For our next issue of GamePro we skip ahead a few months to issue #7 for February of 1990, billed as their “Insane Sports” issue, which, as you can tell from the cover art, has the dumbest cover art in the history of video game magazines. The issue is about 100 pages long. Our first ad for the issue is for Demon Sword, a Swords-and-Sorcery style adventure game, with one of the most absurdly stupid swords I’ve ever seen in the history fantasy art. To counter act it, we have an ad for Wizards & Warriors II, featuring Fabio on the cover! All things considered, this cover art isn’t too bad. Oh, and we get ads for Operation Wolf, Goal (Jaleco’s soccer game), Stealth ATF another NES Flight Sim, and a 3 page Genesis ad. That’s 8 pages of ads before the actual magazine has started. Read more
Now, onwards with our Nintendo Power recaps with Issue #2, covering Castlevania II, which was the first Castlevania game I ever played. This issue is about 105 pages long, which is actually a drop in the page count from last issue, which is different for most gaming magazines. Normally the second issue is longer than the first issue (but not always).
Bionic Commando Strategy Guide: So, we have a strategy guide for the original version of Bionic Commando, which has been since been remade for the X-Box 360 and PS3 as Bionic Commando: Rearmed which you can get through X-Box Live Arcade, and through the Playstation Network. I’ve already purchased that game, and it’s decent (though it’s hard). It’s one of the first action platformers I recall that was non-linear in it’s path to the conclusion (Capcom would later borrow the map system from Bionic Commando for their second G.I. Joe video game), and it didn’t let you jump – but instead it gave you an alternative in the form of your grappling arm, as opposed to, say, Robocop which did precisely jack. In the course of my discussion of this game, I’ll go over any differences I observe from the NES version of the game to the re-make. Read more
We continue with our Electronic Gaming Monthly reviews with EGM #16, to fill some of that rather large gap we’ve got between issue #6 and issue #25. This issue, which came out in November of 1990, and is significantly shorter than the issues from #20 on – only about 97 pages in this issue. The cover art for this issue is for Super Mario World for the SNES, which currently has a working title of Super Mario 4.
Our first ad for the issue is for Pac-Mania from Atari/Tengen, which looks lot like Pac-Man with an isometric camera angle, different environments, and jumping. Tengen really seems bound and determined to run the Pac Man brand to the ground. We also get ads for the game Skull & Crossbones, where you play a pirate trying to rescue a princess from a wizard and his undead warriors. Read more
So, I’ve been doing my “Where I Read” posts for a little over a month now – now for a brief review to go over a few things we’ve learned about the evolution of this magnificent (heh) hobby we call gaming, from the various magazines I’ve read. I’ll be be doing similar installments every few months, as the series (plural) go on.
As for now, here’s the first 3 things we’ve learned.
So, as part of my continuing mission to chart the path of the early days of gaming, and hopefully put those titles available through the Wii’s virtual console or on the shelves of your local game retailer that sells classic games (or available on eBay), I’m also expanding my magazines I’m recapping to GamePro. GamePro is, at present, the only video game magazine on the market that isn’t attached to a retailer (like GameStop and Game Informer). GamePro’s first issue came out in May of 1989, the same month that EGM’s first issue came out. Unlike EGM’s first issue though, the cover art doesn’t specify any particular game, and the magazine is only about 65 pages long, which is a little shorter than EGM’s first issue, but not by much. Our first ad of the magazine is an ad for Atari’s first-party fan club, the Atarian Club. The ad in general looks really dorky – complete with an ultra-scrawny Atari-themed superhero (with cape and Atari-Shield) holding up a moon. The next ad, for Bubble Bobble from Taito, is a step up. Read more
So, for my recap of Nintendo Power last issue, I decided to select RBI Baseball from Atari/Tengen. In retrospect, I probably shouldn’t have chosen to select a baseball game. NES baseball games in general had one major problem – their fielding controls stunk wholly and utterly. Batting usually worked well. Giving instructions to the runners usually worked well. However, I have yet to encounter a Baseball game for the NES that didn’t have absolutely horrid fielding.
As you can tell from the last sentence, RBI Baseball’s fielding is pretty bad as well. Specifically, it runs into 3 problems – well, technically 4 problems, but I’ll get to the 4th in a minute. Firstly, when you’re controlling fielders, you’re controlling blocks of fielders – you’re either controlling all of the outfield, or all of the infield. This makes getting the ball to the base where it’s needed more difficult, and makes catching fly balls more difficult. For that matter, the fielders you control don’t include basemen, so, among other things, I saw a baseball slide bounce right towards the space between my 3rd baseman and the shortstop. I went to move the 3rd baseman to catch it, and the shortstop moved instead – the computer got 2 runs in.
The second problem is that once the outfielders get the ball, whenever that will be, they never throw the ball to the infield hard enough, even if it’s center field throwing to 2nd base. Invariably, the ball will strike the ground several feet before it reaches the necessary base, bounces in to the basemen. If you’ve ever watched Major League Baseball, you know this never happens. I’d be willing to forgive poor fielding, if once I got the ball, I could get it where I needed to go quickly, and thus do damage control. Unfortunately, that’s not the case.
Third, getting fly balls is extremely difficult – whenever the ball goes up, it goes out of camera frame, and gives no definition on the arc for the ball – and whether it’s going, going, gone – or if it’s going to plop down a few feet outside of the infield. Again, this leads to more runs given up, and more runners on base, for really stupid reasons.
Finally, the fourth problem that I was saving for last, is that all of the concerns I just raised do not apply to the computer. This isn’t a case of “oh, I suck”, this is a case of the computer playing pro baseball, and because of the difficulties of the controls, the graphics, and the “physics”, I’m playing like Charlie Brown’s team. All in all, it makes the experience significantly less fun.
Now, there is a 7 game season available (one game against each team), and if you lose a game it isn’t a game over – however, there is no option to save your game and no password mode, so you have to play 7 games in one sitting. Just to make things slightly more annoying – there is no one-game two-player mode, just a best-of-7 series. You can still turn the system off or restart it after one game, but it’s still a nusance. For all the gripes I had playing the Bases Loaded series when I first got into gaming, RBI Baseball is worse. Don’t play this game.
All that said, it is interesting to see this game, and see how baseball games have evolved over the years of play. The genre has improved a lot.
So, I’m going to expand on my Where I Read threads some. Basically, throughout my EGM recaps, I’ve tried to contextualize the content of the magazines with my knowledge of gaming from what was going on in the world around that time, as well as what has gone on in the world since then, and general things that we, as gamers, have learned in hindsight. However, what I’d like to is to expand on that even more, by contextualizing the magazines, even further, it helps to read more magazines. So, to play off this theme, I’m going to basically add a few more gaming magazines to my recaps, not all at once, but slowly over time.
To give you an idea of how I’ll be including these recaps – EGM will be my “lead” magazine – I won’t recap any of the other magazines I do any further than I’ve progressed with EGM. If I haven’t reached the first issue of another magazine yet, I won’t start recapping it until EGM gets there. Oh, and one more thing, I’ll be including “House Organ” magazines in my recaps – Nintendo Power, as well as official Sega magazines as well (if I can find them). For each of those recaps, I’ll be doing a side feature which I’m going to refer to as Quality Control. The purpose of this feature will be to find a game that was previewed in that month’s issue and play it, and see if it lives up to how well the magazine hypes it. The game chosen will be selected by 3 criteria, of which it must fit at least 2.
I must not have played it before.
It must not be a “classic/landmark game” – one which is universally known as being good-to-perfect. None of the first 3 Sonic games, not the first Castlevania game, none of the core Mario Brothers games, not the first Final Fantasy.
It must be interesting.Specifically, it must catch my interest.
I will then play the game, (though I don’t have to beat the game), and then I’ll give my thoughts on the game, and whether the game the magazine in question was full of crap or not.
The first magazine I’ll be recapping is Nintendo Power #1. The first issue came out in July of 1988. At this time, Nintendo Power was a Bi-Monthly magazine, and it’s first issue was only about 114 pages long. It’s first cover was a nice looking clay Super Mario Bros. Diorama, which also got Mario’s hat’s color wrong (on the picture it’s blue with a black M in a red circle – in the games it’s red with a black M in a white circle. It’s a nitpick, but it makes the picture look off. The game getting top billing in the magazine is, no surprise, Super Mario Bros 2, a.k.a. Doki Doki Panic, with the playable characters from that game changed to be Mario, Luigi, Peach (who is getting a name for the first time), and Toad. Read more
When one thinks of cinematic action-platformers for the NES, the first one that comes to mind is Ninja Gaiden. It is, probably, the first game to feature out-of-engine cut-scenes in-between levels, to frame the story. To be frank, not a lot of games during the 8-bit era aspired to the heights set by Ninja Gaiden in the presentation of its story (which was, to be fair, ankle-deep at best).
One of the few that tried to go where Ninja Gaiden went before was Vice: Project Doom for the NES from Sammy. It tries to expand on Ninja Gaiden both in terms of story and gameplay by changing the setting to something closer to 3o-seconds in the future (with an police officer protagonist), and by adding additional gameplay elements such as driving shump sequences and shooter segments. Does the game achieve the same level of quality attained by Ninja Gaiden, does it exceed it’s quality, or does fail to attain those lofty heights?
Moving on with the EGM Re-Cap to Issue 27. The cover of this issue features “Super Mario Brothers 4”, which would be later released as Super Mario World, as well as screen shots of Terminator 2 Arcade and the Lucasfilm Star Wars and Empire Strikes Back games (Lucasarts hadn’t officially been formed yet). Our page count for this issue is taking us to the 200 page area.
The first ad of the issue is Castlevania II: Belmont’s Revenge for the Game Boy. Whether fortunately or unfortunately, this is one of the Castlevania games that has been removed from the canon, followed by an ad for F-15 Strike Eagle for the NES – most of my prior experience with actual fight sims on the NES demonstrated that the NES didn’t work for that genre at all. We get an ad for “Treasure Master,” another NES game – with one of the hooks for the game is that if you beat the game you get a password you can use to enter in a drawing to win fabulous prizes like tickets to a concert or sporting event of your choice, a fully outfitted entertainment center (which, going by the description, would have been pretty good rig up until HD-DVD and Blu-Ray, at which point you’d have to replace the TV with one that had HDMI connections)
Guitar Hero: Metallica, the second game the Guitar Hero franchise to be based around a specific musician is now out. I, being a cheap gamer, can’t afford to get that at the moment, and being a cheap bastard, decided to pick up a new copy of Guitar Hero Aerosmith from Gamestop for $10. That and I like Aerosmith. Now, I had my reservations about Guitar Hero 3, particularly with the game’s learning curve, and how well it handled anything above “Easy” in difficulty. Does the Aerosmith-based spinoff of Guitar Hero 3 address my complaints?
Yeah, I’m really, really, really behind the times, in many respects, but that’s okay. I’m getting caught up.
As part of this, I’m finally getting caught up on my rhythem games. I missed out almost entirely on the DDR craze, and I never played Guitar Hero 1 and 2 when they came out – but finally, after Rock Band 2 and Guitar Hero World Tour have come out, I’ve played Guitar Hero 3 (and Rock Band 1). So, now for the ultimate question – what do I think of them?
Just as a disclaimer, I have not beaten either game on normal. I have beaten career mode on both games on Easy. I do get into my reasons for that in my review, but I wanted to give a heads up on that first. I am counting DLC (Downloadable Content) in my criteria for each game, but I haven’t bought much of it – I have bought some though. Read more
I recieved a teaser link in my E-Mail a few hours ago from Ubisoft to a site with their teaser for Assassin’s Creed 2. Not a lot to tell about the plot this time, but I was able to work out a couple things – the main character will have a retractable knife up his sleeve, and from the art style of what we have here – which looks reminicent of the work of Leonardo DaVinci, the game will probably be set in the Renaissance possibly in one of the Italian city-states. No information on who your master will be this time – in the previous game it was the Knights Templar, this time it may be the Roman Catholic church, or a conspiracy group of Templar-in-hiding, or it could be one of the merchant princes in Italy at the time (possibly even the Medici).
On to Issue 4 of EGM, for November of 1989. Before I get too far into this, I’d like to give a shout-out to Retromags.com, as I’ve gotten a lot of these magazines through them. Their collection is insanely expansive, and keeps growing every day. I encourage all of you, gentle (or not so gentle, depending on how you roll) readers, to head over to them, and contribute, whether to discussion or, if there’s a hole in their collection which magazines in your own will fill, scanning your magazines and contributing them to the collection. Which leads me to the gap from Issue 4, which I’ll be covering today, to Issue 25. If anyone reading this has those issues, please contribute those to Retromags – it’s easy and fairly painless to do. So, on with the show.
Having beaten both games, now would be a great time to give my thoughts on both of these classic arcade games. I figure I’ll go with 1942 first, and then Narc. Both of these were played through MAME, not on an actual machine, but still, I’m going with an arcade game here.
We’ve got our first Fabio cover, for Wizards and Warriors II: Ironsword, that is also their game of the month. Now, the game is surprised me as that was reviewed last month, which makes me wonder, somewhat, why they didn’t choose a game that was reviewed this month, but, anyway, let’s get started, shall we?
Alright, and now we begin with Issue 2 of EGM, where some giant steps have occurred with the magazine bringing it towards the format which we’ve all come to know and love. Just a quick mention on the masthead changes before we go to the cut – Ed Semrad is now an associate Editor, and they’ve changed how the game reviews work by rather than separating the reviewers by console, they’re separating them into a console group and a PC group. The Console group is made up of Donn Nauert, Jim Allee, Ed Semrad and EIC Steve Harris. The PC group is made up of Brad Andrews, David Harris, Brad Walker, and K. C. Maxwell. Oh, and now the US National Video Game Team are now the only Strategy Consultants (though, on the other hand, maybe their previous strategy consultants who weren’t on the US National Video Game Team joined the team).
Somehow, WordPress ate this entry, so I’ll do the list again, but you’ll lose all my insightful and deep commentary, but that’s okay. There wasn’t much of it. Here is my Shortlist of albums that need to be in Rock Band, either as DLC or as Track Packs released in stores (ala AC/DC)
In memoriam for the death of EGM, I hunted down a whole bunch of old issues of EGM through *ahem* various means, so I figured I’d go through some of those magazines and go through the evolution of the magazine. So, we’re going to begin at the beginning, Electronic Gaming Monthly #1.
Some quick background – EGM was originally put out by Sendai Publications, and was born out of a series of annual game buyers guides. This lead to the magazine. The journey begins below the cut.
This review is going to contain some spoilers for the game. I’m going to try to refrain from spoiling the biggest plot twists in the game, but I’m going to give you a heads up anyway, as well as putting the biggest spoilers below the cut.
As you probably already figured out from my last blog post, I’ve been thinking about the end of 1up and EGM as we know it. With most of the GameVideos staff getting the chop, I’ve started to think about the role of video in Video Games Journalism and how to handle it.
Video Games are a visual medium. Duh. Consequently, when you’re talking about video games, it really helps to see the game. Before high-speed Internet, the standard way of going about this was through putting screen shots on your web pages, or in the magazine articles about the game. Later, as Video Games became moderately mainstream, and we got Video Game related TV shows, like Gamespot TV (later Extended Play) and Electric Playground, we finally got to see the video games in motion before we bought them – and consequently we could get a good look at how good or bad the graphics were, and how good or bad the controls were. As an example, from seeing gameplay footage of Enter The Matrix on Extended Play before the game was released, I was somewhat able to tell, in advance, that the graphics weren’t very good, and that the control wasn’t very good. Surprise, surprise, when the reviews came out, the game was panned for, among other things, poor graphics and poor controls.
As broadband proliferated, using video to talk about games became more feasible, and higher quality video files became more feasible as well. This lead to the Video Review, where the reviewer got to stand in front of a camera, with footage of the game edited into the review (and possibly also playing behind him) and talk about the game. This turned game reviewers into recognizable personalities, the same way that television made Gene Siskel and Roger Ebert recognizable to people outside of Chicago.
Once you’ve got personalities, you’ve now got a way to support a TV show, first with just streaming programming on the web pages for sites like Gamespot.com, and later to (once Podcasts started catching on) video podcasts, from On The Spot on Gamespot.com, to the 1Up Show on 1up.com.
This brings us to now. Gamespot has On The Spot. They still have video reviews, but their reviewers don’t appear in the actual reviews (possibly as a way to, well, make it easier to get rid of reviewers if they need to – or if publishers want them too). GameTrailers makes it’s living out of video, but with the exception of Geoff Keigley (sp), Amanda McKay, and David Kayser, they don’t have any first party personalities. There are 3rd party personalities, like those through ScrewAttack (Stuttering Craig and the Angry Video Game Nerd), but that’s about it. The fate of video on the 1up network is in doubt. Giant Bomb is, really, the last bastion of the classic Gamespot video review, with the reviewer on camera.
So, what I want to know is this – how is the video in video games journalism going to pan out in the future. Will video reviews go through a voice-over person or through similar steps to make the people reviewing the games more faceless, or will the concept of the visible video game journalist move to smaller sites, as major sites like 1up and Gamespot.com become homes for the faceless, voiceless, disposable reviewer?
I’m putting an open call for comment by people in the games press, particularly those who used to work for 1up.com. Am I going in the right direction? Am I totally off base? Or is it a mixture of both?
I got the Quake Pack from Steam a while ago, and finally gotten around to playing Quake III arena, except I can’t play it. When I try to join a server I keep getting prompted for a product key, and in Quake III Team Arena, the last portion of the product key is blank.
Now, I have contacted Steam for support, but I haven’t gotten a response yet.
So, Steam, are you going to get this fixed, or not?
For those of you who don’t read Kotaku, here’s the link to the article. In short, Hearst Publications Group, which owns UGO, has bought the 1up Network from Ziff Davis. They then canceled EGM (Electronic Gaming Monthly, their only and flagship gaming magazine) canceled just about all of their podcasts, and then fired most of the staff, including James Mielke (I can’t believe I spelled that right), Shane Bettenhausen, Skip Pfister, Ryan O’Donnell, among 30 other staffers and the GameVideos team, in a purge that I might call, and will call, Stalin-esque.
Aside from the tragedy of Vampire William Randolph Hearst draining the life blood out of the 1up network, leaving only a lifeless husk, hopefully there will be a lesson to be learned from this, but a costly one. You see, people in the business of reviewing film and reviewing video games like to talk about how different reviewing games and reviewing movies are, but they actually have a great deal in common, in certain respects.
For the record, this is a “Semi-Review” because I have not beaten the game, nor have I gotten 100% completion. What I have done, however, is get 55% completion of career mode, which is enoguh to give me a good grasp of single player, more or less.
“Hither came Conan the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandalled feet.” – From The Phoenix In The Sword
(For the purposes of this review, I played the PS3 version of the game)
Conan is the kind of game that wants to be a fair number of things, but doesn’t necessarily do very well at a lot of them. The game places you in the furry boots of the titular barbarian, and not the one of the films, but of the original novels. The story begins with Conan raiding some distant tomb seeking treasure, and ultimately releasing a great evil that steals his armor. Being as Conan is not one to shrink from perils that he thinks he can handle, goes forth to defeat this evil.