, and I think I played a little of it but I never really got very far. There were just too many other games that needed playing and it got lost in the shuffle.

I think I prefer this European cover art for Daxter to its American counterpart.

I’m a huge fan of the first game in the series, Jak and Daxter: The Precursor Legacy, which was an immensely fun 3D platformer for the PS2 by Naughty Dog. Naughty Dog is best known lately for its PS3 franchise Uncharted, but to me they will always be the creators of Crash Bandicoot and Jak and Daxter. While I did buy Jak II when it came out, I was kind of turned off by all of the changes to the formula so I sort of lost interest in the series, choosing instead to replay the first game whenever I was feeling the itch. I’ll be glad to give Daxter another chance though. While I remember it being a little clumsy due to the PSP’s shortsighted lack of a second analog stick, it should be a fun little excursion.

I’m not so sure about this Japanese cover for the original Jak and Daxter though.

So far no complaints. The opening cutscene was pretty good. At first I was worried when I heard the green sage talking so positively about Daxter, but he quickly returned to form by the end of his speech. The only thing that bothers me is the premise. Why is Daxter working as an exterminator? I guess there isn’t much money in being the sidekick of the savior of the city? After the first game involving Jak and Daxter saving pretty much the whole world if I remember correctly, it’s strange to see half of that team resigned to squishing bugs.

My first mission has me clearing out bugs from a local hotel, but once I arrive and talk to the concierge he informs me that he’s lost the elevator key and wants me to look around for it. Ok, excuse my attempt at logic for a second, but this would never happen! Video games do this sort of thing all the time: someone sends you on an errand that has little or nothing to do with you, and is really something they ought to take care of themselves.

Let’s imagine this in real life. An exterminator arrives at a hotel to do a job he was hired for. Upon meeting with an employee of said hotel, they say, “Oh sorry, I know we called you to come help us get rid of pests, but I lost the key to the elevator. What? Why does our elevator need a key? Nevermind that, can you look around the lobby for the key that I lost and waste your valuable time that I’m playing you for?” On what plane of existence would that happen? If I were that exterminator, I’d tell that concierge what he could do with his lost key.

F@%@# that noise. Get your own key.

Anyway, back to the game. Ok wait. I just found the elevator key, and do you know where it was? Literally like 10 feet away sitting under a flashing beacon. I’ll forget about the real world implications of this right now, but why did they even do this from a game design perspective? Why even bother making me walk like 2 seconds out of the way to grab a key just to then tell me to go straight to the elevator? I know it’s a small thing, but sometimes I can’t help but wonder what’s going on in a game designer’s head. That objective was specifically put in place by someone for seemingly no reason. I can keep mentioning silly video game logic moments all day (like why exactly Daxter needs an electric fly swatter), but I think I’ve had my fun. Time to get to it.

Video game logic to the rescue!

After completing a few more missions, I’m beginning to notice that there is a lot of variety to this game. Or at least some variety. There was a mission where I had to ride around on an antique speeder named Ol’ Betsy spraying swarms of bugs off of plants, followed by a trek through a bar’s basement where you were forced to use your bug sprayer as a jetpack-type hover apparatus. My feelings about these two segments could not have been more different. I felt that speeder level was a terrible attempt at making Daxter feel more like one of the earlier Jak titles by adding in a similar element. Ol’ Betsy is nowhere near as smooth to control as the speeders in games like Jak and Daxter for example.

One of the biggest problems is the control scheme. I understand that when designing controls schemes for portable systems, you sometimes don’t have a lot of options because of a lack of ample input methods, but the only thing the PSP is really missing is that second analog stick. This isn’t too much of a problem in Daxter because they map the swing of the camera to the shoulder buttons. However, when on the speeder they also mapped jump to L and your bug spray to R. This means that the same buttons are used to jump and attack as are used to turn the camera. I hope it’s clear why this can be a problem in a level where you are riding a hover bike and even worse, a level where you’re timed to eliminate all of the bugs. Another problem is that the speeder doesn’t spray its green mist ahead of itself, but rather releases it to the rear like a snow plow dropping rock salt. This all made for an awkward and really unpleasant experience.

As hard as it was to get used to, I actually miss Monster Hunter’s “claw” control scheme

After that disaster of a level, you can imagine my delight when the next level told me I was now able to use my sprayer as a jet pack (ok, really more of a hover ability, but shut up) and a flamethrower (as long as there’s a source of fire nearby). Alright, so there are some contingencies, but it was still cool. In this mission, Daxter had to clear out bugs from the basement of a bar and repair their water pressure system (which he knows how to do apparently). By holding circle while in the air you’re able to get some lift and hover for a few seconds with your sprayer. This air time can be extended by picking up globs of pesticide which are floating all over the place, and you can get a height boost by spraying it over flames to ignite your green stream. This mechanic can also be used to turn your sprayer into a flamethrower to burn down cobwebs and attack enemies. This made for some really fun platforming segments and a few tricky precursor orbs to collect. I’d like to see more of this mechanic and less of the awkward but obligatory fan service speeder levels, because after all, that’s what I loved about the Jak series: platforming!

I won’t make it a secret that I’m a huge fan of platformers, both 2D and 3D but probably favoring 2D just a little. It’s one of the oldest, and in my opinion most fun, genres of gaming and unfortunately there really has been a bit of stagnation among platformers for the last few years. Thankfully that seems to perhaps be ending, with the recent releases of New Super Mario Brothers, Lost in Shadow, and the superb Donkey Kong Country Returns, not to mention reboots of some of my favorite classics like Rocket Knight, Bonk: Brink of Extinction, and Sonic 4 (I liked both it and Sonic Fan Remix) all starting to sprout up.

I never thought we’d see a new game starring the loveable PC Genjin.

Yes, these are all 2D, but that’s exciting to me because that’s what’s really been missing this last decade was the plethora of 2D platforming that could be found in the previous decades. Hopefully this revival isn’t just a trend as companies start to see that this genre still has a lot to offer financially. This rant does have a point though, I swear! What I’m trying to say is that while the Jak series did offer variety, and there have been lots of changes and additions throughout the franchise, it was always rooted in very solid platforming. I think that Daxter would have been better off had it focused more on that basis, because the foundation is definitely there.

The next level was in a subway station, and involved jumping around between moving trains and dodging obstacles, all while collecting precursor orbs and fighting a few bugs. I really don’t know where all of these orbs are supposed to be, because I’ve been looking pretty thoroughly in most of these areas and I’m still missing a good deal of them. Anyway, this level was another disappointment. I just finished the level and the boss fight with a giant queen bug which makes up its finale, and it was just frustrating. The momentum shift when trying to jump between trains is not only disorienting, but it makes it almost impossible to make it to the next moving platform before it either disappears or you slam into an electric fence. The boss fight was fine, and it actually worked pretty well. The only odd thing was that out of the four phases, numbers 3 and 4 were literally identical, but it was a pretty decent boss fight.

Every game needs a giant spider queen boss. Side Note. I honestly read this as “Plastic Armored Arachnid” on my first playthrough. Addendum: Kids are dumb.

I’d say the low point of the level though was probably the “train chase” segment, where you’re riding a zoomer (speeder, zoomer, hoverbike, whatever they want to call it) down a tunnel while a train follows close behind. The reason I put train chase in quotes is because this was the easiest escape sequence I’ve ever done in a video game. You just hold the accelerator, hit some speed boosts which are almost always directly in the middle of the tunnel, and avoid electric obstacles, which are usually placed at the left or right edges. Therefore, if you just hold X and stay in the middle (which is exactly what I did) you’ll be perfectly fine and will barely have to touch the analog stick. in the video at the bottom, this childishly easy segment begins at around the 6 minute mark.

I think I’m going to stop this thing here. While I don’t think Daxter is a bad game exactly, it’s also not very good. There are just too many other good games that need playing that I can’t see myself spending any more time on this one. If Ready at Dawn had cut out all of the “variety” stages like the zoomer levels and stuck to good ol’ fashioned platforming, I think they really could have had a pretty good game here. The problem for me is that once the game strays away from platforming, it becomes very tedious and mediocre. So all in all, there were definitely enjoyable moments, but they were punctuated by segments that didn’t match the quality of the rest of the game.

That’s four games down and about 600 to go. Of course, since I add new games to my collection all the time this could potentially go on forever. For now though, I’ll be saying goodbye to Daxter and hello to whatever the dice throw at me next time.

Saints Row: The Third gets a gameplay trailer… sort of

Yes that is what you think it is. No I won’t type it out for you so you can read it. But it is indeed that. But moving on Game Informer has acquired an exclusive and non-embeddable trailer for Saints Row: The Third and has it up on their website you can find here. The interesting fact about the trailer is it shows actual gameplay footage and is nearly a minute long so you better be in the mood for plenty of information.

Well… at least a little bit of information anyways. When the company names and warnings take up most of the time it is always a bit of a let down but in this case it is more of an early April Fool’s joke.

L.A. Noire’s Slip of the Tongue retail bonus gets a trailer

You know a company is standing behind its product when even the retailer specific DLC starts to get their own trailers. This comes as Rockstar Games has released a new trailer for L.A. Noire, this time focusing entirely on the “A Slip of the Tongue” DLC that people will be getting if they happen to buy the game from Walmart when it arrives on May 17th in the U.S. or through other retailers worldwide on May 20th.

The DLC appears to focus around a car theft ring and Cole Phelps being place don the case in an effort to try to crack the case through interrogation and plenty of gun fights. You can catch the full trailer below.

Nintendo 3DS and PSP nearly tied for sales in Japan this week

Now we usually don’t report about sales statistics of various game systems from different countries around the world. If we did that would be all that you actually would read on the site probably. Regardless, though the Nintendo 3DS has just been released worldwide and made major sales, Japan has had the hand held for over a month now. The interesting thing about this is that, while the 3DS is currently in the lead for sales in the 3DS the PSP is actually only a few hundred sales behind it this week.

The calculated week ended on March 27th and the Nintendo 3DS pushed out 50,710 sales in that week while the PSP managed to sell 50,479 as reported by Gameindustry. Now the boost in sales for a handheld that has been out for many years can be credited to the fact that Final Fantasy IV: The Complete Collection was just released in Japan but it is still interesting to see an older handheld nearly topple a brand new device. Obviously the disasters in Japan have effected everything and the price of a PSP is cheaper than a 3DS but perhaps Nintendo needs to reevaluate their marketing/development.

SOE closes studios; cancels The Agency

It certainly is hard to get gamers to welcome in a new property and give it a chance, but it appears that it is certainly harder to even make sure that property comes out. Also it doesn’t help that Sony Online Entertainment has issued an official statement regarding their workforce. The company will be closing three of its studios, Denver, Seattle and Tucson will close and 205 people will lose their jobs in these closures.

Also announced alongside the company layoffs is the cancellation of the long delayed The Agency. It has been quite a while since we have even heard of The Agency, which would have been a cross platform MMO revolving around spy work and espionage. The studio that was developing The Agency was SOE Seattle, and apparently the company will be focusing more on PlanetSide and EverQuest instead.

Below you can read the full statement from SOE:

“As part of a strategic decision to reduce costs and streamline its global workforce, SOE announced today that it will eliminate 205 positions and close its Denver, Seattle and Tucson studios. As part of this restructuring, SOE is discontinuing production of The Agency so it can focus development resources on delivering two new MMOs based on its renowned PlanetSide and EverQuest properties, while also maintaining its current portfolio of online games. All possible steps are being taken to ensure team members affected by the transition are treated with appropriate concern.

“This strategic decision will have no impact on SOE’s current portfolio of live games; additionally SOE will transition development efforts for the Denver and Tucson studios’ suite of products to its San Diego headquarters. This strategic alignment of development resources better positions SOE to remain a global leader in online gaming and deliver on its promise of creating entertaining games for players of all ages, and servicing the 20 million players that visited SOE servers in just the past year.”

Friends play for free on RIFT this weekend

RIFT players are being given codes to pass on to friends in the hope of introducing more players to the MMO. Newcomers who recieve this code can then play the game for free this weekend during the ‘Allies of the Ascended’ special event.

They’re called ‘Ally Codes’ and will only grant access from April 1 through April 4. After this period, new players will need to purchase it along with a monthly subscription fee in order to carry on playing.

To use an Ally Code (if you have a friend who can give you one) just follow these instructions:

  • Log in to your Trion Worlds account, or create a new account if you do not already have one.
  • If you are not automatically redirected, click the “Apply Code” menu item.
  • Enter the Ally Code you received from your Ascended ally.
  • Download the RIFT patcher by clicking the “Download Client” button in the “Manage Account” section of your Trion Worlds account, or click here.
  • Install the RIFT patcher, update the game, and you’re ready to play!
  • Event schedule: 10am PDT April 1, 2011 through 10am PDT April 4, 2011.

The codes will grant new players a digital download of RIFT, enabling access to certain features of this game during the Allies of the Ascended special event. You will need to create a Trion Worlds account if you don’t already have one to participate in this event.

 

Virtua Tennis 4 getting PS3-exclusives

Sega has said that PS3 owners will be receiving a few exclusive goodies in Virtua Tennis 4.

PS3 owners who buy the game will gain access to three exclusive ‘Legend’ players in the form of Boris Becker, Stefan Edberg and Pat Rafter. On top of these exclusive characters, the PS3 players will also get two exclusive party games called Pin Crusher and Net Blitz. The latter, Net Blitz will make use of the PlayStation Move controller, the trailer of which can be seen below.

Sega also has plans to release a PlayStation Home mini-game around the time of and relating to the French Open. It has described the game as having a “Space Invaders feel to it”. It will be available from May 22.

Rabbids 3DS trailer bounds in

It looks like those wacky Rabbids are back again, with a trailer for their latest appearance, a 3DS game called Rabbids 3D surfacing.

This game sees the Rabbids travel through time, invading locations in the past from the likes of the Middle Ages and Ancient Egypt. On their journey, they will also collect bits and bobs as they navigate their way through the enviroments. It’s a 2D side-scrolling platformer, which seems and odd choice for the 3DS. As only the 3DS screen can display the 3D images, unfortunately we can’t see exactly how the 3D is put to use in the trailer, but it will be interesting to see how the 3D has been factored in by Ubisoft when the game releases on the 1st April (no joke).

Kinect Sports lands product placement deal with Sky TV

BSkyB and Microsoft/Rare have signed a product placement deal for the  Xbox 360 Kinect game, Kinect Sports, to appear in the pre-title sequence of sports panel show A League of Their Own on television channel Sky 1 and Sky 1 HD.

Kinect Sports was already sponsoring the show, but now the product placement deal will mean a short sequence before the programme starts, showing members of the panel and audience members playing Kinect Sports. The Kinect Sports product placement will feature from this Friday 1st April, becoming the first product placement deal to air on Sky.

Jason Hughes, Head of Branded Content at BSkyB, commented, “We’re delighted to be able to build on our broadcast sponsor partnership with Kinect for Xbox 360 and Kinect Sports in this way, especially as it is the first product placement deal we’ve agreed to make it on air. Both Kinect Sports and A League of Their Own are all about people having fun with sport, and we look forward to working with Xbox to innovate and develop our relationship further over time.”

Does anyone else from the UK watch the show? Although there are way too many quiz shows being televised nowadays, this is probably one of the funnier ones with the casual sports theme

New Spidey Game Announced – ‘Spider-Man: Edge of Time’

Activison and Marvel have teamed up once again to create a new Spider-Man game titled ‘Spider-man: Edge of Time’. The game will be developed by the Activision-owned studio Beenox, who last brought us ‘Spider-Man: Shattered Dimensions’ last year. “The first Spider-Man entry by Beenox, Spider-Man: Shattered Dimensions, was touted as one of the wall-crawler’s best Spider-Man games to date from both critics and fans,” said Vicharin Vadakan, Director, Global Brand Management. “Beenox is once again taking a fresh and different approach to bring a fast-paced and high-octane adventure and unexpected story to life in Spider-Man: Edge of Time.”

A follow up game of sorts, ‘Edge of Time’ will once again delve into the Marvel Comics Multiverse, putting players in the roles of both classic Amazing Spider-Man and Spider-Man 2099 to correct a timestream that has gone awry, in order to prevent a catastrophic future brought on by the early, untimely death of Peter Parker. The game’s story is in good hands with acclaimed Marvel veteran Peter David (co-creator of the comic book series Spider-Man 2099) on board creating a rich narrative for the action to take place. Gameplay wise, players can expect an action-packed adventure with new “cause-and-effect” gameplay, where players will be able to see how their in-game actions will affect the timeline of the other Spider-Man.

Spider-Man: Edge of Time is set to release later this year in fall. If you’re lucky enough to be attending WonderCon 2011 in San Francisco, California, you’ll be able to get a sneak peek of the game at the Activision/Spider-Man panel on Saturday, April 2, at 4:30 pm in Room 103.

For more information on Spider-Man: Edge of Time vist HeroHQ page on Facebook