Sunday, 31 July 2011

Child of Eden – Review (Xbox 360 / Kinect)

Child of Eden In Game Screenshot - Xbox 360 KinectChild of Eden is a prequel to Rez and is from Q Entertainment and designer Tetsuya Mizuguchi. Rez was title released in 2001 that garnered high scores from reviewers and even higher praise from its fans but since it was so unique and different, it was quickly relegated to niche status. Fan of the title feared that they would never get another title but a glimmer of hope in 2007 gave them Rez HD, which was an updated version of their beloved game. Finally now almost a decade after the launch of its predecessor, Child of Eden has been released. Can this match the expectations of the Rez fan base while bringing in a new audience?

Child of Eden refers to the birth of a person within a construct known as Eden. Eden is similar our internet but it contains all of human knowledge and the latest project is to recreate the personality of Lumi, the first human born in space, within it. As fate would have it, as the project starts reaching its final stages, a virus invades the system and threatens everything. It’s up to you to head in and purify the invaders and protect Lumi. It’s quite a simple premise that lasts little more than a paragraph in the intro sequence of the game but gives you enough reason to make it through the title.

Child of Eden is an on-rails shooter with a slight influence from the music game genre. The path through each level is largely the same but you have the freedom to control the first-person camera and look anywhere except directly behind you. There are two weapon types, an automatic weapon and a lock-on and fire weapon. The differences are conveyed by pink and blue cursors respectively. The former weapon is easier to use and is constantly firing. The latter can lock onto several enemies at once and unleash the attack all at once. If you match the beat of the music when you fire, you can build your multiplier and hence score more points. At the end of each level, you’re rated up to five stars and they are used to unlock subsequent levels so it’s in your best interest to do well. Thankfully, the prerequisites to unlock new levels are not that severe and will at most require you to replay a level once or twice. On the flip side, there are only five levels with a bonus challenge level unlocking at the end. While the hardcore may not have an issue with this and will duke it out on the leader boards, for the casual gamers, the game will feel short. Each level may take up to approximately 15 minutes, so run the math.

The advertised way to play this game is with the Xbox 360 Kinect camera but this system has been marred in controversy as to if it’s a good control method. In Child of Eden, you use your left arm to fire the automatic weapon and use your right to lock-on and with a push gesture, unleashes the missiles. There is a single type of power-up in this title and that’s a bomb. Occasionally through the title, you’ll have a special target that if you hit, will add it to your inventory. With Kinect, raising both hands unleashes it and devastates anything on screen. This all sounds nice but the question remains, does it work well. Yes. It does. To an extent though. There is a learning curve that takes about a half hour to get it down solid and you still get occasional issues. Sometimes it has issues switching from hand to hand. Sometimes it doesn’t take the lock-on fire push gesture on first pass. But the reticule is lag-free and fairly precise. You’ll still have the occasional issue hitting a specific target but overall the Kinect control style works really well and is quite immersive.

Now, if you want a traditional experience, you can use the normal Xbox 360 controller. This experience is much more predictable. There are no mistakes other than what the user does. No moments of frustrations that may mare the Kinect experience. This way to play feels good. The automatic weapon requires you to pull the trigger and you still control a reticule. Using the lock-on weapon feels much better and more predictable here. You can build your multiplier much easier. Making the switch from one to the other will be jarring. Kinect provides the better immersion and overall experience but if you’re going to delve deeper and start competing on the leaderboards, it feels like the controller will be better. There are different leaderboards for each control method though so you will not be penalized by using one over the other.

The graphics lie within the realm of abstract. At the beginning of this generation there was a little known Xbox Live Arcade title called Geometry Wars and the same amazement I had then translates here. The same bright colors and abstract shapes don the levels you visit. The camera can be used to freely look around so you can admire everything. Certain enemies are color coded for certain weapons but unless you’ve been playing the game, you’d never know. They blend right into the art style. At times, video will be played in the levels which drifts between cheesy and cool but taken within the context of everything, is easy to accept. Overall the visual style is excellent, keeps you engaged, and something different from all the grays and browns that dominate the palettes of today’s games.

Child of Eden is something that’s a bit different from the status quo. These types of games do not come often. It’s quite similar to Rez with tweaks of its own, which will please the fans but since it’s so different, Child of Eden will most likely be relegated to niche title status. On the upside, it’s the best Kinect title yet. The abstract graphics are mesmerizing, and the music is awesome. But with only 5 levels plus a challenge mode, the longevity is not there. You’ll definitely want to replay some of the levels but only the truly hardcore will keep coming back for more and more. When the price drops down the argument will be a lot easier to make that this game should be gotten. It’s unique, different, and very entertaining, just a bit costly at launch.

Monday, 25 July 2011

What is PEGI?

What is PEGI?
The Pan-European Game Information (PEGI) age rating system was established to help European parents make informed decisions on buying computer games. It was launched in spring 2003 and replaced a number of national age rating systems with a single system now used throughout most of Europe, in 30 countries (Austria Denmark, Hungary, Latvia, Norway, Slovenia, Belgium, Estonia, Iceland, Lithuania, Poland, Spain, Bulgaria, Finland, Ireland, Luxembourg, Portugal, Sweden, Cyprus, France, Israel, Malta, Romania, Switzerland, Czech Republic, Greece, Italy, the Netherlands, Slovak Republic and the United Kingdom)

The system is supported by the major console manufacturers, including Sony, Microsoft and Nintendo, as well as by publishers and developers of interactive games throughout Europe. The age rating system was developed by the Interactive Software Federation of Europe (ISFE).

What are ratings?

What are ratings?
Age ratings are systems used to ensure that entertainment content, such as films, videos, DVDs, and computer games, are clearly labelled by age according to the content they contain. Age ratings provide guidance to consumers (particularly parents) to help them decide whether or not to buy a particular product.

Computer and video games are now enjoyed by millions of players throughout Europe. In the UK, 37 % of the population aged between 16 and 49 describe themselves as ‘active gamers’ (defined as currently playing games on a console, handheld or PC). In comparison, in Spain and Finland 28% of the population aged 16 and 49 are defined as ‘active gamers’(Nielsen report 2008). While most games (49%) are suitable for players of all ages there are many that are only suitable for older children and young teenagers. There are also some games (4%) that are made for adults only (over the age of 18).

The rating on a game confirms that it is suitable for players over a certain age. Accordingly, a PEGI 7 game is only suitable for those aged seven and above and an PEGI 18 game is only suitable for adults aged eighteen and above. The PEGI rating considers the age suitability of a game, not the level of difficulty.

PEGI is used and recognised throughout Europe and has the enthusiastic support of the European Commission. It is considered to be a model of European harmonisation in the field of the protection of children.

Tuesday, 5 July 2011

How Team Fortress 2 Will Be Ruined By Going Free-To-Play

Of all the groups that consume media, people who play video games are easily the most obnoxious, entitled, and dickish. When you think about it, this is probably a logical extension of the interactive nature of games. Other media is passive, but when you directly control some element of the end product it makes sense that you'd become more invested and therefore more likely to question the creator.

Players have proclaimed the ruination of Team Fortress 2 at every opportunity. First they hated the class updates. Then they claimed that hats killed the experience because, you see, there were hats in the game. Although the mechanics hadn't changed, the fact that people could randomly win or purchase hats meant that the entire game was crumbling. With all those hats, it was impossible to aim guns, run around levels, and shoot people. Team Fortress 2 had simply become a hat simulator.

Now that Team Fortress 2 has officially become the first good game to adapt a free-to-play model, it is COMPLETELY RUINED according to internet jerks. Here's why.

  • With the sudden influx of new players, the game might become more popular than it had been in recent months. People who enjoyed the game as a quiet little cult favorite will now have to put up with all the riff raff as Team Fortress 2 sells out.
  • If people don't have to pay to get in, how will they know the value of a perfectly placed meatspin.gif tag?
  • More people means more hats. Hats totally ruin everything.
  • "Um, excuse me but I bought this game and enjoyed it. If everyone else is getting it for free I demand a refund!"
  • This is clearly a stunt to trick more people into installing Steam. Gaming as a whole will lose, as the Steam platform is terribly unfair to consumers and publishers, unlike EA's Origin, which offers download insurance at reasonable prices.
  • With so many additional players waiting to get into servers, it will be harder to get away with switching away from a losing team without being kicked.
  • New people can't play as well as experienced people. They should just go away so the community can become smaller and more impossible, rather than staying and becoming better like you did several years ago.
  • What's next, free Left 4 Dead and Portal content? Ugh.
  • There's only so much ammo in the Team Fortress universe. These new guys are going to hog it all, I just know it.
  • If Valve has to focus on all the free players, what are the chances we'll ever get a "Meet The Control Point" video?
  • The chances of us getting the long-rumored Play By Email option are now pretty much zilch.
  • Giving the game away for free sounds nice, but what if the new people want computers to play the game on? Won't they expect those to be free too? I'm not giving them my money. Fuck you, Valve.

 
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