Goldeneye 007 is a great game. It’s everything a remake should be. The levels evoke the right amount of nostalgia while still looking distinctly different than their Nintendo 64 counterparts. The story is updated for modern times and adds new twists to the plot, so the game is never predictable (or least it’s as unpredictable as a Bond game can be). Updating Bond himself so that you now play as Daniel Craig fits well with the gritty gunplay. But Goldeneye 007 is a Wii game, which means it has motion controls, and while the motion controls aren’t bad, they also aren’t designed for a standard Wii controller. Goldeneye 007 would probably be better if played with a dual analog controller, and it’s all because of the prevalence of iron sights.
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Sometimes a tech problem requires a little strategy to resolve. With some trouble with a microphone among a few other snafus leaving us potentially unable to discuss our planned topic this week, gamers that we are, our solution was to turn this weeks show into a game by putting a little social media to work for us and treating this podcast as something a little more interactive than usual.
The result is this week’s experiment in podcasting, a show based on utter miscellany about gaming and gaming culture. We sent a “voiceless” Kris Ligman out to Twitter to gather possible mini-topics for discussion this week related to gaming, and then, of course, arbitrarily assigned points to our podcasters ability for improvisationally riffing on said topics in short conversational bursts.
The Conduit feels like an old game. Its simplistic, linear levels are a throwback to early shooters, and the awkward button placement on the controller ensures that you’ll rarely do more than just point and shoot. Ironically, these shortcomings actually help make it fun. It’s a flawed game, but it gets the most important things right—the shooting and the guns—and all of its flaws serve to highlight these successes. This accidental limited focus is what makes it a great “first Wii shooter”.
Of course, this (probably) wasn’t actually the intention of developer High Voltage. The Conduit wants to be a complicated modern day shooter, as demonstrated by the fact that it uses every button on the Wiimote, but the Nintendo controller wasn’t made for that kind of game.
Looking at the state of adventure games today, there seem to be three identifiable types: those that adhere to the traditional 2D point-and-click interface (Syberia, Gray Matter), those that embrace movement on a 3D plane (Indigo Prophecy, Heavy Rain), and those that do both, allowing you free movement in a 3D world while keeping the 2D interface (most of Telltale’s games). It’s interesting to see how each deals with the problems of a 3D world. One group avoids it altogether, another embraces it, and another tries to find a happy medium. And make no mistake, a 3D world is very problematic for a point-and-click adventure.
Nowhere is this more evident than when a traditionally 2D series tries to make the leap to 3D. I recently played and finished Broken Sword 2: The Smoking Mirror and thought that it was an exceptionally intuitive and streamlined adventure game. When I started Broken Sword 3: The Sleeping Dragon, which made the leap to 3D, I was impressed by the new visuals but all the intuitiveness and streamlined design were gone. The series took a giant step back just as it took a giant step forward.
This post contains major spoilers for the entirety of Dragon Age II. If you have even a slight interest in playing the game, do that before reading.
One of the chief complaints that I’ve heard about Dragon Age II is the relative lack of choice compared to the first game. In Dragon Age: Origins, you could change the fate of each little society that you visited: You could bring peace to the elves and werewolves or wipe out one side, you could save the mages or let them all die, and you could choose a king for the dwarves who would either modernize the people or steadfastly cling to tradition. (Your choices at Redcliffe aren’t as grand since the Arl sides with you no matter what happens.). In each instance, the choices that you made affected the world at large; your Grey Warden was a force of change that irrecoverably altered the lives of all he/she came into contact with.
Contrast that with the Champion of Kirkwall, who is unable to change any major plot point in the entire game:
// Notes from the Road
"With vibrant performances by artists including St. Vincent and TV on the Radio, the first half of the bi-annual Boston Calling Festival brought additional excitement to Memorial Day weekend.READ the article