Posts Tagged ‘ea’
This week Fred and guest Matt Bradford re-visit the Mass Effect trilogy. Although GH101 tackled this with a previous episode, it was time to go back to the well and delve a bit deeper into the mechanics, evolution, and critical opinions placed upon one of the most significant series of last generation.
The referenced Annotated Symphony of the Night can be found here: https://www.youtube.com/watch?v=hFmpodGI3Jk
Electronic Arts had its annual press conference that featured announcements on Titanfall 2, Madden ’17, Mass Effect: Andromeda, Fifa ’17, Fe (EA Originals), Star Wars titles, and finally Battlefield 1. A team from All Games Radio consisting of Fred, Esgee, Andy, Derrick H, Yogi, and Jam got together to have heavy discussions on the announcements and the upcoming year with EA.
One of BioWare’s largest gaming achievements would have to be Mass Effect. In the follow-up to Jade Empire, and after 3 years of development, the original premiered on Xbox 360 and established the closest example to Star Trek in gaming. An entire universe was literally developed for the series and despite some stumbles here and there, the Mass Effect series is of the most notable from last generation. Join Fred, Jam, and special guest Me10dee as they delve into the world of Commander Shepard.
The original Xbox was a system with some incredibly gems on it that really didn’t receive much appreciation until near the end of the consoles life cycle. The game developer Bioware were all about the Xbox with their main hit on the system being Star Wars: Knights of the Old Republic then later down the road in 2005 they brought out one of the most overlooked titles from the company Jade Empire. Jade Empire really never found its audience, even to this day. Just mentioning this title to people today brings question marks in peoples minds. I remember seeing the game in an Official Xbox Magazine and being incredibly excited by the screen shots. Then the game came out and people just sort of forgot it was there. Today the game is passed off as one of the weakest titles in Biowares back catalogue.
Jade Empire is a Western developed action role-playing game (RPG) you play as a martial arts hero that you choose at the start of the game. You can choose between 5 set character models (6 if you have the limited edition or special edition), you can choose to go with pre-selected stats or you can customize the heroes stats yourself. You unfortunately can’t customize your characters appearance which is a shame considering Bioware’s previous Star Wars title allowed you to alter your characters appearance.
Due to scheduling conflicts, Fred and Jam had to do the Jade Empire game club as a live show and not an extra credit. BioWare’s first console exclusive (temporarily) and intermediary between Knights of the Old Republic and Mass Effect is an interesting combination of gameplay mechanics for the developer. Fred and Jam delve into the development, mechanics, and campaign of Jade Empire, which is probably the most polarizing of BioWare titles.
There were two main franchises we couldn’t get to in our Star Wars episodes: Battlefront and Knights of the Old Republic. Both have significance not only to the fan base but to the world ofStar Wars gaming because they are excellent examples of how to take the license, think outside of the box, and run with it. First up is Pandemic’s Battlefront series hosted by Jamalais and documenting one of the more addicting early online console franchises.
WARNING: Due to the nature of these titles, there is some graphic violence and harsh language in this video. All mature content is in-game only.
This week’s show was a treat because Sean and Syd had on American McGee, the lead behind the fantastic titles Alice and Alice: Madness Returns. Separated by eleven years, this “twisted” take on the already dark world of Alice in Wonderland, I loved both titles. It was just the right blend of action platformer and fantastic art design.
Check out the Lost Treasures of Gaming podcast at http://www.omgnexus.com.
Mirrors Edge was released back in 2008 and believe it or not this year was quite the year for EA releasing new IPs to the new consoles. We got Army of Two, Dead Space, and Mirror’s Edge all in the same year. Now whether you like these titles or not is a matter of opinion but this was a good time to be a gamer. Despite my love for survival horror and heartily awaiting the arrival of Dead Space, it was hard to ignore just how unique and different Mirror’s Edge looked. It’s time to revisit this title and see how it holds up today.
Of Fred’s 3 random games he has to cover this month, one was a sports game that apparently was the best hockey game on the PS2. NHL 2002, developed and published by EA, touts funny announcers, crazy gameplay mechanics, and some of the smoothest action for the generation. Fred gives it an initial go and if nothing else, exploits the unbalanced nature of the AI on both sides of the difficulty spectrum. More coverage and a review to follow, but here’s the initial 30 minutes and it ends with a Sum41 song, woo hoo game license cross-promotion!
With the regretful closing of Maxis this year and the recent discussions of the value of city simulation games, I thought it was appropriate to return to Will Wright’s massively successful city simulation game that started it all. Although this game was not the first of Wright’s, that was a so-so top down shooter called Raid on Bungeling Bay for the Commodore 64 in 1984, this seemingly tame and rote concept came from that initial title when Wright was developing map builders for its levels. From there a few engineering books and some other research led to the genesis of Micropolis, the game about miniature versions of cities and managing the development and monthly activities. The title was supposed to release years earlier on the Commodore 64 by publisher Broderbund, who had handled Bungeling Bay, but they could not see the value in trying to market and sell a game like this – I wouldn’t have either – so it remained unreleased. It wasn’t until the late 80s that Wright had a meeting with Maxis founder Jeff Braun and secured the license for a Macintosh port that eventually released in 1989.