Wearers of glasses beware: the Wii U is determined to give you eye strain!
I got a chance to sit down for a while with a friend's Wii-U tonight. I managed to make an avatar and sign up for the Nintendo network, as well as try out an hour or so of ZombiU. I have to say that I was not impressed with either the hardware or the software.
First and foremost, the controller, despite its size, is actually pretty comfortable to hold. It is lightweight, and the cradles nicely in the hand. The screen is bright and vibrant; and sound is clear, but probably better with headphones. Button placement on the right side felt a bit awkward for me. It might just be my familiarity with PlayStation and Xbox controllers, but I didn't like having the buttons below the right stick, and they seemed a bit too close. I frequently missed the 'X' button (the top button), which was annoying because it was the most commonly-used button in the game I played.
I really wasn't digging the screen on the controller though. The avatar creation and network sign up screens annoyed me because most of the data input is done on the controller screen, but the TV screen presents a lot of information. The password screen was particularly annoying, since all the messages were displayed on the TV, and I just didn't see them because I was focused on the controller screen.
I like survival horror, but I'm so sick of zombies...
On top of that, even a brief time with the system exposed me to a glaring problem for myself (and likely many people): I am nearsighted. I need glasses in order to see at a distance. I'm not blind to things that aren't directly in my face, but after about 6 to 8 feet, things start to get fuzzy, making reading text or discerning other very finely-detailed information hard. I wear glasses, but I don't like to wear them to look at things up close. I often take them off when using a laptop, using a cell phone, reading a book, looking at a computer monitor, writing or drawing, and other "point blank" activities. Wearing my glasses for such things often causes my eyes to strain and gives me a headache (and probably further degrades my vision).
I can already tell that games that require the player to constantly shift between focusing on the controller screen and the TV screen will be very uncomfortable for me, since I'll either have to keep taking my glasses off and putting them back on, or I'll have to deal with the eye strain when looking at the controller screen. Perhaps Nintendo needs to release Wii-U-branded bifocals! [More]
8f9ca423-4456-4b6b-8ac5-cbae2843b6c4|2|3.0
Tags:Wii-U, Nintendo, ZombiU, PlayStation, PS3, XBox, motion control, touch screen, sixaxis, survival horror, zombie
This review was originally published 05/15/2011 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.
Yes GladOS, we brought you back to life because we really do love to test!
To be perfectly honest, I wasn’t looking forward to this game. I love the first Portal, as it was about as close to "perfect" as any game has ever come, but I couldn’t help but fear that Valve might turn this into a franchise, and in doing so, some of the allure of the game would be lost. But the game was released, and it is a triumph. Mostly.
Apparently, a very long time has passed since the first game. The Enrichment Center is very different. Under the care of the watchful AI, Wheatley, the entire facility has been slowly falling apart. The degrading, decrepit test chambers make for much more interesting visuals than the sterile, white and gray chambers of the first game. They are now overgrown with weeds and vines, panels are falling off the walls, broken glass litters the floors, and fallen and bent metal beams and girders obstruct some of your paths. It’s just too bad that with all the debris and vegetation littering the environment, that none of it is interactive. It slightly breaks the immersion when you walk through dangling leaves and they don’t react to your passing at all.
There is a lot of visual variety in this game. You travel through the dilapidated chambers of the early game until the facility begins to rebuild itself. You watch it piece itself back together. Then you get to travel through the deepest guts of Aperture Science. And finally, you come back to see the test chambers tear themselves apart again
The co-op puzzles are fun, but not terribly replayable. [More]
9e4a4a6b-d12e-4d91-8298-afef9867183b|2|3.0
Tags:Portal 2, review, Portal, Valve, Electronic Arts, EA, Steam, platformer, puzzle, shooter, PC, PS3, PSN, GladOS, hacking, cyber-attack, cloud save, XBox 360
This review was originally published 03/13/2011 on Game Observer (now defunct). It has been republished here for archival purposes.
Beenox combines several different styles of gameplay and visuals into a fairly enjoyable but very short, disjointed, and sometimes unstable Spider-Man adventure.
I’m so glad that the last few Spider-Man games have not been constrained to follow a movie’s plot. Even though the Spider-Man 2 movie game was arguably the best Spider-Man game since the first one on the PS1, I really want to see developers try something a little more creative with the Spidey character. I’m one of the people who thoroughly enjoyed Web of Shadows and was really hoping to see further development with that game’s fantastically tight controls and combat mechanics. But Beenox had different ideas for a Spidey game – much more ambitious and creative ideas. They scrapped the free-roaming open New York and web-swinging mechanics that have become a staple of Spider-Man games since the second movie game in favor of a dimension-hopping beat-em-up. It’s actually a nice change of pace.
This battle against the Sandman early in the game is one of several exceptional action set-pieces. [More]
e969811e-9638-44a8-a696-0090f9c5fc52|2|5.0
Tags:Spider-Man: Shattered Dimensions, review, Spider-Man, Ultimate Spider-Man, Spider-Man Noir, Spider-Man 2099, Activision, Beenox, PC, PS3, Wii, action, adventure, platformer, stealth, comic book, parallel dimensions, Batman: Arkham Asylum, Neil Patrick Harris, XBox 360
This review was originally published 09/14/2010 on Game Observer (now defunct as of 5/13/2014). It has been republished here for archival purposes.
An artistically inspired, very fun, but rough-around-the-edges game.
The Saboteur is a very novel game. For one thing, it is a fresh and appealing take on the stagnant genre of World War II-themed games. Essentially GTA in Nazi-occupied France, this game is pretty to look at and a lot of fun to play, even though its features aren’t as fleshed-out as one would like. The game is also surprisingly risqué by EA standards, offering actual nudity, plenty of F-bombs, and loads of gratuitous violence. While I don’t mind seeing more adult content in a game, it is disappointing that Pandemic didn’t find interesting gameplay functions for it. Instead, it’s all just for show.
Franz Liebkind disapproves!
The big draw for this game is going to be its unique art style. Areas of Paris that are under the control of the Nazis are rendered in black and white, with yellow, red, and occasionally blue highlights and complete with rain clouds and thunder and lightning. Areas that are under the control of the Resistance are rendered in full pastel color, in full sunlight and with birds singing. It’s a cool effect, and adds a bit of variety to the game’s otherwise uninteresting visuals. However, the colored areas of the city don’t look nearly as interesting as the black-and-white areas, and it’s almost a shame you have to free the city from the Nazis. On the other side of the spectrum, the black-and-white areas are just too dark at the recommended brightness level, and make it hard to see where you are going. But it’s nothing some tweaks to the game’s or TV’s settings can’t fix.
Your base of operations is in a secret room in the back of a strip club, complete with peep-hole. [More]
bbe6c09b-af78-412b-ad1c-69ae3051533c|4|5.0
Tags:The Saboteur, review, Pandemic Studios, Electronic Arts, EA, action, adventure, open world, parkour, GTA, nazi, World War II, PC, PS3, XBox 360
I don't know if Xbox 360 users have this problem, but some PS3 developers still feel that it is necessary to display the "This game saves data automatically" prompt every time the game is booted up.
PS3 auto-save prompt
So annoying. I like to put a game in and then get up and pour myself a glass of water or make a sandwich while I wait for the mandatory corporate splash screens and loading screen. I don't want to have to pick up the controller and press a button just to get that far into the gaming experience.
It's one thing to display the message the first time the game is booted up, but not every time. Check the HDD for a game save file, and if one is present, then you know the user has already played the game and should be aware that it has an auto-save.
And if you feel that it is absolutely necessary to display such a message every time the game is booted up (because you apparently think that all the players of your game are stupid and don't know how technology works), then make it a message during the initial load screen. Don't make it a prompt that stops the game and requires the user to push an "OK" button. [More]
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