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Wednesday, July 31, 2013

Animal Crossing: New Leaf Review

A Wild Wild World

 
Animal Crossing: New Leaf , Nintendo

Animal Crossing: New Leaf, for the Nintendo 3DS, is a splash of life Sim for those who just want to relax. The game marks another entry in the long running, laid-back series. This particular entry in the series introduces some fresh streamlining--to a point--and can be addictive. The basics of the game are the creation and customization of your, well--I guess, human avatar and the town in which they will inhabit. New to the series is the ability to run for office, albeit without competition or the need for a campaign.

And the mayor is...!



The start to your adventure in Animal Crossing is with a mix up that ends with you taking over as Mayor--for the better or for the worst. The job comes with a few perks and a few, and a few detraction's. The perks include the aforementioned ability to customize the town beyond just naming it, and a true sense of responsibility for your constituents in the town--responsibility justified by your new office of public service. As the mayor of your town you must decide what town ordinance (reminiscent of a town policy/law that is itself representative of choosing a style for your town that just so happens to match your own play style) to establish; choosing from Bell Boom, to beautiful town. Where Bell Boom reverses the good fortunes of your in-game economy, meaning items in your town sell for more bells(in-game currency), but also cost more. Also as mayor you must decide on the where, when and how to place, and orient buildings/projects/landmarks throughout the town and Main-street.The big detracting downsides of your mayoral duties include; having to pay for EVERYTHING, while some of the projects, which are often requested by the towns folk, can be supplemented with public(villagers will pitch in a penny or two) funds, if you have any intention of getting things done in this life-time, then you will need to pitch in the vast majority of the funds/resources needed for public project developments. Hows that for public service? 

My Blog in Review: Part One

Hi all,


This is my first of what hopefully will be many reviews of my experiences and progression in blogging. I have been, as some returning readers may know,  only blogging for a short while now. About five days to be exact. So it is not my intention to exalt or disparage the art of the blog. No. Instead I intend to unwind my current progress with some thoughts on my experiences thus far.

Without further ado; I have attempted to maintain a stream posts that I had hoped would interest my intended audience. This is what I have been focused on, for the most part. I have tried to approach each and every post, besides the odd news update or club Nintendo automated share, with a mind for heartfelt writing. I have wanted to only post what I believe could both interest me, the writer, and you the reader. Who, you may ask, am I targeting? Well, first and most importantly gamers--of all shades, of all sizes, of all genders. Those interested in analyzing ( to a reasonable, leisure time degree) the merits of Ubisoft's approach in handling their monumental gaming franchises--such as Assassin's Creed.

Tuesday, July 30, 2013

Are Buzzwords and Lies Effective at Getting Gamers to Buy In?

I would say It has to do with the pedigree of the studio/developer. After all, games are not, for the most part, all tangible. Thus, the consumer can't feel or touch the experience at a concept and basic level. Therefore, it should behoove game developers/publishers to create and distribute a quality product every time it can, in order to establish a vaunted pedigree. Where I believe marketing fails is in the proof of concept. No one buys into the very first attempt or the second or third lousy attempt. Instead it takes a savvy and thoughtful approach to sell some of us on a quality product. Be as honest and earnest as possible. Why must we sit through the buzz words and talking points. Just tell me exactly what I can and/or can't do in-game. Then you can cover it in as much superficial icing as you want. 

The experience will be like no other experience before it. The world will be "so" vast. The player will be able to do what ever they want. Then, with grandiose expectations, the final product, based on what amounted to market speak concepts, is flat, bland, derivative and restrictive. Where is my do anything I want? why can't I do the unreasonable or the relatively reasonable tasks of which I was promised?  And I get it, proof of concept is not typically a term associated with the conceptualization that the marketers are pushing; it is what developers typically sell to the publishers and the publishers sell to the board, yes? Well, I'm attempting to approach this subject from a different angle, so please bear with me. What I'm getting at, is that the relationship fostered between player/consumer and developer/publisher is, in fact, important.  

Borderlands 2 Review

The Cats out of the Bag and the Color is out of this World!

Borderlands 2 for the Playstation 3

Time to find out whether or not Gearbox studios latest entry in the Borderlands series is a yea or nay.

The rich bounty of colors and assignments

The original Borderlands was quite the co-operative first-person shooter. Though I will say that the color palette was most unappealing. The dull browns of varying shades, ran rampant and unselfconsciously about the wastes of the games setting Pandora. Even before there was any widespread retrospective analysis, one could not argue that Borderlands was the most ambitiously colorful game out there. But, with a couple of years and some fan/critic feedback Gearbox has delivered a visual feast, in Borderlands 2. The graphics--on the PS3--may not be the most technically impressive, but they make up for this with a much wider use of warm and cool colors, creating a fun, refreshing, atmospheric hue that renounces the--not totally unwanted--trend of grit and realism. There is, to go hand in hand with a larger swath of color, a larger selection of environments for players to loot and pillage in. There is a wildlife reserve, comprised of rolling green plains and pasture; there is now frozen tundra, comprising of, well, frozen soil and in some sections alpine areas, or in others frozen plains covered in snow and tree-less, ice capped hills;  then there are the caustic caverns, secret industrial sewer hideouts/fortresses, among other places. All-in-all, I would say that the variety of places the player will get to experience is a marked improvement over the games predecessor.   
 *Yes, there are still desert dunes and dusty plains as well*

Mission structure within Borderlands 2 is present, I guess. The management of the many, many, many missions of which one will acquire over the course of the game is much better than in the first game. The mission management menu can get very cluttered, but it still offers the options to tailor your focus to the task at hand. Though I would say that Gearbox should streamline the mission selection/menus more efficiently in the future. There are a lot of missions; from pizza delivery, to assassination, to mail delivery, to the re- naming of informal creatures. There is a lot to do in the game. The missions are divided between side-missions and main quests. Side missions are completely optional, though if you do intend to play solo then they are mostly recommended, as the game can get challenging without active leveling. The multilayer experience is, in my opinion, one of the very essential pillars of the borderlands experience.  Meaning that the amount of co-op play that you will take-part in, will determine the level of enjoyment you will experience. I love single-player experiences--Skyrim, anyone?--; the problem is that the level of interaction within the open stages of Borderlands 2 is wholesomely lacking and basic. This is not to say that one does not enjoy frolicking through the many wastes of the game, and shooting the commendable number of creature species and re-skinned bandits in the face, but it can get very repetitive, and it happens a lot quicker than in a game designed to be a second world, of sorts, to explore.

3DS XL Back in Black

Nintendo 3DS Cosmo BlackA new 3DS XL color is inbound. On August 11th, the 3DS XL will be available in black, as first reported on by IGN.
This is great news, for those who were on the fence due to paltry color selection. Seeing as how I already have a 3DS XL, well, this news is a bit late for me. Though I hope Nintendo does intend to continue, albeit at a faster pace, the introduction of new colors. I can understand that the color of a handheld system is more of a self-identifiable thing than the color of a home console, that just sits at home.

Monday, July 29, 2013

Why I Am Excited About Assassin's Creed 4: Black Flag

Will you be setting sail this fall or has the Creed worn thin with this one.

 
Assassin's Creed 2 for the PlayStation 3

Assassin's Creed 4 is the sixth game in the main series, if you only include its console releases. As such one would be forgiven for feeling fatigue setting in, especially since the series has shifted to a yearly release schedule. Though I hear the dissension and I can completely understand it, but I must disagree with those who are down on this particular release in the series. Why, you may ask, do I care about a franchise that seemingly has lost its way in more ways than one? Well, the sea you see, Is the reason.

Set sail with the Jackdaw 

I do still have my doubts, after all. When AC4 was first announced earlier this year, I was just as pessimistic as some of the detractors I have seen and heard from. I told myself that I had no intention of even listening to any AC4 news. But, here we are, only a few months later, and I can now say--after listening to a lot of the news that has been revealed-- that I am hopeful this entry in the series will live up to the potential espoused by the solid, personal favorite of mine, Assassin's Creed 2. Assassin's Creed 2 is, in my opinion, exemplary of the franchises capabilities; from its rich, expansive Italy, to its much improved variety over AC1, AC2 combines the open-ended structure of AC1 with an expansive narrative and a variety of gameplay. With AC2 in mind, what can we gauge from what little we know about AC4? The Jackdaw, which looks to be a symbol of freedom, liberation and a much welcomed return to Assassin's Creed 1 levels of open-ended gameplay. Running off of the ground-work, laid down in last years AC3, the open sea Caribbean expanse of AC4, looks to catalyze a, somewhat lost, sense of adventure. The heavily praised naval missions of Assassin's Creed 3 are proof that life on the Jackdaw will rouse the most cranky of fans, as the open sea is rife with mystery and adventure.

Tearaway Delayed

 It appears as though much anticipated new I.P., from studio Media Molecule--the creators of LittleBigPlanet, is delay by a month. As reported on by the Playstation Blog, Tearaway is now expected to release in late November, the 22nd to be exact, instead of its once October release. Tearaway is looking quite interesting, and it is a much needed booster shot to the PS Vita's perceived feeble game library.

Check out the Playstation Blog's original coverage of the story.

Far Cry 3, Mass Effect and the Importance of Character

 Characters In games, what makes us care?



Mass Effect 2 ,EA and Far Cry 3, Ubisoft
Mass Effect 2 (EA) and Far Cry 3 (Ubisoft)

Necessary for what, one might ask? Well, for things such as an engaging narrative or the obvious creation of likable characters. Is Nathan Drake, from the Uncharted series of games, a character one roots for because of an earnest empathy or care for his well being? or is he merely likable because of the supposedly everyman player-self-identifiable character design of which he sports? I think we all claim to like characters for the layered, multi-self persona that they sport in games, but is that necessarily what may make me care about my Mass Effect series Commander Shepard, I'm not so sure. In the case of Mass Effect, Commander Shepard can be, at times, schizophrenic; in as far as coming off ultra-paranoid( and strange), to the point of appearing--more accurately sounding--as if Shepard has lost touch with the realities of his/her situation.

For a rough example: the player could possibly choose to utilize the dialogue tree, and with certain choices, portray a Shepard of a calm even keel and reasonable persona. But if that same player deviates from the path of sainthood--in Mass Effects case: Paragon choices--then they show a complete shift in personality, with too great a change in self to be regard as a mere natural shift in either status earned or the role played, by  Shepard in the society of the game. Thus the dichotomy of Paragon and Renegade meters( which simultaneously represent,respectively, "Good morality and Bad morality") creates a dysfunctional, in-coherent split personality character that nonetheless is still beloved by many. Some players have a very engaged relationship with there Commander Shepard, but how is this explained? It is simply a matter of taking the RPG (role playing game) element to its most stripped, simplistic and acrimonious resolution ; namely disregarding modern and classic notions of role-playing. Choosing instead--with complete inhibition and contempt for other standards--to focus on the merging of the player and their avatar/interface to the narrative. Thus, creating an experience where, regardless of the dissociative dialogue trees and choices, it is the player who feels empowered by the dearth of predefined choice sequences and the bevy of-- ambiguous/hidden--predetermined outcomes. The player, thus, gives up some, or all, of the cynicism associated with outside perspectives and inferences that would--in normality--serve to distance the gamer ,farther and farther away, from the heart and mind of the creative works at hand.



Sunday, July 28, 2013

Nintendo 3DS XL Review

The 3DS has hit it's stride and it's a great place to jump on board.

 
Collection of Nintendo 3DS Games

 The Nintendo 3DS is in a boom and its momentum seems unstoppable. I originally picked up a 3DS in 2011, after it went on sale, and I have to say that it was definitely worth the investment. I spent many an hour re-visiting old DS classics like Phoenix Wright Ace Attorney, Radient Historia and 9Hours 9Persons 9Doors. Then the flood of 3DS titles arrived in a tsunami of variety; Super Mario 3D Land, Mario Kart 7, Resident Evil: Revelations, Kid Icarus: Uprising and that's just to list a "few". Need less to say there has been no shortage of games to choose from, when it comes to 3DS games. The system itself is quite sturdy. It is available in both its original 3.5 inch screen variant( which comes in a variety of colors including; Cosmo black, Aqua blue, Red and purple variations) and the heavily marketed 90 percent larger screen variant the 3DS XL, which comes in at around 4.8 inches. The XL comes in fewer color variations as of this post including red, blue and more recently pink/white.

The Price of a Pre-order

The Price of A Pre-order, Does it Cost Us Anything?


Walk into any GameStop and you'll see it, promotional material for the latest and greatest games. Pre-order incentives line the free-marketing spaces of the walls, of course no more free than just before the posters and products are perched into place. After execution of a carefully guarded game plan, designed to get in and out quickly, you reach the counter. The employees bandied conversations are of no concern to you. "Just pay and leave,"you say to yourself; but there you are and the many hollow benefits of pre-ordering are shoved into your face. 

"Well, are you interested in anything else today. You know that the new "such and such"is coming out, right. Why don't you think about pre-ordering it . . . please, please pre-order something, "begs and employee charged with upholding overbearing policies. You may at first question their motives and Gamestop's business practices, but you cave under pressure--or out of empathy.Then, just like that, your in for a copy of the "Super-duper-exciting-limited-collectors-edition, edition," of the "next big thing" from the next "big thing". 

Now, of course, there are possible arguments for both sides of the spectrum, when it comes to pre-orders. One can argue that they can help the brick-and-mortar retailers to accurately gauge interest, and by extension relay this information to the publishers, in order to produce realistic product numbers and delivery orders. This doesn't, however, address any issues with overinflated, unrealistic sales expectations--just look at the oft-cited SquareEnix Tomb Raider fiasco. Pre-orders possibly do serve to determine the sales expectations for future games in a franchise, but they can't do much to build hype, rather, they gauge it. However, I can imagine that limited editions can serve multiple, other purposes, but, again, I don't think that they raise all that much market share. Instead limited editions  can serve to reward devoted fans and day-one purchasers and/or it can serve as a slight incentive for those who are on the fence about purchasing, said game, early. 

Saturday, July 27, 2013

XCOM: Enemy Unknown Review

The martians are coming, but we don't mind because we've got PSI power!

XCOM:Enemy Unknown PS3

XCOM: Enemy Unknown is a turn-based, top-down strategy game that tests ones resolve to stick through a grueling campaign. The game throws a host of obstacles at the player and is never apologetic. With the included Ironman mode and a range of difficulties, to suit the needs of every player type, there's always a new challenges to keep you going. Ironman mode can be accepted when the player first begins the game, it allows for an added challenge by removing the players ability to constantly reload. Reloading ,you see, will become mandatory on many an occasion, especially for those unfamiliar with turn based strategy games; This is because XCOM includes the permanent death of your cadre of troops--if they go down on assignment, they are gone for good, unless you reload on a none Ironman play-through.

The learning curve is almost non-existent, again, this is unless you have never played a turn based strategy game. Though even for those new to the genre the tutorial missions quickly get players of all skill levels up to speed. As a matter of fact, one could be forgiven for mistaking the games simplistic overlays and user-interface for a simplistic experience. The game is deep in content, rife with strategic opportunity and tactical necessity. The simple, easy to use interface and controls on the PS3 are fantastic, and they contribute to an experience that is overall not burden by the need to master minute and basic tools. This allows optimal time for learning the ins-and-outs of troop management, base building and the tactics of battle. This all boils down to a smooth experience for the gamer.


Playstation 4 Better Not... Screw it Up



  Giving my thoughts on a story reported by Gamespot.com


There are apparently rumors of the PS4 only allowing developers to utilize 4.5GB of memory--though do recall that the PS4 uses DDR5 memory, which is supposed to be much faster than the DDR3 that will be used in the Xbox One. That is 4.5GB out of the announced 8GB total housed within the system. Now, my thoughts are that Sony better not screw up, what some might call, a technically impressive work of design (for a console) and bottle developers into reduced possibilities.

Metal Gear Solid HD Collection Review

A host of classic's that truly scratch that stealth itch.

Metal Gear Solid HD Collection PS3, Konami
The Metal Gear Solid series is vaunted by many as one of gaming's premier stealth franchises. This, I can say with gusto, assuredly is so. The solid stealth series is nothing short of compelling. While the writing and overall story maybe a bit hard to follow, the games--Including Metal Gear Solid 2, 3 and Peace Walker--are stellar exemplars of high production values, sublime art direction and genre defining stealth-puzzle action.

I have to say, I was not always a fan of the Metal Gear Solid series. But back in 2010--yes, I know, it took me a while--when I finally gave in and picked up MGS1, my dearth of fandom became a wealth of appreciation for a series I had, up to that point, overlooked. With that said, let's take a look at Metal Gear Solid 2. I'm sure that by now most fans of the series have either reconciled with Mr. Kojima (the director/lead designer of the series) or have chocked up his part in pulling the wool over fans eyes-- by performing a swictheroo with series protagonist, Solid Snake--as a major character flaw, represented by his need to troll.  For the uninitiated in Metal Gear Solid 2 the player is introduced to Raiden as the new main protagonist and player character. The problem came with the pre-release promotions hinting at a continued experience with long time Metal Gear protagonist Solid Snake; then not delivering on said, unsaid, implied main character. I don't have an issue with this character change, at least not on any fundamental level--the game is still enjoyable. Raiden is a less rugged and more beau kind of guy, in comparison to Solid Snake (Snake), who is more the rough and tumble, heavily-experienced veteran. Raiden can at times grate ones nerves, as he can get a bit whiny.

MGS2 starts with the player, as Snake, infiltrating a tanker and unraveling the plot of a new metal gear. With metal gears being one of the main ties between the different titles in the series. Snake then gets a bit in over his head (or so it seems) with the arrival of Liquid Ocelot.The game then fast forwards to the plant chapter, in which we are presented with the switch to--then--new series protagonist Raiden. We must, as Raiden, infiltrate the plant and rescue a V.I.P and put a stop to a terrorist group that is at the root of the plant take-over and kidnapping. What ensues is a series of twists and turns, double-crossings and triple-crossings that wind into one of the most aware and socially conscious endings I have experienced in my gaming life. Besides being hard to follow, at times, the plot is telling and  trys very hard not to unravel its hand too early, as some may need multiple playthroughs to find a level of coherence that reveals an ambitious plot willing to take on unbelievable risks.


Friday, July 26, 2013

To Next Gen or Not to Next Gen?

PS4 VS. XBOX ONE, and All-Things-Future-Gen VS. Present: Part One

  
PlayStation 4
The next generation of gaming consoles are upon us. Do you have one reserved or are you pinning one to your wishlist for the future? Me, well I don't even think I'm ready for the next gen push. I have been enjoying this generation, and I do believe we have become jaded by the products of modern developmental cycles, to which there is a constant flow of big budget and small budget gems. As much as we(gamers), as fans of certain genres or franchises, love to think how crappy or inconsiderate developers are, we are, in fact, beneficiary's of a gaming revolution. To some extent we are at a point where it hasn't been better, at least in terms of  game production and skill in the designing phase.But the large budgets have caused the narrowing resolve of publishers to become pencil like. Though, I will argue that because of its relative youth, locked away potential and continuing growth the game's industry is still malleable, and, thus, we can hope, with the dawning of the next generation of consoles, to see fresh ideas. But that can wait. I have GTAV to play. Besides, the wealth of experience of the current gen(PS3 and Xbox360) developers will provide evidence of the kind of relative future performance of the next gen consoles.    

Check out Sakura Samurai via Club Nintendo

Check out Sakura Samurai via Club Nintendo 

So I just redeem my Club Nintendo Elite status reward. I decided to go with Sakura Samurai, seeing as how it was generally well received, and I couldn't  care any less about getting the calenders...so, yeah. Hopefully after giving it a real go I can post some of my thoughts on it.
Sakura Samurai
Image: From Nintendo.com; http://sakurasamurai.nintendo.com/character.html, used for critique/review purposes.

Shin Megami Tensei IV


 I have been playing Shin Megami Tensei IV for the past couple of weeks, and I do believe I will be penning a review for this wonderful title.The narrative thus far is a suspenseful tease. There are a lot of things left under-wraps that I hope will be addressed. But the story is, in my opinion, interesting and it keeps you pushing forward, even in the wake of what is, by modern standards, a tough cookie to crack.  Now I won't go on about the punishing difficulty being a negative, but I will say potential purchasers should be aware that there is a fair
Shin Megami Tensei VI 3DS ATLUS
bit of challenge (read: challenge and not unreasonable difficulty). Though once you get a hang of the ins and outs of the press turn system, of previous Shin Megami Tensei series fame, you will be able to appreciate the very unassuming complexity of the streamlined, quick paced combat system--you will be greatly invigorated and truly begin to enjoy the game for the sense of achievement and thrill it can provide.    

The Old Man on the Mountain

On the Assassin's Creed franchise

Assassin's Creed 4 , XBOX 360

Sequels can't live with 'em and can't live without 'em! Am I right? It's a tricky situation when it comes to sequels in any creative medium, not to mention the sometimes over inflated, top heavy vehicle that is the video game industry. We see it time and time again; the new hot plot and design hits the streets and--by some publishers voracity--either fails, not always in disaster or succeeds, not always with grace. Yet if it does some how succeed the new love child of someone or some persons, is castrated and pigeonholed into an familiar, rusted ball and chain existence.

Assassin's Creed, a gaming franchise, though creative and expansive; technically impressive and vast, is not immune to the iron grip of industry wide ego inflation. Money! It makes the world go around, right? Well, looking at a franchise that some might argue has lost its initial intrigue and creative enticement, one might be inclined to agree that the ever present restrictive boxes of video game management has produced clones, void of any heart and soul; The equivalent to selling ones down-and-out (or more accurately: grossly ambitious to a fault) soul to the devil, in exchange for more of something addictive. But who can say for sure, without inside consultation with Ubisoft's creative teams and big-wigs, whether or not the AC franchise and its creative teams still have the drive to produce necessary narratives, soaked in the sweat of their devotion or whether the cascade of sequels are nothing more than the over-stimulation of an out of balance publishing strategy, more reminiscent of an over inflated bubble ready to burst than a carefully handled and researched plan of action. I supposed what I'm getting at is that due to the unreal expectations accompanying new I.P.'s, and their sequels to a larger extent, there is no room for proper stable growth of creative properties. Now! Now! Now! We must have more, more, more! The I.P. cannot be shaped through its own natural molding and shedding of new ideas. No. Instead the new creation must get artificially bigger, in order to bring in more money because it was disproportionate in is target audience, and its sales expectations to begin with.

So It Begins...

Hi all,

This is The Vaunted Gamer here. This will be my first step into the "blogosphere", and I am hoping to conjure up interesting posts filled to the brim with personal and objective incite into the world of video games ,and whatever else catches my attention. So, I am grateful to those who will leave feedback and incite of their own--whether they agree or disagree with me, have fruitful thoughts on left out possibilities or just want to say Hi. I want to encourage any level of communication and discussion that isn't harmful or hateful to individuals or groups willing to engage in open-dialogue.

I intend for my blog to give my thoughts on video games I have played, experienced or have some future interest of testing and or keeping tabs on. All and all, I do not claim to be a professional journalist--for now, anyways--but I do have a great deal of what one could call "passion" for gaming and I, for some time, have contemplated writing on the subject--its art, its fanfare, its culture, its negativity, its positives and in general its intrigue. Why do we play? Why do I enjoy a romp of FarCry3, or a case or two or three of L.A. Noire?