Wednesday, February 15, 2006

And so it "flopped"........

I said it many times before and it did dissapoint.

Fullauto has fallen from the hype machine and so it flopped.

Gamespot.com
IGN.com
1Up.com
EGM
and OXM......

All agree with me....or do I agree with them? Whatever, we all agree. I simply stated things how they were way before them, no fake previews where they make everything so......"nice". I understand them somehow, they just want to keep the media/info rolling in, but at the end, readers get screwed.

Monday, February 06, 2006

PGR's bunch of little problems......

Bizarre Creations has come a long way since the first Project Gotham Racing game, or should I say Metropolis Street Racer?

This series have been great additions to the racing genre. They always have something no other game in the genre does as well as these series. Unfortunately, there are always some problems with the games that really detract from the experience. This could be called "noob" mistakes and it just doesn't make sense considering how much attention is put onto other things!


Metropolis Street Racer: The extremely hard difficulty with no room for mistakes, not even one. MSR was a game that only those with max dedication were able to complete, but even then the headaches were inevitable. The game was simply too harsh on you. You touch a car and you lose the kudos, you barely touch a wall and you lose the kudos, you re-race a challenge and if you make less kudos than before..........you lose the kudos. It was very annoying.

Project Gotham Racing: This game's biggest little problem was the amount of similarities that it had to MSR. The cities this time were; New York, Tokyo, London, and San Francisco. Excluding New York, we had already played Tokyo, London, and San Francisco in MSR. I felt like playing through an easier version of MSR with much nicer graphics, but it was pretty much a reharsh.

Project Gotham Racing 2: This time Bizarre went all the way with the cities. Ten cities were included this time, a lot more cars, better cars, a showroom, etc. The biggest little problem with this was the lack a single race mode. Come on! This is a must in a driving game. But why leave this out when it was included in MSR and PGR? This really seemed to be a "noobish", or careless mistake, whatever. It just wasn't right. There was no way to play a race with only cars from the slower class in the Nurburgrin. You could play with a Mini in the Nurburgrin (or whatever other city you wanted to) only in time trial...but then there was another problem; no replays in timetrial or any mode other than the career challenges. PLEASE!!! What was that? And the last problem was the split screen mode. In this mode, the screen divided so horribly it was simply unplayable...and of course, no replays......

Project Gotham Racing 3: This game. What can I say, they brought the unbelievable inside the car camera, they really outidid themselves with the replays here, there is a photomode, and the car selection was genious. The problem here was that they went from 10 cities (PGR2) to 4. New York, London, Tokyo, and Las Vegas. Except for Las Vegas, we had already played through New York, London, and Tokyo. Granted, the cities follow fairly different routes and are a little bit bigger, but I still think they could have tried other cities. Who likes loading times? No one does, but we are used to them by now. Who likes long and frequent loading times? No one. In a driving game, I think the engine should be optimized so that there's no loading times in between restarting a race or loading a replay right after the race. It just seems to be the right way to do it does it not? The following is a problem BC probably can't do anything about, but using custom soundtracks, we should be able to choose a mix of music from the game, and music from our own.....as we were able to do in PGR2 you know. They should not follow Microsoft's way of playing music directly off the console, custom music should stop playing at the menus, or better yet, we should have the choice. This is something BC could very well have put more time into, again, as they did in PGR2. But this wasn't the only feature that wasn't in PGR3 BUT was in PGR2.

Rain was removed, it's not in the game. This is like going backwards, you add a very nice idea and take away another great idea, why not have them all at the same time? Bizarre should know. Now, if this trends continues, are we going to have a PGR4 with no inside the car cam? I hope not 'cause I'm not going back to playing third person after seeing and using this camera. And one last thing that just doesn't make sense. We have a photomode in which you can't transfer your pictures to a USB Pen Drive, I think this has to do with Microsoft, but a patch is very doable, and I really hope they are working on it.

Well, I think that's it. Don't get me wrong, I love this series and that's the main reason I do this. I have owned all the games in the series, that says something. You may be wondering why not make an article where I just praise the game. I think you have seen enough of that, and if you played the game(s), you don't even need to read anything else.

Wednesday, February 01, 2006

Full Auto's Underserved Hype

Full Auto, the upcoming Xbox 360 game from SEGA has received a tremendous amount of hype, is it worth the hype? The short answer is NO.

The following are opinions from the recent demo. Now, don't blame the demo, read previews from websites, they basically will tell you the same. So that means bugs will most likely still be in the retail version. By this I mean the framerate drops that basically kills a game like this.

FrameRate and Sense of Speed.
IT IS a big deal for a game like this. First of all, the game feels rather slow, very slow. The only time it feels like you are going fast is when you use the turbo, but that only lasts for about 3 seconds. If the game feels slow when compared to games of its kind (Burnout), we just hope it has some steady framerate right? Well, it doesn't. This thing chops in the demo, chops in the latest builds, and i'm willing to be it'll chop in the final build.

Physics and "Destruction" AND Damage
The game has been marketed as a demolish everything, explode this and that, and blow your car up with this advanced physics engine and damage model. Well, I was dissapointed. The damage is very limited, it barely passes Forza Motorsport, infact, I would say it's just as "good" as Rallisport Challenge 2's damage, and don't get me wrong, that was awesome.........for a last gen title that didn't have that as a marketing point.

You shoot a civilian car with a rocket launcher and they barely react to it, and nothing really happens to it. The car deforms somewhat, but you can barely notice it. You shoot it with a machine gun and absolutely nothing happens, not bullet holes either, it just feels cheap to shoot at a car and you simply forget about it and stop shooting. Yes, sadly that's what happens, it really says something about how "good" the shooting was implemented.

And no, you can NOT destroy everything. The streets do have a fair amount of things you can run over or destroy, but again, there's not a good feeling on how things react. The cars don't really drive well either, they feel slow and heavy.

From the people around me who have played it, the general reaction is either "meh" or worst than that, so this isn't all just my opinion after all.

To Start Off.......

.....This will be a videogame related blog.