RF Generation.  The Classic and Modern Gaming Databases.RF Generation.  The Classic and Modern Gaming Databases.

Posted on Dec 17th 2007 at 09:24:35 PM by (Tondog)
Posted under Modern Gaming, Sony, Factor 5, Lair, Apple, Harmonix, Phase, iPod, Underrated and Overlooked Games Of The Year

2007 was the year of hype in gaming. Between Halo 3, Mass Effect, Super Mario Galaxy, Crysis, and Assassin's Creed, this year has seen the release of some of the most talked up games of all-time. While some of them fell far short of the hype, there were plenty of other far superior games that came out, but received little to no attention from mainstream gamers. So, continuing now and on every Wednesday (or Thursday) (or sometime) until the end of the year, I will be giving you a look at two games released this year that deserve your hard-earned cash and attention. At the end of this five-part series (ending the day after Christmas), I will list them in order of the most overlooked/underrated.

If you followed the video game world at all this year, you'll likely know that Lair for the Playstation 3 was a massively hyped game that was often touted as one of saviors of Sony's big black monolith of a gaming console known as the Playstation 3, but that did not happen as Lair was a critical bomb. All the hype that was generated by the game blew up in Sony's face as the game got largely horrible reviews and become the butt of all video game related jokes. Did it deserve all the negative reviews? Is it really that bad of a game? The answer to that question is quite simply, no. Lair is perhaps one of the most underrated games of the year (not overlooked, mind you, underrated).

The game's story revolves around two kingdoms, Asilya and Mokai, former allies now torn apart due to their land being ravaged by volcanoes. Now the Mokai's land is depleted of resources, and the Mokai live on a resource rich land. As time goes on, the two become enemies due to religion coming in and teaching them that they are enemies and should not tolerate each other. So, the Mokai decide to launch a surprise attack against the Asylians, this is where you come in as Rohn, a member of the Asylian Sky Guard who fights off the invading Mokai using dragons. It's a good plot, especially for an action game involving dragons and burning things up and is definitely better than stuff like Eragon.

But on to the game itself. As stated, most of the game revolves around you flying around on a dragon burning things and defending your people from attack. The game's graphics are quite good and really capture a world in ruin quite well. The game does support 1080p high definition, however, I have only seen at 1080i and 720p. Both modes look incredible. The only problem is that there are some slowdowns at time, but nothing too distracting. Even more amazing than the graphics is the sound, which is among the best I've ever heard in a video game. Presented in UNCOMPRESSED 7.1 SOUND (!!!) with THX Certification, the game completely envelopes you in sound. Now, I've only played it in compressed Dolby Digital 5.1, but even in that situation, dragons swooping overhead, flames flying in all directions, and exploding ships all sounded awesome. However, what really shines in the game is the soundtrack composed John Debney, who also did the music for The Passion of the Christ and Sin City. The soundtrack is definitely the best of 2007 and rivals most film soundtracks. The music is so good that Sony is selling the whole soundtrack for the game on iTunes.

But enough about the technical side of the game, let's move onto what gets trashed the most, the gameplay. The team at Factor 5 decided to take advantage of what the PS3 offers them in graphical capability, sound, and capacity with the Blu-ray Disc, however, they also decided to take advantage of the PS3's new Sixaxis controller with motion sensing capability. This is what caused the most criticism over the game. The tilt controls were viewed as hard to use and unresponsive. To those people I say, "Pfft, spend some more time with it." Yes, it is kind of tough to get the hang of, but you must remember that you are controlling a gigantic dragon, and not an airplane which can turn on a dime. If you think of it in the sense that you are at the reins of a gigantic beast, then the controls might be a little easier to work, since it basically is like you're at the reins. Slap the reins down and you'll get a speed boost, pull them up quickly and the dragon will do a 180 and face the other way. Once you get used to the controls, you'll be burning those Mokai bastards quickly. Or, take a look at the instructional video included in the bonus material, it's a like a video version of the Lair Review Guide.

However, despite all this, I would only give the game a 7.5 at the maximum because it's slow at times, it's rather short, and the controls don't always work right. It is definitely worth checking out when it gets down to $15 or so.

This might be an odd inclusion since it never had a retail release, but this is something that I'm sure none of you have heard of by a developer you've definitely heard of. Did you know that Harmonix, the same company behind Guitar Hero and Rock Band released an iPod game this year? No, really, AN iPOD GAME!!!!!!!!!!!!!! The game is called Phase, and it's basically just like Amplitude or Guitar Hero, but on your iPod.

Basically, the game is played by clicking the left button, the center button, or the right button in time to your music. Sometimes there will also be a wave of dots that comes up, known as a flowing sweep. When one of these flowing sweeps come up, you have to scroll the click wheel left and right, following the pattern of the dots. The game has it's own small soundtrack of seven songs (Bang Camaro - Nightlife Commando, Dealership - Dots And Dashes, Freezepop - Pop Music Is Not A Crime (YES!!! FREEZEPOP!!!), Inter:sect - Midnight Gamma, Kodomo - Spira Mirabilis, Speck - The Theme Of The Awesome, Universal Hall Pass - Dragonfly Remix), but the big feature here is that you can import ANY song you have on your iPod into the game and it will make it into a level for you to play, with different difficulties. Want to play on insane (Video is on the default difficulty, by the way)? You can do that! Want to play along to Run DMC? Sure, you can do that too. Want to play along to the I Have A Dream Speech? Uh...yeah, you can do that too. Want to play along to static? No you don't. Of course you don't. But you technically could do that in Phase!

It's a $5 download from the iTunes store, and has been described by many as the only iPod game worth having. The game requires a third-generation iPod nano or better, iPod classic, or fifth-generation iPod or better.

Check back on Wednesday or Thursday when I actually deliver this feature on-time...(at least I hope).



Posted on Nov 30th 2007 at 07:43:05 AM by (Marriott_Guy)
Posted under System Overview, Apple, Pippin, Bandai, ATMARK, WebTV, Sony Playstation

During the early 1990s, many developers flooded the video game console market with attempts at being home multimedia centers - all-in-one units capable of performing supplementary functions in addition to their primary gaming platform purpose. The consumer was treated, but at most times disappointed, with releases like the Philips CD-i, Memorex VIS, Pioneer LaserActive and the Panasonic 3DO.  In 1995, Apple Computer Inc. joined the foray by finishing the development of a system based on a scaled down version of their System 7 OS. Named the Pippin, Apple followed the 3DO Company's lead by licensing this technology to an outside manufacturer - Bandai. The Bandai Pippin ATMARK was released in Japan in 1995 and was marketed as the first modern hybrid console merging the power of a computer with the ease of a gaming station - as well as integrated network capabilities (hence the connotation in the name). Too bad that by the time of it's release, the technological world had passed them by.

The Bandai Pippin was released to the public in three different models:

  o 1995 - Bandai Pippin ATMARK - Japan (white model)
  o 1995 - Bandai Pippin ATMARK - Japan (black model)
  o 1996 - Bandai Pippin @WORLD - USA release (black model)

Technologically, there are basically no differences between the three systems that I am aware of (I don't have the Japanese Black model version). All come equipped with the same features and user interface (buttons/ports/etc.). Since all three are the same machine, the console(s) will be referred to as the Bandai Pippin in the following paragraphs.

An attractive piece of hardware, the Bandai Pippin weighs in at a hefty 8 lbs and is sturdily built. The user-friendly control panel is featured on the top of this slightly curved console. One keyboard and two ADB (Apple Desktop Bus) controller ports are easily accessible on the front of the system. Being a gaming system that was trying to encompass characteristics of a MAC computer, network connectivity was supported right out of the box with the included 14.4k external modem. Further supporting this all-in-one theme, two serial ports (modem/printer), a PCI compatible expansion slot and a keyboard/writing tablet were standard on all units. The surprising fast 4x CD-ROM drive performed far better than the its competitors (the Sony Playstation, released the same year, only had a 2x Max drive).

The hard plastic chassis encompasses a mini-MAC under its hood. The PowerPC 603 RISC microprocessor ran at 66MHz and was supported by 6 MB of RAM memory (shared between the system and video output) and 128 KB of internal NVRAM. Both 8 bit and 16 bit video is supported and graphics are displayed 16.7M colors. Audio is delivered in full 16-bit stereo (44 kHz sampled output). At the time, the Bandai Pippin was technically a very powerful machine compared to the main competition at the time - 3DO, Philips CD-i and the Sony Playstation. The important question - How was all of this muscle and power put to use in game development? The answer - not very well.

The Bandai Pippin ran games using an abbreviated MAC System 7 OS (operating system), which was actually included on every compatible CD. Small updates to the core system files (stored in the NVRAM) were delivered and included on respective new title releases. Like the Sony Playstation, there is a boot sequence that performs an authentication process to validate CDs. Small, but efficient banana-styled wired game controllers feature an analog D-pad, 4 color-coded action buttons and a centrally located mouse-like roller. The Bandai Pippin combined Japan/USA library consists of approximately 22 titles - mostly games with a sprinkling of edutainment offerings. A couple of forgettable games were packaged with the hardware, along with a web browser application to allow internet website viewing on your television. This was a first for a video game console - WebTV type access and the possibility of online gaming. Having very few titles available at the time of its release coupled with the failed delivery of supporting existing MAC software was just one of many nails in the coffin for this console.

The Bandai Pippin, though technologically superior at the time, failed miserably on many levels. The first error was the positioning of this console within the market - a multimedia, mini-MAC, internet ready, gaming machine. Though the ambitious nature of their goals should be commended, the Apple R&D team on a whole should not. The general population was not yet ready to embrace this type of all-in-one unit. The internet, at that time, was not considered a 'utility' as it is today. As detailed earlier, lack of firstthird party software support and compatibility was also an issue. Then there was the initial price tag - $599 USD (roughly $830 USD in 2007 dollars). This put the Bandai Pippin out of reach of the majority of the buying public. With the price of computers dropping due to rapid advances in technology, this all-in-one unit was quickly an out-dated piece of hardware when it was released. Going against the Sony Playstation (amongst others) did not help either. Only around 5,000 units were sold in the USA, though the system did fare just a bit better in Japan. In fact, more peripheral devices were manufactured (and since sold off for parts) than actual consoles produced.

Overall, the Bandai Pippin was a more powerful and technically capable machine in 1995 compared to the eventual juggernaut Sony Playstation - if it had competed as a pure gaming console. Poor market strategy and positioning, coupled with an attempt to drive an internetcomputer hybrid console to a still technologically adolescent market was the primary downfall. The foundation and inspiration of online gaming and the networkinternet realities we now see from the current generation of consoles (Microsoft Xbox 360, Sony Playstation 3 and the Nintendo Wii) can be attributed in part to the Bandai Pippin.

This console is recommended for console collectors only. Though produced in limited quantities, the Bandai Pippin is available through auction sites and private sellers. The original Japanese version (white) is not hard to locate but will still cost you about $200 USD CIB (complete in box) plus around $85 USD shipping from Japan. The same rates, surprising, apply for the Japanese Black versions of the ATMARK (some say that these are the unsold units from the USA that have been modified with Japanese labels). The US version, the Bandai @WORLD, will run you quite a few dollars and is the rarest. Expect to spend $300+ USD for a CIB unit, anywhere from $200+ USD for a bare system.


                                                                                                                                                                                                                                               
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