And the man in the back said, “Everyone attack!”

It’s not like me to comment on anything after twenty or thirty minutes of exposure, especially something as expansive as Rock Band Blitz, but after playing about seven or so songs, I wanted to jot down my initial impressions. Besides, I’m still dealing with the changes made to the usual Rock Band gameplay, and I want to hash out my thoughts so far.

Rock Band Blitz plays similarly to its plastic instrument-wielding older brothers while winking at past Harmonix rhythm games Frequency and Amplitude. Notes still come at you on a highway in time with parts of the song, but instead of hitting them using a guitar or drum set, you press buttons on a regular controller. Two buttons, in fact, and while I initially thought the lack of input would simplify Rock Band Blitz to its detriment, two buttons keeps gameplay from getting too complicated, which is a blessing when juggling multiple note highways and instruments. Rather than concentrate on one instrument and learn its part by heart, Rock Band Blitz wants you to play all of the instruments equally, telling players at the outset to not worry about playing all of the notes correctly, and instead focus on playing as many notes as possible.

This requires a great deal of unlearning on my part, as someone who has been essentially married to the Rock Band experience for the better part of three years, and I’ve had trouble adopting strategies for switching between different instruments at the most opportune time. I want to stay there and nail all of the notes! It’s what I was taught to do, and I must find new ways to play if I want to reach that coveted five-star rating. I need to nail those score multipliers, earn streaks so I can get into Blitz mode, and manage my power-ups correctly so they can aid my progress.

Ah, yes, that’s the other new bit I forgot to mention. Because a two-note rhythm game has the potential to peter-out before getting through even half of Rock Band Blitz’s extensive DLC catalog, Rock Band Blitz also gives players power-ups for helping clear out notes, ranging from a x2 multiplier that kicks in when players activate StarpoweOverdrive to a set of bottle rockets that blow up notes willy-nilly all over the board. Players have three slots to fill with power-ups, making selecting which to use a matter of careful strategy, like choosing moves in Pokémon.

Rock Band Blitz also has a Facebook component called Rock Band World, an app that supports “score wars” between friends, weekly score challenges, and browsing Rock Band’s DLC songs without going to Wikipedia. You can also view a ridiculously detailed rundown of every song you’ve ever played on Rock Band Blitz or Rock Band 3 broken down by instrument, and can view things like your score, star rating, and exact numerical standing out of everyone who ever played that song. If you’re like me, Rock Band World will trigger a deep-seated need to pick out your best song (say, “Crushcrushcrush”) and practice it again. And again. And probably after that, too.

I like Rock Band Blitz so far, but it’s such a change of pace from the Guitar Hero model of rhythm game that I need more time to learn its quirks and new features, until that “Aha!” moment comes along and I finally understand what makes it tick*. Until then, Rock Band Blitz will act as a fun diversion between actual bouts of actual Rock Band, or at least feed my music game fix when my downstairs neighbors start getting uppity from trying to gold star REO Speedwagon’s “Ridin’ the Storm Out” on drums.

(500) Deaths of Autumn: My Week with Dark Souls

The following article was originally published last fall on a gaming blog that I used to write for. Unfortunately, the site has since removed it from their archives, so I am reposting it for the benefit of my beloved readers. Enjoy!

A deafening smashing noise splits the silence of the ancient church I am investigating. Terrified, I turn around to see an enormous black behemoth of a knight towering over me, and barely leap out of the way as he brings his mighty mace down on me a second time. I retaliate with my own trusty broadsword, but my attacks merely glance off of it. The knight swings a third time, and this time I’m not so lucky, as the force of the blow knocks me back into a column. I know I won’t survive another hit, and, picking myself up, I retreat to a nearby flight of stairs. As I flee from the great figure lumbering towards me, my progress is halted by an unseen figure from behind. It’s another knight—surely he wasn’t supposed to be there! Between the hulking brute with the mace and his smaller, rapier-wielding accomplice, I don’t even have a chance, and am relentlessly picked apart.

This is Dark Souls. You will die, and you will die often.

Dark Souls is developed by Japanese developer From Software, most renowned as the talent behind the Armored Core series. In an age of rebounding health meters, frequent save points, and other concessions to make games more accessible, Dark Souls (and its predecessor, Demon’s Souls) has been a breath of fresh air to gamers clamoring for more challenge in their titles. And challenging it is; Dark Souls hangs its hat on the appeal of its difficulty, and trusts that, despite the punishment, its fans will come right back to it saying, “Thank you, sir, may I have another?”

For the uninitiated, Dark Souls is an action-RPG for the Xbox 360 and PlayStation 3, tasking players to crawl through dungeons, defeat enemies and bosses, loot the place clean, and repeat ‘till all are one. Gameplay combines third-person melee fighting, ranged attacks, and magic spells, both offensive and defensive. Combat is a much more measured affair than in most games, though—weapons generally need a wind-up to properly swing them, and spells take time to cast. In this way, design-wise, Dark Souls feels like Diablo by way of Monster Hunter.

Dark Souls does offer more than the promise of epic bosses and sweet drops. Dark Souls makes use of a persistent online feature, giving players the ability to interact with the community of players, sometimes in less-than-expected ways. For example, certain items can summon other players to your side, aiding as you clear a dungeon, or do battle against a gigantic boss creature. You can also leave messages for others to find, which range from helpful warnings like “Weak against fire,” to trollful advice like “Treasure ahead” at the end of a yawning chasm. Lastly, players can gain the ability to “invade” others’ games, with the potential to defeat them and steal their experience points—this does work the other way, though, if you are able to repel your invader.

Dark Souls‘ most infamous feature, though, is its extreme level of challenge. Regular enemies can, and often will, kill you, and will take advantage you if you underestimate them. Certain dungeons harbor more death traps than Dragon’s Lair, and large, fearsome boss monsters can appear from nowhere and promptly hand your ass to you. You also forfeit your experience points/currency (the titular Souls) upon death, though the game offers you one chance to find them and reclaim them—after one more death, however, they disappear forever. Check points are few and far between, with some areas requiring a ten- or fifteen-minute slog back to its respective trouble spot. Dark Souls never quite feels nasty insofar as making the player suffer, but it absolutely refuses to coddle anyone who dares pick up the controller.

Regarding Dark Souls‘ much-hyped difficulty level, I’m a bit ambivalent towards how I feel about it. Sometimes the game feels like the challenge level is deserved, and that every death you experience comes from your own mistakes, rather than any particular shortcoming of the game. At the best of times, Dark Souls feels like an 8-bit Mega Man game: absolutely punishing, but predictable in its challenges, and with enough practice, its previously-unbeatable segments can be cleared with ease. Alas, whenever I started to feel this way, like the game’s hardships were all by design, the controls would fail to react the way I wanted them to, or the camera would swing a direction that made the action hard to see, or the targeting would stubbornly refuse to pick up the charging skeleton warrior barreling towards me. At its lowest points, Dark Souls feels sluggish and cheap; an absurdly high challenge level only feels rewarding when I’m learning from my mistakes and acting on them accordingly, rather than spinning my wheels until I “get it right.”

Because the game is always challenging, though, Dark Souls is afforded an atmosphere the likes few games can achieve. The player is constantly aware of their own mortality, making each new area seem newer, stranger, and more frightening than nearly any other title in memory. Dark Souls‘ penchant for throwing great, powerful monsters at you from nowhere also adds to the sense of dread and mystery about the game, helping to sell the idea that, hey, this is a nasty, unforgiving place, and only the mighty survive. I can think of no title that sells the idea of its medieval, Excaliber-esque world better than Dark Souls.

Presentation-wise, the game is a mixed bag, with the balance tipped in favor of the good stuff. Dark Souls incorporates a deep and wholly-convincing dark fantasy aesthetic, and is far dingier and grimier than many Lord of the Rings-inspired settings that make up today’s fantasy landscape; fans of Conan the Barbarian or Disney’s The Black Cauldron will find the visuals rather appealing. The game also boasts a grand sense of scale, with large, expansive vistas, huge castles, mountains, and dungeons to explore, all presented without loading times. Some of the creatures can be rather epic in scale, as well. On the other side of the coin, enemies regularly clip through the environment, and, on occasion, I ran into some pretty severe pathfinding hiccups. There’s also a bit of slowdown when the action gets too frantic, which can spell death if a rogue skeleton gets a cheap shot in. Sound design is largely positive, with fearsome calls from incoming enemies, clangs and swishes of weaponry, and decent, if campy, voice acting throughout—the only thing missing is a good score, and as a result, Dark Souls is a largely silent experience, though surely it doesn’t hurt its ambiance.

You’re probably wondering why I’m not calling this a “review.” The truth is, after nearly eleven hours of play, I am still on roughly the third hour of content (near the middle of the Undead Parish, for those keeping score at home). Dark Souls is a massive game, with ten character classes and numerous lands to explore, leaving this not-quite-taster of an experience feeling unrepresentative of the game as a whole. In a podcast I listened to last week, Game Informer editor Phil Kollar mentioned that he put nearly sixty hours into his review build; I do not have that kind of time, especially on a rental, so consider this write-up to be more of a sampler than a definitive description.

Undoubtedly, many will be turned off by Dark Souls; its nearly impenetrable difficulty, high fantasy setting, and decidedly Japanese feel to the gameplay given the whole proceedings the unmistakable air of a game destined for “cult classic” status (though if first week sales are any indication, Dark Souls‘ success is anything but “cult”). However, for gamers looking for a different experience, greater challenge, or simply something to tide them over until Skyrim comes out, Dark Souls is a well-put together piece of gaming craftsmanship, keen on keeping players coming back, even as they beg for mercy.

PAX East 2012: TERA hands-on impressions (Gamer’s Guide to Life – 5/6/12)

Ah, and we’re back to PAX stories. Honestly, I don’t mind; I certainly won’t begrudge myself the privilege of writing about games that most folks haven’t played yet, even though, to be technical, TERA has been in beta for a while now. Whatever. They had a large booth, and we got to play the game inside of it.

As an aside, I think I spent more time with MMOs while at PAX than I did outside of the convention–an ideal candidate for covering a genre steeped in convention and all sort of complicated bollocks.

Still, I’ve listened to a fair few episodes of Respec Radio, Game Informer’s MMO podcast, and learned about several aspects of gameplay from friends obsessed with World of Warcraft and Star Wars: The Old Republic, so I had some idea of what I was getting into. The demo turned out to be a massive version of Kingdoms of Amalur: Reckoning, and we know how I feel about that game. Suffice it to say that I had fun.

Title: “PAX East 2012: TERA hands-on impressions”
Outlet: Gamer’s Guide to Life
Publish Date: 5/6/12

This year looks to be great for action-oriented MMOs, and TERA is fixing things to make it even better.

We’ve already covered at least one hack-y, slash-y MMO from PAX, but while RaiderZ is all about tracking and hunting monsters, TERA adheres more closely to traditional MMO paradigms. That isn’t to say that it’s not incredibly fun, though.

Gamer’s Guide to Life.com got a chance to check out one high-level raid encounter whilst at PAX East, and we came away impressed with what TERA had to offer.

Read the rest at Gamer’s Guide to Life.

Thirty hours and counting with Kingdoms of Amalur: Reckoning (Gamer’s Guide to Life – 3/6/12)

Kingdoms of Amalur: Reckoning has been a sort of pet gaming project for me during the past few months. I always get excited whenever a big publisher ike EA or Activision decide to start a new gaming franchise, and the closer Kingdoms of Amalur got to launch, the more my anticipation mounted. After spending close to a month with the game, I am more than satisfied with how it turned out, and continue to fire it up whenever I feel like absolutely throwing my evening in the trash in lieu of questing, grinding, and oogling at gorgeous high-fantasy environments.

In fact, I liked the game so much that I wrote an extended impression piece for Gamer’s Guide to Life. Not quite a review, but far more than a garden variety preview, I think it bears closest resemblance to the write-up I did on Dark Souls back in October, in that I write about the game with my reviewer’s cap on, but without the benefit of having played it to completion.

At any rate, I still feel like this article summarizes the game well, and helps shed some light on why this game is positively dominating my social life. Enjoy!

Title: “Thirty hours and counting with Kingdoms of Amalur: Reckoning
Outlet: Gamer’s Guide to Life.com
Publish Date: 3/6/12

I try to stay away from open-world games.

I appreciate the charms of their huge, sprawling environments, and I understand what attracts people to them, but they’ve never held sway for me. I prefer my games focussed, linear and respectful of my time. I want bang for my buck, and I like moment-to-moment gameplay that keeps me on the edge of my seat. After resisting the likes of Red Dead Redemption, Fallout 3 and Grand Theft Auto IV, I’ve finally met my match with EA’s newest fantasy RPG, Kingdoms of Amalur: Reckoning.

Except it isn’t for the reasons I thought. Whenever a game gets into my head, as Kingdoms of Amalur has, it’s because the story has firmly snared me in its tendrils, or because I’ve bought so heavily into the game’s world. Instead, I’m counting down minutes on the clock until I leave work, raring to go home and fire up my Xbox 360, because Kingdoms of Amalur is so bloody fun. It’s both exciting to play and engrossing to explore, and it renders me incapable of playing for less than two hours at a time.

Read the rest at Gamer’s Guide to Life.

A different shade of red (dawn): Three hours with Homefront

As you are no doubt aware, North Korean dictator Kim Jong-il died earlier last month on December 18, 2011. I rented Kaos Studio’s Homefront on December 19, 2011. I did so partially because I was curious to try out THQ’s much-hyped title from April, and see if the single player was worthwhile compared to other big 2011 shooters, but mostly because I’m an ironic twerp.

Homefront, if you’ve forgotten by now, is a first-person shooter taking place in an alternate future where a newly-united North and South Korea conquer the United States. Penned by Red Dawn screenwriter John Milius, Homefront is the tale of average Colorado rising up against invaders on foreign soil.

As an aside, I remember playing through Call of Duty: Modern Warfare 2 back in 2009, and goggling at the first half of the game and its then-unseen-in-gaming spectacle of suburban America being caught in a modern war zone. Now, in 2011, they’ve made a whole game about it! That’s inflation for ya.

Anyway, the circumstances for this takeover are all detailed in the game’s opening cinematic, giving a timeline leading from 2010 until 2027 and highlighting several important events, including oil shortages and economic woes. It’s engaging and semi-plausible, and helps give context to how North Korea, with its economic woes and smaller population than Texas (and, let’s face it, Texas probably has just as many guns as North Korea), conquered at least three countries in less than four election cycles. Beats the hell out of using four or five title cards.

Once the game proper starts up, you take on the role of Robert Jacobs, a former Marine helicopter pilot who helps stick it to the North Korean government in Colorado, and creates hope that one day, the United States will dust itself off punch Jerry (or whatever name they have for the occupying forces) square in the jaw.

At least, this is my understanding of what happens. Unfortunately, I picked perhaps the worst week to rent through a game with the intention of completing it: the week right before I was scheduled to leave home and visit relatives (in Colorado, oddly enough). This left me with one (1) solid night to play through it. Big deal, I though, I’ll just power through it in four hours the way seemingly everyone else in the gaming press managed to. Well, I didn’t play it to completion, but I did get enough time in to formulate some general impressions.

I count myself as a fan of the uber-linear design popularized by Call of Duty 4. When used correctly, developers can deliver countless polished, explosive water cooler moments, like the Aftermath mission in Call Of Duty 4, or the Gulag extraction in Modern Warfare 2. When done poorly, however, the gameplay becomes hollow and mirthless, with the thrill of being expertly guided being replaced with the annoyance over lack of control. The amount of game I’ve experienced is still too slight to judge the entire experience against, but if I had to guess, I’d say that Homefront falls on the wrong side of the formula. Many of the events in the three missions I played (and nearly all of the very first one) were completely out of my hands; everything from the camera control to the speed of my movement was dictated by the AI, and I felt stifled rather than exhilarated. Infinity Ward’s success with this design comes from the illusion of choice they offer, allowing for interaction in even the most stringently scripted moments, which causes players (i.e. me) to feel as though the story is happening to them, rather than some dude they control.

Shooting is decent, but nothing special. Aim assist through the iron sights, pull the trigger, guy dies in a hail of bullets, proceed down the hall to do it again, yadda yadda yadda. Homefront has a wealth of different gun types and weapon attachments, but they all feel weak, lacking the deadly kick found in other genre contemporaries like Battlefield or Call of Duty (new rule: drink every time I mention Call of Duty in this post, including the previous thirty-six times).

One aspect that sets Homefront apart is the Goliath, a heavily armored, unmanned robot that assists you in several missions. Goliath acts as a futuristic attack dog—target a vehicle or soldier with a pair of binoculars, and Goliath wails on it with machineguns and missiles. Of the little that I’ve played in Homefront, nothing is as satisfying than getting a Jeep in my sights and saying “Sic ‘em, boy.”

This one bright spot aside, nothing about Homefront was memorable enough to inspire me to rent it again, despite Only getting a few hours of playtime out of it. Homefront has a neat concept (defend the US on our own soil), but the execution is too similar to myriad other games clogging up the shooter market, and while it certainly wasn’t shoddy, neither was it spectacular. Kaos Studios was closed shortly after Homefront launched, but the series is now being developed by Crytek. THQ was banking on Homefront to be their killer, triple-A franchise; hopefully the next entry will fulfill on the first game’s promise.

Need for Speed: The Run – Demo Impressions

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Racing onto Xbox Live and PSN is a demo for EA’s latest entry in the Need for Speed franchise, The Run. Developed by EA Black Box, The Run will hit store shelves on November 15th, making it the third Need for Speed title released in the past twelve months. Will The Run‘s blend of high-stakes street racing and on-foot action be enough to separate itself from its predecessors and competing racing franchises? I took the demo for a test drive to find out.

Need for Speed: The Run is a more narrative-focused than past titles, placing players in the shoes of Jack Rourke, a driver competing in a cross-country dash from San Francisco to New York, with a purse of $25 million being offered to the winner. The demo takes place along two legs of the race: Desert Hills, California, and Independence Pass, Colorado.

Desert Hills takes players through a Mojave-esque stretch of wasteland, tasking gamers to pass ten cars before the finish line. The desert course is fairly straightforward, with one or two shortcuts hidden throughout the track, and reminded me of a few courses from last year’s Need for Speed: Hot Pursuit. At the end of the race, the game showed me my time and overall standing in the cross-country contest, with a reminder that I need to pass a certain ranking by the time I reach Las Vegas—this could be an interesting way for players to progress though the campaign without necessarily placing first every time.

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Gameplay in the desert was reasonably fun and arcade-y, but felt a touch off. Perhaps this can be attributed to the game’s being built on the Frostbite 2 engine; anyone who has spent time with Battlefield: Bad Company 2 or the Battlefield 3 beta can tell you about those games’ loose-feeling controls, and The Run seems affected by the same issues. Aside from the small control gaffes, the game handles similar to Hot Pursuit, with weighty cars and nitros boost that fills up by driving recklessly; coupled with the desert course, the experience felt a tad familiar to Criterion’s entry in the series.

The next race, Independence Pass, shook things up a bit—quite literally, in fact. The race opens with a scene of Jack stopped in front of a snowy mountain pass, warming his hand and presumably taking a breather. Another racers tears past him, though, and the chase is on. Players need to race down the spindly, icy canyon and overtake the racer before he reaches the bottom, all while trying to avoid careening off the end of the cliffs. Additionally, the local mountain patrol is blasting for avalanches, leaving gamers to negotiate falling snow and rocks.

I dig the concept of one-on-one races like this, and for the most part, the action compares favorably to 2006′s Need for Speed: Carbon‘s canyon runs. It starts to feel cheap near the end, though, when the race becomes less about competing against the driver, and more about memorizing falling rocks. Still, with Independence Pass, it looks like The Run will feature more racing variety than simple point-A to point-B sprints, and these event races could be thrilling in short bursts.

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The canyon race also gave me the chance to try out Need for Speed: The Run‘s new rewind function, a feature that’s starting to become standard-issue in modern racing games. However, rather than acting like a VCR, similar to titles like Forza 4 or Need for Speed‘s own Shift 2, The Run‘s rewind system is more akin to Call of Duty‘s respawn mechanic: players cross checkpoints as they progress through the track, and each rewind sends them back to the nearest checkpoint. I’m a bit torn on this system; on one hand, it’s not nearly as seamless as rewind features in other racing games, often pulling me out of the experience. On the other, the checkpoint system places more of an emphasis on survival, rather than correcting small errors, which could lend itself well to other high-stakes levels like Independence Pass.

Graphically, The Run is solid, if unspectacular. Car models look about as good as one can expect from a triple-A racing franchise in 2011, though they certainly aren’t as jaw-dropping as the vehicles in the Forza 4 demo. Environments look exactly like what you would expect from a game built on Frostbite 2, and while they do look pretty good, I couldn’t help feeling like I was racing through one enormous Bad Company 2 map.

Given the demo, Need for Speed: The Run probably won’t reignite my passion for the series the way that Underground did back in 2003, but the experience still seems solid. Racing fans looking for a more non-traditional experience may want to give it a rental when it drops November 15.

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