Tuesday, February 3, 2009

Super Bowl Sim, Plus First Madden 2010 Details

Quite the Super Bowl, huh? I honestly had given up on that game about midway through the third quarter, only to be pleasantly surprised with a Cardinals comeback and a great Steelers win. It wasn't the best Super Bowl of recent years but it was entertaining and turned into tightly contested game. My prediction from Friday wasn't that far off the mark, as it turned out.

And speaking of predictions, while I normally avoid "Madden sim" stories like the plague, this year's EA Sports-run Super Bowl simulation with Madden NFL 09 turned out to be pretty darn accurate. Check out these numbers

Ben Roethlisberger
Sim: 21/28 for 286 yards
Real game: 21/30 for 256 yards

Kurt Warner
Sim: 27/38 for241 yards
Real game: 31/43 for 377 yards

Santonio Holmes
Sim: 8 catches for 131 yards
Real game: 9 catches for 131 yards

Larry Fitzgerald
Sim: 9 catches for 105 yards
Real game: 7 catches for 127 yards

Score at Halftime
Sim: 21-7 Steelers
Real game: 17-7 Steelers

Final Score
Sim: 28-24 Steelers
Real game: 27-23

Nice job, fake football game!

Of course, the real Madden news out of Super Bowl XLIII was the halftime posting of the first details on Madden NFL 10 on the EA Sports blog. In the post, Ian Cummings, lead designer on Madden NFL 10shows off a new technology that will make its way into the game, and into other EA Sports games this year: procedural awareness. As I understand it, PA allows for an in-game character to accurately follow something--a ball, a defender, a receiver--in a way that doesn't require canned animations; instead, it's generated on the fly by the game engine. As Cummings defines it:

"Alright, so what's Procedural Awareness in a nutshell? 'The ability to procedurally manipulate the spine, neck, head, and eyes on a player in the game; and also add layers of emotion/attitudes on top of those manipulations'."

There's no in-game footage of Madden NFL 10 using the PA system yet, but there is a pretty cool tech demo that shows a rough quarterback model turning his gaze to four illuminated objects in sequence. At one point, as the object is moved by a mouse cursor, the QB's head moves accordingly left, right, up, and down. It's pretty easy to expand that out to how a virtual Ben Roethlisberger might follow his receivers along their routes, running through his progressions until the player choose someone to throw to. As Cummings says in the blog:

"This is definitely pretty cool stuff…we can tune how fast the player switches between different targets, and then also how he behaves when he locks on and follows a target. You can already envision this being used by DB's and WR's when the ball is thrown, QB's as they go through progressions, safeties as they drop in zone, and obviously many more cases. In terms of visual fidelity, PA is also a major step up from any other normal IK head tracking solution."

A second video on the page shows a more fleshed out model of Dwyane Wade following objects, complete with eye blinking and realistic-looking neck movement. A third shows a video of ways to use the PA system to generate facial animations procedurally, which seems like it be a handy way to add more emotion to a sports sim (like after a DB gets burned by a speedy wideout) but also seems like it has uses in many other game genres as well.

So, a bit of a tech demo for our first look at the game and it's only the beginning of our six-month wait until the next version of Madden. In the meantime, I'd suggest EA thinks about changing the name of the game. What, after all, is wrong with 'Madden NFL 2010'?

What do you think of Procedural Awareness and how do you think it can be implemented in Madden to improve this year's game?

Sony should build the next Xbox


We all know that being being a console manufacturer is a capital intensive business. The fact that there are only three companies currently in the business shows just how much of an investment it takes. Now that the world is dealing with a massive economic downturn the cost must pinch that much more. At the turn of the year we had plenty of stories about how the video game industry is recession proof. That belief appeared to be borne out by record breaking sales over the past Holiday season. All three platform holders, Microsoft, Sony, and Nintendo have boasted about their performance recently. Recession? What recession, seemed to be the message sent out by the sales figures. However, fast-forward a few weeks and the picture seems to have changed somewhat. Both Microsoft and Sony are talking about massive lay-offs and/or closure of entire divisions. Hardly the actions of recession proof companies.
Meanwhile, despite a recently disclosed drop in profits the money is still pouring in for Nintendo. The foreseeable future looks assured for Nintendo as both the Wii and DS continue to set sales records and three-year old software like Mario Kart DS still riding high in the charts. In truth, it appears that Nintendo are the only recession proof company in the industry. Now lets assume that Sony wants back on top of the industry and Microsoft want to get there for the first time. What would they have to do to achieve this? Remember that with both companies so far behind and only falling further, it would have to be something very drastic. I think, and here comes the crazy bit, that Sony should build a new console in partnership with Microsoft. With the combined expertise of both companies, what could go wrong? Well quite a lot probably but lets ignore that for now. The division of work would be the most important decision, so who would do what exactly?
I might as well just say it; Sony make better hardware than Microsoft. That statement is hard to argue against for several reasons. Not least among them is the reliability of a console and the PlayStation 3 (PS3) is certainly a more reliable machine than the Xbox 360. The Red Ring of Death (RRoD) is a problem that has plagued the 360 since it's launch in 2005 and it is only recently with the Jasper configuration that Microsoft has gotten on top of it. The PS3 also runs quieter than the 360, which is nice considering it is likely housed in your living room. Coupled with greater reliability and quieter running is the fact that it is more fully featured (built-in WiFi) and more advanced than the 360. The PS3 launched with the then cutting-edge Blu-ray drive as standard, while the 360 is stuck with the tried and trusted (some would say limited) DVD format. When it comes to graphical and processing power it is more difficult to declare a clear cut winner. I could talk ad nauseam about Cell Processors or Tri-Core Xenon Processors but there seems no point. More technically minded people than myself have argued this point at length and have not yet come up with a definitive answer. I am going to side with the PS3 for one simple reason, Killzone 2. This game is without doubt the best looking game on any console at the moment and the 360 does not have a game of comparable graphical quality. Finally, the design of the console itself is a more subjective issue but I believe that the PS3 is an infinitely more appealing design than that of the 360. It is just a sleeker, sexier looking machine.
At this point I'm pretty sure you are all think this article is nothing more than the ramblings of a rabid Sony fanboy but it isn't. Microsoft would have an equally vital role to play in the alliance – marketing and online services. Microsoft have done a remarkable job of marketing the 360, they really do seem to have their finger on the pulse of this gaming generation. As a perfect example, look at the way they handled the RRoD debacle. They emerged from the issue virtually unscathed in terms of sales. How many other companies could handle such a situation so well? They also know how to properly support a game, via marketing and turn a release into a full blown event. The release of Halo 3, was guaranteed to be big but with the might of the Microsoft machine behind it it became a phenomenon. Compare that release to the one that Sony is currently orchestrating for Killzone 2, the most important PS3 release this year. No contest here really. We should be seeing Killzone 2 everywhere we look at the moment but we don't. With some of the Microsoft magic, this game would get the launch it deserves and needs to become a blockbuster.
There is also the issue of the way that Sony is perceived. Either fairly or unfairly they appear to have developed a reputation for being arrogant towards both developers and consumers. They may have abused their position of dominance during the PSOne and PS2 era by not being as accommodating towards developers as perhaps they could have been. Meanwhile Microsoft have gone out of their way to listen to and please developers by making the platform easy to develop on. As a result, the consensus seems to be that 360 is the preferred development platform. There are also charming public utterances such as, “for consumers to think to themselves 'I will work more hours to buy one'”. This comment from Ken Kutaragi regarding the high-price point of the PS3 at launch does little for the public perception of Sony. For this reason, Microsoft would play the main role in selling the console, while Sony would concentrate on building a console to match expectations. As a nice little added bonus for Microsoft they would save themselves a small fortune by retiring the money-hat they use to bribe developers to secure exclusive content over Sony.
Okay, time for a little reality check. I am aware, as I am sure you are too that none of what you have been reading is ever likely to happen. This article is merely intended as an exercise in thinking outside the box for two reasons. How can both companies provide more value to the consumer and genuinely compete with Nintendo for top spot, all in a very tough economic climate? Crazy as it sounds, I do believe that it could work, certainly it would be beneficial to the consumer. Among the many benefits would be piece of mind when choosing a console as there would be no need to worry about platform exclusive games and/or DLC. One question remains, what would they call such a machine?

Friday, January 30, 2009

Eat Lead: The Return of Matt Hazard Hands-On

We take on 2D Nazis and androgynous JRPG bosses in our hands-on look at this satirical action game from Vicious Cycle.

Hazard Returns

Brian Ekberg takes a brief look forward to Eat Lead: The Return of Matt Hazard.

At any given point in Eat Lead: The Return of Matt Hazard, the titular star of this tongue-in-cheek action game from developers Vicious Cycle might find himself squaring off against any of the following enemies: Mobsters, zombies, cowboys, space marines, 2D Nazis, and even Japanese role-playing game bosses. One part action game and several parts game-industry lampoon vehicle, Eat Lead is nothing if not unique. We had a chance to spend some hands-on time with an updated build of the game recently to see how far it's come since our previous look in October of last year.

The setup for Eat Lead revolves around Hazard, a fictional action-game star who racked up a string of hits across multiple platforms in the '80s and '90s. After a few disappointing bombs, Matt Hazard retired, only to take up his career as a two-fisted badass at the beginning of Eat Lead after getting an offer to star in a brand-new action game from megapublisher Marathon Megasoft. Traversing the eight levels that make up Eat Lead, Hazard soon discovers that the game is rigged and that the levels he's making his way through are trying to delete him…permanently.

From that premise, Eat Lead takes the idea of poking fun at video games and runs with it, with levels that change in appearance and makeup on a dime, enemies that start out as soldiers only to transform into zombies, and boss battles that are memorable to say the least. It's tough to know what to expect from one area to the next in Eat Lead, and there are more than a few chuckle-worthy moments as a result.

Consider the sixth level of the game, which we got to play during the demo. After a brief intro movie that featured some back-and-forth between Hazard and his companion QA (who can hack into the game's levels and help him along the way), Hazard begins the level outside of a warehouse, surrounded by crates, forklifts, and trucks. These objects serve as perfect cover for Hazard, and you can use the cover system by pressing the A button on the Xbox 360 controller. Pressing the B button will cross Hazard over to a nearby cover point, if available, and you can aim your cursor and press the Y button to sprint to a specific point of cover.

Safely behind cover, we first took out the bad guys that were in the level using a pistol. It wasn't long before we picked up a machine gun and, once the level was cleared, we moved into the warehouse. We found more bad guys inside, only these looked completely different from the enemies we fought outside, considering their garish armor and their use of what appeared to be water guns. As it turned out, these guys were holdover enemies from an ill-fated, kid-friendly water-gun shooter from Hazard's 64-bit days. As silly as it sounds to be taking up arms with a water gun, it got the job done against these clowns, so we went with it.

Now, naturally, you don't spend an entire level fighting bad guys with squirt guns. Any game called "Eat Lead" better have an assortment of weaponry to choose from and, indeed, we played with submachine guns, sniper rifles, even laser blasters. Blasting enemies doesn't technically kill them; these are virtual bad guys, after all. Instead, Hazard can absorb a defeated enemy's code. If he builds up enough code, you can add a temporary ice or fire damage modifier to whichever weapon you're carrying.

Like the neon bad guys who were susceptible to water blasts, many of the enemies have unique traits that you'll discover as you go. In the level that we played, we also ran into space marines reminiscent of a certain visor-wearing, heavily armored, combat-evolved hero. Conventional weaponry didn't really do much to them but, if you managed to snag a laser pistol, you could take them down with relative ease. Our favorite garden-variety enemies were the 2D Nazis, patterned after something out of the original Castle Wolfenstein. Blasting these flat-planed bad guys was easy…until they turned sideways, at which point they effectively disappeared from view until they decided to face you again.

By far the highlight of the level that we played was the final boss battle, in which Hazard takes on a final boss, known as Altos Tratus, who had the creepily androgynous look of, well, practically every Japanese role-playing game enemy ever made. Better than the boss's look, though, was his speech, or rather the lack of it. To get through Tratus' long-winded prefight speech, the frustrated Hazard has to page through multiple screens of text, and the occasional puzzling ellipses. Though the boss battle was in real time, Tratus plays like a turn-based boss in true RPG style--and defeating him was a matter of figuring out which attack he would do next, blasting him for as much damage as possible, and preventing him from healing himself.

Though the concept in Eat Lead is solid--with loving nods to everything from JRPGs to Super Mario Bros.--there were a few rough areas that we hope get attention before the game is released. Melee attacks, which you pull off in close quarters by pressing the X button, didn't have much oomph to them and seemed pretty ineffective as well. In addition, though Hazard's movements into and out of cover seemed smooth, he feels fairly stiff to us when running and shooting; a bit more responsiveness in the controls would be a welcome addition. If the gameplay manages to live up to Eat Lead's satirical metaplot, it has a good chance at finding success. The game is due on the Xbox 360 and PlayStation 3 in early March.

Afro Samurai Review

This gory, gorgeous action game has plenty of flaws, but it will still satisfy your thirst for blood.

The Video Review

Kevin VanOrd slices and dices his way through this review for Afro Samurai. (Video Contains Mature Content)

The Good

  • Brutal, satisfying combat
  • Great art design
  • Awesome music
  • Some really fun setpiece battles.

The Bad

  • Bad platforming sections
  • Inconsistent pace leads to occasional monotony
  • Inferior camera can't be customized.

Nariko in Heavenly Sword. Cloud Strife in Final Fantasy VII. And now Afro Samurai. These are the characters that you remember for their remarkable hairstyles, though Namco Bandai's newest hack-and-slash action game offers more than just a curly coif that reaches for the heavens. It is an entertaining and thoroughly gory offering that contrasts sumptuous environments and crisp cel-shaded characters with shocking sights of slow-motion dismemberment. In Afro Samurai, you'll chop ninjas in half and watch their disembodied torsos drag themselves along by the arms until they collapse in a pool of blood. Sights like these make for some wickedly satisfying combat, though in other areas, the game falls noticeably short of the standards set by genre predecessors such as Ninja Gaiden and Devil May Cry. Clumsy platforming and pacing inconsistencies keep Afro Samurai from reaching its potential, but the entertaining combat and dedication to its subject matter keep it from being just another forgettable button masher.

If you're familiar with the Afro Samurai anime, you'll undoubtedly enjoy experiencing the events depicted in the series, as well as several that aren't. If you're new to the franchise, the most important thing to know is this: You are a big-haired, cigarette-chomping dude who knows a thing or two about blades. This is a revenge tale, and as Afro, the wearer of the Number Two headband, you're out to defeat your father's killer--the current Number One. Even if you're not familiar with every character (the neurotic, potty-mouthed Ninja Ninja; the demure Okiku), the game's vibe has a way of pulling you in. Split-screen sequences in and out of combat embrace the game's anime theme; a fantastic hip-hop soundtrack tinged with Far Eastern harmonies enhances every slice and dice; and energetic voice acting from Samuel L. Jackson and other recognizable talents lends humor and gravitas in turn. Afro neophytes may not be drawn in by the plot, but they'll find it hard to escape the lush but violent atmosphere.

At the forefront of this vibe is Afro Samurai's combat, which cribs from most games of its type. You can issue weak and strong attacks, kick your enemies around, and string these three basic moves into a variety of combos. You'll spill a lot of blood using these simple actions, but if you really want to punish your acrobatic foes, it's better to enter focus mode and watch the guts fly. With a pull of the trigger, you can slow down time, adjust your blade's trajectory a bit, and lop heads, digits, or entire limbs off of your smack-talking enemies. You have to charge up focus mode by landing combos, but you will never go without the ability for long, and the resulting mix of old-fashioned button mashing and focus-powered slaughter is satisfying and fun. A few other moves help mix things up, such as sprint attacks, parrying, and bullet deflection (tricky to time properly but well worth the trouble). As long as you're facing a typical crowd of ninjas and a miniboss or two, it's all a drippy delight.

Once you're outside of combat (an all too frequent occurrence), Afro Samurai trips over its own feet, thanks largely to unpleasant platforming mechanics. The inelegant jumping sections are easy to stomach in small doses, but they're strung into long and frustrating sequences late in the game--one of which you have to repeat if you die at the hands of the boss that appears afterward. You can wall-run here and there, and leap up and grab certain ledges, but as a rule, you can perform these moves only when the game wants you to, and they're purely for getting from one spot to the next. You can't string them into combat moves a la Ninja Gaiden, and rough animations make these acrobatics look as awkward as they feel.

This leaves the burden of entertainment purely on the combat, and it's usually up to the task. At its best, Afro Samurai keeps pushing you forward, throwing a few different types of foes at you and tossing in various objectives, such as throwing foes into an electrical apparatus or flipping a switch here and there. A few set-piece battles are also a total blast, particularly an exhilarating freefall sequence that might leave you breathless. A couple of boss battles are good fun as well, such as one versus an endlessly self-cloning rival, and the easy but moody final boss battle. Some levels, such as a protracted fight versus Kuma, are lighter on combat but succeed thanks to pensive ambience, entertaining scriptwriting, and pure artistic splendor.

But as brutally beautiful as the combat is, it can't support the weight of some inconsistent pacing and the less appealing boss fights. In some levels, you'll wander around without encountering enemies for far too long; in a few others, nonstop waves of enemies will make you scream for variety that never comes. These issues come to a head in the penultimate level: The combat, normally a head rush, gets a bit tedious, the platforming takes center stage, and a few broken checkpoints might force you to replay sequences that you've already plowed through. The boss fights afterward aren't much of an improvement, spamming some cheap moves rather than providing a true challenge. The camera certainly doesn't help matters; it isn't completely broken, but it has a tendency to get hung up behind objects in the smaller combat areas or jitter around if you move it into certain positions. A related oddity is the lack of camera customization. You can adjust the Y-axis settings but not the X axis, which means that you are forced to deal with inverted camera settings when moving it from side to side. If you prefer standard settings, this frustration will simply exacerbate the other camera issues.

Nevertheless, Afro Samurai is an appealing game, and its visual style and pulsing soundtrack drives this success. The art style doesn't rely on simple cel-shading, but rather infuses this familiar technique with soft colors, muted lighting, and crosshatched textures. It's a unique look, and the gushers of rust-hued blood contrast nicely with the gently lit environments. When you enter focus mode, most of the environmental color washes away, making the gruesome cleaving of a bare-breasted ninja a bloody sight to behold. Jittery animations and other technical flaws can get in the way--particularly in the PlayStation 3 version, which suffers from minor but noticeable frame-rate drops, especially during split-screen incidents--but these rarely detract from the appealing visual design. Likewise, the occasionally lackluster sound effects can't detract from a superb hip-hop soundtrack (inspired by, as opposed to composed by, rapper RZA) and fantastic, lively voice-overs.

Its flaws are noticeable, but Afro Samurai is ultimately a lot of fun. It isn't the next action classic, but it embraces its subject matter with vigor and delivers equally dynamic combat in spades. You can squeeze a good seven hours of enjoyment out of the experience the first time around, and hidden items and ensuing unlockables may drive you to return, if the fun and ferocious combat isn't reason enough. In other words, it's a problematic but ultimately worthwhile reason to don the Number Two headband and see that justice is done--and that Justice is done in.

X360