06 May

By Thomas Raymond

1. Blinking to Death (Seen in: Bayou Billy, Double Dragon)

Games are violent. Sometimes this violence involves killing large masses of bad guys. This raises the question of how to deal with that nasty stinking corpse left behind. Newer games usually choose to discreetly make them disappear when we’re not looking. In other cases like Fallout 3, where the corpse might actually serve a purpose, the bodies are left behind for days after the kill.

blinkingtodeath

That’s not how we did things ‘back in the day’. Older systems didn’t have the graphical horsepower to litter the screen with tons of corpses, so they had to remove them as new enemies appeared. And since you were usually looking at the same screen you killed them on, there wasn’t really room to do it in a discreet way. When we killed someone, their body blinked a couple times and vanished. It was satisfying too. As soon as you saw that first blink, you knew the fight had been won.

2. The Scrolling Level (Seen in: Super Mario Bros. 3, Back to the Future)

Ahhh, freedom. Games these days thrive on it. Huge open worlds like Oblivion offer choices we never dreamed possible back in the 8 bit days. You go where you want to and do what you want to… when you want to do it. We’ve embraced this new found freedom with open arms, but things were not always this way. This brings us to the dreaded ‘scrolling level’.

These levels did not screw around. Most side scrolling 2-D platformers had a time limit. Sure, but you were still free to move at your own pace. The scrolling level says ‘screw that buddy’. For some unknown reason, an invisible wall would push us through the level, leaving us no choice but to be extra careful with our jumps and move at the pace the designers set. It was devious, but it also added a whole new level of challenge.

3. Same Screen Multiplayer (Seen in: R.C. Pro-Am, Smash TV)

Online gameplay is a wonderful thing. We can play people from all over the world and test our skills against the best of the best. It’s also a breeding ground for thousands of trash talking kids who feel protected within their small blanket of anonymity. Sadly, they’re mostly right.

Things were not always this way. When we wanted multiplayer we picked up the telephone and set it up. Man to man… same room… same screen. A brand new element comes into play when you’re in the same room as your opponent, with a big crowd watching. We could still trash talk as much as we wanted to, we just had to pay for it.

4. On to the next screen (Seen in: The Legend of Zelda, Mega Man)

Enemies are pretty persistent these days. They come at your from all angles and every area of the map. If you don’t feel like fighting, you usually have a few avenues of escape at your disposal. Games like Grand Theft Auto and Saints Row offer almost as many way to run as they do to fight.

It used to be as simple as going to the next screen. It didn’t matter what level of hellish chaos our poor character was stuck in… as soon as we scrolled to that next screen, all was well. Bullets and enemies vanished, the sun was shining and it was a brand new day.

5. The Mystery (Castlevania 2: Simon’s Quest, Maniac Mansion)

What do we do when you want to find a code for a game? How about a solution on how to kill a boss or pass a level? We go to the Internet. Usually in less than a minute, we have our answer. The Internet is a great tool for collecting information and socializing with our friends, but it’s also spoiled games a bit.

Flash back to the mid 80s. There is no widespread internet with vast catalogs of game codes and walkthroughs for nearly every game in existence. If you wanted help you had a couple monthly gaming magazines and your friends. That was it. Without the aid of the internet to immediately debunk or confirm every rumor under the sun, we just didn’t know. We didn’t know and guessing was half the fun.

Thomas Raymond is the owner and video editor for www.wapeach.com. He also writes and creates very poorly drawn webcomics.

03 May

By Rachel Phillips

I have learned that mentioning this wonderful, addictive game around normal gamers gets one of two reactions: scoffs at the mediocrity of the gaming experience, or a complete blank face because the gamer has spent so much time getting to the “Prestige” level of COD4 that they have never heard of PixelJunk Monsters (*gasp*).

In PJM, you play as a small “tiki-turtle” creature; defending your babies in any way possible. I must admit, I was less than impressed by this description. But when I finally tried out the game, it began to grow on me. It’s nothing like Super Mario World 2: Yoshi’s Island. It’s more like Desktop Tower Defense.

Created by Q-games, the game uses the simplicity of medieval weapons to defend against waves of aggressing monsters. The graphics are childlike, as if the scenes were construction-paper cutouts glued onto a green background. Developed by Otograph, the music is soothing at first, but as you play the game more and more, you realize it feels anxious and pressured (neato side note: The soundtrack to PJM titled “Dive into PixelJunk Monsters” was the first audio album released through PSN). Both the music and the graphic presentation mold together well and help create an experience unique to PixelJunk Monsters.

To help you defend your babies, there are a variety of defense towers. Unfortunately, there is an equal variety in monsters that have strengths and weaknesses against your defense towers. Like many real-time strategy games, it’s Paper Rock Scissors on a fantastic scale. The type and placement of these towers at the right time all need to be considered while defending your babies. While this can get cumbersome for the average Halo-player, I think that it develops multi-tasking as well as strategic planning. This is very important in this game, as changing your setup mid-level can cost you.

There are a variety of defense tower you can acquire for free: arrow towers, air towers, and cannon towers. Though useful, they are unfortunately weak unless fully upgraded, but they can still get the job done for a small amount of coins. The PixelJunk Monsters Encore expansion pack added the ice tower to the freebies. No one used them before the expansion. No one uses them still. The ice tower only slows down the monsters, but putting a tower in its place that actually kills the monsters is far more useful.

The fancier towers come with a price paid in gems found in the game. My personal favorite is the fire tower, because it is flashy and gets the job done on the ground monsters. But the most useful for me has been the hive tower. The hive tower, when fully charged is absolutely awesome. It sends out tons of bees that do this boomerang motion, hitting the monster and killing it instantly. Unfortunately it takes a really long time to charge, so it is especially ideal during two-player mode, where you can have one person charge the tower and the other do all the housekeeping. Or you can just cheat and play two-player by yourself and have one controller charge while you run around.

No one does that I’m sure…

However, PJM is smart when it comes to the towers. Because no one tower can destroy every type of monster in one fell swoop, it keeps you on your toes. I would save up the gems for fire towers, a hive tower (you can only build one in a level), and laser towers. Mortars can also be useful, but it can be cheaper and quicker to build lots of black-flag cannons. The useless towers—Tesla and Lightning—are expensive and I would just ignore them. It takes too long to charge them to make them worth your time. Its best to stick with the easy stuff so you can focus on the rest of the game.

The monsters are the deciding factor of using your chosen strategy. They are divided into ground monsters and air monsters. The website gives them all silly names that have to do with trees and do not describe what they look like. Ground monsters include these silly panda bear-looking creatures, spiders, and big metal-monsters that all often have fire-blockers or cannon-blockers. They are easy to beat, but often come in huge numbers and making a screaming noise when they die, sort of like the sound a rabbit makes when it dies (yes, I know what that sounds like, and I bet half of you do too).

The upcoming creature status bar at the bottom of the screen tells you if they are blocker creatures, but never what kind. This is frustrating and annoying, and I keep getting hit on it. If I put up a fire tower for the cannon-blockers, I’ll the fire-resistant bugs. I put up cannons and get the cannon-resistant monsters. If you play it enough like I have, you start to memorize the waves and it gets a little easier.

The air monsters include: dragonfly-looking creatures with pink wings, bats, and bloated bee creatures. The hardest are the bloated bee creatures. They look like a really round person, complete with clothes and wings. These are very tricky creatures, because sometimes they come in huge numbers, or sometimes just two at a time. I personally hate these monsters, but the make the game challenging. The best way to prepare for the variety of monsters is to think on your toes and be aware of what towers you’ve already built.

I think the strategy of PJM is what drew me in the most. I’m amazed how I can play the exact same level with the exact same tower placements and I can beat it the first time and not the second time. I think it messes with the timing of the monsters just right so that you are continually finding new strategies for the same level.

I cannot tell you how many times my boyfriend tugged the Dualshock 3 out of my hands because I had played the Snake Pit level from the expansion pack continuously trying to beat it. The big metal monsters got me every time. But PJM has become a bonding game for me. The two-player feature allows you to spend time with someone and still play the game. I loved the triumph of beating another level and giving my partner a high-five or some sort of small celebration. So this game is awesome because of the intense strategy, the variety of ways to conquer a level, and the ability to share the fun with friends with the two-player mode.

Anyone who has some spare time and a PS3 will enjoy this game. Warning: Not a game for lovers of the FPS or the RPG genres. This is just not that kind of game. Stay alert for more PixelJunk games. PixelJunk Eden is out, and lots of fun, although it can get frenzied, and Q-games is currently developing a new PixelJunk game, so practice on PJM and get ready for the new ones!

About the Author: Rachel Phillips is an Elder-Geek who currently attends Grand Valley State University. She is in her final year of Elementary Education with a dual major in Integrated sciences and English Language Arts. Rachel is a self identified classic “Gamer’s Girlfriend” who started off with more fun casual games, and has gradually progressed to the more hardcore world of Geekdom. She is also a living breathing Tolkien Encyclopedia and has read each of the Lord of the Rings books at least ten times. Go ahead and try to stump her, you can’t. This is her first article for Elder-Geek.com.

02 May

All right, before I begin I want to make the record clear that this is not a gamer’s wish list, or some kind of a fanboy’s fantasy. This is a list of this writer’s / consumer’s opinion on what the next generation of Playstation Portable will need in order to be a major player against other handheld devices such as the Blackberry, iPhone, and DSi. If just now you thought, “But the Blackberry and iPhone are not game console competitors,” you are wrong. Dead wrong. The act of talking on the phone, playing games, internet browsing, downloading media, scheduling, and basically anything else you can do with a computer now needs to be pocket-sized. There is only enough room in people’s pockets for one device nowadays and we need to get used to it.

So let the Great Eight features begin!

Number 1. It has to also be a phone.

Skype we love you, but you’re just not cutting it. The next PSP will desperately need to be integrated into the Sony Erikson line-up. This will have to be standard. It only seems natural that Sony is most likely to make a deal with a major cell phone carrier that rivals AT&T, to compete against the iPhone. Perhaps Verizon, now that they have purchased Alltel and are the largest U.S. provider, they seem to be the most likely candidate.

Number 2. An onboard HDD with at least 20 Gigs of Space

The SD/Memory Stick Duo are going the way of the floppy. It’s inevitable and I say good riddance. The storage space was too small. They were too expensive and they were far too small physically. Sony, get rid of this and put a HDD in it for goodness sake. The device is going to need a semi-beefy storage space so people can properly store their downloaded videogames, music, television shows, and the Elder-Geek.com podcast.

Number 3. Full Internet/Bluetooth Support/Playstation Store Support

This device needs to get rid of the battery obliterating UMD drive. Despite Sony and Back to the Future II’s best efforts, UMD just didn’t happen. Digital distribution is the future and it is painfully obvious Sony is heading in this direction (see Patapon 2). If I can download almost any book instantly to my Kindle, then I should be able to download Resistance Retribution or Little Big Planet PSP from anywhere in the world. Also… enough plugging my PSP into things and then setting it to USB mode. I’m a busy man. I don’t have time for that! It should be able to exchange media with my PS3, computer, and hell, even print using Bluetooth technology. Finally, the Playstation Store needs to be fully supported. The recent news of firmware update 5.5 adding a completely open and viewable store via the PSP is a turn in the right direction. In addition, the Playstation Store may need to start selling music to become a fully multimedia device.

Number 4. Downloadable Games

I have already mentioned the need for digital distribution, but we also need a greater variety of games. Over the last generation, the PSP gems have been few and far between. The PSP was crowed with second-rate ports of big PS2 games and this is not acceptable in the next generation of handhelds. Games like LocoRoco and Patapon have been fantastic on-the-go quickies, with great depth for the hardcore gamer, but also easily accessible. New IP’s and quality ports will make or break the next PSP. The PS Store may also need to start selling smaller, quick and fun $2-3 games.

Number 5. Applications/Both Sony and User-Made

Everyone right off the bat is thinking “iPhone right?” Yes, Sony needs to follow the exact same formula and open up the technology and the software to the public. Not only because apps are useful, but because it allows the individual user to customize their PSP to suit their needs. If you think the latte sipping, tree hugging, artsy, elitist, Mac users came up with some cool stuff, what do you think a hardcore gamer geek can come up with?

Number 6. Smaller Size

The size of the Game Gear-esque original PSP was not acceptable during its original release, and it’s still not. It doesn’t matter how many radical carrying cases Sony and MadCatz come up with, this does not substitute for a pocket-bulging size… no matter how much it might impresses the ladies.

Number 7. A Touchscreen / Accelerometer / Another Analog Stick / and a Camera

Over the year gamers have called for many things: an onboard HDD for the Wii, smaller Xbox Controllers, a FF7 remake, etc. I don’t think anything has been asked for more than another analog stick on the PSP. The single “DUAL” shock nub has been the bane of gamers and developers nightmares for the last three years, creating awkward and sometimes crazy control schemes. Although I don’t believe a total lack of buttons will be necessary—or even desirable—a touch screen is basically standard at this point with portable devices. When I give LocoRoco to my girlfriend to seduce her with its cuteness, she always leans the controller from side to side like a steering wheel. Sony, why fight this! Integrate an accelerometer into the console! Do I even need to explain why it needs a camera?

Number 8. A Streamlined Interface

Why was the iPod a success? It really makes no sense when you think about it. Upon its release, Apple wasn’t that popular. The iPod was an ugly white color when everything else was sleek and black, and it had a brand new untested control unit in the pressure wheel. So what was it? It was an easy to use interface on both the device and its accompanying software (iTunes). Even the most computer illiterate person can figure it out. If the PSP wants to succeed it needs to have a seamless and easy to use interface. The XMB baffles some techy people at first. The easier it is to use, the more units it will sell. The Wii and iPhone are living, breathing examples of this, and Sony will need to pull off some serious software integration to compete with Apple, Nintendo, or BlackBerry.

The opinions expressed in this commentary are solely those of Kipp Pietrantonio.