In Third Person

A personal look into video games, the video game industry and video game culture.

Image from Bandwidth Blog

Over the last decade of gaming, probably the biggest hole in my gaming knowledge and experience is the Halo series. Not to say that I have zero experience with the series: I've regularly heard a lot of Halo discussion on the podcasts I listen to, and have played some Halo 1 multiplayer, Halo 2 single player and Halo 3: ODST co-op and online multiplayer. But each time I've played a Halo game, I've walked away with a general sense of apathy.

I've played enough Halo to see why people love this series so much. Halo 1 and 2 were graphically great for their time, feature a story that many fans enjoy, revolutionized first-person shooters (particularly on the consoles) and Halo 2 and 3 feature one of the most popular online experiences on any platform.

I will give the Halo series all of its due credit. However, none of this compels me to keep playing. I don't really care at all about the story and the combat just didn't feel that fun to me. I know I'm not providing much of an argument as to why I don't like Halo, but it just doesn't click with me.

Image from IGN

For the last few months, PGR 4 has been my go-to "bored game". When I don't feel like playing any other video game in my collection, I pop PGR 4 into my 360. Not to say that PGR 4 is a bad game, but racing games aren't really my scene. I get bored quickly of any arcade racing game that isn't Mario Kart and realistic racing games such as Gran Turismo and Forza frustrate me to no end due to their demand of precision driving control skills that I just don't have. The only reason I even have this game is because it came free, along with a chat pad and headset when I bought last year's subscription to XBOX Live.

I am not one to be trusted for a definitive judgement on PGR 4 if you haven't already played it. I just wanted to write down a few impressions I have on the game after playing it for a few hours.

While not as demanding control-wise as the GT or Forza series, PGR 4 does demand the precise use of the gas pedal, brakes and emergency brake for drifting. There are a number of different cars and motorcycles for you to choose and unlock, which allows you to try and find the car that best fits your driving style. I much preferred to drive the motorcycles, though I still don't think I'm playing this game properly. I don't think it's so much a fault with the game as it is a fault in my ability. When I drive through corners, I almost never make a smooth turn, which usually ends in me either going too slow and having to smash the gas half way into the turn, or crashing into the wall because I approached it too quickly. I know that I suck at this style of gameplay and have accepted that. However, on easy difficulty, I have been doing at least well enough to make progress in the arcade and career modes.

Image from The Gamer's Mag

Speaking of modes, the game comes with an arcade mode, a fairly extensive career mode and a number of online modes, which I haven't dared to attempt. I'm sure they're fun for driving fans, but I know that I'm not good enough to do any better than last place in any given race. With that said, I've spent most of my time in arcade and career modes.

Regardless of which way you go, you will encounter a number of different race types and cars the game rewards you with when you score enough "Kudos". Maybe I would get into it more if I had more of a vested interest in these cars, but unlocking cars isn't all that fun to me. It's just a mechanic I do in order to keep up with everyone else.

I've been having enough fun with the game to come back to it in short doses every now and then, but beyond my lack of driving skills, the biggest hurdle I'm running into is that the game lacks "soul". Everything about the game just feels so stock and standard that I couldn't pick PGR 4 out of a group of other major driving games. The presentation of everything is very bland and I just feel like I'm being shuffled along from one race to the other with no real excitement behind it. It's hard for me to personally invest in a game that isn't really doing much to grab me.

Once again, I am by no means an expert in this entire genre, so my opinion may be useless to you. I still think that PGR 4 is a good game to check out if you're into this genre thanks to its great graphics and relatively solid gameplay. For driving newbies like me, I don't think PGR 4 does anything to convert you into the next racing sensation. As a game I got for free, I'm glad to have it as a go-to "bored game", but it won't ever make my main rotation.

Image from Digital Battle

As far as I know, I am currently not a father. I'm not done living the "free" adult life at this point in time. However, at some point I would totally love to be a father. I don't really think that much about it, but when I do, I often think about how I would introduce video games into the life (or lives) of my future little ones.

When I first started thinking about it way back when, my initial stance was almost anti-video game. I had this idea in my head that I can somehow shelter my children from video games long enough for them to value such things as human interaction and playing outside. Realistically, that's not going to happen, considering that 99% of boys and 94% of girls nowadays play video games. If my kid is in the minority that doesn't play video games, I won't force them down their throat.

Realistically, I'm still going to be a gamer when I'm a dad, and I won't be able to hide everything I have. If my kid gets curious, how do I introduce this medium to them?

Image from familyoftwo98

The "nerd-romantic" answer is, "Start them from the beginning." I'm just old enough that the first video game system I ever owned was a hand-me-down Atari 2600. For the most part, I've been able to experience this medium in its entirety. I love the idea of starting my child at the beginning and having them see where this medium came from and where it's going. That in itself is probably too much to ask from a child ages 3-4. The other advantage of starting out with the old stuff is that (to an extent), old games were simpler back then.

There are a number of holes in this logic though. For one, you wouldn't introduce your kids to film and music with early Charlie Chaplin works or Gone With the Wind. Why do that with video games? Also, the moment your kids see other children playing "Hot Game Y", it doesn't matter how old or new it is. They'll just want whatever everyone else is playing.

Image from Dooby Brain

For me, the true magic for me happened when I first played Super Mario. Over the years, I have seen a number of kids begin their life-long journeys with later Super Mario games, such as Mario World, Mario 64 and New Super Mario Bros Wii. While the Mario games weren't always the easiest to pick-up-and-play, millions of kids around the world made the effort to figure it out because the games were that appealing. I wouldn't mind at all starting my child off on Mario, but more what I'm trying to get to is the idea of starting them off on games that they find interesting. Mario is very much kid-friendly. I just cringe at the day when my child wants me to buy them "Disney Movie Tie-In Shovelware Game X".

Not to meander too much, but that last sentence brings up the idea of gaming taste. Part of the appeal of being the one to introduce your kids to video games is that you can (to a point) control what your kids play. I would like to think that my future child would have awesome gaming taste, but there's no stopping a determined child from playing "Shovelware Game X" at some point. Sometimes you just have to learn the hard way.

Image from Amazon

Or how about going in a completely different direction? Nowadays, there are more kid-friendly educational options than ever. Maybe something like a Leapster would be the best way to go. In my day, I wouldn't touch the obviously kiddie stuff with a 10-foot pole, but if you get it in early enough, my future child could have a blast with it and ease their way into a medium I love.

I suspect that I won't have to make a choice on this for at least a few more years. Until then, I'll mull over all of the potential options and keep my Atari working in case I actually want to start my future child from the very beginning. Good luck with my copy of E.T., future kid.

Image from Gamespot

*The post title may be exaggerating, a bit.


Rambo on the original Nintendo is a game I fondly remember for all the wrong reasons. Back when I was no more than 8 years old, I rented this at my local video store. It was the worst video game I've ever rented.

The problem with the game is that it starts out with the most obtuse and confusing hub world I've ever experienced in a video game. I found myself walking left and right across the screen, going into every door and I couldn't find a way out to actually play the game. Never before had I been so stumped as to how to actually start the game. Without the help of the Internet available to me, I never figured out how to get out of that hub world. What a waste of a two-day rental.

Many years later, I tried to play it again using an emulator. I said to myself I wouldn't use a guide to get through that hub world, just to see if I was a dumb kid that didn't know any better. Nope. I played it for a good 20 minutes and still couldn't figure it out.

If I wanted to go back now and actually play through it, I probably could. However, from all accounts I've heard about NES Rambo, they all say it's terrible. For all the things I've said about bad game design, in my heart I still think the Rambo hub world is the absolute worst thing I've ever encountered.

Image from Answers.com

To most people, Air Fortress is a game they've never heard of. According to the Wikipedia page for the game (so the validity of this fact is questionable), only 385 copies of the game came out in the US. In any case, this is not a game anyone will mention, ever. This is a shame to me, because I think it's a pretty awesome 8-bit action game. The game also has a strong sentimental value with me, but first, let me explain what the game was about if you've never heard of it. I've included a video below as well to further explain.



The game was half side-scrolling space shooter, and the other half of the game was action-adventure. Each level started with you flying towards the fortress entrance, shootings enemies and dodging environmental obstacles. Once you were inside the fortress, you would travel around the environment in your jet-pack, looking to blow up the core of the fortress and escape on your ship before the whole place blows up.

At the time, I thought the mash-up of gameplay styles made sense and was highly inventive. In particular, I thought the fortress gameplay was really good. With the exception of the first level, you couldn't play a level straight through. In order to beat a level, you had to blow up the core of the fortress, then find your ship before it blows up. However, you don't want to start looking for your ship after you blow up the core, which forced you to find your ship first, then blow up the core, then try and memorize how to get back to your ship before its too late. It was a unique gameplay mechanic that added a lot to the depth of Air Fortress.

I discovered this game through my cousin. It was a game that grabbed the entire family based on its premise and fun gameplay. Not everybody wanted to save the galaxy, but everyone from my cousins to the parents would crowd around the television and watch whoever was playing. The only other game I think to ever capture my entire family like that was Wii Sports. We would keep a master list of all the passwords and even act as navigators to whoever was playing. Keep in mind that this game had no in-game map whatsoever, which made navigating through the levels pretty difficult.


Besides being a great, under-appreciated game and a family favourite, Air Fortress holds a special spot in my heart as arguably my very first video game achievement. I vividly remember the moment I beat the first level in that game, which was the first time I beat any level in any game on my own. I was so excited by my accomplishment, that I ran around the room uncontrollably and actually broke my cousin's Nintendo in the process. Oops. That moment might also actually be the reason my cousin isn't into video games today. I'm sorry.

Image from Infendo

The Metroid series of games have carved out a weird niche in my memories. I've always felt that the games were really cool and I've always wanted to play them through to completion, but I never do. In many cases, I never get far at all.

When the original came out, I rented it just because I thought the box art was cool. Keep in mind I was probably in Kindergarten at the time I first played it. Back then, I thought that being able to travel left, right, up and down was cool, and the ability to roll up into a ball was neat, but I never got the point of it. I was too young to comprehend how to actually play the game and navigate the world. To me, I ran around and shot monsters until I got bored.

It wasn't till I got older and tried Super Metroid when I finally understood what the game was about. I played through the opening sequence at some event with Super Nintendo systems set up and thought it was awesome. Having world maps also helped me out greatly. I still find it amazing that kids navigated through the entirety of the original Metroid without a map. I've even heard personal stories of people who would draw their own maps on graph paper in order to get through. I only got to play the game for a few minutes at that event, but I really liked what I tried.

Image from Meta Video Game

I wouldn't buy my first Metroid game until Metroid Prime came out on the Gamecube. The reviews for the game were sky-high. I figured this would be the perfect opportunity to jump into the series at the same time as everyone else. From what I played of it, I thought it was spectacular. I loved how expansive the world was and how air-tight the controls were. I really felt like I was a lone bounty hunter exploring the galaxy. What ultimately killed the game for me though was the same thing that stopped me from playing the first Metroid: navigating the world. Even with the map and the assists, I got to a weird point very late in the game where I had no idea how to actually get to the marker on the map. I would go on to buy the second Metroid Prime game, which I never even opened.

Since then, I have tried to go back to both the original and Super Metroid with no such luck. I still suffer the same problem that I do in every other Metroid game, even with maps and assists. I get lost to the point that I can't play these games anymore. Not to condemn the games, because I know many gamers who have loved and beaten these and other Metroid style games. Maybe I just suck at this style of gameplay that features back-tracking and requires a stronger sense of direction. However, I've beaten both Bioshock and Batman: Arkham Asylum, which do feature Metroid-style elements to it when it comes to navigating the world. Maybe Samus Aran and I just weren't made for each other.

Image from Lawrence

Mike Tyson is famous for a lot of things. On top of being one of the greatest boxers of all-time, he's also a legendary last boss in the world of video games. He's so brutally hard, that Nintendo freely gave away the code to skip directly to Mike Tyson, if you dared. You may think, "Oh man! I can skip to the end; this will be a cake walk!" but then Iron Mike hits you with a lightning-quick punch you didn't see and you instantly hit the canvas. It's then you realize, you're screwed.

Anybody could skip to Mike Tyson, but you really needed to develop your skills at Punch-Out by playing through the entire game before even standing a chance. I can't think of any other game where it's basically impossible to beat it without players growing with the game.

Having played this game on and off for over 20 years, it is with a bit of shame that I have never beaten Mike Tyson. As a kid, I would see my older cousin's give him the business, but I wouldn't last past the first three punches he threw. But then again, I wasn't even good enough to beat Piston Honda.

Over the years, I've beaten Super Punch-Out many times over and I've beaten Punch-Out on the Wii, too (Title Defense mode aside). However, Mike Tyson is still WVBA champ and I can't knock him off the top. When I play through the NES game now, I can get all the way to Mike unscathed. I can even dodge a few of his punches and land some of mine. But alas, my attempts of sending Mike to the canvas are futile. Over time, the medium has evolved to be while more complex in terms of controls and gameplay, games are less difficult to complete. Mike Tyson is the antithesis of that design philosophy. It's really easy to pick up and play, but if you want to take out the champ, you need to have precision timing and reflexes with practically no room for error.

What I find even more remarkable about that game looking back, is that there were a lot of kids at the time who could give Mike Tyson the business. In today's era of gaming, kids get stuff like Spongebob games or heavily-simplified games aimed at them. Back then, those kids got freaking Mike Tyson...and still managed to win. I couldn't win then and I can't win now. Odds are, I'll never beat that game and I'll be bitter about it till the very end.

Image from Afro Romance

Based on my Google analytics stats, virtually nobody reads this blog. The majority of the hits are from myself, making sure my posts are formatted properly and don't have any spelling mistakes. Every now and then I'll get a few hits from random parts of the world. But for the most part, traffic to this blog is a joke. I admit, I haven't tried very hard to promote it: I infrequently update the In Third Person Twitter feed, which has 0 followers as of this post, and outside of my girlfriend (whom I've kept this blog a secret for about 6 months) nobody I personally know even knows this exists.

With all that said, I love maintaining this blog. I don't write in this blog to get attention, or to engage in deep discussions with others about the medium, or to build a portfolio of work so that I can become a game journalist. I haven't told anybody I know because I don't want them reading this. They wouldn't care and would probably look down on me for it. More than anything, it's a place for me to vent my thoughts about a medium I love, regardless of who wants to read or comment on what I have to say. If no one does, that's fine. It's the act of getting these thoughts out of my head that makes this therapeutic for me in a way.

Ever since I moved away from my original gamer friend when I was 13, places for me to voice my thoughts and feelings about video games have been scarce. While a number of my friends play games, I don't really have anyone to talk to about how beautiful the mechanics are on Super Mario's jump, or how I disagree with what "person X" said on "video game podcast Y". The moment I begin to dabble in more deeper video game discussion is always the moment I weird people out around me. I'm thankful to have a girlfriend that puts up with me talking about video games, but I don't expect her in a million years to care about why I think Fire Emblem is one of the most underrated video game series of all-time. Nor would I want her to care about that, unless she got into that series on her own and loved it as much as I do. I'm totally happy with her being her own person, even if that means we don't like video games the same way.

Image from Project Lore

That still leaves the Internet as a possible place to let it out. More than ever, there are outlets for people to discuss everything related to games. I often frequent other video game blogs and message boards to see what people have to say. However, I have no interest in joining these particular conversations because I don't like participating in message boards. I just like to lurk. I could even sign up for a video game blog on a site like IGN or 1up, but I didn't feel comfortable with that, either.

For me, this has felt like the best solution. I have run blogs in the past, but none of them were formatted to best suit video game discussion. With that experience, I've just gone all-out to say what I want to say about a medium I've had a life-long affair with. Over here, I can say my piece on my own terms. Having eyes on my writing is secondary. Just getting out of my head is what matters most to me. If others enjoy my writing though, you're more than welcome to continue following me as I spill my release some pent-up gaming thoughts I've held in my head for days, if not years.

Image from countzeroor

1993 was a very big year in gaming for me. It was the year I got a Super Nintendo for my birthday and the year I read my first video game magazine. Both of those moments were key in making me the enthusiast I am today, for better or worse. I won't talk about the Super Nintendo experience this time. I wanted to write about that magazine and how it completely changed my media consumption habits.

On my birthday, my best friend at the time gave me a baseball cap and a copy of Gamepro magazine. It had Battletoads on the cover and featured a pull-out Street Fighter II Turbo guide. At the time, I didn't have a copy of any Street Fighter game nor could I even throw a Hadoken, but I poured over that guide for hours thinking about the day when I could actually pull off those sweet combos or implement this strategy into how I played that game. Truth be told, I never really followed through on any third-party Street Fighter knowledge until last year. In any case, reading about how intricate that game could be played opened my eyes to how awesome that game was.

From that point on, video game media became a part of my life. With a few dollars of allowance or birthday money in hand, I would head down to the local convenience store and pick up a video game magazine. For a while, I would just pick up anything. As my tastes refined though, I was all about Electronic Gaming Monthly. Unlike video game media of today, which is essentially a landslide of up-to-the-minute news, previews, reviews and features that come and go within hours, getting that video game magazine once a month was an event. I would often buy snacks to go along with my magazine reading and often go through the magazines together with a friend and discuss what games look hot in previews and what games we would check out based on their review scores.

In a way, video game magazines also helped me make friends and helped improve my ability to read and write. I never really got into novels, but my love of reading stuff in a magazine form has transcended way beyond video games.

Image from Game Lemon

Nowadays, I don't read video game magazines anymore. Heck, I stopped reading video game magazines regularly around 1998. I have been getting the majority of my video game media from websites and podcasts ever since. Often times though, I do yearn to sit down with a video game magazine and read through it. Every now and then, I would buy an EGM just for that experience, but the magazine closed down at the beginning of 2009. All the other magazines out there either don't speak to me or are really expensive.

When the magazine does return this year, will it be any good? What will it do to keep someone like me who gets the brunt of their information from the Internet interested? Whatever the case, I am looking forward to the magazine's return.



Before I invested in an XBOX 360, I was starved for core games as a Wii-only owner. I was going through a drought in games to play, and the Wii version of The Godfather was starting to pick up buzz. I had never watched a Godfather movie or played a Grand Theft Auto game before, the promise of being able to point my Wii remote as a gun or beat thugs down with swinging fist motions seemed really cool. Also, when you don't have that many options to choose from, you're more willing to step outside your comfort zone for some satisfaction.

I picked this up on day one, not quite knowing what to expect really. I had read the reviews and seen this trailer, but not having played this style of game before didn't give me any real context to base my own opinions from.

If you haven't played this, or have played the non-Wii versions of the game, you're probably wondering how the controls perform. While they are not perfect, I thought they were very satisfying, especially in combat. I loved the ability to aim the gun with my hand and beating guys down by actually throwing punches did add to the experience. In particular, I liked all the things you could do when you grabbed a guy. Most famously among my high school friends, I grabbed a prostitute in the game and threw her off a balcony. Yeah, that wasn't the most gentlemanly thing of me to do.

Image from My Wii

At the time, I thought the game was really fun. I can't really speak on how closely the story followed the movie, but there weren't any missions that stood out to me as annoying, boring or bad. I liked the side stuff where you could shake down local store owners to take control away from rival gangs. This process was kind of repetitive, but I enjoyed it enough to shake down every store and bar owner in New York. Having played a number of GTA games since then, I thought The Godfather: Blackhand Edition stacks up fairly well. It's ultimately not as good, but if you're looking for more open-world goodness, it was a good game to check out.

The only glaring flaw I remember clearly about the game were its visuals. Unfortunately, the graphics aren't the greatest, especially when playing on an LCD or plasma TV. One weird thing though is that I found the game to look just fine on a CRTV. Regardless of what TV you have, the art style does not cover up the technical deficiencies put on the system due to the large open-world.

If you're still looking for core games to play on the Wii, I recommend you check out The Godfather: Blackhand Edition. I'm sure you can pick this one up for dirt cheap used.

Image from IGN

Due to the varying interests and skill levels, finding games for my girlfriend and I to enjoy on the same level is difficult. Every now and then she'll play one of "my" games and I'll play "her" games, but I can only really think of one video game series that we can really call "ours". That series, is Boom Blox for the Wii.

If you're not familiar with the critically acclaimed and lukewarm selling Boom Blox series of games, I'll give you a very quick rundown of what it's about. Boom Blox has a number of different game types, all of which revolve around interacting with blocks. This includes throwing baseballs at a stack of blocks, skillfully removing blocks Jenga style, hitting blocks into multipliers and more. Sure, that description sounds really lame and even watching videos of the game doesn't sell the game that well. But when you get that Wii remote in your hand and you knock down a giant stack of blocks to the chagrin of your opponent(s), you'll get it.

Your girlfriend will too. Well, at least mine did. And a few other girls I know with boyfriends got it as well. Heck, pretty much everyone I've put Boom Blox in front of has loved it. It's a shame that Boom Blox has not caught on with the masses, because it's awesome for everyone. But I'm not here to talk about everyone. This post is just about Steff and I.

Image from IGN

What makes this game universally appealing is the gameplay. It is extremely easy for anybody to figure out almost instantly, but tricky to master. Most of the game modes also do not require twitch reflexes, which takes out another layer of difficulty. Where it lacks in twitch gameplay it makes up for in strategy. During that moment when you've figured out the absolute best way to handle your situation and the reward is watching a hundred blocks fly off into oblivion, it just feels good.

As a competitive multiplayer game, both Boom Blox games are a blast to play. They're almost as easy as Wii Sports in terms of universal pick-up-and-play appeal with a steeper learning curve for anyone looking to take it to the next level. My girlfriend and I often duel in Boom Blox and the competition is always heated. Unfortunately for me, she wins more than I do. Even as a single player game though, it can be fun to work out levels together. One person can be in charge with the Wii remote and together you can form a plan of action.

Whether we're battling to the death for Boom Blox champion supremacy or working together to solve crazy block puzzles, the Boom Blox series of games are awesome to play together.

Image from Esquire

I can't go anywhere without my iPod Touch. As my all-in-one mini computer, I use it for everything from media consumption, note-taking and games. While I was swept up in Peggle fever a few months back, one game has remained a staple in my iPod Touch game library. That game is Drop 7. It's by no measure a new game. I bought the game months before I started this blog, and even then it wasn't new. However, I have consistently gone back to this game and play it almost daily. It's a great and simple game that is perfect to play on the go.

If you haven't tried it yet (you have no reason not to, because there's a free demo available), the game is sort of like a mix between Tetris and Sudoku, though that's not entirely accurate either. I have a very hard time articulating how to actually play this game, but within two plays, it just clicked for me. From then on, I was hooked on dropping my numbered tiles into the well to make other blocks disappear. It has a very similar appeal to Tetris in a way. The big difference, besides the matching of numbers and column/row lengths, is that you have complete control over when you drop your pieces. This makes the game much easier to jump into or jump out of, because you can play it at your own pace.

There are three modes of play: Normal, Hardcore and Sequence. I played normal for a while, but got good to the point where a game would last me 45 minutes to an hour. Now, I play almost exclusively Hardcore, which can be over and done with in five-minutes or less. Sequence is a mode I never really got into, because it's been the same puzzle for me every time.

Not much else to say other than that. Drop 7 is a great puzzle game that has such a solid gameplay concept around it that it could last you forever. There is a free demo on iTunes for you to try out as well.

Image from PS3 Revolution

In November of 2007, Super Mario Galaxy was released to great fanfare. It received eye-popping reviews and a number of awards. I bought the game on day 1, but for a number of reasons, didn't actually play it until a few months after the fact.

When I finally did play it though, I found myself in the midst of Nintendo magic. Even without the benefit of HD, Mario Galaxy is pretty to look at. The orchestrated soundtrack is excellent. For the most part, it controls really well. Most importantly, the game's unique take on 3D platforming was highly refreshing and creative.

However, I got about 40 stars before I just stopped playing the game. Up until recently, I hadn't played the game in years and forgot why I stopped playing it in the first place. After about an hour of playing the game again, I remembered why.

Image from IGN

For everything that this game does right (which is just about everything), this game just didn't hook me in. I never felt the urge to keep playing or the inability to put the controller down. When I really like a game, it becomes like cocaine to me to the point where I will spend every minute possible with it till I beat it. I liked what Nintendo did with this game, and wouldn't really ask them to change anything about it, but I'm having a hard time finding the motivation in me to keep playing this game.

I don't think it's necessarily a fault in the game. I think it might have something to do with me at this point in my gaming life, though I'm not so sure about that, either. Sure, I spend most of my time playing more mature content, such as Modern Warfare 2, Street Fighter IV and the Mass Effect series, but I still managed to finish New Super Mario Bros. Wii in a matter of months rather than a matter of years. And it's not necessarily a 3D bias either, because Super Mario 64 holds a very special place in my nerd heart.

Regardless of what it might be, I don't know where Super Mario Galaxy went "wrong" with me. I'm still aiming on beating it before Super Mario Galaxy 2 comes out later this month, but I won't make any promises.

Image from xbox360gamerz

I'm still playing (and for the most part) enjoying Skate, which I'm playing at a very leisurely pace. While it's a lot of fun to just cruise around the world and bust tricks, there are some very awkward design choices that can annoy the heck out of you when you play Skate. The inability to walk can be infuriating due to the way the world is designed. Bystanders always seem to get in the way of your objectives, which leaves you skating into them more than you would like. But I wanted to talk about one very specific case of poor game design that drove me nuts.

Three things I need to tell you to set the scenario up for you:

1) Skate exists in one persistent open world. You can skate anywhere in the city seamlessly. However, should you want to warp to different parts of town, you can go to a subway station and use the train. When you do this, you're faced with a loading time while the game loads in the new area.

2) Much of the Skate experience is trial and error. It gives you a challenge, and you try and try again until you get it. To make the process faster, the game allows you to mark your own starting points that you can instantly warp back to the point should you need to.

3) There is a challenge in the game called "Gap It Up". In it, you have to skate over a bridge, hop onto a ramp, then jump over a huge gap. If you need to visualize it, I'll put a video in below.



This is where the game design weirdness takes place. The game starts you off pretty far away from the actual jump. You can set your own marker closer to the jump, but you then won't have enough speed to get past the first bump, which you can see in 0:04 of the video. At 0:06 of the video, you have to make and land that jump while scoring a certain number of points to complete the objective.

In the video, the player nailed it just fine. If you screw it up though, and you want to snap back to your starting position, the game actually takes you out of the game and drops you into a 15-second load time before you can retry the challenge. I don't know if this is happening because I'm too far away from the starting marker, or because the starting point and the ending point are between seams of the world that need to be reloaded in when jumping from one place to the next.

In every other scenario that I have encountered in Skate so far, I can hold the left bumper and press up on the D-pad and instantly warp back to where I started. However, in this one instance, the game completely breaks its flow by forcing you to sit through load times every time you screw up that trick. The loading is actually longer than the time it would take for you to even attempt the trick and if you screw up a lot (like I did), then you'll be watching a lot of seemingly pointless loading.

This is not a game-breaking flaw in Skate, but I think it was a poor design choice to let this happen. If you're going to give the player the ability to snap back to their starting position from the beginning of the game, it should work that way always. Making me then sit through 15 seconds of loading to retry an 8-second trick is nothing short of infuriating, especially when I have to see this load screen 4-5 times in less than two minutes.

Image from 1up Games

Buying video games is not very hard to do. Outside of the usual suspects such as Gamestop and EB Games, you can purchase a copy of the newest Halo game at most electronic stores, department stores, music stores, video rental stores and more. When it's time for me to purchase a game, I generally just buy from the closest or cheapest store. With that said, I much prefer the shopping experience in an independent video game store and I try and support these stores as often as possible.

For me, my love of indie game stores began around the time I got my Super Nintendo. There was a small chain of video game stores close to my house that became my go-to place to shop due to its great selection on new and used video games, reasonable prices (particularly on used games) and excellent customer service. Even though I was just a kid at the time, they recognized that I was a knowledgeable gamer and they never pandered to me. I would frequently trade-in my games there and pre-order the next new release during the few times I had the money to buy something brand new. This store in particular played a big part in getting me back on my feet when my house was robbed of all my video game stuff.

Unfortunately, this particular small chain has dwindled dramatically to the point where there are less than 10 in my entire province and the closest one is an hour away from my house. This problem isn't isolated to this chain though. Indie stores are having a hard time competing with all the other places that sell games, which has really dwindled the number of indie stores around. I can only think of one indie game store in my city, which is on the other side of town.

Image from 1up Games

So with so few of them around, why should you bother? The first thing that I always soak in is the atmosphere. While these stores are generally in small spaces, they tend to have a lot of games in them. In particular, indie game stores are a haven of classic and retro games. Stores that sell used products generally stop at the last generation before the current one. If you want to check out old NES or Genesis games, indie game stores are one of the few places left. I love being in a store where I can get a glimpse of the entire history of games in one place, even if I don't plan on buying anything.

Indie game stores are also great for harder to find current generation games. You can buy Halo games anywhere, but finding niche games can be really hard if you don't know where to look. Indie game stores are great at having these types of games in stock or the ability to order them for you if you like. One of the old indie game stores I used to shop at would actually order Japanese imports for you if you wanted.

Image from IGN

If you are a gamer on a budget that is looking to shop for used games or discounted games, indie game stores are generally a better bet. Unlike many major retailers that will sell you a new release at $5 less used, indie game stores generally have more reasonable prices on their games. They'll also give you more credit on your trade-ins generally.

What has stood out for me the most about indie stores is the customer service and the community aspects of the store. In particular, if you're dealing with the owners of the store, they're really good at making sure you get what you want. They're also knowledgeable gamers themselves, which lends itself to building trust and rapport with the store. I also love how these stores often try and reach out to the community. I always like to see when these stores advertise or organize tournaments and meet-ups. The last one I went to advertised a Street Fighter IV tournament, which I was very tempted to join. I know I would get owned if I participated, but I would love to watch.

Indie game stores are just as much an experience to me as they are a store to buy games. Most of the good ones I know of are out of town, but whenever I'm in those cities I make it a point to try and visit.

Image from Alcoholic Gamer

During a lapse in my gaming itinerary, I decided to pop Mirror's Edge back into my 360. Last time I wrote about this game, the game tried really hard to make me not like it. The game succeeded at that. I still love the premise of a free-running first-person game, but I stopped at the end of the second level in frustration, after dying roughly 50 times.

After a few minutes in the training level, I thought I was ready to go. What the training mode didn't prepare me for was encountering trial-and-error gameplay and crappy combat.

The biggest issue for me was that the game doesn't make it clear enough for where you need to go. There are obvious elements for you to grab onto, which are coloured red, but it's usually not that clear in the heat of battle. In the third level, I got to a point where I had absolutely no idea how to get out of the area before the guards came. I had to watch a YouTube video for the answer and when I saw it, I said to myself, "WTF!@#" I never would have come up with that solution myself. Due to the way the levels are designed, I get that feeling all the time. I could follow along with one of the many guides online if I really wanted to, but a game really shouldn't make me resort to that.


To compound the issue of getting lost, oftentimes you're under the gun by guards. In a game designed around running, the combat feels horribly out of place and leaves you greatly underpowered. Hand-to-hand combat is really clunky and enemies can kill you very quickly. Picking up a gun doesn't help much either, since the actual shooting mechanics are pretty bad and carrying a gun actually slows your character down.

I applaud Dice and EA for trying something ambitious with Mirror's Edge. I can see why some people absolutely loved this game. When it has you free-running and doing crazy acrobatics, it can be some of the most exhilarating action you'll ever experience. But to counter-point, there are a lot of people that hate this game, too. The problem is that the game isn't that awesome all the time. The experience is hampered by somewhat clunky controls, level designs that aren't easy to navigate on your own and terrible combat.

Image from On Mirror's Edge

A sequel to this game has been confirmed
, and it'll be interesting to see how they handle it. A lot of people have asked for Mirror's Edge to go third-person, but I think that would take away the most unique aspect of the game. Without being in first-person, it's just another Prince of Persia or Assassin's Creed style game. I do hope they polish the controls and make the areas easier to navigate. As far as combat, they can either improve the game by improving the combat mechanics or stripping combat from the experience completely to focus on the acrobatics. I won't be the first in line to pick up Mirror's Edge 2, but I'll continue to hope they refine this idea to perfection.


If you reach this site through http://www.inthirdperson.com, you probably already know this move happened. However, if you access this site through Blogger or through an RSS feed, I need to let you know that I'm now at http://thirdpersonblog.wordpress.com. Please update your information accordingly.

Why did this happen? A few days ago, my blog got shut down because Google robots flagged it as a spam blog. Apparently, they did not take too kindly to my blogging etiquette of giving credit and links to people I use images from. Because only IGN had decent Street Fighter IV iPhone images, I used a bunch of those and gave them multiple credits.

I immediately requested a review to have it unlocked, which I was told would take two business days. It did not. A few more days passed, I began to freak out, and then Google reset my lock and I had to re-request an unlock. It was at this point where I became scared for my writings. I didn't want to lose them because some robots thought I was polluting the Internet.

So, I moved everything to Wordpress. Ironically, just as I finished the process, Google unlocked this blog. Thanks.

It's kind of a bummer that I've done a bunch of extra work to essentially do the exact same thing, but I was very disappointed in how Google handled the situation and frankly, I prefer the extra blogging features that Wordpress provides that I can't easily implement here on Blogger. I think the move will be better in the long run.

With that said, I will not be posting anything else from this particular address. Please continue to follow me at www.inthirdperson.com and update your RSS feeds accordingly.

Image from Level Up News

The other day, I received my DJ Hero setup in the mail. Not having bought refurbished products before, and being a bit concerned over the condition of the stuff they sent me, I was very quick and thorough with my inspection. The game was opened, yet the disc and manual looked to be in mint condition. As for the turntable and mixer, it looked just fine as well. Considering the fact that I can't even get DJ Hero used for anywhere close to what I paid for this refurbished version, it was a steal.

Within a few minutes of playing DJ Hero, it's clear to see that it's one of the more technically advanced music games on the market. There is a steeper learning curve to it than most, partially because of all of the elements involved in handling it and the general unfamiliarity with turntables that I expect most players to have when first trying DJ Hero. At the expert level, you have to think about pressing the three buttons on the the platter, rotating the platter forwards and backwards for scratching and back-spins without losing track of where the buttons are, moving the cross-fader, turning the effects knob and activating the euphoria button at the right time.

Image from pdashmedia

If that freaks you out, it shouldn't (yet). There are a number of difficulty settings, with the beginner setting giving you the bare minimum and every difficulty setting above that gradually introduces new gameplay elements to the mix. There's no shame into jumping into the game at beginner. As for me, I started out at medium and had a blast. By the end of my first day with DJ Hero, I had begun gaining 5-stars on the early mixes on expert difficulty. I don't expect myself to be the next DJ Q-Bert anytime soon, but the thrill of tearing through a mash-up is pretty awesome.

Speaking of the mash-ups, the game is made up entirely of mash-ups. This "genre" of music isn't necessarily my bag, but these all sound great and are almost all fun to play. There are two downers though that come with this package. The first one is that the set-list reuses a lot of songs. A lot of the songs get used more than once, and at least one song gets reused four times. The other downer comes from the implementation of the music. Outside of the back-spins and the effects knob, there's no room for your own creativity. In other music games, such as Guitar Hero and Rock Band, that isn't much of a problem, because you want to play the songs the way they're meant to be played. But the nature of DJ-ing lends itself to a certain type of creativity that you just can't do by replaying someone else's mix.

OK, I lied; there's one more downer in regards to the music in DJ Hero. The game also comes with 10 mixes which can be played with a person on the turntable and another person on guitar. I appreciate the gesture, but these mixes are the least fun to play and sound very forced. In particular, the guitarist is getting the short end of the stick, having to play fairly boring guitar charts. Even if the tracks were great to play, 10 tracks isn't much to work with. DJ and guitar mode will probably last you an hour at most before both band members run out of stuff to play.

Image from theexactly

If you're in single-player mode, you will be spending much of your time in the game's career mode. This mode feels very bare-bones, especially compared to the likes of Rock Band, which does a lot outside of the gameplay, such as a loose story and unique challenges to spice up the experience. In DJ Hero, you simply move from set-list to set-list, earning stars to unlock characters and accessories as you go. There's no story or extra motivation beyond that. The other weird design choice here is that songs are grouped into sets, and you can't progress unless you beat all the songs within a set. While I see the benefits in being able to play through multiple songs without having to navigate a menu, it is a bummer when you come up short on the very last song, and have to play through the entire set again to redeem yourself.

DJ Hero is a pretty good game that has reinvigorated my interest in music games. It's core gameplay mechanics are a joy to experience if you can overcome the learning curve. In order to compete with the likes of Rock Band and Guitar Hero, it's going to provide a deeper experience outside of just mixing music, such as a more compelling single-player mode and more downloadable content. I look forward to seeing what improvements Freestyle Games has in store for DJ Hero 2. Personally, I'm praying for the ability to hook up two turntables to one mixer for "real" DJ-ing action.

Before I go, I should talk a bit about the value proposition that DJ Hero at regular retail price offers. At the price I paid for it ($50 refurbished), I can fairly easily overlook the game's shortcomings and scratch away. However, at regular retail price of $130, I don't know if I could justify owning the game for that much, even though I think it's great. As for the special edition of this game, which is $220 in my country, forget about it. If you can get this game for under $100 and you're a fan of music games, then this may be right up your alley. At regular retail price, I would pass.

Image from Video Games Blogger

After years of completely ignoring the game and weeks of contemplating whether or not I should give Mass Effect a shot, I finally grabbed a copy of the game. I'm a few hours in and have all six potential party members on my side. I have a lot to say about this game, which I'll dole out in a number of posts in the future.

What I wanted to focus on first is the scope of Mass Effect. Without question, this is the biggest game I've ever played. In a number of ways, the Mass Effect experience is absolutely colossal to the point that it's intimidating the heck out of me.

The team at BioWare really have created an entire galaxy for players to interact with. Starting from the outside and working inward, let's start with the planets. There are a number of different planets for you to explore for missions and assignments. Even the planets that you can't explore have an entire back story for you to read should you care to learn more about it. When you're in a planet or a space station, the environments are generally big, full of variety and full of life.

Image from Wired

Speaking of life, it's the characters that inhabit the world of Mass Effect that really take this world to the next level of scope. There are an insane number of primary, secondary and tertiary characters. The game does an amazing job of fleshing out the stories of every character you need to know through countless hours of dialogue and back story to read. All the main characters in the game feel like they've lived a full life before you started playing this game. Secondary characters have a surprising amount of dialogue and back story as well. Even bit players have enough "meat" to their characters to make them feel like real people. In an age where most games have trouble humanizing their main characters, what Mass Effect is able to do with this entire world is blowing my mind.

Where the intimidation comes in is how how I control my Shepard to interact with this world. You're constantly put in situations where your decisions affect the world. I've already encountered a few situations where I completely changed the world. While I'm happy with the decisions I have made so far, I know that this world could be very different had I approached these scenarios differently.

So far, I'm liking Mass Effect quite a bit. It's not without fault, but overall I'm glad to be playing this. You'll be able to read more of my thoughts about Mass Effect soon.


"...like the thought of eating a steak topped with ice cream, the recently announced Street Fighter IV iPhone port has made me throw up in my mouth just a little bit. I can't imagine this being anything but an absolute nightmare to play." - Me.
Up until the recent release of Street Fighter IV on the iPhone, I expected nothing less than garbage from this mobile port. In my previous post, I provided a bunch of reasons to support my initial feelings towards the final product. But then, the positive word-of-mouth online began to bubble. As a Street Fighter IV junkie, this was enough to push me over the edge and give this $10 app a shot. To my surprise, Street Fighter IV on the iPhone does very well considering the platform its on, providing players with a fun fighting game that controls well enough. This opinion is coming from someone with over 3,000 online wins on the XBOX 360 version. I'm definitely not the Diago or Justin Wong of the scene, and you don't have to trust any of what I say after this, but I've played enough Street Fighter to say that this version of it is really fun and I can't put it down.

Let's the get the obvious out of the way: no, this version does not have the best controls. The on-screen joystick does a good job of moving your fighter around the screen, but the precision to pull off special moves consistently isn't there. I could throw fireballs and hurricane kicks relatively easily, but executing a dragon punch is something I still can't do consistently. Charge moves were a bit easier for me, but I've read that some people have issues with that as well. I think if you really wanted to dedicate yourself to being an iPhone Street Fighter champ the "legit" way, you could practice on that interface and get pretty decent. For everyone else, I recommend enabling the "SP" button.



Speaking of the buttons, Capcom made some concessions to the controls to make the gameplay better suited for an iPhone. Instead of using a six-button layout, users get four buttons: punch, kick, focus and special. The game comes with three different button layouts, but you're free to customize the location of the buttons and joystick, as well as the opacity of the buttons. You can get some variations in punches and kicks depending on your situation and what direction you hold the joystick, but the game basically goes with the best or most likely button you would press in that situation. For instance, as a Ryu player, I appreciated that when you jump in and hit the kick button, the game responds with a forward kick, giving me the ability to cross-up my opponent. If you come into this game knowing how to play each character properly, for the most part the limitations don't matter. When you manually do special moves, you will always do the hard punch or hard kick version of that move. Die hard players will notice and maybe be disappointed by this lack of depth, but I think within the context of this particular version, it's good enough.

The focus attack button works just as you would expect it to. As for the special button, it acts as a simpler way to execute special moves. The closest parallel I can think of to the special button is the way Smash Bros. uses its special button. You will get a different special move depending on the direction you hold the joystick. Street Fighter purists may scoff at "nerfing" the inputs, but those people can go into the options and turn this off. By default, this option is off. For myself, I love using the special button. I don't think it breaks the game, because real Street Fighter players know that the game isn't really about your ability to do special moves, but rather your ability to combine all your moves together into a cohesive offense. The special button will not turn a newbie into a grand master.

Working within the limitations of the platform, I much prefer enabling the special button. I don't feel like I'm cheating using it. I feel like it allows me to play this game more like I would on the 360 or the arcade, because it increases the likelihood of me properly executing my special moves. With some practice, I was even able to consistently hit Ryu's classic shoryuken FADC into ultra on the iPhone; a combo I can't consistently do on the 360 controller.



All things considered, I think the controls work well within this particular version of Street Fighter IV. If you can get over the fact that some concessions were made to streamline the experience, that manually pulling off special moves can be tricky and that activating super or ultra moves will take a bit of practice when in the middle of a combo, it's fairly good for what it is and it's surprisingly, a lot of fun to play.

Enough about the controls. How does the rest of the game stack up? As far as graphics go, it looks great for an iPhone game. To make this experience work, Capcom chose to go with sprites instead of 3D characters, and all the backgrounds are static images. It looks great nonetheless. I don't think the frame-rate is 30 frames per second, it does stay steady. The audio is identical to the arcade and home ports, making this feel like home for any seasoned Street Fighter IV veterans. The only major omission is the song "Indestructible", but that may be for the best. The game engine is 100% Street Fighter. Everything behaves the way it does in the other ports, meaning that all of the move properties and priorities are in place. With the exception of a few missing normal moves, you can still pull off most of the combos and juggles from its counterparts, which is pretty amazing considering the platform it's on.

The game comes with eight characters: Ryu, Ken, Chun Li, Blanka, Abel, Dhalsim, Guile and M. Bison. It's a bummer that less than 1/3 of the Street Fighter IV cast is represented here, but I guess Capcom had to make cuts somewhere. Maybe they'll add more characters via DLC. Considering the eight choices they made, they were all pretty safe bets and odds are you already play one of those eight. I main Akuma, but Ryu and Ken are close enough, and my secondary is Abel, who plays just as I would expect him to here.


The game doesn't have the more frivolous options such as time attack or survival modes, but it does have a main single player mode (that lets you save replays of any match), a training mode (with most of the options you would expect), tutorials on how to play the game as well as a challenge mode to strut your combo skills. There is no wi-fi or 3G play in this one, but it does support Bluetooth local multiplayer. No online play is a bummer, but I'm sure that any attempt at online Street Fighter on a phone at this point would be a total mess.

The only other bummers I wanted to mention are the loading times, battery consumption and sound options. The game does feature some loading times, which does hamper the quickness of the experience a bit. This game will also destroy your battery, as it is a processor-heavy game. I love the sounds of Street Fighter IV, but not giving me the option to listen to my own music or podcasts while playing it is a huge letdown. My biggest pet peeve when it comes to applications is when apps don't let me listen to my own music while I use them.

Overall, this version of Street Fighter IV on the iPhone has me eating my words. Capcom brought in the right amount of Street Fighter IV goodness onto a mobile platform, making it a lot of fun to play for lapsed Street Fighter fans or Street Fighter IV enthusiasts like me. At $10, it's a bit pricey as far as apps go. For me personally, it's a great game at $10 and I will definitely get my moneys worth. If you still can't stomach paying $10 for it, wait for the moment it inevitably goes on sale. Street Fighter fans will not be disappointed with this one.

Image from Destructoid

As a fan of music games, hip-hop music and DJ-ing, DJ Hero caught my eye the moment it was announced. At first, I had my reservations in regards to how it would control. Unlike my previous forays into video game musical instruments, I do have a bit of background in real DJ-ing, which skewed my perception of how it would work. While I am no DJ Shadow or DJ Q-Bert, I do have the ability to blend tracks on CD turntables and do some basic scratching. I was kind of bummed that the controller would only feature one turntable and I wasn't so sure I was cool with having buttons on the turntable. It wasn't until I got my hands on it a few weeks ago that I changed my stance.

It was Valentines Day of all days, and I was out on the town with my girlfriend when we walked by a video game store I'd never been to before. Maybe it makes me a bad boyfriend (or I have an awesome girlfriend, I'll go with the latter) but she was cool with us stopping by. At the back of the store, they had the Renegade Edition of DJ Hero set up with the stand. The game was set at medium difficulty, and without knowing beforehand how to play the game, I got it within seconds. It felt really good to flip the cross-fader and scratch the record in a way that sort of (but not really) simulated the feel of DJ-ing. I cranked the difficulty up to expert just for fun, and I lasted about a few seconds before I got decimated. In spite of the thrashing it gave me on expert, I was able to see that this game was pretty fun to play and I would love to work my way up to the point where I could fake DJ with the best of them.

The only major sticking point though, has been price. It launched in my country for $130, which is a lot to ask for in a one-player experience. Rock Band launched here at $170, but three people could play together out-of-the-box. For months, I have been keeping tabs on the price of DJ Hero, waiting for the most opportune time to strike.

Luckily for me, I was able to take advantage of a web-exclusive deal from a major retailer in my country that sold a refurbished version of DJ Hero for a much more reasonable $50. It sold out within a few hours, so sorry to my fellow countrymen and women who missed out.

I'm looking forward to getting some real hands-on time with DJ Hero in the next few weeks. I know that the game isn't perfect, but the core experience felt compelling enough the first time around to warrant a serious stab at it.

Image from Destructoid

As an adult, Mario games make me feel kind of weird. A game about a fat plumber and his brother romping around a magical world trying to save a princess from a giant turtle is not exactly adult fare. However, Mario games are also universally fun, regardless of age. In particular, I grew up in the early heyday of Super Mario 1, so 2D Mario games strike a very specific chord in my heart - sort of like how many adults still love watching Disney movies.

After months of - I admit - playing other games, I just finished New Super Mario Bros. Wii. For a number of reasons, I've pushed this game to the back of my queue, but never because it was a bad game. I'm just not often in the mood to play a Mario game nowadays. But every time I've booted up New Super Mario Bros. Wii, I've always had a good time.

I don't know what it is about Nintendo (or what it is about other developers), but when it comes to platforming games, Super Mario games still rule supreme after almost three decades. New Super Mario Bros. Wii is another example of a straight-up fun platformer. Mario controls as you would expect, making it easy for anyone to jump right in. The level design is top-notch. Each level seemed to have something unique to it, and often times things I hadn't seen done in a Mario game before, or twists on familiar elements that make things fresh.

Image from My Wii

Just by looking at it thought, you may miss out on the new twists that make this one great. Graphically, it's essentially the DS game on your TV. It looks alright, but it's definitely not the prettiest Wii game you'll ever see. The new power-ups are alright. The propeller suit is a fan favourite, while the penguin suit didn't do much for me. Ice flowers are cool too, once you get used to their projectile arc.

Of course, the biggest selling point to this game is 4-player simultaneous co-op. How did I go this far without mentioning it? Anyway, this mode is really fun and hectic. Having to work together to get through these levels does change the dynamics of the game to an extent. It also opens the game up for people of varying skill levels to all join in. I played this 4-player with my 3 year-old cousin, who because he had three older cousins playing with him, he could still have fun with it even though he wasn't very good.

The saving grace of co-op is "bubble mode". At any time, you can place yourself in a bubble to be invincible. However, one of your teammates has to pop you out of the bubble to resume control. If you're in a bubble when everyone else dies, then you all lose. Even with seasoned Mario veterans, it can be very tricky to run through a level together without strategically using bubble mode to get through spots. During hairy spots, we would have certain people go into the bubble and have one person run through by themselves because it would actually be easier that way.


The only real bummer to me about this game are the boss fights and lack of online play. With the exception of the final boss fight, the rest of them are trapped in 8-bit gameplay conventions. They don't vary much from what you faced in Super Mario 3. That last boss fight though...oh man! As for the multiplayer, I know that this game is best suited for on-the-couch multiplayer, but with most of the competition sporting some sort of online play, it would have been a nice touch.

For those who still want to play 2D Mario, you can't go wrong with the latest Wii installment. I've had a lot of fun with it and my cousins and I often bust it out when we're all together, but it's still fun on your own should you not have people to play with.

Image from Hexus

With the Perfect Dark remake hitting XBOX Live next week, now was kind of a weird time for me to pick up the 2005 prequel, Perfect Dark Zero. I loved the original Perfect Dark, but I've never played this one. At the time, reviews for this game were pretty good, but this game has been the butt-end of many jokes since. I finally decided to take the plunge when I saw a brand new copy at the store for the rock-bottom price of $3.

I have yet to play it, but I'm already second-guessing my purchase. I watched my brother play this game for a bit, and it was...dated. The original Perfect Dark is even more dated, but I played it when it was new and have built a strong sense of nostalgia around the game. Perfect Dark Zero on the surface looks old. The graphics don't hold up, the controls appear clunky in a Halo/Modern Warfare world, bad guys take a bunch of bullets to take out and the inclusion of arrows on the ground to tell you where to go feels like a crutch to compensate for poor level design.

With that said, the game only cost me $3 and I have yet to actually play the game myself. I think I'll give it a shot before the remake hits next week.

Image from Kotaku

Yesterday at the Game Developer Conference, Sony finally announced the name and some more details about their new motion controller. The controller (and sub-controller) are now known as the Playstation Move. I'm not going to go into details about how the thing works, or what games were just announced to support it, but I'll be happy to direct you to places that have that type of information.

What I wanted to do is use this announcement as a jump-off point for my current perceptions of motion control. Back in 2006, I was all aboard the motion control train. With Nintendo - my favourite game company - backing this technology, there was nothing that could go wrong, right? Wrong.

I bought my Wii on launch-day and had a blast with it. For the next few weeks that winter, every party with family and friends was a Wii party. While motion controls did bring something new to the table, Nintendo's initial stab at motion controls brought with it a number of problems.
Image from Smart Canucks

For anyone that has played a Wii, you've figured out by now that the Wii remote doesn't translate your movements 1:1 into the game. Rather, it reads a gesture you make and then plays out the action on screen if you've done the gesture properly. What happens in most Wii games is that you end up not truly simulating the motions you try to do. Instead, the remote doesn't read your motions correctly and does something you don't want it to do, or you end up doing "short-cut motions" that work just as well as the full motion, which kills any immersion the game was supposed to provide. Flicking your wrist to throw a bowling ball works just as well as a full-body throw.

The lack of buttons, poor game translations from regular controls to "Wii" controls, games going crazy when the remote isn't pointed at the screen and a sudden shift in focus towards casual games made a lot of what the Wii was supposed to be about not that fun for me. I have tried the motion plus attachment, but having to constantly reset the controller to work properly is a pain. Within a few months of buying the Wii, I caved and bought my first non-Nintendo system since the Atari 2600 because I wanted to play games that controlled with buttons, d-pads and analog sticks. I still love me some Wii Bowling and Boom Blox, but most of my gaming time is now motion controller free.

Regardless of how I feel, the Wii has basically won this console cycle, leaving Sony and Microsoft floundering to try and capitalize on the success of motion control. Sony has taken a very "me-too" approach with the design of their Move controllers, and Microsoft is going way out in left field with the controller-free Project Natal. While they both claim to have better solutions to motion control, I have my doubts. Watching the Playstation Move in the video below only further fueled my doubts, as the person in the video punches wildly in the air and the game does nothing to respond to his movements.



I'm not even going to get into the myriad of other challenges Sony and Microsoft have specifically in trying to launch these products into the marketplace. I just want to talk about how these control mechanisms work and what it'll take for me to fully buy into them as a main form of input. I'll break it down into three key points:

Image from IGN

1) Accuracy

In my 20+ years of gaming, I've never had problems inputting a command with a button press. The game only has to decipher whether or not the button is pressed down or not. With motion control, there are so many more variables involved, and therefore, a higher percentage of error. It's so frustrating to play games like any Wii boxing game and see your physical energy go to waste when you throw a real-life hay-maker and see that my character is standing still.

The Playstation Move looks to be better than the Wii remote, but still appears to suffer from some accuracy quirks. With the Natal, we have no idea how accurate that setup will be when it hits living rooms around the world. I know it's a lot to ask, but I will always prefer pressing a button to doing a gesture if the gesture isn't accurate enough.


2) Purpose

Very early on in the Wii's life-cycle, a lot of third-party developers thought they could cash-in on the Wii hype train by shoehorning motion controls into traditional games. Time and time again, we've seen this strategy fail miserably. Often times in the case of motion controls, developers simply substitute a button press with a gesture, which usually doesn't feel good, doesn't accurately reflect the action on the screen and takes you out of the action more than brings you in.

Motion control games need to have a clear purpose for being in the game or don't bother. Developers need to create experiences that work with the strengths and weaknesses of the interface in mind and not force the player to flail their arms to substitute a button press. Throwing a baseball at a stack of blocks in Boom Blox feels awesome. Having to draw a star on the screen to activate slow-motion in Trauma Center feels awful and makes no sense.

Image from Hardware Sphere

3) It has to feel right

While this particular point applies to all motion controllers (even you, Tony Hawk: Ride skateboard), I'm most concerned about the Natal on this one. Microsoft has hyped this up as the most natural gaming experience ever, but I don't see what's natural about flailing your limbs around to hit balls that are projected at you or driving a car by pretending to hold onto a steering wheel and pretending to hit pedals with your feet that aren't there. The big promise of motion control is the ability to give players a more realistic and immersive experience. Poor motion control implementation just feels even more awkward and out of place than any button press would.

While I am currently not much of a fan of the current implementation of motion controls in today's consoles, I'm reluctant to write them off completely. I know that motion controls are here to stay and will improve with time. By the time these things work as planned, maybe I'll warm up to them more. I'm still not sure if I'll ever be ready to let go of sitting on the couch and pushing buttons, but we'll talk about that when motion controllers finally come of age.