Caders.com is now pointing to the caders.net beta site, and having people in to try things out, and give input. The facebook group still can be reached at: http://facebook.caders.com .
This is an update over the other blog entry.
Friday, May 28, 2010
Thursday, May 27, 2010
Shout out: Into casual or retro games? caders.com
Sorry for not writing as much, but I have been busy on several project. One of them is a group dedicated to casual and retro gaming. This group is called caders. If you have a chance, visit the Facebook group and sign up. You can get there now by putting this web address in your browser: http://www.caders.com
In the future, that URL will redirect to a full member website. Also, I am less likely to be on here as I work with the CADERS group.
In the future, that URL will redirect to a full member website. Also, I am less likely to be on here as I work with the CADERS group.
Saturday, May 15, 2010
Review: Game Room
Genre: Retro games emulator
System: XBox 360, IBM PC (XBox 360 version reviewed)
Reviewer: Rich Hutnik
Summary: Game Room is a service provided by Microsoft that simulates a virtual arcade, and features things like challenge boards.
Pros:
* Generates a real good "retro vibe" from the virtual arcade environment. One of the best attempts to generate interest in retro games, because of this environment.
* Interoperability between IBM PCs and XBox 360.
* Large number of retro game titles (home consoles and arcade to be available), for ongoing content.
* Unlockables and leveling up provide a hook to keep one returning. These are done with medal system that players are awarded for reaching target scores and lasting certain length of time and total play.
* Challenges based on a decent amount of configurable starting conditions and game time length.
* Rewind feature enables players to back up and undo mistakes made while playing.
Final Score:
10/10
System: XBox 360, IBM PC (XBox 360 version reviewed)
Reviewer: Rich Hutnik
Summary: Game Room is a service provided by Microsoft that simulates a virtual arcade, and features things like challenge boards.
Pros:
* Generates a real good "retro vibe" from the virtual arcade environment. One of the best attempts to generate interest in retro games, because of this environment.
* Interoperability between IBM PCs and XBox 360.
* Large number of retro game titles (home consoles and arcade to be available), for ongoing content.
* Unlockables and leveling up provide a hook to keep one returning. These are done with medal system that players are awarded for reaching target scores and lasting certain length of time and total play.
* Challenges based on a decent amount of configurable starting conditions and game time length.
* Rewind feature enables players to back up and undo mistakes made while playing.
Final Score:
10/10
Sunday, May 9, 2010
Review: Super Street Fighter 4
Genre: Fighting (one on one)
System: XBox 360, PS3 (XBox 360 version reviewed)
Reviewer: Rich Hutnik
Summary: Street Fighter's new home into the realm of 3D, with polygons instead of sprites, continues with the addition of new fighters, raising the total number to over 30 (two never before seen fighters and some older ones).
Pros:
* Real good art style (aka, real good graphics)
* Hefty selection of fighters, with a range of unique styles.
* Hakan, Hakan, Hakan! One of the most entertaining characters (personality) introduced to the Street Fighter franchise. Yes, oil is a weapon worthy of note.
* A decent amount of unlockables, besides fighters in the game (all are unlocked).
* Excellent addition to the legacy of the Street Fighter franchise.
* Good price new: $40.
Final Score:
10/10 (11/10 for hard core Street Fighter fans, and 11/10 possibly for fighting fans in general)
System: XBox 360, PS3 (XBox 360 version reviewed)
Reviewer: Rich Hutnik
Summary: Street Fighter's new home into the realm of 3D, with polygons instead of sprites, continues with the addition of new fighters, raising the total number to over 30 (two never before seen fighters and some older ones).
Pros:
* Real good art style (aka, real good graphics)
* Hefty selection of fighters, with a range of unique styles.
* Hakan, Hakan, Hakan! One of the most entertaining characters (personality) introduced to the Street Fighter franchise. Yes, oil is a weapon worthy of note.
* A decent amount of unlockables, besides fighters in the game (all are unlocked).
* Excellent addition to the legacy of the Street Fighter franchise.
* Good price new: $40.
Final Score:
10/10 (11/10 for hard core Street Fighter fans, and 11/10 possibly for fighting fans in general)
Review: Aegis Wing
Genre: 2D co-op shooter (Vertical scrolling, also playable one player)
System: XBox 360 (Live Arcade download)
Reviewer: Rich Hutnik
Summary:
Classic side-scrolling 2D shooter (SHMUP), with the ability for players (up to four players co-op in game) to join their ships together to have one larger ship with one player controlling movement, while other players act as cannons.
Pros:
* Gets exponentially better the more players added. Takes on elements of R-Type when more players are added. With multiple players, it is a lot of fun.
* Good controls.
* Free.
Final Score:
10/10
System: XBox 360 (Live Arcade download)
Reviewer: Rich Hutnik
Summary:
Classic side-scrolling 2D shooter (SHMUP), with the ability for players (up to four players co-op in game) to join their ships together to have one larger ship with one player controlling movement, while other players act as cannons.
Pros:
* Gets exponentially better the more players added. Takes on elements of R-Type when more players are added. With multiple players, it is a lot of fun.
* Good controls.
* Free.
Final Score:
10/10
Saturday, April 24, 2010
Commentary: Spectrum of Play, from Toys to Interactive Fiction
The use of story and what is or is not a game, has been debated on various forums on the Internet. In order to address this debate, I figured I would look at what I see as a spectrum of play and forms of entertainment.
I see the spectrum going as follows (open-endedness vs narrative driven or structureness):
1. Toys and simulators (vehicle and world simulators). These are things you play with with no point in mind. You have a degree of control over them, and make them do what you want. These aren't too frequent in videogames although something like Noby Noby Boy would likely fit here. If a game comes with a development language also, to create content in a very open way, it could be considered part of this also, like something like Kodu. I would put Sony Home here (excluding the in world games), as is Second Life. Will Wright specializes in these with his Sim series. On the other side of this would be a program like Microsoft's Flight Simulator.
2. 4X and strategic world simulations (and god games): These games are like Civilization (4x: Explore, expand, exploit, exterminate), or a business simulation like Railroad Tycoon. In these, a player controls a world, like in the Sim series, but use strategic to achieve goals set by the game.
3. Sports and boardgames. These are competitive ventures, where the object is to use the play area to defeat an opponent. The approach is fairly wide open, but the goals are set. Not as open as sandbox games, but still more open than other formats of play. Chess would fit here, as would RTS (and turn-based RPGs), or sports games, or games like Settlers of Catan. Fighting games definitely belong here to, as do driving games, and also multiplayer FPS. The focus here is player vs player, and players can continue to evolve new strategies.
4. Sandbox games. These are open play areas, aka a sandbox, but will have puzzles or other challenges in them. Sandbox can fit Grand Theft Auto or Crackdown or inFamous. The former ends up likely having more story put on top, while the later gravitates towards the toys/puzzle category. Western RPGs can fit here also, depending on the open-endedness (and how dynamic the world is). I would say LittleBigPlanet may fit here actually, or anything with a level editor for it. World of Warcraft likely fits here also, or other online RPGs with a world that dynamically changes. In short, the game world is open, and there are structured missions in them, including free roaming openness.
5. Puzzles/classic arcade games. These are like toys, but are goal driven, in that you need to get the toy to a certain state. Tetris can be seen as fitting into this. Classic arcade games like Asteroids and Space Invaders would fit into this here also, as do games on the puzzle side like Tetris or Bejeweled. Rather than solve problems, you continue to play at them. These games lack the open-world structure to them seen in sandbox games.
6. JRPGs and single-player part of FPS titles. These are fairly linear in nature, but some can be less linear for players on a whole, and can involve some alternate paths.
7. Post-arcade console action-adventure games, with endings and levels. Sonic, Mario, Zelda, and others that we know, fit here. The games have endings, and don't go on indefinitely. This is the classic videogame as we know it.
8. Adventure games and interactive fiction. These are very strict in how they are laid out and linear in nature. Text adventures fit into this, as does a game like Myst, and the graphic adventures of Lucas Arts. And on the more strict end, a game like Heavy Rain would fit into this also. For individuals heavily gravitating toward story and character, this is a place they would consider this the best form of play. I would also count Uncharted in here also (single player).
I see the spectrum going as follows (open-endedness vs narrative driven or structureness):
1. Toys and simulators (vehicle and world simulators). These are things you play with with no point in mind. You have a degree of control over them, and make them do what you want. These aren't too frequent in videogames although something like Noby Noby Boy would likely fit here. If a game comes with a development language also, to create content in a very open way, it could be considered part of this also, like something like Kodu. I would put Sony Home here (excluding the in world games), as is Second Life. Will Wright specializes in these with his Sim series. On the other side of this would be a program like Microsoft's Flight Simulator.
2. 4X and strategic world simulations (and god games): These games are like Civilization (4x: Explore, expand, exploit, exterminate), or a business simulation like Railroad Tycoon. In these, a player controls a world, like in the Sim series, but use strategic to achieve goals set by the game.
3. Sports and boardgames. These are competitive ventures, where the object is to use the play area to defeat an opponent. The approach is fairly wide open, but the goals are set. Not as open as sandbox games, but still more open than other formats of play. Chess would fit here, as would RTS (and turn-based RPGs), or sports games, or games like Settlers of Catan. Fighting games definitely belong here to, as do driving games, and also multiplayer FPS. The focus here is player vs player, and players can continue to evolve new strategies.
4. Sandbox games. These are open play areas, aka a sandbox, but will have puzzles or other challenges in them. Sandbox can fit Grand Theft Auto or Crackdown or inFamous. The former ends up likely having more story put on top, while the later gravitates towards the toys/puzzle category. Western RPGs can fit here also, depending on the open-endedness (and how dynamic the world is). I would say LittleBigPlanet may fit here actually, or anything with a level editor for it. World of Warcraft likely fits here also, or other online RPGs with a world that dynamically changes. In short, the game world is open, and there are structured missions in them, including free roaming openness.
5. Puzzles/classic arcade games. These are like toys, but are goal driven, in that you need to get the toy to a certain state. Tetris can be seen as fitting into this. Classic arcade games like Asteroids and Space Invaders would fit into this here also, as do games on the puzzle side like Tetris or Bejeweled. Rather than solve problems, you continue to play at them. These games lack the open-world structure to them seen in sandbox games.
6. JRPGs and single-player part of FPS titles. These are fairly linear in nature, but some can be less linear for players on a whole, and can involve some alternate paths.
7. Post-arcade console action-adventure games, with endings and levels. Sonic, Mario, Zelda, and others that we know, fit here. The games have endings, and don't go on indefinitely. This is the classic videogame as we know it.
8. Adventure games and interactive fiction. These are very strict in how they are laid out and linear in nature. Text adventures fit into this, as does a game like Myst, and the graphic adventures of Lucas Arts. And on the more strict end, a game like Heavy Rain would fit into this also. For individuals heavily gravitating toward story and character, this is a place they would consider this the best form of play. I would also count Uncharted in here also (single player).
Friday, April 23, 2010
Review: Alan Wake
Genre: Drama, Horror
System: XBox 360
Reviewer: Rich Hutnik
Summary: Help Alan Wake uncover his memories as he battles the darkness.
Pros:
* Great graphics
* Nice lighting effects (based on trailer)
* High level of fanboy hype needed to have this title be ammo in the console war.
* Years of development time, so you know it has to be good.
Final Score:
10/10
System: XBox 360
Reviewer: Rich Hutnik
Summary: Help Alan Wake uncover his memories as he battles the darkness.
Pros:
* Great graphics
* Nice lighting effects (based on trailer)
* High level of fanboy hype needed to have this title be ammo in the console war.
* Years of development time, so you know it has to be good.
Final Score:
10/10
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