Ever wonder just why grunts look the way they do? Or if the inspiration behind the Forerunner architecture came from Frank Lloyd Wright? Or if the Warthog always looked like a jacked up Jeep 4X4?
Just in time for the 10th anniversary of Halo: Combat Evolved, Titan Books along with Bungie have released The Great Journey: Halo: The Art of Building Worlds. Inside is close to two hundred pages of original concept art from Halo: Combat Evolved all the way to the most recent Halo: Reach and everything in between.
Halo: The Art of Building Worlds takes players through the journey of Bungie as they created not just Halo: Combat Evolved but the universe that surrounds it. Some of the artwork are full two page spreads, beautifully painted works, that show the lush environments of the Halo universe. Other pages include series of sketches of everything from variations of Elite and Spartan Armor to the unused fauna concepts that never made it into certain games.
These pieces are some of the most interesting as you get insight into the Halo that never was, including the original concept for Master Chief and the completely un-iconic name he was almost graced with back when Halo was still an RTS game. Much like looking at classic Star Wars concept art, this book is a literal nerdgasm of “what if”.
In his foreword, 343′s Frank O’Connor explains how Halo has become this generation’s Star Wars. Looking at the artwork and stories that have come from them in this book, we have to agree with him.
One of the most rapidly changing genres in gaming today is that of Tower Defense. Really only starting a few years ago, the genre has gone from a simple, yet addictive desktop Flash based game to one of the most fun and diverse in gaming. From its basic origins to Defense Grid: The Awakening to the upcoming Orcs Must Die, different companies have come up with new and creative ways to put their own spin on Tower Defense.
In Toy Soliders: Cold War, Players are given a limited supply of funds and locations to deploy various armaments against a soviet assault. In addition, players can hop in to these various turrets and control, aim and fire themselves at the oncoming forces adding a whole new level of depth instead of being solely focused on building and upgrading.
Gameplay:
As stated above, players must create a line of defense against waves of oncoming enemies during Toy Soldiers: Cold War. To do this, they are given a choice between six different kinds of turret, each with its only strengths and weaknesses like the machine gun which can mow down foot troops but doesn’t do much damage to heavily armored vehicles to anti-air artillery which can be used to shoot copters out of the sky but cannot target ground forces.
Each of these has three levels of upgrades which include special alternate firing modes depending on their level. For instance, players can zoom in on a “bullet cam” and steer anti-tank missiles at their intended targets. During this time, players must also monitor the health and repairs of all their other turrets and keep a watchful eye out that no enemies have snuck past them on their way towards the Toy Box (the location players must prevent enemies troops from reaching).
When we first heard that Full House Poker would be at the tail end of XBLA’s spring showcase Block Party alongside the likes of Beyond Good and Evil HD, Torchlight and the spiritual successor to Contra, we were a bit skeptical. After all, how does a virtually unknown poker title fall in with blockbusters like these gems? To our pleasant surprise, the answer is very well.
Gameplay
The primary gameplay of Full House Poker isn’t very different from other standard Texas Hold ‘Em poker games. While the button layout differs, it feels pretty standard to real life poker tournaments. Players have the option to hit, hold and fold in normal play with the added bonus of fast forwarding once they have folded out instead of being forced to watch the rest of the hand play out.
One added feature is the ability to play with emotion. Using the left or right triggers, players can bluff their confidence or anxiety about the moves they make in hopes of both the computer or real life opponents may buy into. Using this creatively can give players an advantage if they properly taunt their competitors into bad plays to take the pot.
Added to Full House Poker however adds the concept of experience points and leveling to poker. Now, don’t worry. This isn’t an RPG-like system where going up levels will earn players perks or special abilities that make players better at poker. Instead, it works as a reward system. For every hand a player deals in on, they earn experience.
Winning hands earns further experience along with risky and smart plays that pan out in their favor. As levels increase, new titles, decks, tables, decor, avatar costumes and game rooms themselves unlock. Not counting in game avatar costumes, there are already 93 unlockable rewards for players to attain.
There has been a definite theme of cute and quirky family friendly games with the releases of Games for the Holidays. The final game in this cross promotional trilogy is ilomilo. ilomilo is the story of two tiny friends who wake up every day at opposite ends of an ever changing park and spend much of their time making their way through obstacles to reach each other. This puzzler can be played with either one or two players and takes a simple concept and put its own imaginative spin on it.
Gameplay:
ilomilo starts off each level with ilo and milo on two opposite ends of a complex structure of interconnected blocks. Moving only one at a time, ilo and milo must alternate moving various objects in the environment around to aid the other in meeting at a center point.
A simple enough sounding concept right? Well the level designers took this and ran with it in a way that they were able to create some incredibly challenging puzzles along the game’s 49 levels.
Some blocks pop out and block the way while others can be picked up and moved, extending bridges or launching ilo and milo over gaps. Through the levels, ilo and milo are guided by their friend Sebastian as they not only attempt to reach each other, but collect hordes of, well, collectibles along the way. These collectibles unlock music and artwork as well as other stages and pieces of letters that help further explain the backstory of ilo and milo’s friendship.
Raskulls has been one of those XBLA titles coming in just under the radar since its initial reaction at GDC 2010. With only an image of the game’s iconic King who is also featured prominently on the game’s artwork and the simple minded Dragon, Raskulls has made its way to consoles with an underground following, having been mostly promoted through trade shows such as E3 or PAX. It wasn’t until December when it was announced as a part of the cross promotional Games for the Holidays from XBox Live Arcade alongside ilomiloand World of Keflingsthat people found out that Halfbrick meant business when they were coming up with Raskulls.
Gameplay:
At first glance, Raskulls looks like a simple side-scrolling racing game. Even in the first seconds of the game, players will quickly realize this is far from the case. Similar to a game like DigDug, players are able to blast out bricks next to them to carve a path across maps. Unlike DigDug, Raskulls is an incredibly fast paced game where up to four players at a time are smashing through series of bricks while combating each other with special bonus item powers as bricks topple down around them at the same time.
The most basic modes of Raskulls revolve around racing. Players must either face off against single or multiple opponents or in a timed checkpoint race, hoping to earn the fastest time to success. These races can be compared to a platforming version of Mario Kart. A player is never really down and out as obstacles often impede whoever is in first place to give others a fighting chance. All the while, various weapons are deployed to help stun opponents or blow blocks out of the way faster.
Last year, we took a more traditional approach with our Best Video Games of 2009 article with categories such as Best Music Game or Best Action Platformer. This year we are going to depart from the traditional and give what we think are categories that truly deserve to be rewarded their due.
The ultimate “What If” scenario brought forth to one of the best games of 2010, “What if the undead invaded the old west?” And the answer doesn’t just involve a lot of people dying. There are horses of the apocalypse, big foot, some hard choices to be made and people turning on or abandoning their fellow man left and right.
This awesome story told over the revamped look of Red Dead Redemption using characters players have already grown to know, love or despise makes Undead Nightmare not only the best zombie game of 2010 but also the best exmple of DLC for the entire year as well.
Were you ever one of those people who enjoyed Warcraft or Starcraft where you spent all your time building up an epic base with fully upgraded squads only to become annoyed when a group of invaders would come by and disturb your perfect little kingdom? Well, if so, then A World of Keflingsmay be the perfect title for you. And there is no pesky Zerg rush to worry about.
Gameplay:
A World of Keflings brings together the charm of the original Kingdom for Keflings title using a player’s dashboard Avatar to manage resources, build structures and assign tasks to three different locations of the Kefling world. A player begins their career as a hulking giant amongst a world of pintsized Keflings which they can interact with by either emoting, assigning to jobs or kicking. While the kicking can be entertaining at times, anyone with a heart will begin to feel bad for mistreating their miniature friends, especially once they have begun giving them names.
Instead, most of the time is spent either assigning jobs to Keflings like mining ice, transporting ore or sheering sheep. A player can also perform any of these actions themselves with the added benefit of their size. While a smaller Kefling may only carry a few of an item, the player can carry larger amounts. This becomes a great benefit when massive undertakings like new buildings must be completed.
Both the player and Keflings can be upgraded during the course of play, with witch’s potions improving the player’s attributes and Keflings leveling up over time by repetition of the same task. These upgrades become beneficial as structures begin requiring more advanced materials to complete. And of course, if a Kefling isn’t working hard or fast enough, there is always the option of kicking them into shape.
Players are also given a group of special larger Keflings who act as personal assistants. As a player progresses, more of this family is unlocked. These Keflings will help carry building components and stockpiles of resources behind a player, allowing for faster construction. Once a player has completed a structure, the helpers will be able to complete buildings on their own by mimicking what they saw a player do based on the blueprints at hand.
Last week, Microsoft Games Studios revealed their big holiday push for XBox Live Arcade with three unique, quirky titles. The three games, World of Keflings (December 22nd), Raskulls (December 29th) and ilomilo (January 5th) will not only be coming out in the heart of the holiday season, but they will all be tied together, a first for the downloadable platform.
As you will see in the trailer below, all the titles will feature cameos from characters from the other games. In ilomilo, characters can be dressed up as Keflings while the Raskulls can be invited to live in the Keflings world.
Check out all of the new trailers for XBox Live’s upcoming holiday games after the jump.
Pinball FX 2 is the most recent XBLA release from Zen Studios and a followup to their 2007 homage to the classic pinball arcade coin op machines of bowling alleys and arcades past. The game goes for a realistic feel in both gameplay and visuals and stops itself from becoming too videogamey. With the exception of a few changes in camera angle for special instances, nothing is really present to distract from the actual pinball experience players are expecting.
Gameplay:
Pinball FX 2 feels like a real classic pinball machine. The controls couldn’t be simpler. The bumpers on the controller act the same way the side buttons on the classic arcade machines would as players spend hours trying to rack up obnoxiously high scores that few ever achieve on a variety of tables. A player can also tap the analog stick to shake the table, but as with a real machine doing so too much will cause a tilt, ending the players turn.
The tables of Pinball FX2 all do a good job of differentiating themselves from each other with very different layouts and puzzles. Some are more challenging with increasingly varied puzzles while others are smaller in scale. The nice thing is players get the chance to try out tables before they purchase them. Since the game takes an a la carte approach, players aren’t forced to purchase more than they want with tables only costing about $2.50 each.
On Thursday of last week, the gaming world got what they had been waiting for. Microsoft lauds Kinect as the next big leap in video game control (Sort of). Formerly referred to as Project Natal, we got our first hands on with the depth sensing motion camera at San Diego Comic Con and the experience left us wanting more. It also left us wondering how the game would play in a real world environment, not just a perfectly set up demo room.
After a surprisingly quick setup right out of the box, Kinect is ready to go. But there few things of note which Microsoft has been fairly up front about. The first is that the Kinect needs room to work. A player must stand about six feet back from the Kinect sensor, preferably eight to ten if multiple players will be gaming together.
Otherwise a player’s full body isn’t recognized and the camera will spend time recalibrating itself. The other is that once you have started playing with a Kinect game, expect to place yourself in front of the screen for a longer period of time.
If you plan on walking back and forth between minigames you will only cause yourself hassle as each time you walk away, the camera will have to reconfigure. Finally, there is a minimum height requirement for Kinect. Players under three feet tall won’t be able to use the system.
Make sure to keep that in mind when it comes to purchasing Kinect for Christmas for smaller kids as it could potentially lead to a horrible Christmas morning when little Johnny finds out he is too short to play with his Kinectimals or there is only a three foot space between the television and the edge of the coach.
Games have just gotten too easy. It’s a fact. Back in the NES days, players were given limited health alongside limited lives in an effort to have players spend more time playing levels over and over again due to the limited amount of space available on the game cartridges.
Now, gamers seem to be all about instant gratification. They want to race through levels in record time so they can move on to the next game. Super Meat Boy bucks that trend by providing one of the most challenging and entertaining games to come to the XBox Live Arcade since N+ or Braid.
Gameplay:
When talking about Super Meat Boy, it is impossible to mention it without discussing the game’s unusually high level of difficulty. In many games, it could be said that difficult stages or areas are unfairly created to hinder a player’s progress, such as the trials during Dante’s Inferno that required unrealistic combo scores and other such tasks. Super Meat Boy on the other hand is a rewardingly challenging experience.
Literally only being able to run and jump, players must traverse levels as Super Meat Boy (or various other unlockable indy characters) to reach their girlfriend Band-Aid Girl. When playing Super Meat Boy, you will die. A lot. There is no health and one wrong move on your part spells splattered meat being rained across the level. It is just how the game is designed. Luckily, most levels can be beaten with a perfect run through in roughly thirty seconds. So while it may take ten minutes to make it through a level, the levels themselves are not long at all.
The controls are basic but very right. Holding jump longer makes Meat Boy jump further while adding in a run first extends the distance even more. Meat Boy can slide down walls and wall jump due to his sticky composition. But our squishy friend has no natural defenses to the buzzsaws, lava, jelly-like creatures or walls of salt and hypodermic needles that cover the maps. One touch and he’s gone. But the way the game controls, it never feels like it isn’t your fault when you die.
A player knows they are to blame for their own demise and as a result, completion of these levels feels increasingly rewarding instead of cripplingly painful. Even more rewarding is watching a replay of all your little Meat Boys traversing the level after completing one letting you see just what mistakes you made during your play through and seeing just what your perfect run looked like.