So, how's it going EA? Find any new developers to buy up? You broke my heart when you bought Maxis. It further disintegrated when you guys dissolved Maxis into EA Games. You bastard. I hate you. Luckily for you, I am still a die hard Will Wright Fan, and for that reason I'll have a reason periodically to buy a game developed and published by you.
Recently, you released Harmonix's Rock Band to the masses in "North America". It was shortly around launch that you clarified "North America" to mean United States. Now, I am American, but when I think North America, I think three countries:
Canada
Mexico
United States
In addition, Latin America is part of North America, even if we tend to ignore those countries. I feel honored to bring you that geography lesson for today, brought to you by NAFTA. Someone should have given Harmonix / EA this lesson when they decided to announce a release date for Rock Band. If I was Canadian, I'd feel pretty slighted by the fact that EA does not find you part of North America. I'd be even more ticked that Rock Band was delayed all the way to yesterday. But, perhaps EA would make amends by giving you guys a decent launch. Eh? Eh?! Nah, that's not EA's style. Turns out most retailers in Canada did not get a shipment yesterday, much to the disappointment of fans camping out for the game. Furthermore, those retailers that did get a shipment got a horribly reduced release. This slighting would infuriate me if I was Canadian, and I've come up with some conclusions about EA:
EA, you have an identity crisis. I believe that you think that you are Nintendo. Furthermore, I think you have confused Canada with the continent of Europe. What's the deal? Did you guys get hit on your head? Snap out of hit! Stop shafting our friends to the North, where some people call themselves Tan and some people like to say 'Eh?'. It's a lovely country. Stop screwing the pooch. Give them the game. Don't be jerks. It only hurts your sales. Ask Activision, I bet they could give you some pointers on alienating fans.
Sorry Canada, I couldn't snap EA out of their trance. Before you know it, you'll start seeing EA published minigames out the wahzoo and more casually focused games! My God, help us all.
During the 32-bit era some of Irem's best shmups were ported onto the PSX and Saturn in two different collections. Depending where you go it's either a hit or a partly miss.
Released in the US thanks to ASCII Entertainment (later became known as Agetec), R-Types is perfect port of R-Type and R-Type II on one disc. R-Types comes with a nice intro video, a Museum mode, and of course both games. Shmup fans and arcade fans in general will love the collection because the gameplay is still hard and fun after all these years.
[img width=315 height=279]http://www.retrogame-shop.com/shop/images/image-xing.jpg[/img] Note: Playstation version looks just like the Saturn cover except it has the Playstation logo on it.
Released only in Japan and in Asian counties (Hong Kong, Singapore, etc.), Arcade Gears was Xing's line of retro arcade games that was published in the late 90s. Xing didn't develop any games, they just ported other company's games to mostly the Saturn and some on the Playstation (like Tatio's Gun Frontier, Capcom's Three Wonders, etc.). Image Fight and X-Multiply were two great Irem shmups that were released after R-Type. While these games didn't get the same fanfare as R-Type, they're still fun and hard like R-Type. Image Fight is a vertical shmup where the first five stages are a simulation. Do well in those stages you can go to the final three stages. X-Multiply is more similar to R-Type but it tends to focus a lot more on organic backgrounds and enemy designs (like Konami's Salamander/LifeForce).
Anyway, about the ports. Both the Playstaion and Saturn ports were mostly good except for some few faws. In both versions when playing X-Multiply you have to move the status menu (which tells the score, lives, etc.) by using the L/R buttons in order to see the whole screen. The original arcade game didn't have this problem at all. You can't change button configurations in the Saturn version (only in PSX version). In both versions, when playing Image Fight it appears that the bullets move a little too fast (compared to the arcade version). On the PSX port, when playing Image Fight in TATE mode (true Vertical mode by flipping your TV on its side, aka true Arcade screen mode) you'll sometimes get graphical glitches.
Funny thing because unlike R-Type where the menus look nice, Image Fight & X-Multiply's menus look really rushed. Of course when does having pretty menus mean anything (never)? If you want to get Image Fight & X-Multiply it's going to cost you a good bit of money. The Saturn version goes for $70-$100 and it's more common than the PSX version (but the weird thing is that the PSX version is cheaper, around $60-$80).
The Saturn version was only released in Japan while the PSX version was released in both Japan and in Asian countries.
What started because Hydrobond complained has now come to a ceremonious end with 5000 replies. Ah... memories. This thread started while we were still using yaBB, back when anything over 2000 posts would make the forum cry. Let's try to think of all the things that have happened on the site during the life time of this hallowed thread.
Epoch, better know for their game software and toy products, was actually very involved with hardware development in Japan dating back to their first console release in June 1981 - the Epoch Cassette Vision. This very obscure system was actually a hybrid pong/cartridge-based unit - the first of its kind in Japan. Though financial windfalls were never achieved, the moderate success that the Cassette Vision did enjoy was due to one reason - correct price positioning.[img width=300 align=right]http://www.rfgeneration.com/images/hardware/J-110/bf/J-110-H-00010-A.jpg[/img]
In 1979, Bandai was the first to release the first programmable game cartridge in Japan with their release of the Super Vision 8000. This new technology (to the Japan market) would cost you $560 USD ($1,300 in 2007 dollars). Epoch, having been a first hand witness to this console's eventual failure, wisely decided to produce a system at an affordable price point for the general buying public. The Cassette Vision was released for $235 USD ($275 USD in 2007 dollars), which was much more palatable to the still relatively virgin Japanese gaming market. The big question - was this a good value?
As stated in my previous overviews, pong based consoles enjoyed a prolonged following in Japan well into the early 1980s while the video game player in the USA had been exposed to the new programmable game cartridge systems much earlier (1976). Epoch attempted to capitalize in both of these arenas - the Cassette Vision supported both pong and programmable game cartridge technology. To be able to adequately describe how this was possible requires a little more information on how the pong game industry evolved.
During the mid to late 1970s, technology was evolving at a very fast pace, primarily on the hardware side. Pong games grew more complex and greater variations were able to be produced. What had occurred in the past was that a new pong console was developed and then released under a new version/name every time a jump in technology was introduced. Obviously, this was a costly venture for the various console manufacturers. At the same time, the size of the new components that were used to drive the machines, and included pong games, decreased. Together, these advances in hardware lead to the development of 'pong on a chip' game cartridges. Essentially, the manufacture could produce a base pong system with a standard set of hardware installed and a new pong game cartridge would contain not only the game itself but also a processing chip. This chip was used to in essence 'upgrade' the base system's hardware to enable game play with the new software. Distributing technology in the form of a game cartridge was much more cost effective, not too mention efficient, for the manufacturer while at the same time saved the consumer plenty as well by not having to upgrade their pong system all the time. Almost all developers and manufacturers in the mid 1970s and early 1980s migrated to this method of upgrade deployment - not just Epoch.
[img width=300 align=left]http://www.videogameconsolelibrary.com/images/1980s/81_EPOCH_Cassette_Vision/81_EPOCH_Cassette_Games.jpg[/img]It seems that Epoch decided that this may be the most efficient way to support both pong and programmable game cartridges. The Cassette Vision was driven by a 4-bit 6502-A processor that produced both game types (pongprogrammable) at a resolution of 256x192 in 16 colors. This base hardware package was very outdated at the time of release in 1981. The console does produce sounds through a connected display device (television) rather than internally, but I am not sure of the details of the output. The end result was that pong games looked great, but the hardware could only produce below average graphics for the programmable game cartridges.
The console itself is rather odd looking, but has a classy feel about it. The rectangular grey main casing is constructive of heavy plastics and sports a black inverted T faceplate highlighting the various button and toggle switches and controls. The controllers are built into the console. Two paddle-type knobs flank the respective top left and right sides of the console which control horizontal and vertical movement. Lever-1 and Lever-2, toggle-looking controls, are utilized for horizontal movement in some games and are located on the lower right and left. Four action buttons line the bottom front of the console (labeled PUSH-1 through PUSH-4). Other basic push-buttons (power, etc.) are featured in the center of the console. Though this system is not small, measuring in at 13.25" W x 10.50" L 3.25" H (33.66 cm W x 26.67 cm L x 8.26 cm H), it is surprising light (3 lbs / 1.58 kg).
There were a total of 10 games released for this system, the most notable being Kikori No Yosaku, a game that involved the player to chop down trees. The other games were Astro Command, Monster Mansion, Grand Champion, Monster Block, Galaxian, Big Sports 12, Elevator Panic, Baseball and Battle Vader. Most are arcade clones of existing games. Graphics are very basic and could be compared to the first games offered for the Bally Home Computer Library (blocky and pretty bad to be honest).
[img width=300 align=right]http://www.rfgeneration.com/images/hardware/J-110/bf/J-110-H-00010-C.jpg[/img]The Cassette Vision enjoyed mild success in Japan, enough to have a second version of the system released in 1983 called the Cassette Vision Jr. This system was technically the same as the original, though much smaller in size and with detachable controllers. Though not compatible with the first two editions, this line did produce in 1984 a fairly successful system in both Japan and Europe called the Super Cassette Vision.
Purchasing an original Cassette Vision can be a costly proposition - not recommended for the standard gamer. Since this, as well as the Cassette Vision Jr. were only released in Japan, shipping costs need to be considered. Expect to pay $275-$350 USD for an original CIB system, plus $65 USD for shipping from Japan to the USA. The Cassette Vision Jr. is more widely available, but will still cost about $200 and $55 USD shipping. Games will range between $65 to $100 USD.
The staff and programmers at RF Generation are pleased to announce the official release of the Community Blogs system, which was supposed to be two months ago. Up until this timetwo months ago, the system has been in beta, looking to find and quash bugs and also to add new features. At this time, we have added plenty of features that anyone interested in blogging should enjoy:
Ability to use HTML or BBC
Ability to customize one's blog appearance
Ability to program the release of an entry
A fun and exciting commenting system
Ability to preview and look over any entry before posting
RSS Feeds
Other things that I probably forgot
Certainly, we've put a lot of work into the blogging system to make it manageable for all users and members, and we hope that you all will find some use for the blogging system. As you can see by the above image there are already many people have tried out our blog system. Won't you be the next? It's easy, all you got to do is a) be a registered member of RF Generation and b) click the My Blog link located under the blog section of our navigation. One there, agree to our agreement and then blog away!
It should be noted that while we call it a blog you do not have to use it as a "blog" blog. Perhaps you would like to track and chronicle your collection finds using the system. Perhaps you would like to chronicle your gaming life. Perhaps you would like to tell the world how you're feeling. What you could use the blog for is only limited by your imagination, so use your mind to create an environment that is truly special and entertaining. Who knows, you might even have fun.
It should be noted as well that we are desperately looking for people to write for RF Generation's blog, What About Channel 4? (the blog you see on our front page) If you are interested in being a blogger for us be sure to talk to me about becoming one. Just to make it known now rather than later, we expect any staff blogger to make a minimum of 2 posts a week for the RF Generation blog. If this sounds like something that you would be interested in doing, be sure to let me know.
As always, stay tuned to RF Generation, more is surely to follow when you keep it tuned to channel 3.
Ed Note: Yeah, so I wrote this post two months ago. Let me stress that we are still desperately looking for people to be blog writers. I think I've made it pretty easy, I hope you all agree. Any suggestions should be brought to the PHP Coding Monkey, also known as me. You can make suggestions in our beautiful forum known as The Thinktank. Oh by the way, do check out our forums- blah blah blah- we have a lot more to offer than just the collection tools. But yeah, our collection tools are pretty damn awesome. The Black Perl kicks ass. Damn, am I rambling, but is that purposeful? Eh, I don't know, the coding make brain mush. Hulk Smash. Enjoy the rest of your day. And Stuff.
[img align=right width=200]http://www.rfgeneration.com/images/repository/13487935904766ca8debe7fBig_Brother.jpg[/img] Let's get this straight - Manhunt 2 is not a good game. Don't believe me? Well, why not believe the composite score as told by Gamerankings.com. Gamerankings is respectable right? It is a cNET property after all, and cNet is nothing but at the pinnacle of journalistic integrity. So yeah, now that we've got that out of the way, let's talk.
James, AndyC, Belgarath, Alabama Shrimp, any other British Member we have that I am not aware of - I feel sorry for you guys at times. I hear that in London the police can actually yell at you via the security cameras. Here in the US, we we use cameras just for observation. We are harassed via the telescreen, that two way bastion of mind control that we Oceanians have come to know and love. Lest we also not forget about . HAIL BIG BUSH... err... BROTHER!
Britain, we Oceanians are impressed. You have the beginnings of the Thought Police that we Oceanians have had for so very long. It appears as though your government feels as though you are not competent to make your own rational decisions on certain matters regarding these... video games. I know not of such things, for fun here in Oceania we relish in the two minutes hate. Hail Big Brother. But yes, I hear that video games are... fun. Truly it is a shame that we are not blessed with such devices.
Manhunt 2. Ah yes, we Oceanians have that game. Officially though, it is not a game, but rather a training exercise required of all Oceanians by Minipeace. I am more prepared now to fight in the unending war now that I have experienced that training exercise. We Oceanians find it strange then that your Thought Police would try to ban such an effective training exercise. As such, Rockstar, the creator of the exercise, successfully filed an appeal with the appeals committee in your country. Luckily for you guys, Rockstar was successful in the appeal, but for some strange reason your Thought Police wish to stop its release. Need we Oceanians remind Britons of the hallowed statement:
WAR IS PEACE FREEDOM IS SLAVERY IGNORANCE IS STRENGTH
We Oceanians hope to guide your Thought Police in making the right decision here. Forfeit the judicial review. Approve this training exercise. It is an essential tool in fighting the unending war. Join Us in Our Quest. That is All. Hail Big Brother.
The Author of this Post assumes no responsibility for any thoughtcrime that may have occurred while reading this article. Hail Big Brother. That is all.
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).
[img width=300 align=right]http://www.videogameconsolelibrary.com/images/2000s/01_Panasonic_Q/01_Panasonic_Q_Front.jpg[/img]During the development of their GameCube gaming system, Nintendo partnered with Matsushita-owned Panasonic to manufacture the disc drive for their console. As part of this agreement, a license was issued to Panasonic to be able to utilize the base GameCube software technology for their own system, if they chose to do so. Needless to say, Panasonic decided to exercise this contract clause and released one of the most visually attractive hardware units of all time - the Panasonic Q. Debuting just three months after its parent in December, 2001, this system ultimately proved that the old adage "looks aren't everything" was true - especially if not priced correctly.
Released exclusively in Japan, the Panasonic Q was developed to address the fact that the GameCube's main competitors, the Sony Playstation 2 and shortly after the Microsoft Xbox, supported DVD movie playback out of the box while Nintendo did not incorporate this feature into its machine. Hoping to capitalize on this supposed oversight, the Panasonic Q was born. This was Nintendo's second attempt at licensing game hardware technology to a third party manufacturer, the first being the Sharp Twin Famicom. The initial venture did not prove to be successful for neither Nintendo nor Sharp. History would once again repeat itself with this new partnership with Matsushita.
[img width=300 align=left]http://www.videogameconsolelibrary.com/images/2000s/01_Panasonic_Q/01_Panasonic_Q_Top.jpg[/img]As stated earlier, the Panasonic Q is one of the most striking consoles ever released. Sporting a mirrored front facing with a scratch-protective coating, the overall design is extremely advanced and crisp. Soft-touch buttons line the respective left and right sides and give quick access to sound, game and other options. The subtle but tasteful use of the Panasonic label is centered at the top of the main interface, with a smooth front loading DVDGC hybrid player residing just below. Four controller ports, accented with neon ice-blue lighting around their circumference, are featured across the front of the unit with two standard GameCube memory card slots lying in unison just below. All button, port labeling and compatibility logos (DVD, CD, DTS, GameCube, and Dolby), are detailed in pure white and are surprising easy to read against the reflective background. Standard DVD buttons and controls are located on the top of the unit, along with the most stunning feature of the Panasonic Q - the backlit LCD display. This message center has a futuristic look and provides relevant data (mostly on DVD play). The 'Hello' and 'Goodbye' sequence that is displayed when powering onoff the system is also a nice touch that further exemplifies the extra care that was put into it's design.
Technically, the gaming hardware in the Panasonic Q is identical to the Nintendo GameCube. There are literally no variations - please see the overview of the Nintendo GameCube for these details. That being said, owners of the Panasonic Q will enjoy the following audio enhancements over their GameCube brethren: Dialog Enhancer, Cinema, Surround and Bass Plus. All of these audio modes modify or boost a respective frequency to produce subtle if not unremarkable effects during game and DVD play. These options do not have level adjustment or customizable settings that can be modified. This is unfortunate but really not that important considering that most televisions at the time incorporated these features anyway.
[img width=300 align=right]http://www.videogameconsolelibrary.com/images/2000s/01_Panasonic_Q/01_Panasonic_Q_Back.jpg[/img]Matsushita's marketing plan was to develop a DVD player with gaming capabilities, rather than just producing a video game console. The Panasonic Q hit the mark in this area with a DVD player that exceeded the industry standards of the time. While lacking the bells and whistles of some of the higher-end players available, DVD playback is extremely detailed, displayed in bold and vibrant colors. The included DVD remote is easy to use (though all text is in Japanese) and contains the basic playback controls. At the time, the DVD player performance of the Sony Playstation 2 and Microsoft Xbox paled in comparison. There is another bonus feature in this area - region free game and movie support. The first model only supported NTSC Region 2 disks and Japanese-released GameCube software. After a very short period of time, a second model was made available that fully supported NTSC Regions 1 through 6 as well as USA game disks. Unfortunately, there was no official PAL released unit and VCD playback is also not supported.
[img width=300 align=left]http://www.videogameconsolelibrary.com/images/2000s/01_Panasonic_Q/01_Panasonic_Q.jpg[/img]While the advantages of owning the Panasonic Q over the Nintendo GameCube are significant, the decision to purchase one was not an easy task in 2001. The first release debuted at $439 USD (equivalent to $545 USD in 2007) and the multi-region version could be yours for $499 ($635 USD in 2007). This price point severely limited the potential buying market, especially since the GameCube and a separate DVD player could be purchased for less.
With excellent DVD playback, multi-region media support, audio enhancements and its stylish look, the Panasonic Q is a definite upgrade to its Nintendo GameCube parent. Since the system was released in limited quantities, be prepared to spend a good amount to acquire one. A CIB (complete in box) unit will cost you around $200 to $300 dependant upon condition. Compare this to being to get a comparable GameCube system for around $20. If you are just looking for a video game console, the advantages of the Panasonic Q really can not be justified. For the collector, this system will definitely stand out on your gaming shelves.
Since I was busy having a social life last night, I was unable to do my regularly scheduled underrated/overlooked feature on time, however I found a somewhat (Sony biased to a certain degree) related feature on GamesRadar looking at the biggest games of the year that we all seemed to forget about. Kind of an intersting take on some of the top games of the year, but an important one nonetheless. Anyways, here's what they came up with (in the order they were presented):
Metal Gear Solid: Portable Ops (PSP): Whoa wait what?! There was an MGS on PSP this year? I had no idea. Dang, add that to the reasons for me to get a PSP...
Heavenly Sword (PS3): YES! That is a great game, but very short though, which is why people probably forgot about it. What's more shocking about this is that the article said it's been outsold by freaking Lair, and isn't even in the top 20 selling PS3 games list this week. Amazing.
God of War 2 (PS2): I was tempted to include this on my overlooked games of the year list, because really, have you heard much about the game since it came out last February. I sure haven't. Probably because it was released on a last-gen system early on in the year and got overshadowed by all the other next-gen games that came out later in the year. Make sure you do not forget this game as it is one of the 10 best PS2 games ever made.
Motorstorm (PS3): This was actually a very very good game that for some reason isn't mentioned very much any more...outside of the monthly downloadable content additions to the game on the Playstation Store.
SSX Blur (Wii): I admit, I've never played SSX Blur, but I've heard nothing but good comments about it. It seems odd that an SSX game is forgotten about so quickly though.
Stranglehold (360, PS3): I've only played the demo, but I don't know that Stranglehold exactly qualifies as one of the best of the year. It's certainly a very fun game with many imaginative features that really make you feel like your in a big hollywood action movie, but the thing is that the game is not extraordinary. I would pay $20 for it, but not the next-gen price of $60.
Crysis (PC): I think the only reason this game is on the list is because 90% of gamers don't have a PC good enough to run it, thus forgot about the game. However, when I get a computer that can actually run the game decently (in 8 years or so knowing me), I'll definitely give it a shot. But the game was published by EA, so chances are there will be a port for 360 and PS3 (that is if EA can get their head out of their asses when it comes to programming for that system)
Project Gotham Racing 4 (360): Now, I recall this one coming out and doing fairly well, but I haven't heard much about it after the amazing fall season the 360 had. It's a shame because PGR has been a great series.
Ratchet & Clank Future: Tools of Destruction (PS3): Yes. Yes. FREAKING YES! Now, it's well known to PS3 owners but who else cares about it? No one really, especially Nintendo's Shigeru Miyamoto, who's never heard of it.
So, RFGen, what are some of your favorite huge games of the year that you just don't hear mentioned any more?
So, you're a PS3 owner and you happen to own both Guitar Hero III and Rock Band. Harmonix said that the Guitar Hero III Controller would work with Rock Band. Almost a month after release though, it still does not work. Blame Harmonix? Don't be so quick to blame, as this release by Harmonix explains:
Quote from: Harmonix
Hi Everyone,
As we have said in the past, Harmonix and MTV Games believe in an open standard philosophy of hardware and game compatibility. We think that there should be interoperability between music instrument controllers across all music games. This is clearly in the best interest of consumers, game developers and console manufacturers and will only help to grow the music game genre as well as inspire innovation and creativity.
Two weeks ago, Harmonix created a software patch for the Sony PLAYSTATION 3 version of Rock Band that allowed for guitar compatibility and support for third party peripherals, including enabling use of Activision's Guitar Hero III controller with Rock Band. The compatibility patch was submitted, approved and had been scheduled for release by Sony on Tuesday, December 4. Unfortunately, Activision objected to the compatibility patch's release. The patch remains with Sony, but we have been told that it will unfortunately not be released due to Activision's continued objection.
As is the case with the Microsoft Xbox360, we believe that Sony PLAYSTATION 3 users should be able to use the peripheral of their choice with Rock Band. We sincerely hope that Activision will reverse its decision and allow release of the compatibility patch and further, that Activision will allow Guitar Hero III to support Rock Band guitar controllers as well. We welcome all third party developers who wish to support our controllers and will provide any required support in order for them to do so.
We believe that when consumers have choice, everyone wins. Harmonix and MTV Games hope that Activision and others will also adopt this philosophy.
Sincerely, The Harmonix Team
Well, ain't that a crock of shit. If I was impacted by this situation, I'd be pretty ticked off right now. Seriously, how can a PS3 Rock Band have a bassist right now? Certainly, they can not. This is a pretty douchy move on Activision's part, and I hope they realize that they are angering a lot of people who have previously been buyers of Guitar Hero. I guess they don't care about future sales of GHIV. With the Wii Mono situation, the exorbitant price of DLC and this dilemma, GHIII owners have some things to be ticked about.
A big round of Congratulations goes out to two of our staff members. Starting today, Ben Wilkinson (Oatbob) is now the permanent hardware editor. Ben has shown enthusiasm and determination that makes him more than worthy of being the new hardware editor. Previously, Ben has been working as the hardware editor on an interim basis. We are certainly very excited about Ben's promotion, and we can't wait to see what great things are in store for the future of the hardware database. It should be an excellent time.
In addition to Ben's promotion, we have another promotion to celebrate. Keith Brown (Tan) has shown time in and time out what it means to be an RFG staff member and editor. Currently, he sits on top of the submission roost, and has been instrumental in getting some of our policies and guidelines to a published form. Certainly, Keith is a model staff member and we couldn't be happier to have him on staff. Recently, it has determined that a fourth director of the site would be beneficial for our growth. This new director would be primarily responsible for maintaining standards and policies in addition to other, mundane tasks that the directorship partakes in. I am pleased to announce that as of tonight Keith is now the Standards Director. Keith brings a skill set and desire to this position that makes us wholly confident in our promotion.
A big round of congrats goes out to both Ben and Keith. With their help and vision, there will always be something new when you keep it tuned to channel three.
'Tis the Holiday season for many faiths and people, and here at RF Generation we celebrate the time! Kudos goes out to den68 for our festive top design, it's really awesome! Den is our graphic designer for the site, and the majority of site images you see are his design. We are truly grateful for all the excellent work he provides. Thank you, Den.
We'd like to wish everyone a happy holidays to all. It's a festive time to be had, and I hope everyone makes the best of this time of year. Anything exciting planned? Let us know! I know personally I relish the fact that I have a month off from school. It's nice.
I'd also like to take the opportunity to thank everyone who donated money to keep the site rolling. Without their donations, the site directors would have had to find the money to keep the site going, and when two of the three of us are in college, it creates a bind. As such, we are very appreciative for everyone who has donated, and I'd like to thank all who did:
AndyC
Cobra
Fighter17
Funk_Buddy
Ghost_Soldier
James
Marriott_guy
NES_Rules
Thank all of you for donating! Your donations keep this site going, and we are truly thankful for your generosity. As promised, if you donated $20 or more you qualify for a free gift. Please contact me with an address so I can get that out to you. I am fairly certain that I can get these gifts sent overseas as well, so please contact me regarding receiving your gift.
Lastly, need a gift idea? Why not check out our store? Perhaps you find something cool there.
From all of us here at RF Generation, enjoy the Holiday season. May it be a safe and wonderful time.
Edit: NES_Rules just made a lovely donation. Thanks!
Well, the holidays are nearly upon us. Family will be coming in to town, the eggnog will be flowing, and there will hopefully be some games under the tree for all of us. With all the stress of the holidays, what better way to unwind (or take out your frustrations) than will a few fighting games!
Our featured game this week is a newer title (for the US at least) on the Nintendo DS, Bleach: The Blades of Fate. Our reviewer, Shimra, had pretty much nothing but praises for this game. It sounds like a title that you can easily get some life out of. No matter if you're a fan of the cartoon series, this will be a great game to play. Give it a shot!
The featured image is for Guilty Gear X2 on the Sony Playstation 2. Not many fighting games are as fast paced, well executed, and downright fun as this one. Although a fairly pricey title in the recent months, it still sells for less than when it was originally released. If you can, pick up a copy of this game.
What better way to play fighting games than with a great arcade stick?! Our featured hardware is the Hori Fighting Stick SS for the Sega Saturn. I used to own one of these, and let me tell you, their claim of using "GENUINE ARCADE PARTS" is exactly what they mean. From the odd color of the buttons to the feel of each button and the joystick, this is as close as you will get with a fighting stick to the arcade.
The featured collection belongs to Moriya Hanzo. The first thing that appealed to me was the Sony Playstation RPG collection he has. Then I say his other PS1 image. Look at all those great fighting games! Some of the biggest fighting games in history are in his collection! I bet he could strike up a great coversation with you about fighting games.
Well, that's it folks. Another week, another few days closer to the holidays. I do want to wish all of you out there a Happy Hanukkah, Merry Christmas, Happy Kwanza, and a Happy New Year. Please be safe this season and game on! Oh...and keep it tuned to RFG on channel 3!
Third party accessory developer Nyko has announced a Wii accessory that is actually very useful, unlike the multitudes of attachments, wireless sensor bars and controller gloves. This accessory being a wireless nunchuk. Finally, Nyko has freed us from the chains of wires on the Wii, and protected us from strangling each other with that one foot long nunchuk cord.
The wireless nunchuk works by attaching a little receiver to the bottom of the Wii remote which takes the signals from the nunchuk and delivers it to the Wii remote. Pretty clever, but it would have been nicer if it linked to the console directly, but I don't know if that is possible given that the Wii is set up only to work with Wii remotes for Bluetooth input (at least to my knowledge).
However, all may not be well in Wiiland. This wireless nunchuk could end up using yet another set of batteries. Or they could end up going the route of drawing power from the Wiimote itself. No details have been announced about how exactly it will be powered, but no matter what they do, it will end up costing you more batteries. Unless Nyko has the smarts to make it rechargable. Too bad Nintendo wasn't smart enough to actually make the Wiimote itself rechargable using USB or something of that sort. Oh well, it's in the past, nothing we can do about it now...other than bitch and moan to Nintendo to do it.
And of course, what wireless Wii accessory wouldn't be complete without its very own tacky wrist strap? Well, the nunchuk is definitely not one of those, as it does have its own wrist strap in order to protect you from yourself. No word on when the wireless nunchuk condom will be coming out.
However, the major downside of this is that the nunchuck is technically not a nunchuk, as it is not connected to something else. Sorry all you wannabe ninjas out there, you'll have to go find some other nunchuk to fool around with instead of being cheap and using your Wiimote/nunchuk between games of Naruto: Clash of Ninja Revolution.