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      <title>Slog | Games Category Feed</title>
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      <description></description>
      <language>en</language>
      <copyright>Copyright 2008</copyright>
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            <item>
         <title>Here Goes the Rest of Jonah&apos;s Life</title>
         <description><![CDATA[<p>Annie, I know that you're probably still upset over <a href="http://slog.thestranger.com/2008/07/to_everyone_who_keeps_emailing_me">Scrabulous</a>, but perhaps you should expand your horizons: <a href="http://www.tor.com/index.php?option=com_content&view=blog&id=3972">Tor.com</a> has announced that Dungeons and Dragons has just issued a <a href="http://www.new.facebook.com/apps/application.php?id=23415053320">Facebook application</a>.</p>

<blockquote><strong>Welcome to Dungeons & Dragons: Tiny Adventures!</strong> Choose a hero to send on epic adventures. Be your hero's guide through encounters with menacing monsters and dangerous traps. Equip your hero with magical weapons and armor. Get an RPG experience on Facebook without having to play for hours at a time!</blockquote>]]></description>
				 <author>Paul Constant</author>
         <link>http://slog.thestranger.com/2008/08/here_goes_the_rest_of_jonahs_life</link>
         <guid>http://slog.thestranger.com/2008/08/here_goes_the_rest_of_jonahs_life</guid>
         <category>Games</category>
         <pubDate>Thu, 21 Aug 2008 14:00:00 -0800</pubDate>
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            <item>
         <title>Too Human Review</title>
         <description><![CDATA[<p><img alt="toohuman.jpg" src="http://slog.thestranger.com/files/2008/08/toohuman.jpg" width="400" height="246" /></p>

<p>Too Human<br />
(Xbox 360)</p>

<p>Two of gaming's oldest archetypes collide in <strong>Too Human</strong>: the stupidity of the <a href="http://slog.thestranger.com/2008/04/games_i_want_to_give_you_vd">Van Damme</a> genre and the <strong>timesuck</strong> of amassing RPG crap like experience points and treasure. Not my dream blueprint for a game, but I did reserve a little hope, as TH's designers were responsible for 2002's <strong>Eternal Darkness</strong>, the first really good 3D scare game by a Western studio. (That game would throw up fake <strong>Blue Screens of Death</strong>. The hell is scarier than that?)</p>

<p>Sadly, the creative folks at <strong>Silicon Knights</strong> didn't know when to <strong>pull the plug</strong> on TH, finally released <strong>today </strong>after a decade of development. This game would've been a dandy on its original destination, the Playstation 1, and that's a good way to put it, because the game feels dated—as if a lost PS1 game by some forward-thinking developer was unearthed 10 years later.</p>

<p>Credit's due here. For starters, in the world of clichéd gaming themes, there's something, er, unique about this one: Norse mythology colliding with plasma rifles and rocket-launching robots. (<strong>Steam-narök</strong>, maybe?) Might sound cheesy, but the art team here sure ran with the idea. If the game feels old, <strong>it sure doesn't look it</strong>—while rough around the edges, TH's set designs and architecture rank up there with the immaculate <strong>God of War</strong>.</p>

<p>That mythology core takes its toll on the plot. TH is too full of <strong>stereotypes and one-liners</strong> to be taken as seriously as Silicon Knights so desperately wants us to (and geez, are there a lot of cut-scenes and town-crawls). At the same time, there are too many shades of gray to determine <strong>who's worth liking</strong> in this tedious story. Worst of both worlds.</p>

<p>The core battling has its moments. In earlier stages, your gun-n-slash hero can whip through a chain of 30 baddies at once, and maneuvering these kill-combos has <strong>a certain Viking grace</strong>. You'll slash one dude, throw another one in the air, hold that mid-air guy up with a cloud of gunfire, then “slide” with your sword in a bee-line to the next foe, only to slam your fists to the ground and fell a mass of six critters simultaneously.</p>

<p>Like in <strong>Diablo</strong>, this mindless baddy-genocide is <strong>fun with a friend</strong>. Loot sharing and co-op moves are well done here; certainly better than last year's <strong>Army of Two</strong>. But that mode is online-only, and without a friend to talk to and kill with, the game's shortcomings are more oppressive. Missions run in a straight line; all killing, no puzzles. Since all enemies look pretty much the same, <strong>monotony </strong>sets in quickly. The game tries to hook players with Diablo-style treasure (all the swords you could want, nerds!), but Diablo beefed up its virtual treasure hunts with winding, crazy dungeons and a ridiculous variety of creepy crawlies. Not so much here.</p>

<p>I could describe other issues in detail: awkward controls, wonky cameras, clumsy item management, wonky fricking cameras. Those are all annoying, if not deal breakers. But more than any of that, Silicon Knights has no clue what the word “difficulty” means. In TH, <strong>you will die</strong>. Often. Over and over. Holy crap, are you going to die. Not that it matters, though—your character <strong>comes back to life</strong> after every death in the same spot with barely any penalty for it.</p>

<p>I'm fine with the free revival concept, but not the execution. It's only there because TH gives players <strong>no other solid way</strong> to stay alive. New weapons and armor don't help; the enemies scale up automatically, so you rarely feel like a total badass. And healing and dodging are nerfed. Once the difficulty very suddenly ramps up, you will spend more time <strong>dying and waiting for revivals</strong> than playing the damned thing.</p>

<p>Again, <strong>muffle the criticisms</strong> if you've got a pal to tear through this with. Co-op doesn't so much save the game as flatten out the complaints (for one, you'll die a lot less). But that's not a ringing endorsement. Fanboys who love virtual treasure have too many hurdles <strong>between them and their gold</strong>, while if you were hoping for a great story, quality acting, or a new echelon of action gaming, better luck next time.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/08/too_human_review</link>
         <guid>http://slog.thestranger.com/2008/08/too_human_review</guid>
         <category>Games</category>
         <pubDate>Tue, 19 Aug 2008 15:43:57 -0800</pubDate>
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         <title>Soul Calibur 4 Review</title>
         <description><![CDATA[<p><img alt="sc4_yoda.jpg" src="http://slog.thestranger.com/files/2008/08/sc4_yoda.jpg" width="400" height="225" /></p>

<p>Soul Calibur 4<br />
(Xbox 360)</p>

<p>The Xbox 360 edition of <strong>Soul Calibur 4</strong> adds <strong>Yoda </strong>to the fighting, and the marketing tie-in seems tacky at first. Even kinda cheap--uh, you can't throw Yoda, and in Soul Calibur, that's 1/4 of the 3D battle. But I've come to appreciate the <strong>grammatically challenged</strong> half-pint.</p>

<p><strong>Tiny is he</strong>. Hops around all over the place. Is weaker. Can summon <strong>the force</strong>. Why, that sure seems different for Soul Calibur, doesn't it? In a fighting game where many Euro-centric characters swing their oversized swords/hammers/axes the same way they did in 1999, Yoda forces a strategy reboot. Maybe a healthy <strong>dose of the supernatural</strong> could do this ancient series some good.</p>

<p>Sadly, that's as far as Soul Calibur 4 gets in upgrading a core fight that was already phenomenal in the 1999 original. Back then, it was the first good 3D fighting game with weapons. The second and third versions lost that luster by adding mere tweaks; this one sees more tweaks, HD graphics, and online play.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/08/soul_calibur_4_review</link>
         <guid>http://slog.thestranger.com/2008/08/soul_calibur_4_review</guid>
         <category>Games</category>
         <pubDate>Sat, 16 Aug 2008 09:55:39 -0800</pubDate>
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            <item>
         <title>Friday Afternoon Time Suck</title>
         <description><![CDATA[<p><a href="http://armorgames.com/play/2016/orbitrunner">You be the sun! </a>You control planets with your massive gravitational field!</p>

<p>It is FUN!</p>

<p><img alt="gravitywell001ds0.jpg" src="http://slog.thestranger.com/files/2008/08/gravitywell001ds0.jpg" width="500" height="375" /><br />
</p>]]></description>
				 <author>Brendan Kiley</author>
         <link>http://slog.thestranger.com/2008/08/friday_afternoon_time_suck</link>
         <guid>http://slog.thestranger.com/2008/08/friday_afternoon_time_suck</guid>
         <category>Games</category>
         <pubDate>Fri, 15 Aug 2008 16:13:39 -0800</pubDate>
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         <title>Braid Review</title>
         <description><![CDATA[<p><img alt="braid.jpg" src="http://slog.thestranger.com/files/2008/08/braid.jpg" width="400" height="227" /></p>

<p><strong>Braid</strong><br />
(Xbox Live)</p>

<p>Not often do you see a video game both thank <strong>Italo Calvino</strong> in the credits and pay tribute to the author's time-toying books, but such is <strong>Braid</strong>. The chief twist in this Mario-esque side-scroller is time manipulation. At first, it's simply a convenient button-press to reverse death or a missed jump; rewind time a bit, try again. Soon, you can't get anywhere without bending time.</p>

<p>An example: You'll see a critter in a later level that glows green. Even when you hit the “rewind” button, this thing keeps <strong>moving forward in a backwards world</strong>, and you have to use its immunity to finish a puzzle. Later, your footsteps will make time go forward or backward, or you'll have a ghost that moves forwards while you go back in time. Stuff like that.</p>

<p>Each level's time twist comes with a story about memory, perspective, and broken relationships. The writing can get away from the author at times—just because it's confusing doesn't make it brilliant—but the story's mix with the gameplay has weight, adding a pleasant layer of “<strong>ohhhhhh</strong>”/closure to the puzzles' conclusion.</p>

<p>Braid has that going for it, along with some brilliant puzzles and great turns in both art direction (watercolors that <strong>melt with the passing of time</strong>) and music (tasteful classical and Irish folk). It's a fiercely independent game--coded almost entirely by one guy--and while that helps, the game's stumbles seem to come from a lack of group review. There's no instruction manual--seems at first like "learn by playing" design. But some of the challenge just comes from answering the question of <strong>how the game works</strong>. A basic instruction set would actually answer a few hard puzzles, and once you realize that, they're less satisfying. This isn't a dominant flaw, but since the game's short (I'll get to that), offenders stand out and feel cheap.</p>

<p>Also, for all this game does to blow away the Mario standard, it still adheres to it. Braid has lots—and I mean LOTS—of precise jump challenges. Personally, I think the “rewind” feature makes this okay. But if you're not a fan of pixel-perfect jumps and pogo-hops off of enemies' backs, like in super-hard NES games of old, then prepare to get needlessly pissed.</p>

<p>And, yeah, the price--$15 for roughly four hours of play. That's about a week and a half of a game rental, but to be fair, it's also five bucks cheaper and two hours less than the best game of 2007, <strong>Portal</strong>. Is Braid in the same league as Portal? Close. The aforementioned cheapo challenges are a drag, and the plot isn't as magically crafted as fanboys have been saying. Portal's better—more accessible, superior pacing, more emotional response with its dark humor.</p>

<p>But when Braid gets things right, its puzzle/plot combo delivers <strong>an intangible level of satisfaction</strong> that you don't often find in <strong>the stimulus-response world of most boring video games</strong>. At the very least, get the demo. Think about it.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/08/braid_review</link>
         <guid>http://slog.thestranger.com/2008/08/braid_review</guid>
         <category>Games</category>
         <pubDate>Mon, 11 Aug 2008 13:39:45 -0800</pubDate>
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            <item>
         <title>Geometry Wars 2 Review</title>
         <description><![CDATA[<p><strong>Geometry Wars 2</strong><br />
Bizarre Creations (Xbox Live Arcade)</p>

<p><img alt="geowars.jpg" src="http://slog.thestranger.com/files/2008/08/geowars.jpg" width="400" height="220" /></p>

<p>Lots of arcade-style games in recent years have aped Geometry Wars: Top-down, simplified design, emphasis on audio, <strong>shoot everything that moves</strong>. But in the case of GW, it's not so much the gameplay as the rush that keeps it at the top of this arcade-blaster renaissance. Your little 2D ship is trapped in a wireframe, TRON-esque space, chased endlessly by neon shapes—each class of shape having its own movement pattern. Destroying these things turns the screen into a beautiful mess of broken neon lines and dots, and the waves of baddies ramp up perfectly, culminating in your inevitable death—and your slap of the “retry” button.</p>

<p>But the original GW, the surprise hit that launched Microsoft's nascent Xbox Arcade service, is <strong>broken</strong> at its very core. Once you learn the game's chase dynamic, there's only one way to play—pilot your ship in an oval around the rectangular space, and aim your shots forward and backward intermittently to blast following shapes. This isn't a chase--it's <strong>a well-lit NASCAR event</strong>. Geometry Wars 2 gets a thumbs-up from the get-go by tweaking the game to kill the Jeff Gordon approach. New rocket shapes move in static lines, and these often appear with a solid, parallel wave of their buddies. If you try the oval trick, you're apt to crash into a bright mass of death. Combine that change with other tweaks—from AI to a reward system that requires retracing your steps—and the series' gameplay reverts back to <strong>a chaotic, reactive state</strong>.</p>

<p>And that's just one of the six modes.</p>

<p>GW tried branching out last Christmas on Wii and DS with “levels,” but that attempt to stretch the game's length instead watered down the original thrill. Here, the basic experience is hard-modded to great effect. Best one's probably “King,” in which shots will only fire when your ship's in a safety bubble. Each bubble pops after two seconds, so you have to keep hopping to the next bubbles, unable to shoot while you're en route. The feeling is something else; you're stuck in a bubble, completely surrounded by creatures just waiting to get in. You have to blast your way out as if these things were <strong>zombies in a Romero flick</strong>, and then you can only hope they don't tackle and eat you by the time you reach the next safe, abandoned house.</p>

<p>“Pacifist” is a trip, as well, because <strong>your guns don't work</strong>. Instead, you have to lure shapes behind you, then trip the level's bomb lines that blow up everything in your vicinity. The original format—just move and kill as enemies grow crazier—returns in “Evolved” mode with the aforementioned tweaks, while “Deadline” is a three-minute version of this with unlimited lives (the rub being that your score won't be as high if you lose precious seconds coming back to life). Less fun are the “Waves” mode (those new straight-line shapes bombard you) and “Sequence” (20 pre-determined waves of enemies meant for the hardest of hardcore players), but that's just because those don't change the core play so much. Still plenty blasty -- and for the same $10 price as the first game, <strong>the price-to-fun ratio</strong> of these six modes is <strong>through the roof</strong>.</p>

<p>Sadly, the multiplayer modes don't transform this game so much. Keeping up with four spaceships on the busy screen at once is too much to ask of anybody with standard rods and cones (and lack of online play is sad, even if this game is too crazy-fast to work online). Still, the core mechanics, control, and (of course) rush of Geometry Wars 2 are enough. The tweaks work, and GW2 is now more about reaction speed and paddling through <strong>a bucket of technicolor vomit</strong> to make sense of the neon-loaded action. But that's not even the best part. Nothing trumps this game's high score tables. Every time you load a new game, your friends' top scores in each mode taunt you in corner-arcade fashion. Most Xbox Arcade games have scoreboards, but few thrust your friends' scores into your face so brazenly, and the effect is greater than I expected. I've spent the past four days in a back-and-forth battle with an old friend across the country, fighting for score supremacy. The learning curve is perfect for this kind of obsession—you gradually learn the ins and outs with each play, and your score ramps up accordingly, ensuring that you and your friends will progress pretty much in parallel. When I started writing this review, I was on top. By the time I got to the end, my friend had topped my every score. If this review seems to be <strong>petering out</strong> because I want so badly to return to the Xbox and put my friend in his place, then </p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/08/geometry_wars_2_review</link>
         <guid>http://slog.thestranger.com/2008/08/geometry_wars_2_review</guid>
         <category>Games</category>
         <pubDate>Mon, 04 Aug 2008 14:49:06 -0800</pubDate>
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            <item>
         <title>To Everyone Who Keeps Emailing Me</title>
         <description><![CDATA[<p><a href="http://arstechnica.com/news.ars/post/20080731-scrabulous-goes-for-bonus-points-relaunches-as-wordscraper.html">This</a> is not an acceptable substitute for Scrabulous. People play Scrabulous because they like Scrabble and want to be able to play it online with the same rules with their same friends over an indefinite period of time. People like to brag about scores that correspond to scores people understand from Scrabble. People like to brag about their bingos, just like those which one might achieve in a game of Scrabble. Yes, I realize this is clear copyright infringement, but I honestly don't understand why Hasbro would care. Playing Scrabble online, whether a company-approved version or no, will make people more likely to buy official dictionaries, study official word lists, purchase game sets, join Scrabble clubs, etc. It would have—and I'm sure already has—made Hasbro money. Driving them to this imitation game will do nothing of the kind.</p>

<p>In any case, though, people do not want to play some lame imitation word game with completely different strategic implications and an overabundance of bonus squares.</p>

<p>People want Scrabble. No frills, no animation, no unfamiliar colors. Just Scrabble.</p>]]></description>
				 <author>Annie Wagner</author>
         <link>http://slog.thestranger.com/2008/07/to_everyone_who_keeps_emailing_me</link>
         <guid>http://slog.thestranger.com/2008/07/to_everyone_who_keeps_emailing_me</guid>
         <category>Games</category>
         <pubDate>Thu, 31 Jul 2008 13:00:41 -0800</pubDate>
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            <item>
         <title>Re: Reading Tonight</title>
         <description><![CDATA[<p><img alt="gamerkidfragged.jpg" src="http://slog.thestranger.com/files/2008/07/gamerkidfragged.jpg" width="280" height="280" /></p>

<p>(Paul, I'll assume you were referring to me, not <a href="http://slog.thestranger.com/2008/07/tried_to_play_scrabulous_today">Annie</a>.)</p>

<p>Probably wouldn't be so illuminating to attend tonight's reading of <em>Video Games & Your Kids</em>. Let's take a look at the book's description on an anonymous Internet retailer's site:</p>

<blockquote>Other [gamers] have grown so dependent on these games that they are abandoning their lives to pursue this activity, which they seem to prefer above all others. Video Games & Your Kids: How Parents Stay in Control is <strong>for parents who are worried that their children may be spending too much time</strong> playing video games.</blockquote>

<p>When we get past the cloud of parents throwing their arms up and crying their eyes out--the thick cloud that apparently necessitates hundreds of pages in this book--there's an easy question that follows. How are kids and teens getting their hands on video games? Up until roughly the age of 14, the answer is almost universally that <strong>they're purchased by parents</strong> and family members--or enabled by rich parents who give ridiculous allowances. And by 15, when a kid can get his/her own job and start racking up enough to buy hundreds of dollars of games systems, parents still have a responsibility in teaching their kids to spend/save/invest wisely. I'll agree with these authors that gaming impacts kids in ways different than a lot of other habits, but that doesn't change the issue of a swingin' gate at the homestead. Parents "stay in control" by--whoa now--asserting control in the first place.</p>

<p>Really, the stupidity of this kind of cash-in book is most apparent when you tweak the title; try "Music & Your Kids" or "Movies & Your Kids." Those would be boring books, and for good fucking reason. But let's say the wheels have rolled off and your kid's a total 1337 asshole. Solution? <strike>Euthanasia</strike> <strong>Shut off your home Internet service</strong>. Online gaming can be so unbelievably bad for a growing kid--and don't let him/her BS you into thinking they're building teamwork skills while growing a WoW guild or leading a Capture the Flag team in Call of Duty 4. They're just learning creative ways to combine the words <strong>nigger, fag, and Jew</strong>.</p>

<p>Gaming has its ups and downs for kids--creative, exploratory games like Zelda that encourage map-making, puzzle-solving, and general whimsy; and adult/immature fare that encourages <strong>killing dudes in a straight line</strong>. Either way, a kid with their head screwed-on straight can usually cipher out fantasy from reality and come out as unscathed as, say, watching violence on TV. But invite that kid to persistent online games, and you've combined the visceral glee of a game with the <strong>hyperized social atmosphere</strong> of an anonymous Internet. I'm not entirely against kids socializing with strangers online--though that's hairy territory already--but insecure teens aren't doing themselves favors when their social development is hampered by hours and hours and hours with a headset and a trigger finger. Maybe they're trading slurs with the country's next generation of Neo-Nazis, or maybe they're being sucked into the mob mentality of hours-long raids in 3D dungeons every night. Sorry to sound like an old man, but the 12-16 year-old mind just isn't as good at ciphering out the crap in those socially loaded scenarios.</p>

<p>When you unplug the Internet, you keep the fun, simple nature of games in check--let parenting and reasonable guidance take over from that point. And really, what's the worst that'll happen? Your kid might sneak over to a friend's house to play online. At least he/she will now have to play that game with other friends face-to-face, where they can't get away with slagging each other without someone getting punched in the shoulder. It's not ideal, but if your kid's so far gone that he/she has to sneak out the window for a Counter Strike fix, <strong>your dumb parenting ass</strong> should take what it can get.</p>

<p>Oh, I just noticed this bit in the book description:</p>

<blockquote>The authors give gaming advice on each stage of life; birth-2 years, ages 2-6, elementary school years, adolescence, and <strong>adult children still living at home</strong>.</blockquote>

<p>Adults who still with their parents? It happens. But if you're a concerned parent by that stage, maybe you should look into a different kind of book.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/07/re_reading_tonight</link>
         <guid>http://slog.thestranger.com/2008/07/re_reading_tonight</guid>
         <category>Games</category>
         <pubDate>Wed, 30 Jul 2008 12:42:11 -0800</pubDate>
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            <item>
         <title>Games Catchup</title>
         <description><![CDATA[<p>As expected, the summer has slowed to a near-crawl for games. But that doesn't mean I'm going to <strike>go outdoors</strike> bullshit the games fans at Slog with hyped-up previews of games coming this fall, not even with <strong>Golob's nerd fatwa</strong> up in the air. Well... except for this crazy-looking demo video of <strong>Mortal Kombat vs. DC Universe</strong>, I guess:</p>

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<p>There's no telling whether this game will play as well as it looks. Mortal Kombat, for years, has been the sloppy, fun-to-watch stepchild of Japanese fighting games--amusing and bloody, but awkward and tiring after roughly 14 minutes. (Gaming's Jerry Springer.) But you can't say enough about the way Superman beats that dude down--the looks and sounds of it sure are satisfying. Jonah and I will run this game into the ground come November.</p>

<p>Speaking of redundant fighting games, <strong>Soul Calibur 4</strong> launches this week for PS3 and Xbox 360. Attempts to flag down a review copy haven't gone well, but I'm not too sad about that. This series was already perfect on the Dreamcast in 1999; the original still looks and plays smoothly, and it was the first big fighting game to make the whole attack/reversal shtick really accessible. But sequels never added to the formula, simply throwing more stupid characters into the Tekken-with-swords mix (and the new one makes a big deal about featuring Darth Vader on one console, Yoda on the other, so methinks Namco is sticking to the trend).</p>

<p>Not sure why the fighting genre is so scared to try anything new. Strangely, <strong>Ultimate Fighting Championship</strong> had the right idea back in 2000, marrying the then-nascent hetero love-fest with the feeling of a true fight--awkward, careful, and hinging almost entirely on breaks in momentum. Much like a bar fight, that game was all clumsy grappling, duos tangled up for seconds at a time to push, pummel, and find a rare break in defense. And that was before game controllers generally employed two thumbsticks. When's a game going to use the dual-stick setup as a pair of fists (or legs) and make a game that feels as realistic as it looks? It's 2008; if I can't have my hover-skateboard, at least give me my bizarrely authentic bar-fighting sim, complete with broken bottle clip-on for my Wii remote. (Full disclosure: the first UFC video game since the '00 version will be out this Christmas season, but sadly, it appears to have eschewed the chess-like give-and-take of its original version; <a href="http://www.youtube.com/watch?v=oFt1T4CRRKk">dumbed down</a> for the league's rising TV audiences.)</p>

<p>Better "coming soon" news--the<strong> Xbox Live Arcade</strong> is going bonkers for the next 30 days, unleashing cheap delights like Geometry Wars R.E. 2, Bionic Commando Rearmed, and Castle Crashers every Wednesday until the end of August. Roughly $10 a pop, though not all game prices have been announced yet. No lifechangers in this batch of games--they're shameless throwbacks to '80s arcade classics--but these three are easily the most action-packed multiplayer onslaughts of Live's Arcade catalog in recent memory. In particular, the four-player Castle Crashers (from the dudes who made Alien Hominid years ago) will repaint your fondest Golden Axe memories in bloody technicolor. I'll probably hop on tomorrow to gush about Geometry Wars 2.</p>

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<p>If I can be pulled away from my DS, anyway. Good stuff on the portable system this week... in Japan. Now there's a <strong>KORG-licensed synthesizer</strong> program (see above), which not only saves up to six compositions but allows multiple DSes to link up and perform together in sync. The results range from <a href="http://www.youtube.com/watch?v=XK1K_jJ08Rc">impressive</a> to... Jesus, <a href="http://www.youtube.com/watch?v=bVrBEgWQ5p8">already</a>? The sound of this thing is a bit too compressed for my tastes, but it sure beats DJ'ing with an iPod.</p>

<p>Since I'm clueless about KORG synths, I've spent more time with <strong>Rhythm Tengoku Gold</strong> this week. I've previously written about <a href="http://slog.thestranger.com/2008/04/games_import_games_for_outsiders">Rhythm Tengoku</a>, Nintendo's marriage of Wario Ware and Parappa the Rapper, and its DS sequel adds touch control to the series' cheeky J-pop mini-games. <a href="http://youtube.com/watch?v=z93IKdEvIxc">This recent demo clip</a> shows the basics--either flick or press/release on the screen to match the percussion of a particular challenge. Fortunately, Nintendo is bringing this one stateside, supposedly by the end of 2008, though the Japanese version isn't hard to figure out if you're as impatient as me. (The Korg DS-10 is also set for American release, though its Japanese version is already completely in English.)</p>

<p><strong>Obligatory Penny Arcade news update</strong>: the Penny Arcade Expo's pre-registration discount period ends Thursday. If you have any interest in attending the Expo this August 29-31, <a href="http://pennyarcadeexpo.com/registration.php">buy a ticket now</a> and save five bucks. How else are you and I going to play Calling All Cars in a Washington State Convention Center meeting room?</p>

<p>And in Wii news... <strong>nothing</strong>. If you were dumb enough to pay higher than retail cost for a Wii, don't be dumb enough to look at <a href="http://wii.ign.com/index/release.html">the system's Christmas release schedule</a>. The "innovative" system's catalog looks like a 3rd grader's Scholastic book sales pamphlet--all cheap cash-ins and sequels to Carnival Games. The future of gaming is throwing <strong>more</strong> tennis balls at towers of milk bottles? Holy moly. I'd rather go outdoors.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/07/games_catchup_1</link>
         <guid>http://slog.thestranger.com/2008/07/games_catchup_1</guid>
         <category>Games</category>
         <pubDate>Tue, 29 Jul 2008 13:35:06 -0800</pubDate>
      </item>
            <item>
         <title>Tried to Play Scrabulous Today?</title>
         <description><![CDATA[<p><img alt="scrabulousnotice.jpg" src="http://slog.thestranger.com/files/2008/07/scrabulousnotice.jpg" width="500" height="52" /></p>

<p>MSNBC has the <a href="http://www.msnbc.msn.com/id/25914209/">pitiful story</a>. You can still play Scrabulous for the time being at the <a href="http://www.scrabulous.com/">Scrabulous site</a>, apparently. But all my hard-earned statistics are no more. Why did I join Facebook again? Sure wasn't cause I wanted to receive pictures of eggs that would eventually turn into pictures of animals that don't grow in eggs.</p>

<p>And don't even bother with the official Scrabble app on Facebook. You could pack up a board and a dictionary and head to a friend's house in the time it takes to load that stupid thing.</p>]]></description>
				 <author>Annie Wagner</author>
         <link>http://slog.thestranger.com/2008/07/tried_to_play_scrabulous_today</link>
         <guid>http://slog.thestranger.com/2008/07/tried_to_play_scrabulous_today</guid>
         <category>Games</category>
         <pubDate>Tue, 29 Jul 2008 12:15:36 -0800</pubDate>
      </item>
            <item>
         <title>E3 Lite, Day Two</title>
         <description><![CDATA[<p><strong>Nintendo </strong>didn't trot out any tired, rehash games at their <strong>Electronic Entertainment Expo </strong>press conference today. That should be good news -- enough of the old Mario/Zelda/Donkey Kong guard. Let's try something new with the Wii already. But then this happened:</p>

<p align="center"><embed src="http://blip.tv/play/gYwEwrE4AA" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="400" height="350"></p>

<p>Thanks to screwattack.com for the video, titled on their site "The Worst Moment in Nintendo History." And sure enough, <strong>Wii Music</strong>'s public debut landed this morning with a poopy squish. Wii Music is described as a music game designed for people who don't like challenge. Sounds like a decent idea in theory, compared to the sometimes-intimidating play of Guitar Hero. But from the look of this game, people are tapping a single button and moving their arms to the rhythm to play <strong>dinky-sounding MIDI tracks</strong>. If you're under five, this could somehow be awesome. Then again, if you're under five, you like The Wiggles and climbing into boxes.</p>

<p>Seriously, look at those dorks swaying in the video! And Mario creator <strong>Shigeru Miyamoto</strong>'s on the right, too, hopping around and reinforcing all stereotypes about Asians and their rhythm. Damned shame.</p>

<p>The little bit of good news: There's another <strong>Wii Sports</strong> game coming next year, this time with a "summer resort" theme. It'll be powered with that WiiMotion dongle announced yesterday, meaning the game will recognize many more realistic gestures--wasn't that the point of the Wii in the first place?--but Nintendo was mum on most of the game's content (though it will have sword fights, so if this Christmas' <strong>Star Wars</strong> light saber game sucks, there's still hope for nerds). <strong>Grand Theft Auto</strong> will come out on the DS "this winter" (read: probably March 2009) with a "Chinatown Wars" theme. And <strong>Rayman Raving Rabbids TV Party</strong> is a rare high point for the Wii, mixing the Wii Fit balance board with a bunch of silly mini-games.</p>

<p>Otherwise, there's a ton of crappy family games coming, just like last Christmas. The "new" <strong>Animal Crossing</strong> game (think The Sims gone cute) doesn't look any more interesting than the DS version from a few years ago. Unless Nintendo's hiding a whopper of an announcement, they're putting all their chips on Wii Music until the end of this year. Considering that the music game genre is already flooded with fare for both adults and kids, Nintendo better hope their brand name is enough to sell this mess of a title.</p>

<p><strong>Sony </strong>coasted through their conference with few big surprises (but nothing as bad as Nintendo, either). This fall's <strong>Resistance 2</strong> looks like a fine first-person shooter, and it'll probably sell well, but that doesn't make it seem like a worthwhile break from decades of the same kind of shooting game. And other than <strong>Little Big Planet</strong>, which has been showcased for nearly two years now, I wasn't thrilled by any of their showcased stuff--even their media center announcements paled compared to the Xbox/Netflix deal from yesterday. A lot of the titles announced won't be out for at least a year, so it's hard to get stoked for those (though <strong>Infamous </strong>looks like an even crazier version of the Xbox 360's Crackdown, and that kind of open-world game always catches my eye). Price drop coming in a few months, though. Those are always fun.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/07/e3_lite_day_two</link>
         <guid>http://slog.thestranger.com/2008/07/e3_lite_day_two</guid>
         <category>Games</category>
         <pubDate>Tue, 15 Jul 2008 15:08:55 -0800</pubDate>
      </item>
            <item>
         <title>E3 Lite, Day One</title>
         <description><![CDATA[<p>Microsoft has tried for decades to take over the living room, starting with the turd known as <strong>WebTV</strong>. Result? Four thousand grandmas are still using the thing to forward Christian redemption chain e-mails. Nice work, MS. They've done better as video game makers, at least in the States, but their secondary goal of hawking movies and TV shows--a huge part of the Xbox 360--has been somewhat muted. TV episodes at $2 a pop? No thanks, and movie rentals, while comparably priced with PPV, are difficult to navigate with the 360's clumsy interface.</p>

<p>If Microsoft wants to outdo the Wii, it shouldn't try with weird games with add-ons (like You're In The Movies [requires a camera] and Lips [requires a microphone], both announced today at their <strong>Electronic Entertainment Expo</strong> press conference). The novelty of gizmo-games like Wii Sports and Guitar Hero must wane at some point, so it's good to see Microsoft try a parallel route--make the Xbox a dominant digital media center before anybody else gets there. Say hello to the first great blows in that direction: Starting this fall, <strong>NetFlix </strong>users will stream movies off their Xboxes, done with a new interface that will make navigating long lists of TV shows and movies much simpler. Seems fair to expect a neutered NetFlix film selection on the game console--much like the selection you can currently stream to a laptop--but it's a huge step in the right direction, and it's Xbox-exclusive. Sony can tout Blu-ray high-def movies on its systems, but if digital distribution is the future, Microsoft has just taken the lead.</p>

<p>Other announcements: Xbox 360 is gonna get the next <strong>Final Fantasy</strong> game, an announcement nobody predicted--and I could care less. Look at the title of the game: Final Fantasy 13. Thirteen? What else can the game do that it hasn't done 12 times before? I know, people in Japan go ape for anything with an "FF" attached, and Microsoft could use a sales boost there (Sony's had the lock on that series for years), but Final Fantasy games represent everything I get tired of as a grown-ass gamer: long grinds of quests, dialogue that is "good enough," melodrama, birds that are ridden as horses, etc etc. Every time fanboys go on about how games are maturing and becoming art, I point at this series' <strong>human characters with cat-ears</strong> and make a fart noise.</p>

<p>Speaking of gizmo-games, Nintendo's announced a Wii add-on for motion control. Say what? This <strong>Wii MotionPlus</strong> add-on will apparently improve the motion sensing--or, I should say, make the Wii Remote actually work for anything other than Wii Bowling. You ever play a game other than Wii Sports and been asked to "turn a key" or something? <strong>The key will never turn</strong>. Nintendo will announce tomorrow what new games this gizmo will support. I'm crossing my fingers for Punch-Out Wii, but it'll probably just be Brain Training Wii with support for scratching your forehead.</p>

<p>Oh, and let's earn that "Nerd" tag:</p>

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<p>(PS: Xbox players might've heard that a demo for the long-awaited <strong>Too Human</strong> is now online. I played two minutes of it and turned it off. Talk about an ugly, hard-to-control, harder-to-see game. Should've held off on releasing that demo, MS.)</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/07/e3_lite_day_one</link>
         <guid>http://slog.thestranger.com/2008/07/e3_lite_day_one</guid>
         <category>Games</category>
         <pubDate>Mon, 14 Jul 2008 13:40:13 -0800</pubDate>
      </item>
            <item>
         <title>Games Catchup</title>
         <description><![CDATA[<p>Have you played <strong>Space Invaders Extreme</strong> yet? Possibly not, since summer's a good time for nerd detox. Months past Grand Theft Auto 4, months before the Christmas rush of big games, months during which the sun stays out until 10 p.m. But this new Space Invaders is something else. Something worth returning to the dark corridors in which you can actually see a Nintendo DS screen.</p>

<p>The old Space Invaders was a slow one, and various remakes have stuck pretty close to the formula; aliens descend slooowly, and you attack them by shooting behind shields. This one, a 30th anniversary edition, takes away <strong>the shields</strong> and <strong>the slow</strong>. Now, it's a snappy shooting game that does a great job letting people play as they please. Memorize waves of enemies and make the most of the game's new combo system, which has you kill critters of the same color or shape for bonuses. Or, mindlessly shoot everything with a perfect difficulty curve that'll keep casual, bus-DS folks as entertained as the hardcore crowd. The art direction reeks of Lumines in all of the right ways--pictures and sounds match up in psych-disco fashion, and every time you shoot something, the sound fits into the music's rhythm. And in the online mode, you and an opponent tear through your own single-player games, and the better you do, the more you muck up your foe's game (and vice versa). </p>

<p>For way too much blather about other recent games (Boom Blox, LOL, Ninja Gaiden II, Diablo II, and more), let's play catch-up after the jump. But really, Space Invaders Extreme, in spite of the stupid title, is where it's at.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/07/games_catchup</link>
         <guid>http://slog.thestranger.com/2008/07/games_catchup</guid>
         <category>Games</category>
         <pubDate>Sun, 06 Jul 2008 00:57:13 -0800</pubDate>
      </item>
            <item>
         <title>Mario Will Never Look Cool</title>
         <description><![CDATA[<p>I walked through the University of Washington campus on Saturday--past sunbathing co-eds, shirtless Frisbee boys, and a wedding procession--to get to Kane Hall. It was dark upon entry; some sunlight, but otherwise, the rods and cones had to swap. A few guys smacked packs of cigarettes against their palms as I climbed some stairs. A whiteboard ahead listed rules for a tournament. And when I finally reached the Walker-Ames room, I noticed a slight breeze coming from a door to the outside world. But it wasn't enough to keep the current winner of a King of Fighters '98 match cool. He turned when I approached, almost whipping me with the sweat streaking his already-thinning head of chin-length hair, and asked if I want next.</p>

<p>This is not the way people are supposed to spend a beautiful Saturday afternoon. But my Street Fighter hankering had grown like crazy since <a href="http://slog.thestranger.com/2008/06/hadouken">I'd raved about the good ol' days</a> of corner arcades, so I couldn't help but accept an invite to check out the <strong><a href="http://super-turbo.net/pnwmajors/">Pacific Northwest Majors</a></strong> gaming tourney. Dozens of people with the same fighting-game jones as me? Social gaming? Awesome.</p>

<p>Er, sorta. There were bursts of my favorite arcade days, when a particularly good match drew a crowd to cheer on the fighters. But most of the time, everybody--mostly UW students, though out-of-towners from as far as Portland registered--was face-deep in a TV set, staring silently, hammering away at customized, arcade-quality controllers. I was only there for an hour or so, so maybe the social element exploded once I left, but there was little in the way of even a "good game" statement when I got my ass handed to me a number of times. Of course, this was an extreme slice of the gaming pie, a bunch of guys (all male, shocker) who troll Internet forums to talk strategies for E. Honda or M. Bison this many years after 1992.</p>

<p>My favorite of these hardcore players was a dude with a thick, curly mohawk, like Tunde Adebimpe from TV On The Radio, tearing people apart in Marvel Vs Capcom 2. He'd have his trio of fighters team up over and over, creating a seizure-worthy overload of lasers and explosions, to destroy his every foe. He got up a little later to jabber on the Bluetooth headset on his ear, and that's when I saw his outfit--marijuana leaf proudly sewn into his jeans, and a long, drooping tee on which Super Mario was dressed to look ghetto-fab. Hate to break it to you, Marvel Vs. Capcom champ, but Mario will never look cool.</p>

<p><img alt="mariogangsta.JPG" src="http://slog.thestranger.com/files/2008/06/mariogangsta.JPG" width="400" height="300" /></p>

<p>Admittedly, the only thing consistent with my nostalgia was the smell: nothing reeks like an arcade. In spite of that slight breeze, the air was stagnant, heavy with the odors of <strong>nicotine and Sun Chips</strong>. But mocking gaming addicts is easy, and in all honesty, the event was still pretty worthwhile. I'm all for open, public gaming exhibitions--even on nice days--and I'm surprised someone at UW hasn't taken the initiative to get a monthly shindig going. Free play, a few competitions, some kiosks open with easier games for outsiders to get into... if this exists, someone please tip me.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/06/mario_will_never_look_cool</link>
         <guid>http://slog.thestranger.com/2008/06/mario_will_never_look_cool</guid>
         <category>Games</category>
         <pubDate>Mon, 30 Jun 2008 15:50:00 -0800</pubDate>
      </item>
            <item>
         <title>HaDouken</title>
         <description><![CDATA[<p>Last week, the folks at Capcom sent along a downloadable copy of <strong>Commando 3</strong>, the never-awaited sequel to their '80s top-down arcade shooter (think Ikari Warriors or Smash TV). For $10, you get roughly an hour and a half of mindless dudes to shoot guns at. The demo got me excited, but the full game loses steam really quickly.</p>

<p>So why mention it? The game also includes a preview bonus for the online <strong>Street Fighter II remake</strong> coming later this year. That bonus was unlocked this morning, and since I'm a goddamned Street Fighter freak, I've since wasted a sunny Seattle morning getting beaten down by fireball-throwing 12-year-olds.</p>

<p>Previews for this game have emphasized the HD part of the game's stupidly long title ("Super Street Fighter II Turbo HD Remix," choke). The whole game's been redrawn to fill every overpriced dot on a 1080p display, and apparently, those new pixels are dedicated to man-muscle:</p>

<p><img alt="streetfighthd.jpg" src="http://slog.thestranger.com/files/2008/06/streetfighthd.jpg" width="400" height="435" /></p>

<p>Giambi Fighter? Grody. But the exaggerated style works in motion, and SSF2THDR (sheez) winds up looking and playing fluidly, especially compared to preview versions that looked herky-jerky. An even bigger deal is that this is the <strong>smoothest online fighting</strong> game I've ever played. Weird that it's taken 'til 2008 to get this right, but fighting games can't get away with the online tricks that World of Warcraft or even online shooters can. Nuts and bolts: Most other games guess what you're doing between the milliseconds that go by with natural Internet latency. Fighting games are too twitchy for that, which means they often freeze to allow catch-up. Not here. I had nobody to blame but myself when I got my ass handed to me five times in a row this morning. For a "beta" test version of the game, this already runs quite well.</p>

<p>Also cool is the game's online matchmaking. You typically land in a mini-lobby where two people are already playing, and a few contenders line up behind them. Everyone can hear each other's microphone chatter. The winner of a given match then sticks around to take on the folks in line. It's this sensation that got me antsy to write about the game. Just add the heavy aroma of greasy pizza, and you've got the <strong>corner-shop arcade experience</strong> that made Street Fighter II such a social gaming phenomenon in the '90s--stacking quarters on the cabinet to wait your turn, cheering on the kid who was the corner shop's champ, rooting for the eventual underdog victory. Arcades are a dying breed, so even though the base game is ancient, the authenticity makes this a worthy retread.</p>

<p>The full version doesn't have a set release date; "before 2009" is the current claim. There's also a 3D Street Fighter IV in the works, which is supposed to be a simple, "back to the roots" game with its own multiplayer modes, so I'm not sure why this one's coming out, too. (Perhaps they felt like Street Fighter fans didn't have <a href="http://en.wikipedia.org/wiki/List_of_Street_Fighter_games">enough options</a>?) Still, for what this beta test gets right, I say bring on the <a href="http://videogames.lovetoknow.com/wiki/Street_Fighter_Characters">ethnic</a> <a href="http://videogames.lovetoknow.com/wiki/Street_Fighter_Characters_2">stereotype</a> fighting bonanza.</p>]]></description>
				 <author>Sam Machkovech</author>
         <link>http://slog.thestranger.com/2008/06/hadouken</link>
         <guid>http://slog.thestranger.com/2008/06/hadouken</guid>
         <category>Games</category>
         <pubDate>Wed, 25 Jun 2008 13:48:38 -0800</pubDate>
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