Showing posts with label Game On: Let's Play. Show all posts
Showing posts with label Game On: Let's Play. Show all posts

Tuesday, June 26, 2012

Game On: Let's Play 3.11 - Rez

Game: Rez
System: Playstation 2
Developer: United Game Artists
Publisher: Sega
Player: Alex



After the treacherous adventure through Super Monkey Ball: Step and Roll, a game had to cleanse the feeling that pervaded throughout the apartment.  While there were a few games to choose, Alex chose to go to one of his favorite and short experiences available to gaming (and to them, as well), Rez.

Sunday, May 20, 2012

Game On: Let's Play 3.10 - Super Monkey Ball: Step & Roll

Game: Super Monkey Ball: 
    Step and Roll
System: Wii
Developer: Sega
Publisher: Sega
Player: Alex


Okay, so I expect the first thought regarding this episode to be typo-related.  This is not actually the case.  There exists an episode of Game On: Let's Play which will not be released online, as of this post.  The player requested that we do not release it, and we are honoring that request.  So, let's not talk about that episode and talk about the next one: Super Monkey Ball: Step and Roll!


Tuesday, March 20, 2012

Game On: Let's Play 3.08 - Mega Man X

Game: Mega Man X (via Mega Man X Collection)
System: Super Nintendo (and GameCube)
Developer: Capcom (Capcom Production Studio 1)
Publisher: Capcom
Player: Chris


Sunday, March 11, 2012

Game On: Let's Play 3.07 - Mystical Ninja Starring Goemon

Game: Mystical Ninja Starring Geomon
System: Nintendo 64
Developer: Konami Computer Entertainment Osaka
Publisher: Konami
Player: Alex




[While we do enjoy creating in-depth articles regarding the games in question, due to our efforts to complete the Game On: Let's Play lineup and focus on more current Third Rate Game Play setups, we will now produce shorter articles for the remaining episodes of Game On: Let's Play.  Check after the jump.]

Sunday, July 31, 2011

Game On: Let's Play 3.06 - Super Metroid Part 3

Game: Super Metroid
System: Super Nintendo
Developer: Nintendo R&D1
Publisher: Nintendo
Player: Tony Wanschura



Game Background
[This segment is the same as Episode 3.04]

The Metroid series was but one creation from Nintendo Research and Development Group 1 (Nintendo R&D1). Nintendo R&D1 was formed in 1970 as one of a number of teams developed in order to compete against one another and create better products. R&D1 in particular was run by Gunpei Yokoi with a focus on Game & Watch and arcade games. From this group, Shigeru Miyamoto would develop Donkey Kong, which propelled the creation of Nintendo R&D4, which later became Nintendo EAD. The developer went on to produce Metroid, Ice Climbers, and Kid Icarus for the Nintendo among other lesser-known NES titles before the developer was pushed into developing games for the Game Boy. On top of developing spin-offs of large franchises, such as Super Mario Land and its sequels, Nintendo R&D1 would produce a number of other Game Boy games, including Alleyway and Balloon Fight’s sequel, Balloon Kid.

Super Metroid itself was headed by Team Shikamaru, which was a segment of Nintendo R&D1 dedicated to designing characters and scripts for such games as Kid Icarus, Metroid, and Famicom Tantei Club, a mystery adventure series released only in Japan. The team consisted of Makoto Kano, Toru Osawa, and Super Metroid director Yoshio Sakamoto. Sakamoto joined Nintendo in 1982, when he was hired as an artist for the Game & Watch version of Donkey Kong well as Donkey Kong Jr. for arcades. He would later design Wrecking Crew, Balloon Fight, and Gumshoe. While he helped work on the scenario and design behind Metroid and Metroid II: Return of Samus, Sakamoto’s debut director role in the series began with Super Metroid.

Super Metroid, is the third iteration of the Metroid franchise. Following the end of Metroid II: Return of Samus, Samus encounters the last baby Metroid in the galaxy, which sees her as its mother. Wanting to benefit humanity, Samus brings the baby Metroid to the Ceres Station for research on its life-sucking ability. However, just as she leaves, Ridley attacks the station and steals the Metroid before Samus can stop him. Returning to Zebes, Samus must now find the baby Metroid and stop Ridley and Mother Brain once again.

Super Metroid is a side-scrolling action adventure game in which players travel around various sectors of Planet Zebes. Starting out with no powers, Samus must collect a number of upgrades to allow her to overcome obstacles and venture deeper into the planet's deep cavernous labyrinth. Using missiles, bombs, and beams, players will have to exterminate both local floral and fauna in order to find and save the last Metroid before the Space Pirates use the Metroid to take over the galaxy. The game's open-ended nature allows for a varied experience with each playthrough, particularly with so many hidden locations and items to collect.

Since then…

Super Metroid is seen by many as the absolute best game in the Metroid franchise, if not for the Super Nintendo or even of all time. The game sold fairly well, although its long development may have prevented much of a profit. If anything, it solidified Metroid as a desirable franchise for Nintendo in the future.

However, Metroid as a franchise, despite the high acclaim, went into hibernation after Super Metroid. According to developer commentary, there were attempts to bring Metroid to the Nintendo 64, but it was not possible, especially with activity within Nintendo R&D1 focusing on the failed Virtual Boy (on such games as Teleroboxer). The series would come back into the spotlight in 2002, when Retro Studios started the Metroid Prime series. At the same time, Nintendo R&D1 completed Metroid Fusion for Game Boy Advance. Retro Studios would continue with the Metroid Prime series, making Metroid Prime 2: Echoes for GameCube and Metroid Prime 3: Corruption for Wii; meanwhile, the Prime series received two other spin-offs: Metroid Prime: Hunters by Nintendo Software Technologies (NST) and Metroid Prime Pinball by Fuse Games. Internally, Nintendo and Sakamoto developed Metroid: Zero Mission and later, Metroid: Other M, which was developed in conjunction with Team Ninja of Tecmo-Koei.

Outside of the Metroid series, Yoshio Sakamoto would act as the lead designer and eventually producer for other games by Nintendo R&D1, including Game & Watch Gallery, Wario Land 4, and the entirety of the WarioWare series (co-developed by Intelligent Systems). The micro-game concept behind the WarioWare series would be used in the music-based game series Rhythm Tengoku, or Rhythm Heaven in English.

The structure for Nintendo R&D1 has shifted since developing Super Metroid. Team Shikamaru would help design the characters and scenario for at least one more franchise: Card Hero. However, the group would not appear in credits following that release. In 2005, Nintendo started a restructuring effort, which disbanded Nintendo R&D1, sending most of the team into what is now Nintendo Software Planning & Development (SPD) Group 1. The company is currently working on Rhythm Heaven for the Wii, due for release in the US this year.

Super Metroid has been brought to the Virtual Console for Wii, but otherwise the game has not been rereleased in any other fashion.

The Let's Play

Tony is a major fan of Metroid, and deciding that he was prepared to complete the best Metroid game himself, he chose to play through the entirety of Super Metroid. While item collection percentage was not a factor, he would try to venture to wherever he could in order to beat the game in the fastest and most effective way he could based on his gaming experience.

In the conclusion of the Let's Play series for Super Metroid, Tony rushes back into the game, heading right into the depths of Norfair to take care of Ridley, and then he immediately rushes into Tourian to take care of an old foe once and for all!

Post-Mortem

As a note, all three parts of the Let's Play were shot at once, and using the capture equipment, some flickering sprites did not appear in the final product. Besides that, we used a unique system for recording: a boom mic aimed at Tony rather than a lavalier. It turned out pretty well for the playthrough. Also, because the episode was made with the SD RTN channel in mind, there is extra space seen around the edges of the video.

While making fun of Alex and running through the rest of the adventure, Tony ends up facing a few major obstacles but goes through them in stride. His fight with Ridley turns out to be a bit closer than he expected. Venturing into Tourian, commentary kept on going despite the night drifting onward, and in the end, the third part is as good as the previous two, though it does not have the intensity of Tony's freakout in part 2.

Super Metroid, the epic game, is vanquished. Metroid: Other M...we will think about it.

Game On: Let's Play 3.05 - Super Metroid Part 2

Game: Super Metroid
System: Super Nintendo
Developer: Nintendo R&D1
Publisher: Nintendo
Player: Tony Wanschura



Game Background
[This segment is the same as Episode 3.04]

The Metroid series was but one creation from Nintendo Research and Development Group 1 (Nintendo R&D1). Nintendo R&D1 was formed in 1970 as one of a number of teams developed in order to compete against one another and create better products. R&D1 in particular was run by Gunpei Yokoi with a focus on Game & Watch and arcade games. From this group, Shigeru Miyamoto would develop Donkey Kong, which propelled the creation of Nintendo R&D4, which later became Nintendo EAD. The developer went on to produce Metroid, Ice Climbers, and Kid Icarus for the Nintendo among other lesser-known NES titles before the developer was pushed into developing games for the Game Boy. On top of developing spin-offs of large franchises, such as Super Mario Land and its sequels, Nintendo R&D1 would produce a number of other Game Boy games, including Alleyway and Balloon Fight’s sequel, Balloon Kid.

Super Metroid itself was headed by Team Shikamaru, which was a segment of Nintendo R&D1 dedicated to designing characters and scripts for such games as Kid Icarus, Metroid, and Famicom Tantei Club, a mystery adventure series released only in Japan. The team consisted of Makoto Kano, Toru Osawa, and Super Metroid director Yoshio Sakamoto. Sakamoto joined Nintendo in 1982, when he was hired as an artist for the Game & Watch version of Donkey Kong well as Donkey Kong Jr. for arcades. He would later design Wrecking Crew, Balloon Fight, and Gumshoe. While he helped work on the scenario and design behind Metroid and Metroid II: Return of Samus, Sakamoto’s debut director role in the series began with Super Metroid.

Super Metroid, is the third iteration of the Metroid franchise. Following the end of Metroid II: Return of Samus, Samus encounters the last baby Metroid in the galaxy, which sees her as its mother. Wanting to benefit humanity, Samus brings the baby Metroid to the Ceres Station for research on its life-sucking ability. However, just as she leaves, Ridley attacks the station and steals the Metroid before Samus can stop him. Returning to Zebes, Samus must now find the baby Metroid and stop Ridley and Mother Brain once again.

Super Metroid is a side-scrolling action adventure game in which players travel around various sectors of Planet Zebes. Starting out with no powers, Samus must collect a number of upgrades to allow her to overcome obstacles and venture deeper into the planet's deep cavernous labyrinth. Using missiles, bombs, and beams, players will have to exterminate both local floral and fauna in order to find and save the last Metroid before the Space Pirates use the Metroid to take over the galaxy. The game's open-ended nature allows for a varied experience with each playthrough, particularly with so many hidden locations and items to collect.

Since then…

Super Metroid is seen by many as the absolute best game in the Metroid franchise, if not for the Super Nintendo or even of all time. The game sold fairly well, although its long development may have prevented much of a profit. If anything, it solidified Metroid as a desirable franchise for Nintendo in the future.

However, Metroid as a franchise, despite the high acclaim, went into hibernation after Super Metroid. According to developer commentary, there were attempts to bring Metroid to the Nintendo 64, but it was not possible, especially with activity within Nintendo R&D1 focusing on the failed Virtual Boy (on such games as Teleroboxer). The series would come back into the spotlight in 2002, when Retro Studios started the Metroid Prime series. At the same time, Nintendo R&D1 completed Metroid Fusion for Game Boy Advance. Retro Studios would continue with the Metroid Prime series, making Metroid Prime 2: Echoes for GameCube and Metroid Prime 3: Corruption for Wii; meanwhile, the Prime series received two other spin-offs: Metroid Prime: Hunters by Nintendo Software Technologies (NST) and Metroid Prime Pinball by Fuse Games. Internally, Nintendo and Sakamoto developed Metroid: Zero Mission and later, Metroid: Other M, which was developed in conjunction with Team Ninja of Tecmo-Koei.

Outside of the Metroid series, Yoshio Sakamoto would act as the lead designer and eventually producer for other games by Nintendo R&D1, including Game & Watch Gallery, Wario Land 4, and the entirety of the WarioWare series (co-developed by Intelligent Systems). The micro-game concept behind the WarioWare series would be used in the music-based game series Rhythm Tengoku, or Rhythm Heaven in English.

The structure for Nintendo R&D1 has shifted since developing Super Metroid. Team Shikamaru would help design the characters and scenario for at least one more franchise: Card Hero. However, the group would not appear in credits following that release. In 2005, Nintendo started a restructuring effort, which disbanded Nintendo R&D1, sending most of the team into what is now Nintendo Software Planning & Development (SPD) Group 1. The company is currently working on Rhythm Heaven for the Wii, due for release in the US this year.

Super Metroid has been brought to the Virtual Console for Wii, but otherwise the game has not been rereleased in any other fashion.

The Let's Play

Tony is a major fan of Metroid, and deciding that he was prepared to complete the best Metroid game himself, he chose to play through the entirety of Super Metroid. While item collection percentage was not a factor, he would try to venture to wherever he could in order to beat the game in the fastest and most effective way he could based on his gaming experience.

This is the second part of three, Tony goes head-first into the Sunken Ship, and following that, he takes a dive into the water sector: Maridia. Will he be able to defeat his next two major foes as easily as he did Kraid? This episode is complete with a cameo of another player: Tony's twin brother Alex. His appearance is short but becomes surprisingly influential in this episode.

Post-Mortem

As a note, all three parts of the Let's Play were shot at once, and using the capture equipment, some flickering sprites did not appear in the final product. Besides that, we used a unique system for recording: a boom mic aimed at Tony rather than a lavalier. It turned out pretty well for the playthrough. Also, because the episode was made with the SD RTN channel in mind, there is extra space seen around the edges of the video.

It turns out that the brief appearance by Alex ultimately damages Tony's playthrough progress quite a bit. As a result, Tony ends up without a reserve tank and other upgrades which hinder his battles in Maridia, particularly against the boss. While he is successful, the realization that he had missed items at the Sunken Ship causes a delay in his run. In the end, however, the elements of confusion create one of the best parts of the three-part let's play. Nothing makes for a funnier scene than watching Tony freak out on camera.

Saturday, July 30, 2011

Game On: Let's Play 3.04 - Super Metroid Part 1

Game: Super Metroid
System: Super Nintendo
Developer: Nintendo R&D1
Publisher: Nintendo
Player: Tony Wanschura



Game Background

The Metroid series was but one creation from Nintendo Research and Development Group 1 (Nintendo R&D1). Nintendo R&D1 was formed in 1970 as one of a number of teams developed in order to compete against one another and create better products. R&D1 in particular was run by Gunpei Yokoi with a focus on Game & Watch and arcade games. From this group, Shigeru Miyamoto would develop Donkey Kong, which propelled the creation of Nintendo R&D4, which later became Nintendo EAD. The developer went on to produce Metroid, Ice Climbers, and Kid Icarus for the Nintendo among other lesser-known NES titles before the developer was pushed into developing games for the Game Boy. On top of developing spin-offs of large franchises, such as Super Mario Land and its sequels, Nintendo R&D1 would produce a number of other Game Boy games, including Alleyway and Balloon Fight’s sequel, Balloon Kid.

Super Metroid itself was headed by Team Shikamaru, which was a segment of Nintendo R&D1 dedicated to designing characters and scripts for such games as Kid Icarus, Metroid, and Famicom Tantei Club, a mystery adventure series released only in Japan. The team consisted of Makoto Kano, Toru Osawa, and Super Metroid director Yoshio Sakamoto. Sakamoto joined Nintendo in 1982, when he was hired as an artist for the Game & Watch version of Donkey Kong well as Donkey Kong Jr. for arcades. He would later design Wrecking Crew, Balloon Fight, and Gumshoe. While he helped work on the scenario and design behind Metroid and Metroid II: Return of Samus, Sakamoto’s debut director role in the series began with Super Metroid.

Super Metroid, is the third iteration of the Metroid franchise. Following the end of Metroid II: Return of Samus, Samus encounters the last baby Metroid in the galaxy, which sees her as its mother. Wanting to benefit humanity, Samus brings the baby Metroid to the Ceres Station for research on its life-sucking ability. However, just as she leaves, Ridley attacks the station and steals the Metroid before Samus can stop him. Returning to Zebes, Samus must now find the baby Metroid and stop Ridley and Mother Brain once again.

Super Metroid is a side-scrolling action adventure game in which players travel around various sectors of Planet Zebes. Starting out with no powers, Samus must collect a number of upgrades to allow her to overcome obstacles and venture deeper into the planet's deep cavernous labyrinth. Using missiles, bombs, and beams, players will have to exterminate both local floral and fauna in order to find and save the last Metroid before the Space Pirates use the Metroid to take over the galaxy. The game's open-ended nature allows for a varied experience with each playthrough, particularly with so many hidden locations and items to collect.

Since then…

Super Metroid is seen by many as the absolute best game in the Metroid franchise, if not for the Super Nintendo or even of all time. The game sold fairly well, although its long development may have prevented much of a profit. If anything, it solidified Metroid as a desirable franchise for Nintendo in the future.

However, Metroid as a franchise, despite the high acclaim, went into hibernation after Super Metroid. According to developer commentary, there were attempts to bring Metroid to the Nintendo 64, but it was not possible, especially with activity within Nintendo R&D1 focusing on the failed Virtual Boy (on such games as Teleroboxer). The series would come back into the spotlight in 2002, when Retro Studios started the Metroid Prime series. At the same time, Nintendo R&D1 completed Metroid Fusion for Game Boy Advance. Retro Studios would continue with the Metroid Prime series, making Metroid Prime 2: Echoes for GameCube and Metroid Prime 3: Corruption for Wii; meanwhile, the Prime series received two other spin-offs: Metroid Prime: Hunters by Nintendo Software Technologies (NST) and Metroid Prime Pinball by Fuse Games. Internally, Nintendo and Sakamoto developed Metroid: Zero Mission and later, Metroid: Other M, which was developed in conjunction with Team Ninja of Tecmo-Koei.

Outside of the Metroid series, Yoshio Sakamoto would act as the lead designer and eventually producer for other games by Nintendo R&D1, including Game & Watch Gallery, Wario Land 4, and the entirety of the WarioWare series (co-developed by Intelligent Systems). The micro-game concept behind the WarioWare series would be used in the music-based game series Rhythm Tengoku, or Rhythm Heaven in English.

The structure for Nintendo R&D1 has shifted since developing Super Metroid. Team Shikamaru would help design the characters and scenario for at least one more franchise: Card Hero. However, the group would not appear in credits following that release. In 2005, Nintendo started a restructuring effort, which disbanded Nintendo R&D1, sending most of the team into what is now Nintendo Software Planning & Development (SPD) Group 1. The company is currently working on Rhythm Heaven for the Wii, due for release in the US this year.

Super Metroid has been brought to the Virtual Console for Wii, but otherwise the game has not been rereleased in any other fashion.

The Let's Play

Tony is a major fan of Metroid, and deciding that he was prepared to complete the best Metroid game himself, he chose to play through the entirety of Super Metroid. While item collection percentage was not a factor, he would try to venture to wherever he could in order to beat the game in the fastest and most effective way he could based on his gaming experience.

This is the first of three episodes dedicated to the game. In this episode, Tony starts from the beginning of the game and ventures through Brinstar and segments of Norfair. Will he be able to easily defeat the monstrous Kraid and deadly Crocomire? Find out.

Post-Mortem

As a note, all three parts of the Let's Play were shot at once, and using the capture equipment, some flickering sprites did not appear in the final product. Besides that, we used a unique system for recording: a boom mic aimed at Tony rather than a lavalier. It turned out pretty well for the playthrough. Also, because the episode was made with the SD RTN channel in mind, there is extra space seen around the edges of the video.

Tony did a fantastic job running through the opening segment of the game, although he made some mistakes in attempts to sequence-break the game a few times. That is, he failed to get certain power-ups before it was expected of him. Still, he vanquished both Kraid and Crocomire with little problem, and he would end this segment about to venture into the Sunken Ship.

Commentary was quick, quirky, and altogether well-balanced between the happenings in-game and off-topic themes. The ranting near the end may have muddled it up a bit, but otherwise the episode was a smooth ride all around.

Sunday, July 17, 2011

Game On: Let's Play 3.03 - Left 4 Dead (Death Toll)

Game: Left 4 Dead (Death Toll)
System: Xbox 360
Developers: Turtle Rock Studios / Certain Affinity
Publisher: Valve
Player: Michael Jackson




Game Background

The development of Left 4 Dead began in early 2005 by developer Turtle Rock Studios. Formed in 2002, this Lake Forest, California-based company started development with Valve-published products in the Counter-Strike series. In particular, the company worked on Counter-Strike for Xbox, Counter-Strike: Condition Zero, and a number of additional maps for the original Counter-Strike. In 2006, however, the company would announce its own new game using the Source engine. Originally, Left 4 Dead was more open-ended and had different character designs and additional special infected, but play-testing and years of development eventually turned toward more linear experiences with less special infected. In January 2008, less than a year before release, Valve Corporation announced its acquisition of the company, renaming it to Valve South. The game released that following November, to commemorate the tenth anniversary of Half-Life.

The Xbox 360 version of Left 4 Dead was developed in conjunction with ex-Bungie developers who comprised the developer Certain Affinity. Formed in December 2006, the developer’s first development project would be the creation of two maps for Halo 2: Tombstone and Desolation, which were remakes of Hang ‘Em High and Derelict. The company’s first original title was Age of Booty, released by Capcom for all major downloadable distribution services in 2008. While helping port Left 4 Dead to Xbox 360, Certain Affinity also developed Call of Duty: World of War multiplayer maps for the game’s retail release.

The game’s publisher, Valve Corporation, was originally formed as an LLC in 1996 by ex-Microsoft employees Gabe Newell and Mike Harrington. Its first title, Half-Life, is seen as one of the biggest PC first-person shooters of all time. In 2003, the company incorporated and would release Half-Life 2 and its Steam service a year later. Left 4 Dead was not the first time the company acquired a developer who was modding or developing its own shooter using Valve’s engines: other games which fit that category include Counter-Strike, Team Fortress, Day of Defeat, and Portal.

Left 4 Dead is a four-player cooperative first-person shooter involving the survival against a zombie apocalypse. The game contains a number of scenarios in which four survivors (Francis, Zoey, Bill, and Louis) must venture through a number of zombie-infested locales between safehouses until they can eventually be rescued. Cooperation is pivotal in surviving against the myriad of enemies; other players can heal or help incapacitated players in order to ensure cooperative safety. Working together may be helpful, especially when faced against the special infected, a number of uniquely twisted zombies. Left 4 Dead contains five special infected: a bile-filled fat infected (Boomer), an agile infected which slashes at its prey quickly (Hunter), a long-range infected which suffocates its victims (Smoker), a super-powerful and extremely muscular infected (Tank), and a seemingly innocent but actually extremely deadly female infected (Witch). Initially, the game had four campaigns: “No Mercy,” a trip through a city toward a hospital; “Death Toll,” a small-town setting near the woods; “Dead Air,” a trip through another city and into an airport; and “Blood Harvest,” another wooded scenario involving a trail through farmlands. At the end of each campaign, players usually have to remain within a specific location in order to be saved, requiring additional teamwork in order to survive the hordes of zombies and special infected.

Since then…

Left 4 Dead was a massive success, rekindling the desire for cooperative multiplayer games in the first-person shooter genre, as well as other genres. Releasing not too far from The Orange Box, (another Valve-published product involving Team Fortress 2, Half-Life: Episode Two, and Portal) Left 4 Dead eclipsed its sales, sparking desires to create more for the franchise in a short timeframe.

Left 4 Dead has seen three additional campaigns for download since the game’s initial launch. The first, “The Last Stand,” is a versus-exclusive “what-if” scenario in which the four survivors end up at a lighthouse with no way out. “Crash Course,” a two-segment campaign, takes place immediately following “No Mercy” after finding the helicopter pilot succumbing to the infection. A final DLC campaign, “The Sacrifice,” acts as a bridge to the game’s sequel, in which the survivors encounter a massive horde of infected, and in the end, one character must sacrifice him or her in order for the others to survive. To further encourage custom campaigns, Valve developed editing software to players, allowing for heavy modifications and customized maps for download. All three DLC campaigns were developed by Turtle Rock Studios.

As hinted earlier, Left 4 Dead has since seen a sequel release. Left 4 Dead 2 was announced at E3 2009, which many thought was too early for a sequel announcement, but the game was highly praised upon release. The game introduced four more survivors and also brought out new special infected to face off within the world. Unlike the Philadelphia-based predecessor, Left 4 Dead 2 takes place within the hot and heavy south, complete with a setting very fitting to Louisiana. The game, which launched late 2009, contained five campaigns and received additional DLC campaigns, including re-released campaigns of the original Left 4 Dead. More extra content is still being produced to this day.

However, Left 4 Dead would not remain developed by the then-Valve South. In 2009, the company ceased to be called Valve South, and by February 2010, Turtle Rock Studios announced that it had reformed and was making videogames apart from Valve. Since reforming, the company has created a subsidiary called Turtle Rock Garage, dedicated to casual game development. So far, out of the two companies, the only release has been Leap Sheep! for iOS and Android. THQ has confirmed that it is publishing Turtle Rock’s next game, which is expected for unveiling this year.

Certain Affinity has continued work on first-person shooter content, most of which relates to the Halo franchise. Working alongside startup 343 Industries, the developer created Halo Waypoint, a Halo-focused application for news and other content. The company worked continually at the development of multiplayer maps, specifically with Treyarch and Activision’s Call of Duty: Black Ops and “First Strike Map Pack 1,” as well as the “Defiant Halo Map Pack” for Bungie’s Halo: Reach. While it is working alongside Saber Interactive and 343 Industries on Halo: Combat Evolved Anniversary, Certain Affinity is developing its next new property: a dungeon-crawler adventure game titled Crimson Alliance, set for release Fall 2011.

Valve Corporation’s output as a publisher has not been massive since Left 4 Dead’s release, save two particularly large games: Left 4 Dead 2 and Portal 2, the latter of which came out early 2011. Outside of the major releases, Valve released Alien Swarm through its Steam service, which is today regarded as the best downloadable distribution system to date. Valve is currently working on DOTA 2, a real-time strategy game based off a customized game of Warcraft III, Defense of the Ancients. The lead creator of the original game, IceFrog, is now employed within Valve and is heading up the development of DOTA 2. Alongside this game, Valve is said to be working on the next Half-Life adventure. Furthermore, Team Fortress 2 has since become a free-to-play FPS.

The Let’s Play

We could not hold MJ back after enjoying a fun romp with Taito Legends 2. As a result, we asked him to venture through a game of his choosing, rather than a weird compilation like last time. He gladly chose to take down a campaign of Left 4 Dead by himself and in a high difficulty setting. He assured us everything would go smoothly.

Having his choice of campaign, Michael Jackson gladly chose Death Toll, and the episode is labeled as such in case any other campaign is to be played by Third Rate Minion in the future. Because of his skills before playing this episode, MJ decided to play the game in Advanced, which is certainly going to show a lot of intense moments throughout the campaign. With his Xbox in check, he began his journey.

Post-Mortem

He died. Many times. However, the deaths were not entirely his fault. In fact, he died several times within eyesight of his teammates who, for some reason or another, found themselves completely dumbfounded by each scenario. A lot of Hunter attacks and unsuccessful Tank offensives would make MJ become increasingly aggravated and the audience more delighted. In order to eventually complete the game in a timely fashion, MJ opted to lower the difficulty some time into the game. While he was not able to survive through the whole way in Advanced, there was plenty of fun to be had.

As for the episode content itself, Michael Jackson’s banter remained pretty smooth throughout the game, even if the gunshots were so loud that the game volume had to be diminished greatly in the process. Unfortunately, Alex was suffering from a cold, so coughing would erupt every now and again. Also, note that the player window is a bit larger than it should be, as the original was compensating for the cut-off of SD televisions.

Overall, this would be the last episode of Game On: Let’s Play to feature MJ. We enjoyed our times together, and from the looks of things, he really enjoyed his time with us as well. We wish him the best and hope to see more hilarity and fun stuff from him in the future.

Saturday, July 2, 2011

Game On: Let's Play 3.02 - Taito Legends 2

Game: Taito Legends 2
System: Sony PlayStation 2
Developer: Empire Oxford / Taito
Publisher: Empire / Destineer
Players: Michael Jackson and
Alex Wanschura






Game Background


Taito Legends 2 sits as the second collection of arcade games developed and published by Taito over the course of its lifetime. This was during a generation filled with collections and anthologies, whereas this current generation tends to sell games a la carte through downloadable distribution systems. Taito Legends did so well that Empire was willing to publish a second collection of Taito classics, and the result is an even larger collection of arcade games from one of the arcade’s biggest developers.

Taito formed in 1953 by Russian businessman Michael Kogan as Taito Trading Company, and its major focus was the buying and selling of vending machines and jukeboxes. Twenty years later, the company renamed itself to Taito Corporation and released its first arcade cabinet. The company’s signature arcade franchise Space Invaders was released 1978 and is seen as the company’s biggest and most iconic franchise to date. Since then, the company released a large number of arcade games under its subsidiaries Taito America and Taito Software, although development remained in Japan. Major franchises other than Space Invaders included Qix, Bubble Bobble, Elevator Action, Operation Wolf, and Bust-a-Move (known elsewhere as Puzzle Bobble). In 2003, the company celebrated its 50th year anniversary with the release of Bujingai: The Forsaken City, a third-person action game co-developed by Red Entertainment and using the likeness of J-Pop singer Gackt. As of 1986, the company was owned by Japanese media conglomerate Kyocera, but in 2005, Square-Enix announced that it would purchase Taito and turn it into a fully-owned subsidiary. Taito Corporation would then merge with SQEX Corporation (previously Game Developer Studio – developer of Final Fantasy: Crystal Chronicles) as it stands today.

Empire Interactive, the game’s compiler and lead publisher, was founded in 1987. The UK-based publisher started off as a small PC publisher, but over time the company shifted toward console publishing. Empire was best known for its involvement in the Big Mutha Truckers, Ford Racing, and FlatOut game series. In 2000, the company established the Xplosiv publishing label for budget and rereleased games by Empire or other companies. Taito Legends 2 was not only published by Empire; the game was developed by Empire Oxford, one of its internal companies. Budget publisher Destineer was behind the game’s American release.

Since then…

Taito Corporation has remained a pivotal part of Square-Enix’s Japanese wing. A number of new games have been released which try to bring new life to the Space Invaders franchise, including Space Invaders Extreme (developed by Taito on DS, GUILTI CO. on PSP, and Backbone Entertainment on XBLA), Space Invaders Extreme 2 (developed for DS by Project Just), Space Invaders Get Even! (co-developed by Cattle Call for WiiWare), and Space Invaders Infinity Gene for iOS, PSN, and XBLA. Other recently developed titles by Taito since Taito Legends 2 include Qix++, Darius Burst, and the LostMagic games.

While Taito Legends 2 has never seen a re-release since it was released on Xbox, PC, and PS2, Taito has since released one other collection product. The game, Taito Legends Power-Up, was a PSP collection of 21 Taito classics and four deluxe editions of some of the titles: Balloon Bomber, Cameltry, Crazy Balloon and Legend of Kage. Also developed by Empire Oxford, this game was also published by Empire and Destineer.

Meanwhile, Empire Interactive did not perform well following Taito Legends 2. The company was purchased by Silverstar Holdings in 2006, which was around the time Taito Legends 2 was released. By late 2009, the company had become bankrupt, and its properties were sold to New World IP for resale purposes. Currently, New World IP has leased the rights for its franchises to budget publisher Zoo Games.

The Let’s Play

Seen by many of the members of Game On: Let’s Play’s staff as the most content-dense episode yet, Taito Legends 2 debuts Michael Jackson to the show (and yes, that’s his real name). So many times we attempted to get this recording down, but several factors kept on preventing it from being completed. We persevered, and in the end, we went through as many games in a two-hour span as possible. We end up trying 18 games and completing Space Invaders ’95, one of the weirdest arcade experiences ever made.

The arcade games are played as follows:

1. Crazy Balloon
2. Qix
3. Alpine Ski
4. Chack’n Pop
5. Front Line
6. The FairlyLand Story
7. Ki Ki Kai Kai
8. Kuri Kinton
9. Syvalion
10. Bonze Adventure
11. Nastar Warrior
12. Raimais
13. Cameltry
14. Don Doko Don
15. Violence Fight
16. Growl
17. Metal Black
18. Elevator Action II
19. Space Invaders ‘95

Post-Mortem

No episode of Game On: Let’s Play could really compare to this one. MJ and Alex really went to great lengths to ensure the game was as fun to talk about as possible. There are so many games in the collection, but we kept the games selected random enough as possible to ensure a high quality product in the end. Only some of the playthrough became dulled as Space Invaders moved onward, but the commentary between Alex, MJ, and the audience helped make this episode one of the best ones ever filmed.

In particular, this episode’s audio was pretty good, although some commentary is lost in the room’s acoustics. There are some odd issues we face over the course of the recording, but nothing truly reduces the quality of the episode. Split into two parts due to length, this episode was truly what I desired from making Game On: Let’s Play, a show dedicated to players having fun playing games, even if they happen to be poor. Not to say all of Taito Legends 2 is poor, but a few particular problematic games emerge from this episode.

Michael Jackson would return for one more recording this season, and we are glad to have had him be a part of the team.

Wednesday, May 18, 2011

Game On: Let's Play 3.01 - NiGHTS into Dreams

Game: NiGHTS into Dreams
System: Sega Saturn
Developer: Sonic Team
Publisher: Sega
Player: Mark Greenfeld




Game Overview

Sega was in a great position in the early 1990’s. The Sega Genesis had been taking market share from Nintendo in the United States and was doing well in Japan. However, its handheld devices had been failing to compete with Nintendo’s outwardly-inferior products. As the next generation started to come into play, Sega developed a console which retained the great 2D game design Sega thrived with and ensured that 3D graphics would also be useable for the new console. This system would later be called the Sega Saturn, and to help push the new system, a new Sonic would be warranted. Sega Technical Institute, the developer behind Sonic Spinball, had been working on a new Sonic title, Sonic X-treme, which would use a special fish-eye lens and emphasize 3D exploration in each level; unfortunately, friction between the Western and Eastern sides of development made it impossible to complete in time for the system’s launch. In late 1997, Sega had to officially cancel the project, leaving a new IP to push the Sega Saturn. The question was: could a Sega console sell well without the blue hedgehog?

NiGHTS was designed and directed by Naoto Ōshima, who is labeled as one of the biggest creative leads for Sonic Team. He had directed and designed several games from Sonic Team, although his last major directorial role was from Sonic CD for the Sega CD. Yuji Naka acted as the producer and lead programmer for the product, while current Sonic Team lead Takashi Iizuka acted as the lead game designer. The lead character and game design of NiGHTS was inspired by Mystère, a show ran by the great Cirque du Soleil, and its fantastical style shows through quite amicably.

NiGHTS into Dream stars two children, Elliot and Claris, both of whom live in Twin Seeds and each face their own personal hardships leading up to a particular night. Elliot, an avid basketball player, is beaten easily by older children and is greatly hurt by the results, and Claris, who is signed up to perform in a play, is overcome with stage fright and has low confidence for the events to come. As the two sleep, they both endure nightmares surrounding their problems, and in an attempt to escape the monsters which invade their dreams, end up in the mysterious world of dreams. It is here they learn of the Nightopians and Nightmaren, two types of beings bent on creating dreams, good and bad, all around the world. What they also learn is that Wizeman the Wicked, the ruler of Nightmare, is stealing dreamers’ personalities, known as Ideya, in order to take over Nightopia and, eventually, the real world! Thankfully, a Nightmare traitor named NiGHTS wants to stop Wizeman, too, and together, both Elliot and Claris must work together to defeat Wizeman before it is too late.

The game is an arcade adventure, split up into worlds exclusive to each of the two protagonists. Each character has their own set of three levels, followed by a shared fourth level which contains the final boss. Players initially play as the children, moving around in the dream world’s 3D space. The goal of each area is to retrieve the children’s stolen Ideya from Wizeman’s minions, and in order to retrieve each Ideya from Wizeman’s captors, players need to collect enough blue chips around each area before they can move onto the next. While one can try to complete these goals as the children, they are most susceptible to Wizeman’s monsters. The real meat of the game is played as NiGHTS, whom players turn into by freeing NiGHTS from his prison. As NiGHTS, players fly around the world along a fixed plane. Players can capture items and defeat enemies in the sky using NiGHTS’s skytrails to create circles, otherwise known as paraloops. After each area is completed, players are given rankings based on score and time. Initially, only the first stages, Spring Valley and Splash Garden, are available to play, but after completing each world, the next ones unlock. The final world requires that each of the children’s three exclusive levels have an overall ranking of C or higher. The game is made for replaying each world many times in order to get as high a score as possible.

Beyond the main game, players can raise Nightopians and Nightmaren using the A-Life engine. Depending on how each Nightopian is treated, the game’s music shifts to their current mood. Merging Nightopians and Nightmaren create Mepians, and other beings can also be created over time using the engine.

Since Then…

NiGHTS received a bit of acclaim among certain news outlets, and it is seen as one of the best Sega Saturn exclusives available. Its popularity has created a large amount of hardcore fans which continue to speak about the game to this day, even after the game’s sequel release on Wii several years later.

During late 1996, the year of its release, Sega started to release a limited edition version of NiGHTS into Dreams in bundles and through special promotions. The game, called Christmas NiGHTS, is a single level version of NiGHTS which takes place after the events of NiGHTS into Dreams. Both Elliot and Claris play through a special version of Spring Valley, containing unique item placements for each child. Depending on the time of the year, the world changes its graphics and music to suit the season. In November and January, the world is snow-covered and labeled Winter NiGHTS, and in December, the world is covered with Christmas-related content and plays “Jingle Bells” as the world song. Furthermore, the game has unlockable artwork and a special mode in which players can play the game as Sonic the Hedgehog.

The creators of NiGHTS moved on from Sonic Team some years later, sans game designer Iizuka. Creator and Director Naoto Ōshima would leave Sonic Team after Sonic Adventure, citing Yuji Naka’s attitude as a producer. He would later form developer Artoon, which started with the Game Boy Advance title Pinobee. The developer would be notable for its development of Blinx the Timesweeper for Microsoft and Yoshi Topsy-Turvy and Yoshi’s Island DS for Nintendo. Artoon would later help Mistwalker develop the Xbox 360 RPG Blue Dragon and The Last Story for the Wii. In late 2010, the company was officially reinstated into its owner AQ Interactive, but the company still exists without the official title. Ōshima’s latest major character work is believed to be Cubic Ninja for the Nintendo 3DS, to be released soon in the US via Ubisoft.

Yuji Naka left Sonic Team after Sonic the Hedgehog (2006) failed to meet expectations. He would create Prope, a small developer focused on unique experiences. Since its inception, the company created Let’s Tap and Ivy the Kiwi? for Wii (and a DS version for Ivy). Its latest project is Rodea the Sky Soldier, published by Kadokawa Games for the 3DS and Wii, expected for a Japanese release later this year.

A true sequel to NiGHTS would not arrive until both Naka and Ōshima had left Sonic Team. Iizuka had shown interest in creating a sequel, and by 2007, the game had been announced to be in development. NiGHTS: Journey of Dreams was apparently being developed for HD consoles, but Sega management requested the game be shifted to Wii and did not change any release date or budgeting requirements. It is believed that this is partially to blame for its uneven reception. The game follows two new children, Will and Helen, whose problems are very similar to those in the predecessor, one with sports (soccer) and the other with music (violin). Unlike the previous game, JoD’s worlds have multiple missions ranging from the original game concept to vehicle-based missions. The game would be the last title developed by Sega Studio USA, the same team behind Shadow the Hedgehog. No current sequel has been announced for the series since. Meanwhile, the game’s A-Life system has been continually improved and used in other Sonic Team games, particularly the Chao parts to both Sonic Adventure games for the Sega Dreamcast.

Outside of major new games, NiGHTS has appeared as a cameo in a massive amount of projects, although not many feature NiGHTS gameplay elements. Specifically, NiGHTS has been an unlockable character in Sonic Riders, Sonic Riders: Zero Gravity (both developed with help from NOW Productions), and Sonic Shuffle (co-developed by Hudson Soft). Sega SuperStars, Sonic Adventure, and Sonic Pinball Party all feature minigames based on the property, with the first being closest to replicating the flight aspect of the original game. Another NiGHTS based minigame is available through GameCube-to-GBA connectivity in both Phantasy Star Online Episode I & II and Billy Hatcher and the Giant Egg. Most recently, Sumo Digital has featured NiGHTS in both Sega Superstars Tennis and Sonic & Sega All-Stars Racing.

NiGHTS into Dreams has had only one rerelease since its original Sega Saturn adventure which was developed by Sonic Team China. Released for the Playstation 2 in 2008, the game had both retro and improved graphic modes and came with a picture book remade from the original’s release. Furthermore, the Christmas NiGHTS levels are available as unlockables. Unfortunately, the remake never left Japan, despite fan requests.

The Let’s Play

With a new season, we had plenty of games to choose from, and considering that we had only so much time, we decided to start the season off with something exceptionally unique.

Mark had wanted to do a runthrough of a Saturn game, but unfortunately some of the games he wanted to record were damaged, including a copy of Mr. Bones. However, we found that Sega’s flagship Saturn title was within his catalogue and gladly asked for him to play through the game in one sitting.

We began the recording with a look at each introduction video for the two children. Then, starting with Elliot’s side, Mark ran through each world, attempting to do what he could for the camera. Would he be able to defeat Wizeman in a timely fashion, or was his victory but a dream?

Post-Mortem

Both, I would say. His playthrough of Elliot’s levels left much to be desired. Mark had not played the game in years, and unfortunately, that reflected in his attempt. Elliot’s levels are a bit harder to get high scores on, and having been more accustomed to Claris’ levels, he was unable to qualify for the last level as the young boy. However, he was capable of going to Claris’ final level and, ultimately, her ending. Of course, there was still his ending to receive, but we had to stop there for time’s sake.

Overall, I felt the video was well done. This was our only episode to use a green screen, despite our want to do more with it. Part of the issue was how to key the color away in post production, and it also required more equipment to be carried to the shooting location. I enjoyed the result, but in the end it was not worth the effort at the time. Also, this was our first time recording game footage using a DVD Recorder. Using a capture card was nice, but we had issues when it came to earlier games (and it would take until recently to understand why that was the case). As a result, this would become our method of game footage recording for the remainder of Game On (and a large percentage of Third Rate Game Plays). As in the last episode, it seems the credits music is a bit too loud to hear our commentary, but I will leave it this time for those willing to decipher any humor from our words.

NiGHTS was certainly a unique episode, and it aired constantly at Rowan University as a result of issues in programming. Still, I was glad to see all the people watching it when it was on. Then again, who wouldn’t watch something so absolutely trippy while having lunch?

Sunday, April 24, 2011

Game On: Let's Play 2.06 - Sonic Adventure [Tails]


Game: Sonic Adventure [Tails]
System: Sega Dreamcast
Developer: Sonic Team
Publisher: Sega
Players: Mark Greenfeld



Game Overview [As seen on GOLP 2.03]

In order to introduce this game, one must venture back to Sega’s previous console, the Sega Saturn. During a time without a major sonic title, Sega published Traveler’s Tales racing game Sonic R and Sonic 3D Blast onto the console, and Yuji Naka, the lead programmer of the original Sonic games, was disappointed with the direction Sonic was taking. During the Saturn years, Naka was working on non-Sonic titles such as Burning Rangers and NiGHTS, but with the Dreamcast, he returned to direct the Sonic franchise. After going into full development early-1997, the game would be the Sega Dreamcast’s flagship launch title in late 1999. The game marks the first major Sonic title in which current Sonic Team Producer Takashi Iizuka was director, although he was Sonic 3 & Knuckles’ Senior Game Designer prior.

Sonic Adventure stars Sonic and friends in the crew’s first major 3D adventure. Sonic and Tails discover that Doctor Robotnik (Or Eggman, as Sonic calls him) is planning on collecting the seven Chaos Emeralds in order to bring Chaos, the God of Destruction, to full power in order to rule the world. Sonic and Tails’ quest is not exclusive to themselves, however; Sonic Adventure introduces multiple characters whose plots intertwine with each other in order to create a full picture on what is happening and why. Knuckles the Echidna is pulled into adventure after Chaos appears and destroys the Master Emerald, causing Angel Island to crash into the ocean. Amy Rose, the self-proclaimed girlfriend to the blue hedgehog, finds herself in a precarious situation involving the protection of a young bird from a nefarious E-Series Robot’s clutches. Big the Cat runs (or wobbles, really) toward action in order to find his friend Froggy who, for some reason, has become increasingly agitated and rambunctious. Finally, E-102 Gamma, one of Eggman’s E-Series robots, follows his master’s orders until he encounters Amy and the little bird, with interesting results. Once each adventure is completed, a final adventure opens to bring Sonic and the new nemesis together for a final showdown.

Each character has his or her unique game style and cutscenes, although some do appear similar when characters interact. Sonic’s stages are the longest and most straight forward: get to the end of each level. Tails has shorter stages, all of which involve races to the finish. Knuckles’ mission is to collect three pieces of the Master Emerald in each open stage. Amy has to get to the end of each level, all while running from Zero. Big’s levels are actually fishing mini-games more than stages, and E-102 Gamma’s areas are shooter-focused. Besides the action stages themselves, there are multiple Adventure areas where the characters must explore to find power-ups and new levels. Bosses fill the remainder of the game time, whether the battles are against other characters, Eggman, or Chaos.

Sonic Adventure had been seen with great acclaim, lauding its retention of Sonic’s platforming and fast-paced speed from the original series and bringing it into 3D, albeit with a number of glitches and a finicky camera system. It is seen as the biggest game for the Sega Dreamcast, and it is the highest-selling game for it, too, at 2.5 million sold.

Since then… [As of April 2011]

Sonic has grown and shrunken in prominence since his debut into 3D. Despite the game’s praises, it was not capable of keeping Sega in the black during the Dreamcast’s existence, and just as the much-anticipated sequel, Sonic Adventure 2, was about to release, Sega announced that it had stopped producing consoles and would reduce its focus to solely software. Just half a year after Sonic Adventure 2’s release, Sonic Adventure 2: Battle was released to the Nintendo GameCube, the first Sonic game on a Nintendo console. Sonic Adventure would never return as a franchise after 2, but Sonic Unleashed, released years later for all current consoles, would be called Sonic World Adventure in Japan, perhaps denoting its existence as a game fitting of the Adventure series title.

To list all Sonic games since Sonic Adventure would be tiring, but major Sonic titles since the Dreamcast include Sonic Heroes, Sonic the Hedgehog (2006), and Sonic Unleashed. Another team within Sonic Team created Sonic and the Secret Rings, Sonic and the Black Knight, and Sonic Colors, all for the Wii. Most recently, Sonic has been coming back to 2D with Sonic the Hedgehog 4: Episode 1 (developed by DIMPS) alongside the release of Sonic Colors for Wii and DS. The HD development team behind Sonic Unleashed is now working on Sonic Generations for Xbox 360 and PS3, a game in which modern and classic Sonic meet and venture through the three generations of Sonic, using both styles of Sonic games. It is expected for a late 2011 release.

Meanwhile, producer Yuji Naka would work on a number of new franchises on Dreamcast, including ChuChu Rocket, Samba de Amigo, and Phantasy Star Online while Sonic Team USA worked on Sonic Adventure 2. Years later, he would leave Sega to form Prope, creating such games as Let’s Tap and Ivy the Kiwi?. His latest project is Rodea the Sky Soldier, a flight-based action title heading to 3DS and Wii thanks to Kadokawa Games; a release outside of Japan has not been officially been announced.

Sonic Adventure itself has seen a number of rereleases since its Dreamcast debut. In 2004, Sonic Team and some members of NOW Production brought Sonic Adventure onto GameCube and Windows as Sonic Adventure DX: Director’s Cut. This edition includes slightly improved visuals, improving the lighting and models of each character, but the game’s glitches were not fixed. Included with the main adventures are 60 missions which are available for players to complete in both adventure and action stages, and if all Emblems are collected, players can play as Metal Sonic. Furthermore, as players earn emblems they unlock the ability to play from a collection of twelve Sonic Game Gear titles. This year, Sonic Team Shanghai brought Sonic Adventure to Xbox Live Arcade and Playstation Network. This version is the DX version of the game sans the extra game content, and the mission content is available as DLC. Players can also experience Sonic Adventure through the Dreamcast Collection for Xbox 360 and PC, which contains three other Dreamcast-gone-XBLA titles in one retail disc.

The Let’s Play

Mark Greenfeld was all too eager to jump into Sonic Adventure, especially with the idea to have the game played by three people and span several episodes. He decided to take second dibs on whom to play, and Tails was easily chosen as his primary choice. Being a hardcore Sega fan, he was sure to do well, and with luck he was capable of getting through Tails in one whole episode.

Tails is among the longer segments in the game, but he is pretty straight forward. Mark moves through his story and, barring a few glitches here and there, he completes the whole story in one sitting. No need to wait for a second part for this one! He also dabbles a little with the Chao segments of the game, although he was pressured to move onward rather than stick with raising a Silver Chao.

Post-Mortem

Even though we had lost our other player for the day, we took the opportunity to make the commentary as lively as possible, and by that I mean we bothered Mark continually throughout his playthrough. Whether it was singing Tails’ theme song or mimicking the bad voiceovers, we ensured to keep his anger high and our gameplay as active as possible.

It had been a long while since Mark had played Sonic Adventure, and as such he had a rocky start to his adventure. Sometimes he found himself unable to find his way around the Adventure maps, but he was good at venturing through the actual stages, sans a few incidents. Meanwhile, he took it upon himself to try out some Chao raising, despite the nearby audience’s disinterest. This ultimately led to increased banter between the three people. By the second half, the insanity began to grow, which lead to a funnier outcome.

The recording was alright, although the room was perhaps more acoustic than we would have preferred. The result is the occasional moment when our voices on the sidelines become hard to judge amid the loud game soundtrack. Furthermore, the recording devices began to create a heavy buzzing sound, which can be heard within the recording, much to our dismay. And we had commentary during the credits…but the audio was nearly impossible to hear, so years later I removed the commentary for the sake of our ears.

As for continuing the Sonic Adventure playthrough, we were unable to do so. Ivan was always too busy with other projects, and while we attempted to complete Knuckles later on, a glitch prevented progress beyond a battle against Chaos. We never ventured into the secondary threesome, and considering what else we recorded I am somewhat thankful for it. For now. Perhaps Third Rate Game Play might finish the game as it stands, but for now, Sonic Adventure is done for us.

Sunday, April 17, 2011

Game On: Let's Play 2.05 - Raiden Trad

Game: Raiden Trad
System: Super Nintendo
Developer: Micronics
Publisher: Electro Brain
Players: Edward Bauman
Alex Wanschura




Game Overview

Arcades used to be the go-to places for everyone’s gaming fix, ranging from small games of Pac-Man to finger-blistering battles in Street Fighter. Over time, these mainstays in the gaming industry became a complimentary part of every gamer’s life, allowing them to socialize with other gamers and experience gaming outside of home. Regardless of how prominent arcades were for gamers, arcade companies wanted to ensure that they received some money from gamers, whether they were at home or in the arcades. As such, several arcade ports and spin-offs have graced every console and handheld in existence, even if the quality has varied greatly from game to game.

One of the more recognized developers of Japanese arcade titles back in the day was Seibu Denshi, formed in the early 1980’s and best known for creating the Raiden shooter franchise. Raiden is a series of vertical shooters in which the World Alliance Military fights off the Cranassians, an alien race bent on invading Earth. In order to defeat the aliens, the WAM creates the Raiden Supersonic Attack Fighter, a super-powered jet created from a crashed alien vessel, to stop the oncoming forces and save humanity. This episode’s game, Raiden Trad, would be a Super Nintendo and Sega Genesis port of the action-packed arcade shooter. Of course, Seibu Denshi had worked on console games beforehand, specifically three rail-gun shooters: Dynamite Duke, Empire City: 1931, and Dead Angle. Bringing the arcade hit Raiden to consoles was no problem for the developer, but with the focus strictly toward a Genesis port, the company outsourced the SNES’s version to another developer.

Enter Micronics, the true developer of Raiden Trad’s Super Nintendo iteration. Formed in 1985, this Japanese developer was headed by Masahiko Tsukada and Kazuo Yagi and was a contract developer for the NES and, for one time, the Sega Master System. A post on 2Ch claims that the president of the company was a college student who had wanted to join the gaming industry and ended up doing ports without the desire to clean up bugs and other issues formed during game development; whether this is true has not been confirmed. While some games the developer produced did not mention its name and required deep investigation for authentication, Raiden Trad happens to sport the developer’s name right on the title screen. Perhaps the game was good enough that the developer decided to put its name on the game, or perhaps Seibu Denshi wanted to ensure gamers that it had no major part in Trad’s development.

The publisher of Raiden Trad in the US was Electro Brain Corporation. Not much is known about the company other than the unique lineup of games it published up to that point. Titles released before Raiden Trad included Ghoul School and Supercars for the NES.

Raiden Trad’s SNES edition features many differences from the original arcade classic, most of which result in the game’s poor quality. Some of the abilities do not become as powerful as they would in the arcade game, and a few of the bosses are stationary or are already in their second attack formation so as to cut corners. Bombs, which originally only destroyed ships which collided with the explosion, eliminate everything on screen in Trad. After beating a boss, players pull themselves toward the center of the screen, possibly colliding with an enemy bullet on the way. A reduced framerate and duller colors combine into something which only harms the overall package of the otherwise lackluster port. At least the game is content complete, for the most part.

Since its Release…

Raiden as a series would go on for several iterations in the Arcades, but after Raiden DX, released in 1994, the series remained alive mostly through a number of spin-offs. The Raiden Fighters series continued the franchise as a spin-off, introducing a number of unique fighter planes and cooperative game quirks unused in the original Raiden series. All three games of the Raiden Fighters series would be released in an Xbox 360 collection, Raiden Fighters Aces, developed by Gulti and published by Success Corporation and Valcon Games. The main Raiden series would not see a return until Raiden III and Raiden IV were developed for Xbox 360 in 2005 and 2007; the latter of those games was brought to America as a retail-only game via UFO Interactive. The series has remained quiet ever since, although since reappearing after a decade of silence, who knows whether the series is finally over or not.

As for ports of Raiden Trad, only the Genesis and Super Nintendo iterations were made, although Raiden itself was ported several times under various other names. To quote Wikipedia: “Raiden was ported to the FM Towns Marty, PC Engine,…Atari Jaguar, PlayStation as The Raiden Project, Atari Lynx, [Atari Falcon], Amiga, MS-DOS, and mobile phones.” The original arcade game is also available on PSN.

Raiden series developer Seibu Denshi continued to produce games well into the 1990’s, just as the arcade scene in America dwindled and shifted toward at-home gaming. The Raiden Fighters games were the last major titles the company produced, with the last of those games seeing release in 1998. Since then, the company’s only games of merit have been licensed out: Raiden III and Raiden IV, in fact. The company’s website states that it has produced a number of small mobile games as late as 2006, but its lack of content makes it hard to note what the games are. The company’s last listed release is BINKANリップスぷらす, whatever that means. It should be noted that most of the Raiden team from Seibu Denshi left the company to form MOSS, which is the developer of Raiden III and IV. Its most recent release was King of Fighters: Sky Stage for XBLA, which saw its US release September 2010.

Micronics became infamous for its poor products, and it ultimately disappeared in 1993. However, according to the Game Developers Research Institute, it seems that the company renamed itself to Khaos so as to avoid the negative publicity it had created over the years. Under this name, the developer produced a multitude of ports to the Super Nintendo and other consoles. While there is no explicit mention of the name change, GDRI found that code and sound effects matched for the two developers, and neither company coexisted at the same time. Regardless, the company did not last long, and it ceased to exist by the release of the first 3D game console.

US Publisher Electro Brain remained in existence for quite a while, despite publishing obscure titles over the course of its existence. In particular, the company acted as a publisher for some of Hudson Soft’s unclaimed titles during the late 1990s, including Star Soldier: Vanishing Earth for Nintendo 64 and Bomberman Quest for Gameboy Color. Even though Electro Brain did not have any releases for years, it remained in existence until 2008 (according to sources), when it filed for bankruptcy. Sony took the company’s employees and assets following the company’s closure.

The Let’s Play

After failing to complete Jaws in a timely manner, Ed decided to go take a whack at another game in his limited library. Being one interested in trying different rather than popular games at the time, Alex decided to have him try out Raiden Trad, which would be a short and unique experience.

While Tony and Mark went to get food, Alex and Ed would play cooperatively and begin their journey to the end of the otherwise basic SNES port of the arcade classic. Starting with no changes to the options, how would the duo fair together?

Post-Mortem

Not well. The two died within a ten-minute span, but after a couple tweaks here and there, the game became much easier, perhaps too easy. That was the big problem, in the end: Raiden Trad was too easy when it was set to being easy. With many extra lives and plenty of weaponry, the game became a pushover, and once enough powerups were given to the two, they simply mowed down oncoming enemy forces.

The game unfortunately becomes fairly boring in the latter half, particularly because of the aforementioned underpowered enemy troops. Commentary remained humorous but ultimately sparser as the episode continued.

Note that the music suffers from a capture card issue, resulting in skipping audio. This could not be fixed completely, and as a result, the game is fairly quiet in this episode. Furthermore, the audio itself was not balanced as well as expected, so it might be harder to hear than usual.

Following this playthough, Ed had to depart, but Mark would stay for what would be the final episode of the season…

Thursday, February 3, 2011

Game On: Let's Play 2.04 - Jaws

Game: Jaws
System: Nintendo
Developer: Westone
Publisher: LJN
Player: Edward Bauman




Game Overview

Take a trip back to the 1980s, when videogaming had hit a slump when Atari crashed. What caused the great glut of gaming was licensing: a terrible port of Pac-Man and a hastily-prepared game based on E.T. Licensed games based on movies have greatly varied in quality since gaming resurfaced with Nintendo at the helm. This is one of those games which, unfortunately, does not vary far from the drudge that killed Atari.

Jaws is a videogame which appears to have something in common with E.T.: The Extraterrestrial: both movies were directed by Stephen Spielberg. However, something is incorrect in this comparison. Jaws the videogame is actually based off of Jaws: The Revenge, the fourth movie in the Jaws franchise; Jaws: the Computer Game for Commodore Amiga (and a port, known as Jaws on Commodore 64) made by Screen 7 (and ported by Box Office Software) is an actual game adaptation of the Spielberg classic. It should be noted that aspects of the original Jaws are in Jaws the NES game, but in reality, where it fits into a movie storyline is irrelevant to the end product.

In Jaws, players control a diver and his boat with the intent on defeating the giant menacing shark. In order to defeat Jaws, however, players must be capable of defeating it in a fast enough time so it cannot swim away. In order to do that, players need to upgrade their harpoon strength, and the only means of doing that is sailing their boat from one port to the other, back and forth. First, players receive a tracking device which allows players to know when Jaws is near. Afterward, players receive power boosts with each visit across the map, but in order to earn any upgrades, they must collect conch shells which are dropped by enemies consisting of jellyfish, starfish, and smaller sharks. Once players weaken Jaws, the game shifts into another angle, in which players have to shoot a charge to launch Jaws in the air and subsequently ram the boat into the shark, killing it. All in all, a very basic and short game with an annoying difficulty made more annoying by its repetitiveness.

Although not mentioned in-game, Jaws was developed by Westone, a Japanese company who was subcontracted to create the game by Atlus. Westone, formed in 1986, was originally known as Escape, but it later changed its name to better suit its image. Westone had previously created the Wonder Boy arcade games for Sega, which makes Jaws an odd choice for development seeing as the company had not yet made an NES game before. Then again, this is LJN who published it.

LJN Entertainment was founded in 1970 by Jack Freidman, and in 1980 was purchased by the Music Corporation of America (MCA). It was during this decade that LJN focused its efforts on publishing titles on the NES. Unfortunately, they were not necessarily good in quality, as they were mostly outsourced products based on licensed material for highest profits. Before Jaws, it had only released one title, Gotcha! The Sport, a Zapper-enabled game involving paintball.

Since its Release…

While the movie series for Jaws ended, that did not stop the sale of the franchise's merchandise. As for videogames based on the series, besides the aforementioned Commodore Amiga and 64 titles based on the original movie, one Jaws-focused game arrived almost ten years later. The game, Jaws Unleashed, was published by Majesco and developed by Appaloosa Interactive, the development team behind Ecco the Dolphin; in it, players control Jaws himself in creating chaos and destruction to all those in the ocean. The game was not well-received, and Jaws (as well as Appaloosa) has not been seen since. It should be noted that technically Jaws appeared in another game, Kemco’s Universal Studios Theme Parks Adventure, back in 2001, but as it was a minigame, it is an insignificant Jaws-related game.

Westone’s future was not as sparse, and while it still exists in effect today, its focus has steered away from mainstream gamers' eyes. After developing Jaws, Westone worked consistently on Sega’s Wonder Boy franchise, including Wonder Boy III: The Dragon’s Trap for Sega Master System (as well as the re-skinned version, Dragon’s Curse, on TurboGrafx-16), Wonder Boy III: Monster Lair for Sega Genesis and TurboGrafx CD, Wonder Boy in Monster World for Sega Genesis (and the re-skinned TurboGrafx CD version, Dynastic Hero), and Monster World IV, only released in Japan on Sega Genesis.

Westone would also produce a number of other titles, including but not limited to Blood Gear on TurboGrafx CD and Dark Half for the Super Nintendo. Its last known original title listed today is Milano no Arbeit Collection for Playstation, a game released in 1999 in which players control Milano, a young girl who has moved out to live on her own; players help her earn money through oddjobs and ultimately help her decorate her new home. Other than help associated with a Japanese-only Sega AGES Collection on Monster World, Westone has been quiet ever since.

LJN fared the worst of the three, which is certainly saying something! LJN produced a wide variety of movie-based videogames on the NES, most if not all of which were terribly produced. Some of these games includes Back to the Future, Friday the 13th, Beetlejuice, and Terminator 2: Judgment Day. However, as the decade ended, LJN was in financial trouble, and the company was sold to Acclaim on March 1990. Acclaim would keep the LJN brand in order to sidestep Nintendo regulations (only a number of games could be released by a publisher within a year). However, the label would not last long, and in 1994, it was folded into Acclaim along with its special Sega labels (Flying Edge and Arena Entertainment).

The last time LJN would appear was in mid-2000, when Acclaim used the LJN label in publishing Broadsword Interactive’s Spirit of Speed 1937 for Dreamcast. It had terrible reviews, and the label disappeared forever. Acclaim would also fold not too shortly thereafter. A terrible end for a mediocre publishing company.

The Let’s Play

This episode was filmed with the intention of fulfilling a number of odd titles to fill our lineup of games for the season. Ed was interested in taking a shot at some episodes while he could, and we were very much willing to oblige. We hoped more people would show, but the others who had planned to join could not. They would eventually appear for another recording, only for things to mess up and be unobtainable for editing purposes.

Jaws was a game Ed chose to record because it was fast to complete. This is true, though the difficulty can become something deadly, especially when the game is already dragging on with repetitive battles and movements. Can Ed kill the shark of doom? Or is he chum?

Post-Mortem

Things went worse than expected, both on the episode and in its editing. Before recording the episode, Ed played through the game, and within fifteen minutes, he was at the highest strength available and was on his way to defeat the aquatic menace.

When the camera turned on, he flubbed. The game caught him off-guard, and he ended up getting so many seashells it was painful. It became more monotonous as he lost to Jaws and then various other enemies in the ocean, ultimately failing to complete the game in the half-hour he gave himself…and he had a game over, anyways.

After that was finished, editing became a problem…the Canopus capture card was failing to capture correctly. Audio and video were not syncing, and so when we played the game, the audio was staggered, as if playing through a fan. This problem continued for the rest of the season, and it only occurred with any console older than the Nintendo 64. It could have been a PAL/NTSC issue, but we never figured it out to fix it. So, if you wonder why the audio is messed up for the game, that’s why.

But we still had two more episodes to record this day, and they were a bit less…off.