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	<title>Saving Progress &#187; wii</title>
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	<link>http://savingprogress.com</link>
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	<pubDate>Fri, 02 Jan 2009 16:09:36 +0000</pubDate>
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		<title>Need For Speed: Undercover</title>
		<link>http://savingprogress.com/need-for-speed-undercover/</link>
		<comments>http://savingprogress.com/need-for-speed-undercover/#comments</comments>
		<pubDate>Fri, 28 Nov 2008 05:19:07 +0000</pubDate>
		<dc:creator>Mike Ireland</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[PS2]]></category>

		<category><![CDATA[PS3]]></category>

		<category><![CDATA[wii]]></category>

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		<guid isPermaLink="false">http://savingprogress.com/?p=485</guid>
		<description><![CDATA[There really aren&#8217;t many things a racing game has to get right. I&#8217;m sure there are tons of examples of horrible racing games out there, but for obvious reasons, I don&#8217;t play many of them. Because of their essentially simple nature, it&#8217;s become hard to discern one game from another - not in the literal [...]]]></description>
			<content:encoded><![CDATA[<p>There really aren&#8217;t many things a racing game has to get right. I&#8217;m sure there are tons of examples of horrible racing games out there, but for obvious reasons, I don&#8217;t play many of them. Because of their essentially simple nature, it&#8217;s become hard to discern one game from another - not in the literal sense of the word, but in the way writers sometimes like to say things are hard when they just want to make a point about in the next sentence. There are obviously sub-genres to the world of racing video games, like &#8220;arcade racer&#8221; or &#8220;driving simulator&#8221; but strangely enough, and despite the outcries of thousands, I would argue that the <em>Need for Speed</em> franchise has driven itself into the center lane (shitty GameTrailers puns to the rescue!) between these racing game offshoots.</p>
<p>I know it&#8217;s no <em>Forza</em> or <em>Gran Turismo</em>, but it&#8217;s definitely not a <em>Burnout</em> title either. It&#8217;s more <em>PGR4</em> than <em>Motorstorm</em>, but it&#8217;s still its own distinct title in middling ground. Unfortunately, this time it&#8217;s not middle <em>enough</em>.</p>
<p>There was a brief period before and after <em>Need for Speed: Most Wanted</em> in which the franchise had racing games with no police involved. If your most iconic title is called <em>Hot Pursuit 2</em>, here&#8217;s a hot tip: don&#8217;t drop the cops. Thankfully, the chases are back into the formula, and they&#8217;re done fantastically to nobody&#8217;s surprise. But the one thing fans of the series gained from the enforcers&#8217; reprieve was a very determined focus on the actual driving and racing aspects (these somehow came to light as important parts of a <em>racing</em> game in which you <em>drive</em> cars). <em>Undercover</em> is a pleasing amalgamation of all previous entries into the <em>Need for Speed</em> family. The police have returned in full force, but at the same time, you are benefiting from the police-free titles like <em>ProStreet</em> and <em>Underground</em>, as well as <em>Carbon</em>, which had police, but sucked anyway. The point is, car customization is fantastic, controls are pretty straightforward (it&#8217;s hard to fuck up a good thing when it works across the board, but somebody always manages it), and the new driving engine is designed to let you pull off cool maneuvers, but it still handles your individual cars very well and as realistically as I imagine it ever should.</p>
<p>There&#8217;s really not much to complain about here. The plot, while ending on a kind of <em>wait, what</em> note is actually pretty good. A lot of people hear the basic synopsis and say something snarky and mildly retarded about the similarity to <em>The Fast and the Furious</em>. Good one. Yeah, you play as an FBI agent trying to uncover some racers who decided to step up their game and commit more serious crimes, which explains why you have to be in just as much danger from the police as any other racer (you are <em>undercover</em>, after all). The gameplay actually requires this plot and vice versa: in order to have someone to race with, you have to prove your worth. In order to prove your worth, you must &#8220;dog&#8221; some &#8220;bacon&#8221; and prove you&#8217;re not a cop yourself. To engage police in chases and escape, there must be an open game world in which to drive. In other words, while there isn&#8217;t anything to do outside of the events that progress the plot (in the form of a leveling system accompanying each race&#8217;s payout), the open road has merit just in its necessity to police chases, which are relevant to the storyline.</p>
<p>As I said, though, the benefits of the police-free games are here, but there is nothing beside the reintegration of pursuing squad cars to offset these perks from the &#8220;simulator&#8221; side. This game needs more &#8220;arcade.&#8221; It has a handful of cars that can only be described as &#8220;totally badass,&#8221; and each of them takes physical damage, but this has no actual effect on the performance of the vehicle, thank the gods. That is indeed &#8220;arcade.&#8221; However, in some instances, you can completely total the car, smashing it so hard that the game just says &#8220;wow, you fucked up hard, start over.&#8221; Where is my <em>Burnout</em>-style exploding shattering shrapnel storm of wreckage and former bits of vehicle? If you&#8217;re going to go all out and tell me my car is so screwed it can&#8217;t even drive, I think we deserve a little more than just seeing the car in the same state as it was after bumping into one million things very lightly, rather than one thing at one million miles an hour. When I smash a cruiser out of commission, I want to see it sawed in half like that poor son of a bitch in <em>The Matrix Reloaded</em> that got nailed by those ghost twins&#8217; huge truck. What I don&#8217;t want is to see just another cruiser slam into park with minor cosmetic issues.</p>
<p>Critics and designers and fans have all touted and hailed <em>Undercover</em> as a return to form, but I only see baby steps from there. I see a necessary piece of the franchise being returned to its rightful place and done very well, but at the same time, it&#8217;s hard to call that progression. Yes, the game brings together the worlds of its prequels and does <em>everything</em> either well or very well, but it lacks that <em>joie de vivre</em> found in its most beloved predecessors. I thoroughly enjoyed the game from start to finish, and I had several &#8220;oh <em>damn yes</em>&#8221; moments, whether it was by myself or racing online with and against my friends, but occasionally pumping my fist in the air or telling an AI driver to go fuck himself as I blur past him isn&#8217;t quite worth an A+ around here. When the <em>Need for Speed</em> games embrace their full potential, I&#8217;ll be waiting with open arms, but for now, this is just good; an upgrade for anyone who already enjoyed the series&#8217; previous entries.</p>
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		<title>Spider-Man: Web of Shadows</title>
		<link>http://savingprogress.com/spider-man-web-of-shadows/</link>
		<comments>http://savingprogress.com/spider-man-web-of-shadows/#comments</comments>
		<pubDate>Sun, 26 Oct 2008 22:05:08 +0000</pubDate>
		<dc:creator>Mike Ireland</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[PS3]]></category>

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		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=449</guid>
		<description><![CDATA[I still have a handful of original Xbox games that I play between some of the 360 titles I&#8217;ve purchased. Halo, obviously, Star Wars: KotOR, and Spider-Man 2, to name a few. I enjoyed the latter so much that I almost went against my better judgment and purchased its follow-up, the absolutely mediocre Spider-Man 3. [...]]]></description>
			<content:encoded><![CDATA[<p>I still have a handful of original Xbox games that I play between some of the 360 titles I&#8217;ve purchased. <em>Halo</em>, obviously, <em>Star Wars: KotOR</em>, and <em>Spider-Man 2</em>, to name a few. I enjoyed the latter so much that I almost went against my better judgment and purchased its follow-up, the absolutely mediocre <em>Spider-Man 3</em>. In the end, though, I knew that web-slinging around Manhattan with a graphics upgrade wasn&#8217;t worth suffering through the tie-in to the worst superhero movie ever made and some impossibly painful quick time-events. I suppose I shouldn&#8217;t complain too much, considering I saved my cash and avoided the game altogether. Maybe it was worth a rental, or maybe it was better than everyone says it was. I probably would have even enjoyed it to some extent, but that&#8217;s not saying much. Truth be told, <em>Spider-Man: Web of Shadows</em> is the game I&#8217;ve been waiting for.</p>
<p>Fans of the character and fans of comics in general, so long as they have a console to commit to the process, should absolutely be playing this game. It is the best superhero game that has ever been published and played. I am indeed a fan of the character, but I&#8217;ve barely read any of the comics. I watched the animated shows when I was young, I saw the movies, and as I said, I played <em>Spider-Man 2</em> more times than I rightly should have. That being said, I know next to nothing when compared with actual fans of the <em>Spider-Man</em> comics. My knowledge for any given comic is random and serviceable; I know that the man Mary Jane almost married in the second movie becomes Man-Wolf in the comics, and I know that Jon Favreau&#8217;s character in the recent <em>Iron Man</em> movie marries Gwyneth Paltrow&#8217;s character in the comics.</p>
<p>Anyone with a cursory knowledge of the characters or plots of the source material will enjoy <em>Web of Shadows</em> the same way they enjoyed <em>Iron Man</em> when it hit theaters this summer. In-jokes about the comics themselves and mentions of other characters pile on in this game, and it&#8217;s good to see that someone has a sense of humor about it, rather than tying together as many keen references as they could muster. At one point, Spider-Man needs to enlist some sort of professional scientist / genius to solve a growing problem in New York, and tries calling Reed Richards, aka Mister Fantastic of the Fantastic Four. After being put through an automated answering service, he is told by the robotic voice in the phone that Richards is helping out in another galaxy. Tony Stark is the next viable option, but in the midst of making the call, Spider-Man admits to himself that if Iron Man <em>could</em> be defending New York City, he <em>would</em> be (unlike the movie version, the Iron Man of comic lore is a New Yorker). It&#8217;s refreshing to have the Marvel universe tied together so neatly (because really, the Fantastic Four, Spider-Man, X-Men, Daredevil, Iron Man, and many other Marvel comic lines take place in New York - it just makes sense), with an especial focus on Spider-Man and that series&#8217; main characters, but without forcing itself to include anyone irrelevant to the action at hand.</p>
<p>That being said, the interactions between Spider-Man and other Marvel characters not of his franchise are what make the situation seem so desperate. If Wolverine of the X-Men and Spider-Man need to team up with Wilson Fisk (you may know him as the big bald bad guy that beat up Ben Affleck in Daredevil) and defend Tony Stark&#8217;s skyscraper with S.H.I.E.L.D agents, then yeah, things are getting a little rough. In previous titles, Spider-Man would have to solve Spider-Man&#8217;s problems, and nothing else would even exist. It feels good to play as Spider-Man, but it feels even better to be playing firstly a &#8220;Marvel universe&#8221; game and then worrying about whose particular role you&#8217;re filling.</p>
<p>In this case, the wall-crawler&#8217;s expertise is required. The only real villain of the entire game is Venom, who is quite easily the most iconic counterpart to Spider-Man&#8217;s heroism. Just because Venom is Spider-Man&#8217;s villain, though, doesn&#8217;t mean that this is why poor Peter Parker feels responsible for controlling his chaos. In an early cut scene of the game, after a beautifully choreographed and cinematic opening sequence, it is revealed that Eddie Brock&#8217;s alien symbiote is going looking for bigger and better things. Spider-Man&#8217;s manipulation of his black suit relies on the symbiote as much as it relies on Eddie Brock to become Venom, and so when the liquid black creature begins spreading like an infection around the island, Parker feels that he is the one to blame for underestimating the danger involved after blinding himself to it with his own abuse of the power.</p>
<p>The city itself seems alive and more realistic than ever before. It&#8217;s not completely destructible, but watching things crumble and explode is never a detraction in a fight between brawling super characters. Before Venom&#8217;s symbiotes spread too far, the regular pedestrians of New York greet Spider-Man as he should be greeted. He is cheered on, waved at, and called out to. This breathing city undergoes severe changes throughout the game, though, depending on Spider-Man&#8217;s actions and the development of the symbiote invasion. Donning the black suit with a click of the left thumbstick in front of previously supportive New Yorkers earns you fearful, condemning reactions. Spider-Man goes from public icon to public enemy throughout the course of the branching plotline, and the world around you acts in kind.</p>
<p>As it gets further on, though, the graphical and artistic beauty of the visual design is dogged down by some strangled sections of slowdown due to too much action. The enemies tearing up Manhattan become so overwhelming, and the constant counter-strikes from S.H.I.E.L.D. operatives only add to the strain put on the process of displaying everything at its usually pleasant and smooth framerate. As much as it sucked, it only happened three or four times by the time I finished the game. The only other issue I had with the game was the camera (twice) trying to show me an angle I no longer needed. I crawled up a wall, and when I flipped onto the roof, it was trying to point in directions that didn&#8217;t show me anything I needed to see. Switching from wall-crawling to web-slinging to roof-running jerks the camera around, but it rarely ruined anything.</p>
<p>Glitches and chugging framerates are popular topics for bad game reviewers, though. Honestly, I couldn&#8217;t bring myself to give one shit about the writer that gives this game a bad score and chalks it up to those two reasons and some personal complaints about voice actors that didn&#8217;t sound like the songs of sweet cherubim. Yes, it could have used some polish here and there, and the dialogue seems a little rushed and out of sync on occasion, but I&#8217;m not going to grade this game any lower because of such insignificant details that are far outweighed by the majority of this fantastic game.</p>
<p>The sense I had of the entirety of my experience with this game was overwhelmingly amazing. Real morality issues are not just explored by the characters in the original and compelling plot, but left up to player choice. None of the choices feel artificial, either, leading into alternative endings in a fluid manner without breaking stride or failing to affect one another. To say these things about a game that focuses on excellently implemented combat between Spider-Man and hordes of zombified New Yorkers melded with a symbiotic alien life form is incredible in every sense of the word.</p>
<p>Everything about <em>Web of Shadows</em> was done very well. The fighting feels more like what Spider-Man would do than ever before. The animations are stylish and reminiscent of the art of its comic origins. Little things, like webs needing buildings to cling to (as in <em>Spider-Man 2</em>), are great, and not drowning when falling into the river is even better. Even quick time events, an optional target-locking system, and an initial tutorial sequence are handled well, appearing without ever getting in the way of the game. There is a leveling system based on experience gained during said combat, unlocking new moves that really only affect combat itself, rather than asking the player to spend points upgrading things like swing speed. Side missions have Spider-Man repeating sequences found in regular missions. For instance, if you enjoyed escorting that armored car as it rescued civilians, there&#8217;s probably an opportunity to do it again without quitting and loading an earlier save. As opposed to hearing &#8220;My ballooooon!&#8221; over and over, this system is much more player-friendly.</p>
<p>All of this and more combines into one great game that anyone could spend a weekend with. Here we have a video game collaborating elements of comics and graphic novels with elements of good action movies and throwing between it all some really fun and challenging gameplay, and that in itself is deserving of so much praise. Anyone who enjoys good games should be checking this out. As well, any fans of Marvel comics or Spider-Man in particular are bound to love it.</p>
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		<title>World of Goo</title>
		<link>http://savingprogress.com/world-of-goo/</link>
		<comments>http://savingprogress.com/world-of-goo/#comments</comments>
		<pubDate>Sun, 26 Oct 2008 21:38:51 +0000</pubDate>
		<dc:creator>Zvi Finklestein</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=440</guid>
		<description><![CDATA[When it comes down to it, World of Goo, like Portal and many great puzzle games before it, takes one simple concept and riffs on it throughout. Its physics feel constant and real, making the difficulty based on the level design, and not a struggle against a piss-poor simulation. So its progression is the most [...]]]></description>
			<content:encoded><![CDATA[<p>When it comes down to it, <em>World of Goo</em>, like <em>Portal</em> and many great puzzle games before it, takes one simple concept and riffs on it throughout. Its physics feel constant and real, making the difficulty based on the level design, and not a struggle against a piss-poor simulation. So its progression is the most satisfying kind - a few levels in you&#8217;ll struggle to simply make a bridge across a canyon, but just a couple hours later you&#8217;ll elegantly be making much larger, more complicated structures with ease.</p>
<p>Also like <em>Portal</em>, it&#8217;s host to all aspects of puzzle video game: cognitive leaps (like <em>The Legend of Zelda</em>), managing time and resources (like <em>Lemmings</em>), and even, to my surprise, real-time action. Reactions, even. It&#8217;ll keep you on your toes and always excited to see what the next stage will bring. The best video games are the ones that are about the unknown, and the ones that play with your expectations.</p>
<p>What I found most impressive about <em>World of Goo</em>, though, was its story. In the first few worlds, the plot is kind of scattershot, but once world four begins &#8220;everything changes&#8221; (according to the game - not a spoiler). It&#8217;s reminiscent of <em>Rez</em> in that way, and it&#8217;s even thematically similar, somewhat. But it&#8217;s way more coherent, but still far from obvious, and with much more to read into. It is video game storytelling done right: while you play, through the gameplay, and with minimal cut scene and text. There&#8217;s no shitty writing or voice acting to get past, and it actually has depth. It has things to say. It&#8217;s like if <em>Braid</em> was actually something instead of just trying to be something. And most games aren&#8217;t even trying. It&#8217;s even funny, but I think we&#8217;ve all had enough of the &#8220;tighten up the graphics on level three&#8221; geek in-jokes at this point.</p>
<p>So if you&#8217;re like me, and you love video games but are too often frustrated by them, <em>World of Goo</em> should be near the top of your list of games from this year to check out. It&#8217;s not a game that&#8217;s enjoyable despite its terrible, terrible flaws, it is actually great. It&#8217;s one to feel good about.</p>
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		<title>Rock Band 2</title>
		<link>http://savingprogress.com/rock-band-2/</link>
		<comments>http://savingprogress.com/rock-band-2/#comments</comments>
		<pubDate>Sat, 18 Oct 2008 23:37:13 +0000</pubDate>
		<dc:creator>Mike Ireland</dc:creator>
		
		<category><![CDATA[PS2]]></category>

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		<guid isPermaLink="false">http://savingprogress.com/?p=431</guid>
		<description><![CDATA[There&#8217;s hardly anything to say about Rock Band 2 that you can&#8217;t discover from its Wikipedia page. It&#8217;s the first game with nothing drastically changed, only improved slightly. Chords can be hammer-ons or pull-offs, which are now easier to see; the track list I think is much better, with very few songs that I don&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s hardly anything to say about <em>Rock Band 2</em> that you can&#8217;t discover from its Wikipedia page. It&#8217;s the first game with nothing drastically changed, only improved slightly. Chords can be hammer-ons or pull-offs, which are now easier to see; the track list I think is much better, with very few songs that I don&#8217;t want to play, as opposed to the handful in its predecessor that I groaned at when forced to play. As well, the game has been boiled down to its core elements and time has been spent focused on what the sequel retained, adding depth to all that has survived. Career mode is no longer just playing through the on-disc songs in sequence; whether alone or in a band, the only forms of playing this game are in a rebuffed version of the first game&#8217;s World Tour mode or Quickplay.</p>
<p><em>Rock Band 2</em> forces its players to enjoy the experience the designers intended, and it comes off better for it. With the first game, I had a few characters (enough for each instrument to be played in Career) and breezed through the setlist. In this game, you make a band, and then make a character, and that band, no matter its makeup, goes through World Tour mode in order to unlock all of the songs. You must play in different cities and venues and complete various challenges to unlock different cities with different songs, etc etc.</p>
<p><em>Rock Band 2</em> is a solid game, and from what I hear, the peripherals are all improved as well. I know the drums are better, but I&#8217;ve yet to even see, let alone play with, the new guitar. Harmonix definitely had its end-users in mind when creating every aspect of <em>Rock Band 2</em>. They know their game is a fun band-like experience now in World Tour mode, but even Quickplay has its improvements. Players creating their own setlists and turning on &#8216;no fail&#8217; mode is pretty much guaranteeing the game&#8217;s success at a party.</p>
<p>I&#8217;m glad to say that this game is even better than the first. <em>Rock Band</em> was fun, but it definitely had its fair share of requested fixes and additions, and Harmonix has listened to their fans and done what was asked of them, which is a great thing to say of any development team. With the sequel, we are not just paying for a chunk of songs at a time, but all of the little details that make exporting the first game in order to be played via the <em>Rock Band 2</em> disc totally worthwhile.</p>
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		<title>Alone in the Dark</title>
		<link>http://savingprogress.com/alone-in-the-dark/</link>
		<comments>http://savingprogress.com/alone-in-the-dark/#comments</comments>
		<pubDate>Wed, 16 Jul 2008 00:07:27 +0000</pubDate>
		<dc:creator>Jim Canapa</dc:creator>
		
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		<guid isPermaLink="false">http://savingprogress.com/?p=362</guid>
		<description><![CDATA[Resurrecting a flagging or dead franchise is a risky endeavor. Sometimes it works and the series becomes relevant again, like with Resident Evil 4. Other times it is the nail in the coffin, like last year’s Tony Hawk’s Horse Beating Simulator. Re-envisioning Alone in the Dark should not have been that hard; there were almost [...]]]></description>
			<content:encoded><![CDATA[<p>Resurrecting a flagging or dead franchise is a risky endeavor. Sometimes it works and the series becomes relevant again, like with <em>Resident Evil 4</em>. Other times it is the nail in the coffin, like last year’s <em>Tony Hawk’s Horse Beating Simulator</em>. Re-envisioning <em>Alone in the Dark</em> should not have been that hard; there were almost no expectations of quality. I know that the first <em>Alone in the Dark</em> predates <em>Resident Evil 1</em> and that it pretty much invented survival horror, but it has been almost seven years since <em>The New Nightmare</em>. It doesn’t help that the last time anyone even heard the name <em>Alone on the Dark</em>, it was as an Uwe Boll movie. All this game had to be was average, just to remind people that the series exists without offending them. Instead, it keeps none of its promises, lives up to none of its decidedly limited potential, and is likely the last time anyone will ever hear of the series.</p>
<p>Like its titular and unseen antagonist, <em>Alone in the Dark</em> is the virtual father of lies. There are good ideas here; fresh, new ideas that in a better game would have been noted for their potential and stolen later. For example, inventory space is at a premium; there is no magic backpack to hold every item in the game all at once. Storage is limited to what can fit in the players jacket, but this is where it loses all credibility: the jacket can hold four wine bottles, a gun, a flashlight, several boxes of ammo, a lighter, bandages, batteries and a quest item that cannot be dropped. It was a good idea, but implemented in a way that was frankly silly - the portable hole backpack was replaced by a clown car coat.</p>
<p>Even <em>Alone in the Dark’s</em> best idea serves only to focus the player on the game&#8217;s other glaring problems. I understand that not everyone has several hours a night to spend on a game. I admit that not everyone is either patient or stubborn enough to force through a game just to see how it ends, and <em>Alone in the Dark</em> tries to remedy this. Most chapters and sections can simply be skipped via the DVD like pause menu. A few of the last sections are not available right away, but can be unlocked relatively quickly. It sounds like a good idea - a concession to the casual gamer - but in reality it is nothing more then a stopgap solution to the game being at best unevenly paced and at worst just unplayable in places. If every level was worth playing, or at the very least relevant to the story in some way, there would be no reason to skip it. Giving me the option to jump to the end of a $60 game because I don’t have the time to play it (or because I can’t get past something) does not replace making the whole $60 game worth playing. I find it insulting that instead of fixing problems, the game simply gives me the option to skip them. If I skipped every problem, I would have been done in a half an hour.</p>
<p>Apart from these new and wasted ideas, there is very little good to talk about. Of course the game controls poorly, it’s survival horror on the level of <em>Resident Evil</em> and <em>Silent Hill</em>, games that controlled just as poorly two hardware generations ago and have since made a successful effort to improve themselves. At least they had the common sense not to force the player into a car for extended periods of time. <em>Alone in the Dark</em> features scripted chase sequences that border on <em>Stuntman</em> difficulty without including any sort of checkpoints. Each is an exercise of trial and error, except sometimes the error is not even the player&#8217;s fault. Example: the first chase ends in a building that has no apparent exits. The first time I got there, I followed along with what I thought made sense and crashed my taxi through a widow, only to clip through the building and fall into nothing. After twenty minutes of trying new things I realized that my first idea was right, but that the rest of the level hadn’t loaded before I plummeted to my death. I had to break the window, then hit the breaks and wait for the game to catch up. This was not good sign.</p>
<p>I am at a loss as to what happened with <em>Alone in the Dark</em>. It takes new ideas and breaks them, manages to get even the most established clichés wrong, and is buggy and unfinished to boot. There is nothing to salvage here. Even the end, a face to face confrontation with Satan himself, is boring. How do you make an encounter with the prince of darkness boring and uneventful? <em>Alone in the Dark</em> should not have been released; not even more development time, the supposed panacea for bad games, would have saved it. It would have been a better idea to take what good ideas it had and give them to more talented people while scrapping the rest. All this game did was make an Uwe Boll movie look good by comparison, and I didn’t think that was even a possibility.</p>
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		<title>Guitar Hero: Aerosmith</title>
		<link>http://savingprogress.com/guitar-hero-aerosmith/</link>
		<comments>http://savingprogress.com/guitar-hero-aerosmith/#comments</comments>
		<pubDate>Tue, 01 Jul 2008 19:07:56 +0000</pubDate>
		<dc:creator>Jim Canapa</dc:creator>
		
		<category><![CDATA[PS2]]></category>

		<category><![CDATA[PS3]]></category>

		<category><![CDATA[wii]]></category>

		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://savingprogress.com/?p=355</guid>
		<description><![CDATA[You would think that a review of Guitar Hero: Aerosmith would be as simple as asking the player two questions. One; did you like Guitar Hero 3, and two; do you like Aerosmith, and perhaps three; are you offended by Steven Tyler’s massive virtual pie hole? Thankfully, there is just a little more to it [...]]]></description>
			<content:encoded><![CDATA[<p>You would think that a review of <em>Guitar Hero: Aerosmith</em> would be as simple as asking the player two questions. One; did you like Guitar Hero 3, and two; do you like Aerosmith, and perhaps three; are you offended by Steven Tyler’s massive virtual pie hole? Thankfully, there is just a little more to it than that. Liking, or at least tolerating Aerosmith is still a requirement, but there have been a few subtle changes since the last game, and all of them for the better.</p>
<p>It would seem that Activision actually listened to at least one major complaint about <em>Guitar Hero 3</em>: the boss battles were out of place and far too difficult. There is still one boss battle here, this time with Joe ‘Fucking’ Perry (no, they don’t call him that, but it would have been awesome if they did), and it is nowhere near as sadistic as Lou was. It shows up quite late in the game, in the middle of the last set, and then it’s done. It still doesn’t quite fit, but at least it isn’t very hard to get past. It took me months to get past Lou on Hard, and when it happened, it was quite by chance, and I have never felt the need to do it again. At least I have a fighting chance to beat Joe Perry on Expert without growing extra fingers.</p>
<p>The note charts also feel less ridiculous this time, though that may have something to do with the limited set list, which thankfully avoids any of the super cheesy <em>Cryin</em>’ / <em>Amazin</em>’ / <em>Crazy</em> / <em>Don’t Wanna Miss A Thing</em> sound-alike power ballads. Without gushing (and yes, I do like Aerosmith, but screw you), Joe Perry has a very distinctive style. The songs featuring him on guitar in either <em>Rock Band</em> or <em>Guitar Hero 3</em> always felt a little different, but at least consistent with each other. There is an odd, off-beat, bluesy rhythm to his solos, and once I figured that out, they became much easier. I have yet to go back and try anything on expert, and I will probably hurt myself doing so, but again, it feels like I have a decent shot, which is more than I can say for the last two groups of songs in <em>Guitar Hero 3</em>. I’m looking at you, <em>Raining Blood</em>. I hate you.</p>
<p>If they made the game easier, so be it. I have no problem with that. There is a fine line between challenge and frustration that <em>Guitar Hero 3</em> jumped across and ran far away from; <em>Guitar Hero: Aerosmith</em> took a few welcome steps back from that. My only real complaints have nothing to do with the music itself, but with what a missed opportunity this is to really showcase a band and its history. For a group that has been around as long as Aerosmith, there just isn’t a whole lot of them here. There are short interviews between tiers that look like they were recorded with a cell phone, and that’s it. No music videos, no stills, no record covers, nothing. They even used the same character models for the band members for every venue, despite tracing the entire history of the band. I know the band spent most of their early years in a drug-induced haze, but they still shouldn’t look that wrinkly in the 1970’s. There is definitely potential here, but if this is to be the first in a series of artist-themed <em>Guitar Hero</em> games, they need to spend more time on the extras to make it worth the $60 ticket price.</p>
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		<title>Wii Fit</title>
		<link>http://savingprogress.com/wii-fit/</link>
		<comments>http://savingprogress.com/wii-fit/#comments</comments>
		<pubDate>Thu, 29 May 2008 00:42:26 +0000</pubDate>
		<dc:creator>Zvi Finklestein</dc:creator>
		
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://savingprogress.com/wii-fit/</guid>
		<description><![CDATA[Wii Fit is deceptively not a video game. I enjoyed both Brain Age games, but I had trouble convincing myself, even after Dr. Kawashima showed me all the studies he did, that it actually helped keep my brain young. As I got better at it, it didn’t feel like I was getting smarter, it felt [...]]]></description>
			<content:encoded><![CDATA[<p><em>Wii Fit</em> is deceptively not a video game. I enjoyed both <em>Brain Age</em> games, but I had trouble convincing myself, even after Dr. Kawashima showed me all the studies he did, that it actually helped keep my brain young. As I got better at it, it didn’t feel like I was getting smarter, it felt like I was getting better at <em>Brain Age</em> in the same way one gets better at any game the more you play it. <em>Wii Fit</em>’s biggest success is that when you get better at it, it’s not because you’re better at <em>Wii Fit</em> the video game, it’s because you’re in better shape. It also has you thinking it’s a video game when you unlock stuff by playing for extended periods of time every day, but then you realize all you’re unlocking are harder exercises and more repetitions for the ones you already have. All it’s doing is making sure you’re ready for them before it even gives you the option to do them.</p>
<p>The only parts of it that are video game-like are the “balance games,” which happen to be the weakest part of the package. Stuff like marble rolling, skiing, and heading soccer balls do more to show off what the Balance Board can do than actually entertain you as games. It can feel much like the first time you played something with the Wii Remote; it’s touchier than you’re expecting and can take some getting used to, but the vast majority of the time it is perfectly precise and forgiving when it needs to be.</p>
<p>The Balance Board is what gives <em>Wii Fit</em> one advantage (compared to its many disadvantages) over going to a gym. During yoga and strength training exercises, it keeps track of your center of balance, so you can track how your steadiness and accuracy improve over time, and it makes sure you are doing the postures and exercises correctly. There’s also some crazy AI in there that can tell exactly what you’re doing wrong. If your hips are pushed too far back during the sun salutation, it will know. Unless you’re working one-on-one with an instructor, it’s impossible to get that kind of feedback, and even then it won’t be as scientific.</p>
<p>Like <em>Wii Fit</em>’s yoga and strength training, the aerobic exercises also work. Step, hula-hooping and shadowboxing all offer different levels that will challenge people that are either entirely out of shape or super-fit, and work great with the Balance Board. Running, on the other hand, which has you get off the board, put a remote in your pocket and run in place, is incredibly stupid. Unless there are bad weather conditions, you should just go outside and actually run.</p>
<p>While we’re on minor problems with the game, tracking my weight and estimated BMI in chart form is fantastic, but why give me a “<em>Wii Fit</em> age” also? You are given the option to skip that test every day, thankfully.</p>
<p><em>Wii Fit</em> succeeds both as a piece of fitness software and as a greeting to an exciting new piece of hardware. It’s more new Miyamoto, and is a fine introduction (or supplement) to working out.</p>
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		<title>Boom Blox</title>
		<link>http://savingprogress.com/boom-blox/</link>
		<comments>http://savingprogress.com/boom-blox/#comments</comments>
		<pubDate>Sun, 25 May 2008 18:20:39 +0000</pubDate>
		<dc:creator>Sherban Gaciu</dc:creator>
		
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://savingprogress.com/boom-blox/</guid>
		<description><![CDATA[Boom Blox is about as strange of a video game as they come. Five years ago, this game would have never seen the light of day, but in today’s market for casual gaming, and with the name Steven Spielberg behind the title, Boom Blox manages to not only make it to market, but deliver an [...]]]></description>
			<content:encoded><![CDATA[<p>Boom Blox is about as strange of a video game as they come. Five years ago, this game would have never seen the light of day, but in today’s market for casual gaming, and with the name Steven Spielberg behind the title, Boom Blox manages to not only make it to market, but deliver an experience completely fresh and unique.</p>
<p>At its heart, Boom Blox is simply a collection physics-based puzzle games, where the player is tasked with knocking down certain blox while keeping others standing. Tossing a variety of balls or bombs is genuinely fun on its own, if for no other reason than to see massive towers of stacked blox come crumbling down, but what really gives the game legs is its delicate use of the Wii Remote. Projectiles can be thrown at one of three speeds, depending on the movement of the player’s arm, and each speed affects the towers differently, much like one would expect in a real life scenario. This gives a surprising depth to the gameplay, with throws of different speeds required for certain objectives. The player can also grab blox, which adds a layer of Jenga-like puzzles to explore.</p>
<p>None of this would be fun were the physics not up to the task of handling all of the falling objects. Thankfully, by using the Havok engine, the developers have cut down the awkward physics to almost none. There will still be some moments of “why didn’t that fall?!”, but for the most part you feel fully in control of the action.</p>
<p>The game mixes in blox with special features (such as vanishing or exploding) along with a plethora of different challenges in its adventure mode. The challenges are either hit-or-miss, and, due to the required dexterity with the Wii Remote, it’s generally the timed ones that involve throwing projectiles which are of the miss variety. Rather annoyingly, Boom Blox takes a linear path, requiring the player to beat one puzzle before advancing to the next. This makes frustrating puzzles doubly so, as it is easy at times to get stuck.</p>
<p>Those problems are easily washed over, though, by the intensely fun multiplayer. While essentially just variations of single player modes, the multiplayer is surprisingly addictive. It may not sound it, but grabbing, throwing, and shooting rectangular prisms is capable of generating more screams of delight than any other game this year. Another neat feature that will further extend the game’s life is its editor. While I didn&#8217;t have the patience to create entire levels on my own, it’s cool to know that there is a robust mode for those that enjoy that sort of thing. Even cooler, the rest of us can mooch off of those people’s hard work by simply downloading their levels and playing them ourselves — definitely one of the better uses of the Wii’s online functionality.</p>
<p>While it may not be Game of the Year quality, Boom Blox can still give us a fun time. The single player will keep you busy for a while, and the multiplayer and level editor will extend the game’s replayability immensely. If you have a Wii and are looking for an experience that feels more new than some of the console’s recent outings, this game offers some great blox to fill that void.</p>
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		<title>Super Smash Bros. Brawl</title>
		<link>http://savingprogress.com/super-smash-bros-brawl/</link>
		<comments>http://savingprogress.com/super-smash-bros-brawl/#comments</comments>
		<pubDate>Mon, 17 Mar 2008 00:32:37 +0000</pubDate>
		<dc:creator>Zvi Finklestein</dc:creator>
		
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://savingprogress.com/super-smash-bros-brawl/</guid>
		<description><![CDATA[The music in this game deserves its own paragraph, as it’s one of the most ambitious video game soundtracks ever. The main theme, complete with a choir singing in Latin, might seem like a bit much the first time you hear it, but it fits. There are dozens of tracks in here - many from [...]]]></description>
			<content:encoded><![CDATA[<p>The music in this game deserves its own paragraph, as it’s one of the most ambitious video game soundtracks ever. The main theme, complete with a choir singing in Latin, might seem like a bit much the first time you hear it, but it fits. There are dozens of tracks in here - many from each franchise represented in the game. Almost all of them have been redone, orchestrated when it makes sense (<em>Pokemon</em>, <em>Zelda</em>), and not when it doesn’t (<em>Sonic</em>, <em>Animal Crossing</em>). You’ll find everything from a song from <em>Kid Icarus</em> completely intact in its NES form, to a rearranged song from <em>Metal Gear Solid 4</em>, to the Japanese version of “<em>Mona Pizza</em>” from <em>WarioWare: Twisted</em>. This is only where the fan service that is <em>Super Smash Bros. Brawl</em> begins, though. Where else can you find Sonic fighting Mario fighting Charizard fighting Snake inside of Pictochat?</p>
<p>It’s porn for Nintendo fans, and that’s nowhere more apparent than in the Subspace Emissary, the game’s fleshed-out adventure mode. Unfortunately, it’s pretty much a crap-shoot. In it, you fight enemies that have hit points, and do sometimes-challenging platforming. <em>Super Smash Bros.</em> mechanics aren’t meant for gameplay like this; there’s a reason simple multiplayer stages are the best ones and most people play stock and time matches. It also feels way too long at eight hours, especially since two hours near the end is “The Great Maze,” which has you playing through sections of all the levels you have played through already, including fighting bosses you already have. I can’t remember ever swearing as much at a video game as I did when I hit this section. It was an artificial way to lengthen the game, and is absolutely no fun at all. The cut scenes are fantastic though, even if the story sucks, and are where the fan service really comes into play. Hell, one time I saw Captain Falcon punch a R.O.B. covered in Pikmin.</p>
<p>It hardly matters though, because the multiplayer is where the real meat of the game is. It feels less like a jump from <em>Super Smash Bros. Melee</em> as <em>Melee</em> did from <em>Super Smash Bros.</em>, but it does feels like a refinement. Still, though, veterans of the series will have no problem getting adjusted after only a couple matches. There are more characters, but it doesn’t feel like they’re forcing them in yet, as all of the new ones work. Same deal with items, but the stage selection has been improved - there are more levels this time around more people will want to play on regularly, and even the ratio of good to bad stages is better than ever.</p>
<p>There are enough new mechanics as well; Lucario’s attacks doing more damage as the amount of damage dealt to him increases, Pokemon Trainer’s ability to switch between a slow, quick, and a middling character, Diddy Kong’s banana peels, etc. These are nothing short of poetic. Characters tripping sometimes when they start to dash is an interesting idea - random human error is something I think more games should incorporate into their gameplay, but maybe it’s not right for <em>Super Smash Bros.</em>, as it’s going to be too unpredictable for many players to not get annoyed at.</p>
<p>It has a huge, <em>Halo 3</em>-level amount of content, so much that I haven’t even mentioned a lot of it in this review, nor explored it fully in my dozens of hours with the game so far. There are trophies, the coin launcher mini game, stickers, the Classic and All-Star single-player modes, the home run competition, and event stages just to name a few. There’s even online play (which doesn’t work properly for most people at the time of the writing of this review), a level editor, and demos of Virtual Console games.</p>
<p>The overall product, though, I can’t call anything less than “great.” It’s one of very few games I know I will be playing for years to come. Likely until the next <em>Super Smash Bros.</em> game, like me and so many others did with the last two in the series.</p>
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		<title>Endless Ocean</title>
		<link>http://savingprogress.com/endless-ocean/</link>
		<comments>http://savingprogress.com/endless-ocean/#comments</comments>
		<pubDate>Wed, 13 Feb 2008 00:30:00 +0000</pubDate>
		<dc:creator>Zvi Finklestein</dc:creator>
		
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://savingprogress.com/endless-ocean/</guid>
		<description><![CDATA[The video game industry, she’s a-changing. Peggle sold better than Halo 3 last year and Nintendogs owners are eighteen million strong. So-called “casual games” are bigger than anything now, and nobody’s doing better with (or more for) the trend than Nintendo, who have led the way with everything from the aforementioned pet simulator to Wii [...]]]></description>
			<content:encoded><![CDATA[<p>The video game industry, she’s a-changing. <em>Peggle</em> sold better than <em>Halo 3</em> last year and <em>Nintendogs</em> owners are eighteen million strong. So-called “casual games” are bigger than anything now, and nobody’s doing better with (or more for) the trend than Nintendo, who have led the way with everything from the aforementioned pet simulator to <em>Wii Sports</em> to the <em>Brain Age</em> series, each of which having convinced legions of people to buy a game system who never would have done so before. Near countless clones of these hits have been made by third parties for Nintendo systems, and have all been terrible, generally speaking, so when Nintendo develops or publishes one these games is when I usually start to pay attention. Unfortunately, their logo on the box of Arika-developed <em>Endless Ocean</em> means nothing.</p>
<p>There’s a right way and a wrong way to make these titles. Nintendo’s casual titles assume that their players don’t have a grasp on video game customs most of us take for granted - stuff like how menus work and saving/loading - but do not assume that they are blathering idiots. My mom enjoys <em>Flash Focus</em>, not just because she’s convinced it is helping her eyesight and because she can easily navigate its menus, but because it’s challenging. <em>Endless Ocean</em> isn’t just easy, it’s literally impossible to fail at unless you consider not having fun failing. I have no problem with games dropping conventions like enemies or dying (<em>Electroplankton</em> was one of my favorite games of 2006), but <em>Endless Ocean</em> fails here because it has a structure similar to most open world games, in that you can just mess around and explore, plus there are missions you can complete at your leisure, but you simply cannot win or lose.</p>
<p>It lacks any sort of thrill, and there’s nothing compelling about it. That is, unless you’re part of what I can only assume is a fairly small percentage of the population that is very interested in underwater life. <em>Endless Ocean</em> is packed to the gills (sorry) with fish and mollusks and whales, and if you want to look at them and read some factual and sometimes interesting pieces of trivia about them, it’s the game for you! If you bought <em>No More Heroes</em> last month, it probably isn’t. And even for those people who want to learn about sea creatures, <em>Endless Ocean</em> is probably on the wrong console. Motion and pointer controls add nothing to the game, and most of the audience that has bought the Wii for <em>Wii Sports</em>, <em>Play</em>, and <em>Fit</em> wont enjoy it. All you do in it is swim around and look at fish, so it would be better off on the more powerful systems, where the visual and audio components of the game could be more convincing, and thus immersive.</p>
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