The New Type of Dance?

Even though I’m not at E3, I’ve still been keeping up through Google Reader on the latest and coolest action there. One of the things that has been getting my eyes and ears ready for some epic epicness is the new game coming out for the Connect from Harmonix. It’s called Dance Central, and I’m pretty excited (as you can already tell).

Coming from the perspective of a long-time DDR and ITG player (check out the link to DDRecall at the bottom page if you would like proof), I’m excited for the opportunity to be able to exercise to some good music, but to also get other parts of my body involved in the action. While there’s nothing wrong with playing all of the 10s, 11s, 12s, and 13s in the normal arcade setting, the play does end up getting a little boring by oneself and just playing to test one’s own skills. Being able to incorporate the other limbs (I’ve gotten to play ParaPara Paradise before and really thought that it was cool to get the arms and legs involved!) presents a great opportunity for fun, the chance to incorporate other people into the fun, and also a way for players and families to push themselves for exercise. I think exergaming is a great way to have fun, get into shape, and provide the basis for a healthier life, and I would love to help design these games, as I’ve lost 60 pounds playing DDR and ITG (in the groove if you’re unsure of this acronym). I also hope that there will be awesome DLC to continue keeping the game fresh, along with combining multiple players through XBOX Live (as I wouldn’t mind encouraging any other players out there to exercise!). Even having the ability to record one’s own routine and possibly incorporating homemade music into the mix may also bring about an opportunity to bring people together through dance, gaming, and exercise.

With the advent of another music game, I still have some reservations about how the gameplay will be like. From my experience, “easy” and “medium” are pretty good exercise routines, mapping pretty well to the music, but “hard” and “expert” really challenge the player and put much more moves/steps in the chart than what most people expect/can handle. With this in mind, I hope there is a lot of playtesting to make sure that all of the moves map well to the music and don’t place many arbitrary “things” into the mix just to make things hard. Examples of these are: making notes not match the music (see “Two Weeks”, Drums Expert, Rock Band), making the scroll rate multiples faster/slower than what the actual music is rated (see any of the Maxes, DDR), or assuming that all music placed into the game will be in 4/4 (that’s a common time signature – see any songs by Rush/Soundgarden in Rock Band to see that asymmetric time signatures don’t work so well). These are the biggest aspects of the game that I think pull the player out of the experience of having fun and exercise, forcing the player to concentrate on the game aspect of the game, rather than enjoying the music and becoming a part of the experience for the audience and other performers (granted, for the hardcore, this is what the experience they want, but as someone who can play the tough stuff, it irks me to no end). That’s the type of play I’m hoping for in this game, and you can find me at the end of this year most likely playing it. I look forward to it, and exergaming with you, the reader, if you are up for some epic music and exercise.

I would also love the opportunity to be able to playtest it, but that doesn’t seem to be likely any time in the future. In the meantime, I’ll keep exercising in the gym and in the arcade to keep my weight down and tone my body for the next costumes I am making :D .

Have a great one!

(images from joystiq and destructoid)

Video Games Live!

Last week, I had the luxury of being invited to go on a road trip to Cincinnati to see Video Games Live (Wikipedia Link). They play orchestrated versions of popular video game music. It took around 3 hours to get there, and we also had the luxury of stopping at a Skyline on the way there (they have good chili if you like chili). The trip was a little long for me, as I was a little scrunched in the back of a Mini-Cooper, and there wasn’t anything exciting for me to watch on the way to and from the pavilion which was hosting the show.

The show was fantastic, and I recommend going if you like either video games or orchestras playing music (or both). Most of the set was from the big names in the industry (like Mario Bros., The Legend of Zelda, Halo, etc.), and was quite entertaining. The show lasted for around 3 hours, and I had the chance to go backstage and see the performers and the host up close and personal. They even gave a double encore, which was even more worth the trip there. It was just that awesome. The pictures posted tell even more of the story.

DDR X

Dance Dance Revolution is one of my favorite games to play. Not only does it have mostly good music to listen to, but it is very good at giving a nice cardio workout. I have lost roughly 60 lbs. playing this series, but now I’ll be talking about the newest home mix that I got to play – the X mix, for 2008 being the 10th year DDR was around.

When I first picked up this game, I was pretty excited to see what this game offered me. After I got a chance to play it, I am sorely disappointed at it, mostly for its execution and song selection.

The Good

So there were actually a couple of good things about this mix. If you actually care about knowing a little bit about the dancing characters that appear behind you as you’re dancing, then the story mode will be your favorite, as you’ll get to experience a story featuring each character, which will end up unlocking all the songs on the disc. If you don’t care about the story mode, you’ll basically end up playing this for at least 6 hours hating every minute of it to get all the songs, without using cheats.

Here are the songs I liked a lot on this mix, not in any order of preference:

The Bad and Ugly

There is a lot left to be desired from this mix. The story mode was quite long (though I enjoyed it), and you had to play through every character in order to unlock all the songs. This made you play through a lot of songs on low difficulties just to get the right to play them in the regular mode. Also, extra stage on this mix is not set to oni life mode of battery level 2. This means that one can only break their combo 2 times on the extra stage (which is already poorly synced to begin with), and not the traditional no recovery mod on. Also, many of the songs are synced poorly – they either have arbitrary stops in them, and fluxuate in the scroll rate, even though the song doesn’t change tempo. That highly irritates me – I’ll have to spend more work resyncing it to be playable on Stepmania. Also, most of the songs aren’t that awesome, and are just kind of “there”. The worst offenders are listed below, some of them hyperlinked so you can see how bad they are.

Also, this mix is heavily weighted to low 6 and 7 foot difficulty, with only a few songs at supremely high difficulties. This provides few opportunities for someone to build up their stamina and speed to play the harder boss songs. In addition, the higher songs are stepped for the elite – making this mix one of the hardest top end mixes out there, with long streams of 800 BPM steps, sometimes with crossovers. In addition, the game still feels like it triplets aren’t quantized correctly, even though the game has 10 times to try and fix this syncing error. Hopefully this will get fixed soon, and also the mixes will be better balanced for both the beginners, and top end players, as I feel with the current path of songs and syncing, this game will probably lose it charm and appeal to those who aren’t already players.

Now here are the “bad songs”:

Have fun with this, and please feel free to comment.

My RE5 Experience




















Over Spring Break 2 weeks ago, I bought the new game for the 360 “Resident Evil 5″. I have played nearly every game in the series, and I was quite psyched to play this game. I even bought an additional controller so that I could play this on co-op, but my review/critique will be from the single player perspective. I am also a seasoned veteran of gaming (or at least people tell me I am), so please keep that in mind while reading my thoughts on the game. I also beat RE5 in 12 hours roughly over 3 days, which also shows how enthusiastic and excited about getting to play these series. Oh, and there’ll be spoilers here, so sorry about that.

Story

RE5 puts you in the role of Chris Redfield, who has to go to Africa because there are reports of activity from Umbrella and terrorism going on there. Through the story, you end up going through the villages of Africa, oil fields, caves, and an oil tanker (of all places). At the end, you find Wesker trying to take over the world, citing the typical “destroying the world and rebuilding it to make it beautiful again” rationale. This was a very big let down for me, as it shows the lack of writing put into this game. RE4 had roughly this much worth of story, but at least it was disguised all the way up to the final battle, which this giant letdown was revealed to you in a file.

Anyways, from my perspective, the stories of the previous RE games were very MUCH better. This was probably due to the emphasis on the action, which will be described later. In addition, the pacing of the story of this game in peaks and troughs, given to you in very tiny bits at either in the beginning, or right before the end of each subchapter. The only linking glue to these events (before discovering them yourself) was that you had to stay alive since there were so many people coming after yo, and you had to kill them.

Action

The action was very intense. From the very beginning, the designers set the action to 11 (see a previous to see the reference) in the very beginning, and never let it go down. There was action almost all the time, and very little time to take a breath. There were mostly opportunities to shoot every zombie coming after you, but very few opportunities for 1-on-1 encounters to use the knife to save ammo. One had to also collaborate with the computer to get special attacks on zombies, but a lot of the time, this couldn’t happen for me (see below). Also, I had to barely survive through the whole game, as there was only just enough ammo to survive, unlike RE4, where there was TOO much, even on professional. There were also just health pickups, as opposed to having TOO much health in RE4. This amount of developed action was always present, and definitely squashed any attempt at major storytelling here, and this makes me a little sad at the series. In addition, by allowing one to keep the upgraded guns between difficulties takes away the difficulty of Hard, thus making the game super-easy.

Interactions

One of the better improvements I have found to this game than when I played the demo was the explanations of the different control schemes. Type A is the best, as it mimics the play style of RE4, which is close to the original control schemes on the PlayStation and GameCube (how they should be, for SURVIVAL). The default control scheme for RE5 mimics FPS and action games, which makes sense in the sense of where the designers want to take the series, which is away from the original roots and story of the series.

The UI for the game is much better when one has a full screen, as opposed to a split (when I played it on the demo). I get peripheral vision and depth of field, which allows me to plan my moves on how to get through the areas. Many times I had to use this in order to figure a way out of the areas, as many times there were too many zombies (and I only played it on Normal!). Essentially, my eyes only shifted from the upper-right hand corner of the screen, where the map was, to the center of the screen, where Chris was, to allow me to defend myself and find where I should be going next. They even put a colored indicator to show you where to go (it took away from discovery of the world and after beating it, one has to stop looking at the map to get all of the achievements).

The sounds of the game were very lifelike, along with visuals, and were helpful in cuing me to save Sheva (or myself). I had to abuse the primary game mechanic of saving each other to keep myself alive, especially when I ran out of health pickups (patting each other on the back is quite handy, especially when one was just shot or speared!). The satisfying sound of the gun being played when the guns were upgraded was gone, too. This is another let down.

There were interactive sequences during this game as well, but they were only stuck in when it only seemed relevant, and also when there wasn’t one for a long time. I especially hate these type of cutscenes, mainly because they are fancy means of negative enforcement and have to be done multiple times over in order to move on (e.g. Krauser fight in RE4). This was still annoying, and only added more annoyance when the designers put this mechanic in at the most pivotal of scenes. I also don’t like these, as they go against the notion of what a cutscene is (a chance to recontrol pace and let me put the controller down for a sec, for example, amongst other purposes)

Overall

Overall, while I did enjoy the action at times, there were very many negative experiences. Sheva shot me just as often as she did the zombies. In addition, she ended up kicking me down to the dirt quite often, too, as I was trying to knife the zombies to save ammo. For many of the areas, I had to learn how to get by the huge amounts of zombies by first using the checkpoints, and then learning what I should do from my earlier deaths. This was ultimately frustrating, especially on the boss battles (for the ones that weren’t extremely obvious, which were only a couple). There was only one really fun boss battle, in which I got to use the aptly named (from ATHF) “quad laser”, which beamed down a laser from the heavens.

I also was let down, like mentioned earlier, by the poor story. The use of terrorism as a main story device is quite lame, and could be done much better. And also what they did to Wesker in terms of the story was also anticlimactic, as well. The lasting impression from this game was from the interminable lengths of the levels and fights. Whenever I was done with a fight, I would constantly ask if they were done throwing zombies or bosses at me. Sometimes I had to put down the controller for a respite. But the most annoying part was the final Wesker fight. As you can see from the image above, it took me over an hour to finish him off. There was no self-destruct sequence in which I had to kill him in a couple minutes. That’s just a failboat. I would still recommend this game to others, but there is just as much wrong, in my opinion, as there is right with this game. It’s just a generic action game, not a Resident Evil game. There’s also a LOT I left out here, but please feel free to comment if you want to hear more.

And for those who want to see the quad laser from ATHF, here’s an AOL video of it: