Archive for the ‘Features’ Category
I’m sick of hearing the phrase, “nothing is coming out,” in relation to video games. That’s not true, so many games are coming out on a consistent basis that we cannot even have a single day of the week they all release. What I feel most people mean is “there’s nothing coming out that interests me.” That’s a much more fair appraisal. Depending on your interests or tastes in games, this summer can either be chock full of great releases or a barren wasteland with nothing new to experience. Personally I am enjoying Batman Arkham Knight, Godzilla, looking forward to cracking the seal on Onechanbara Z2 Chaos, and of course the Mega Man Legacy Collection and Rare Replay retro efforts soon to hit. Aside from perhaps Batman, the rest of these games fall into a specific category that has grown a lot of steam lately: niche gaming. Niche gaming, much as the title suggests, caters to a dedicated but specific audience – not one unlike the audience here at GH101 I might add. It’s easy to scoff at niche titles, especially when you consider that they often have frequent sequels that don’t appear to iterate much. It’s good that these games exist because they are essential to keeping the experiences of gaming as a whole strong, not to mention they’ve been around as long as gaming has.
Depending on who you ask, perhaps pinball shouldn’t even be on this site. It’s not a video game at all and in truth the only thing pinball even has in common to video games is that they both tended to occupy one another in arcades, bowling alleys, bars, and various other popular locations of the 70s, 80s, and 90s. This doesn’t mean that you can’t appreciate both and thanks to some great physics engines and crafty programming games like Zen Pinball/Pinball FX and Pinball Arcade exist and do a nice job of bringing that thrill home. But it isn’t pinball. No friends, those of us who love pinball and played the games growing up would not consider T2 on Pinball Arcade to be the same as sitting in front of the cold steel original pinball machine with the gun handle for a launcher. At the same time a T2 pinball machine runs you around $2,000-$3,000 and that doesn’t even factor in getting to and into your place of residence, so the relatively cheap $10 price for the table on console is a better option for most of us. If you buy the actual pinball machine you’ll probably enjoy the game for less than six months before it needs service of some kind – assuming it was in perfect working order when you purchased it, which is almost never the case. Even if you have a pristine new Stern pinball machine that gets professionally set up, routine maintenance and cleaning is part of the role that any pinball owner has, whether it’s handled by the owner personally or they have a professional come out for routine service. That’s why pinball is a much larger investment than arcade machines: you have to know how to care for an afford to maintain it. Not only that, but the machines are specific so you can’t just drop a T2′s guts into a Funhouse machine without a lot of time, effort, and basically rebuilding it. All of these factors are why pinball emulation may be the best option for the average pinball enthusiast that’s ready to pony up that initial investment, but doesn’t want all the hassle of actually owning a pinball machine.
This weekend, thousands gathered in Milwaukee, Wisconsin, to celebrate the Midwest Gaming Classic (MGC), the Midwest’s largest retro gaming show and I was lucky enough to attend. While the convention proper didn’t officially start until Saturday, Friday night was chock full of great activities and great people already eager to get a sneak peek at what MGC 2015 had to offer. I hadn’t been to MGC within the last few years due to my daughter being born and me moving out of the local area, and in that short time it has grown from a Convention that took over chunks of the Sheraton to completely taking over the hotel itself. There are perks to that, of which this article will discuss, and if you wanted to spend 48-72 surrounding yourself with games, gamers, and optional sleep, that was completely possible. It was a blast, complete with Gaming History 101 having its own panel, and whether we are invited back or not, GH101 will be at MGC 2016. Here’s an overview of just what the show had to offer and what you can expect where you to attend next year.
Yesterday I saw a tweet from WayForward, a games developer that specializes in a retro feel and hand drawn animation, that it was celebrating 25 years. That’s impressive, especially when you consider that 1990 predates the Super NES and also because the 16-bit style has been around now for two and half decades. If you fancy yourself a fan of that era, long for the days of gorgeous hand drawn animation with large sprite-based characters on screen, and a 2D plane then WayForward is just the developer for you. Oh yeah, and its strongest titles are typically tough as nails so just like back in the 90s you’re going to have to die a lot and restart before you ever think about beating one. It should also be noted that WayForward is of the few studios that can really get a licensed game right and with the amount of care and detail afforded to this company’s many licensed outings it is akin to the Capcom Disney games. All of these reasons and the fantastic original series Shantae make WayForward a developer that retro enthusiasts should definitely know.
Man do I love my MAME cab. In the culture of emulation, I’m not too keen on the concept. I understand that emulation is necessary and that it has been an essential tool in not only archiving these great works of the past but also in allowing me to play import and fan translated games I otherwise never would have experienced. Still, I think that more often than not emulation gives way to piracy. If I want to go get Super Mario Bros 3 on NES, I’ve got a slew of choices: I can buy the original hardware and game, I can emulate illegally, or I can purchase legal emulated versions (Virtual Console). In most of those scenarios I opt to purchase the tangible hardware/game – but this is not always the case as I have never purchased a Turbografx-16 CD console to play the handful of favorites like Rondo of Blood and instead “settled” for emulated, legal, Virtual Console and PSN versions. On the arcade front the story is a bit different. Not only do I have to pony up large sums of money for the hardware/software – in this case being a working cabinet and PCB board – but I also have to make space, transportation arrangements, power consumption, safety, and in many cases repairs. It’s one thing to buy a PS1 game from Kentucky, have it shipped to you, resurface it if necessary, and then enjoy it. For a good working Salamander cab I may have to pay $500-$1,000 upfront on eBay, drive to Kentucky with a large truck, move the whole thing over 1,000 miles without damaging it and paying for gas/transport, move it into my house, and then most likely degauss a monitor, replace some wires, re-solder some button connections, and if I’m lucky I can play that single game for about 30 minutes before it’s time for my A.D.D. brain to move onto the next new thing.
The two notoriously addictive and challenging 3D racing games produced for the Nintendo 64 were Mario Kart 64, developed by Nintendo and released on February 10th 1997, and Diddy Kong Racing, developed by Rareware and released on the 21st of November 1997. Both games skyrocketed in sales and popularity, with Diddy Kong selling over 4.5 million copies and Mario Kart selling over 9 million copies. The outrageous sales of Mario Kart 64 was arguably due to the fact that the characters were previously known and established by Nintendo in previous games, whilst the characters featured on Diddy Kong Racing were generally new installments.
In fact, Nintendo used Diddy Kong Racing as a platform to set up new characters to be released in other Nintendo games; these were characters such as Banjo the bear (the Banjo Kazooie series following) and Conker the Squirrel (the infamous Conkers Bad Fur Day followed). But the age old debate between old school and retro gamers remains: which was better? There are hardcore advocates and arguments on both sides, some of which we will take a look at.
How Tetris Has Been Used in Research To Help Health Problems
Tetris that famous game released in 1984. Beloved for its simplicity and addictive nature; but did you know that Tetris has actually been used in a variety of medical studies? There is plenty of research reporting the benefits of gaming despite the media having us believe playing video games turn us into serial killers and dysfunctional members of society. Today’s article focuses on the research studies performed using Tetris.
Tetris good for the eyes.
One interesting study carried out in America and even in the UK is using Tetris to treat Amblyopia. You may know this condition more as a “lazy eye”, where one eye is not seeing as well as the other eye and can be accompanied by an eye turn. It usually occurs at a very young age and current treatment involves patching the good eye to force the bad eye to work. Spectacles are also given to aid this treatment. Unfortunately not all treatments are successful and the lazy eye can remain into adulthood; treatment for a lazy eye in adults is usually ineffective.
Zelda II: The Adventures of Link, Shin Megami Tensei Persona, Ikaruga, Dark Souls. All of these games have one thing in common: they are hard as hell. Since the genesis of the video game difficulty has existed to be the barrier to entry and the extension of game experiences. What is a video game if not a challenge? Originally technology had not caught up with the goals of the medium so games had to use difficulty to bridge the gap of a good experience where visuals and storytelling failed. Nowadays games are just as capable, if not more, than other media in being an interactive experience and therefore difficulty steps aside most times. I consistently hear that the concept of difficulty is dead, that a hard game dictates a good game, and that today’s gamers are weak and catered to. Frankly, I disagree with all of that. Gaming is typically tech dependent and with that dependence comes the evolution of experience, which results in the evolution of difficulty. Games haven’t gotten harder or easier, they have simply evolved.
The term “arcade game” these days conjures up images of cutting-edge graphics and sound, combined with innovative and interactive technology that can bring any concept to life. However, good graphics and interactivity have not always been a necessity for a game that is both enjoyable and addictive. I dread to mention the recent phenomenon of the Flappy Bird app but it is an example of an outrageously faulty and basic game becoming extremely popular. This has been seen in the past with games like Space Invaders, Pac Man, Tetris and Asteroids following very basic concepts and graphics, but still being addictive and rewarding when completed.
The Really Early Days
The first arcade games kicked off at amusement parks and are still present at fairs and theme parks, but there’s nothing particularly sophisticated about them. Ring toss, throwing balls at stacked cans, shooting targets, and other simple challenges have been doing the rounds for hundreds of years and can still draw in the punters to this day. Just don’t go expecting an easy win. Perhaps this is what is indicative of a good game – making it appear simple whilst making it actually fiendishly difficult to win. Make it too hard, however ,and you are left with Zelda II.
Normally we solely talk retro on this blog but with the upcoming PS4 I just can’t help but get everyone acquainted with the story of Killzone. While I’ve been a hardcore fan since the second game (I played the original but didn’t much care for it), most people managed to skip the series due to its long development delays, similar aesthetic to other shooters of the time, and much better marketed titles from both Sony internal (Resistance 2) and competitor Microsoft (Gears of War 2). It really is a shame because Killzone 2 is quite distinct from other shooters of the generation, but I will get into that later in the article. The focus of this is to get you caught up with the story and elements of each game in the series, so that you can jump into the latest iteration, Shadow Fall, at the PS4 launch without having to worry about everything that came before it. Given that Killzone covers three console generations now (PS2-PS4) and almost 10 years, it’s got quite a lineage for a series with three main titles and two portable side stories. Unlike most game franchises, the Killzone series stays mostly progressive with story and each new iteration directly follows its predecessor in the timelineso Shadow Fall takes place at the tail end of the current franchise. I have each game listed below along with a story synopsis and notable gameplay elements and updates to each in the order they take place in the Killzone universe. Without further ado, I give you the Killzone story so far: