BY Gavin Schmitt of The Staff on TUESDAY, SEP 2, 2008 AT 11:19 PM
x 57


Resistance 2 is a first person perspective shooter coming out exclusively for the PS3. It features a single player campaign, an 8 player cooperative online mode, and a 60 player competitive online mode. We were only able to sample the competitive multiplayer (with only 8 players) and can not comment on the other modes.


First and foremost, it must be said that every single aspect we saw of Resistance 2 was better than the original. Nothing is especially groundbreaking, just more polished and more fun.

For example, the weapon system now limits the player to 2 weapons at a time. Coupled with the new user interface, which is brighter and more colorful than the original, we felt we got to know our weapons better and swap between them more easily.

 

The new chain gun features a forward facing force field. While powerful, the force field's glow drew quite a lot of attention from snipers and near by players, which usually got the wielder shot in the back.

The new heavy pistol can detonate its bullets with its alternate fire. Though questionably effective in a fire fight, it made for some interesting booby traps. In one example, a player shot his own dying team mate and detonated his corpse in the midst of advancing opponents.

Tweaks to the human assault rifle stood out in particular, as it had very powerful by oddly slow moving bullets in Resistance 1. The revised weapon seems to fire slightly weaker bullets, but connects with its targets much more reliably.

We think the character models have been increased in size, which makes them easier to make out in the levels. However the levels were also brighter and more colorful, which could be an alternative reason for the clarity.

Another addition is the experience system, which grows as you rack up kills and assists. When your experience bar is full, you can activate your berserk power, of which there are a few variants available. Again, while not entirely new to the series, the system feels cleaner and more refined than in the original.

Over all our experience with Resistance 2 was good. It certainly isn't on par with Gears of War 2 or Red Faction Guerilla, but it is on par with Halo 3. Provided Resistance's runs as smoothly online as it did on our closed network demo, the amount of content it offers certainly makes it a worth while purchase.

disclaimer: many games available to play at PAX were works in progress and subsequently not as pretty or stable as their final versions. Additionally, our photos and videos were shot in low resolution, and are less attractive than how they looked in person.

BY Gavin Schmitt of The Staff on TUESDAY, SEP 2, 2008 AT 1:59 PM
x 57



Little Big Planet is probably the first truly relevant exclusive title for the PS3. At its core, LBP is two related, but separate things: a game and a game maker.


As a game, LBP challenges the player to overcome obstacles with the physics and physical objects on screen. This could be as simple as grabbing a box and pushing it against a wall to make a step or as challenging as using see-saws to catapult a bosses missile attacks back at him. Levels are timed and often contain an equivalent to mario coins, both of which count towards the player's high score at the end.


Since it supports up to 4 simultaneous players, group cooperation is often required to overcome challenges. However, each player's score is still separate, which promotes competitive play and tension. This can lead to some particularly snarky moves, like intentionally letting the lead player fall off the far right of the screen, and forcing him to respawn behind you in order to win a race.


As a game maker, LBP challenges the gaming community to build harder and more interesting puzzles with a simple to use, yet incredibly complex set of tools. The PS3's Eye of Judgment camera is supported, as are dynamic leader boards on the PSN.


Here is an example of how smart the design team is: if you want your level to be a race, where the first player across the finish line is declared the winner, simply put a starting line and finishing line object in your level. If you want the level's winners and winning times to be tracked on the PSN, just place a score board next to the finish line.

disclaimer: many games available to play at PAX were works in progress and subsequently not as pretty or stable as their final versions. Additionally, our photos and videos were shot in low resolution, and are less attractive than how they looked in person.

BY Gavin Schmitt of The Staff on TUESDAY, SEP 2, 2008 AT 11:34 AM
x 57


SOCOM Confrontation is a navy seal themed 3rd person perspective shooter coming to the PS3. The game offers no story based content, but rather focuses on various online competitive multiplayer game types.

As with Wipeout HD, the SOCOM franchise has changed very little over the years, and baring the addition of sixaxis support, SOCOM Confrontation's controls are almost identical to the original game. This could be a a blessing or a curse, as the control scheme is a bit different from most other main stream shooters. For example, the square button controls reloading in most games, but controls jumping in SOCOM.

Confrontation's game play also feels very much in line with what the series has offered before. That is to say, strangely "run and gun" for a game that aspires to be a semi-realistic combat simulator. Weapon accuracy in particular takes getting used to, as it is often easier to run straight through a door spraying, than it is to shoot a player running directly past you.

Coupled with unfamiliarity with the controls, this placed us in many tense situations where we desperately circle strafed an opponent, but were unable to land any hits. Fortunately, most of our opponents were having the same luck, and death did not come as immediately as it would in most other shooters.

This longer life space and fumbling close up combat has its charms. the moment of tension, which lasts longer than it would in many other games, is very exciting. Unfortunately, it is also frustrating and can make you feel like the game isn't doing what you want it to.

The feeling is strange: you feel more separated from your character than in other games -- more like you are telling your soldier what to do instead of being that soldier, doing what you want to do.

Simply put, it feels like every other SOCOM game. If that is to your liking, then you will like this game. If you are looking for something new, or are not a fan of the previous titles, skip this one. You have plenty of other options for games in this genre.

disclaimer: many games available to play at PAX were works in progress and subsequently not as pretty or stable as their final versions. Additionally, our photos and videos were shot in low resolution, and are less attractive than how they looked in person.

BY Gavin Schmitt of The Staff on MONDAY, SEP 1, 2008 AT 7:48 PM
x 57

wipe out hd poleroid


Wipe Out HD is a scifi themed racing game coming out for the PS3. It features tons of race tracks and ships to play in single player, split screen, and online multiplayer game modes.


Wipe Out HD allows the player to use the D-pad, Analog stick, and/or Sixaxis controls to steer, while acceleration, air breaking, and weapon management are mapped to the the shoulder and face buttons. Controls are very smooth and responsive, though the Sixaxis option seemed at it's best for delicate turns only.


There are a few advanced maneuvers like the 'barrel roll' and the ability to 'side step'. Otherwise, If you have played the Wipe Out franchise before, you will know the controls and the game play already.


The game also looks fantastic. the graphics are crisp, brightly colored, and playing around 60 frames per second. While we saw no weather-effect heavy levels in the demo, what was presented was attractive in its own right.


This is the only thing that nags us about Wipe Out HD. It does everything it attempts to do very well, but doesn't attempt much more than it did in 1995. However, should we realistically expect it to do anything other than present the fast, clean, scifi racing it is known for?


What would you add to the game, that would still make it Wipe Out?

disclaimer: many games available to play at PAX were works in progress and subsequently not as pretty or stable as their final versions. Additionally, our photos and videos were shot in low resolution, and are less attractive than how they looked in person.

BY Gavin Schmitt of The Staff on MONDAY, AUG 25, 2008 AT 9:06 AM
x 57



Game Night 17 brought us our first full house. That meant we could not play Square Mile this week, as it is only a 5 player game. So we pulled Shadows from the Shelf and dove right in.




Shadows is a good game -- it blends relatively simple mechanics, with an ever tightening economy, and the paranoia that you are about to be betrayed.
The downside to the game is not teamwork so much as explaining the minutia of how teamwork needs to happen to ensure the group's victory. This can lead to multiple conversations going on at once, ranging from simple questions, to strategy, to interrogation... which makes it hard for anyone to actually hear or understand any of those individual things.
If this chaos were more integrated into the game play, I think we would be happier with it. As is, it just seemed to stall the game out.



I actually missed an earlier chance to win the game, sadly. Would have saved an hour worth of game play. Though I suppose that made it harder to determine whether I was the traitor or not...
Next week will bring Square Mile and possibly a side game of Criminals. Both of Which I've been itching to play again.

BY Gavin Schmitt of The Staff on SATURDAY, AUG 9, 2008 AT 2:31 PM
x 57

</p>
<p>While Mecha and Shawn P were away, I was joined by John lovejoy, Drew, and Skwabuck for three very close games. This was happily unexpected, as we were planning on canceling game night this week, due to scheduling issues.</p>
<p> </p>
<p>Skwa was running late, so we started with Pizza, Smutty Nose beer, and two rounds of Guillotine. Nothing unexpected happened, but we had fun all the same. John and Drew both nabbed a victory.</p>
<p> </p>
<p><b>San Juan</b> came next, and ran remarkably tight. All three of us have a decent amount of experience with the game, and each has a favored play style. I squeaked by with a minor lead, but it was good to see how close different strategies will keep you.</p>
<p>

Power Grid may have been the tightest game I have ever seen. Perhaps it was because everyone was familiar with the rules, or perhaps we've all figured out an optimization system that works for us, or maybe it was just how the cards came out. Whatever the reason, the final positions really say it all:

Gavin

POWER = 7+7+5 (19)

CITIES = 17

$ = 6

Drew

POWER = 6+6+6 (18)

CITIES = 17

$ = 2

John

POWER = 7+6+6 (19)

CITIES = 16

Skwabuck

POWER = 6+6+4 (16)

CITIES = 18

The game ran about as long as it can. No power plants we left in the market and the Coal was almost gone. Seriously, an awesomely tight game played by all.

This coming week's game night is cancelled due to travel. However we will be back for the following week (the 14th?). If you would like to join us and are local, drop us a message on robot martini's facebook page.

BY Gavin Schmitt of The Staff on FRIDAY, AUG 1, 2008 AT 12:07 PM
x 57

Beginning the game took a little while. Skwabuck hadn't played the game before, and while the rules are relatively simple to understand during play, they are challenging to explain in a vacuum. It doesn't help that the rules for setting up the game (like how much money to give each player, how many factories are removed from the deck, etc) is scattered all over the 6 page rule book and not especially well marked. Grrrrr

Drew arrived just as we finished explaining the rules, but fortunately had played the game before. Begin!


The game started normally enough, but by turn three we knew something was out of the ordinary. Very high value power plants were showing up and actually getting bid on -- we acquired all of the 20-29 value plants by turn five -- leaving the looming blight of bad plants for us to encounter later in the game.

Also, players scattered all over the board. Drew (green) took the west, but was hemmed in by MechaShiva (red). Shawn (violet) took the south without conflict, Skwabuck (yellow) took the south east with no conflict, and I (blue) took the mid atlantic without conflict... all in all, low cost properties, with very little overlap until the mid game.


as expected, the end game became a practice in frustration. We consistently drew power plants of values lower than 20, and for several turns no one could catch up to Skwabucks 13 production power.

In fact, because nothing better came out, Skwabuck pre-empted the end of the game, by buying 15 properties and powering 13. Even though this was a low number for a game of power grid, MechaShiva and Drew could only power 12, and Shawn and I could only power 11.

Notably this continues Skwa's winning streak of at least 6 game nights in a row. Next week we will be playing this again and perhaps then, we will be more lucky.

closing thoughts in the video below
BY Gavin Schmitt of The Staff on THURSDAY, MAY 22, 2008 AT 1:25 PM
x 57

Renee, Squabuck, Shawn, Wolf, and MechaShiva play Ticket to Ride Europe. Despite their intensely happy expressions and large portions of Orange Drink, the game was a so-so experience.

Our second week of train-themed game nighting saw Alan Moon's Ticket to Ride Europe on our table. We chose it over classic Ticket to Ride because we remembered it having a few more options and (perhaps) better balance. Since T2RE is a 5 player game, I sat out and became the official rule reader & camera man.

Having not played the original, Squabuck asked for a description of the game. Jokingly we said "It isn't Risk", but as the game progressed that description seemed to fit best.

Generally speaking, we had fun as a group in spite of the game. Squabuck's brought a lot of fun to the table, and her native american heritage let her trump Renee on a few "affirmative action" gags.



As for the game itself, misunderstood may be the best way to describe it. Mechanically speaking, I understand how the new components improve the game: train stations make it harder to truly block a player's route; tunnels add a level of uncertainty to high value routes, and ferries make certain routes slower.

Unfortunately those same rules also fuss-up and confuse new players. The proper use of train stations was probably the most confusing, and after reading to the group I realized I haven't been using it right myself.

Over all, the game loses much of the casual, easy to grasp fun of its predecessor. It isn't a bad game -- there are certainly many worse -- but it isn't as good as the original, which wasn't perfect itself.

Squabuck probably said it best:

"I loved it… it's exciting, colorful, long (relatiely). I would play it again if payed to or given an equal amount of Orange Drink. It was definitely a lot better than risk"


you can tell a lot about a person by how they organize their trains… maybe


while the selling point for a few games can be summed as "They aren't risk", I'd hoped for better in Ticket To Ride Europe. Fortunately we had huge beakers full of Orange Drink to distract us.
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