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XBLAh (7/5/08)
XBLAh (7/5/08)
By Jim Canapa on July 5, 2008 in XBLAh

Happy Tree Friends the web cartoon is an incredibly violent, cringe-inducing spectacle that I am embarrassed to watch and occasionally nauseated by. It takes cute characters and puts them through sadistic torture, including but not limited to scalping, being crushed by vending machines, skinning, immolation, loss of limbs, decapitation, evisceration, defenestration and any other –tion you can think if. I love it. It should make a decent transition to a game, right? How to do you screw up ultra violence? Leaving it out would be one way. Happy Tree Friends the game is a puzzle / platformer very similar to Exit, but missing any of the style and quality that made Exit fun. Objectives are unclear, interaction with the characters is very limited, and death is not nearly as frequent or as messy as it should be. I played the demo for a solid ten minutes and not one animal had an eye gouged out with a dirty spork. This game is such a miss that the demo isn’t worth the time it would take to download it. Happy Tree Friends is neither gory nor fun, so skip it.

Ticket to Ride, on the other hand, is much more loyal to its source material. I have always thought that board games on XBLA is a brilliant idea: almost all the fun and none of the clean up. The previous two entries, Carcassone and Catan, had limitless appeal if you took the time to sit down and learn how to play them. Catan, for example, was a complete mystery to me for the first couple of games. If one more person yelled “I have wood for sheep,” I was going to kill them. It took a while to click, but when it did and I realized the state was not an overture to bestiality, I played it nonstop. Ticket to Ride is much less complicated than Catan, but that doesn’t make it any less fun. The game is comprised entirely of linking cities together on a map using drawn cards as railroads. It sounds simple, and it is, but everyone else is trying to do this as the same time. Blocking others by taking railroads that you don’t really need is great fun, and a very valid strategy. Playing a game with a full five players can result in just as much deal making and back stabbing as you would hope, though a one on one match usually boils down to the luck of the draw getting the cards you need. Still, this is a definite buy if you liked the other XBLA board games and have the patience to try another.

There have been very, very few perfect games in my mind, and they seem to be coming around less and less often as gaming continues to ‘mature.’ One of these was Soul Calibur on the Dreamcast. At its time, there wasn’t a prettier, better playing, deeper game around in the fighting genre, or any other genre for that matter. It was the best there was on the DC for a long time, and it held up against PS2 fighters very well, being beaten in the end by Tekken 5, and then only just barely. On the cusp of Soul Calibur 4: George Lucas Get His Hands in Everything These Days, Namco has re-released the original on XBLA. The core game has held up surprisingly well, but it is missing a few of the extras we have come to expect in modern fighters.

For the most part, Soul Calibur still looks great. It has been up-scaled to high definition, though adding widescreen support would have been even better. The levels feel empty and small compared to modern fighting games, but the characters are large, detailed and are animated well to make up for it. It even plays well on the standard 360 controller. At first I was surprised, then I remembered that as bad as the 360 d-pad is, the DC d-pad was many times worse. The game felt like I remembered it; I jumped back into Mitsurugi’s sandals and was juggling fools for ring-outs it no time. It has been almost nine years and two sequels and I still remember how to play. I remember all the parries and blocks, and I still can’t do Ivy’s Summon Suffering throw. Some things never change.

The port is not perfect, however, most notably in the sound department: the music and announcer sound tinny and grating. Perhaps they were down-sampled in quality to get below the download size limit, which would also explain the missing opening cinematic. Both of these could have easily been forgiven if the game had received one modern addition: online play. I don’t understand why this was not added. Both Virtua Fighter 5 and the Street Fighter HD beta have proven that online play can work very well for a fighting game. Without this, Soul Calibur is just a port that may still be worth the $10 for nostalgia alone, but that’s about all. It its time, Soul Calibur was indeed perfect, but without modern additions, the game ends up feeling hollow; its time has passed.

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XBLAh (9/6/08)
By Jim Canapa ⋅ September 6, 2008
XBLAh

It took me by surprise when I found out that the first Wednesday after the summer of XBLA would have three releases instead of one. I was only surprised until I played them; only one of the three is worth looking at. In the never ending quest to charge money for things that are free (and possibly better) elsewhere comes Gin Rummy.

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Hey! Link! (8/25/08)
By Zvi Finklestein ⋅ August 25, 2008
Hey! Link!

“Steps Toward an Elitist Critic Future” at Rock Paper Shotgun
I went into this article expecting the “elitist critic future” to be presented as a negative thing, but no. Kieron Gillen is openly admitting here that he likes it. I think he’s buying into the idea that games need what you could call “indie cred” (not his words) to be worthwhile. I love Earth Defense Force 2017, but no, Kieron, it’s not better than Gears of War.

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XBLAh (8/23/08)
By Jim Canapa ⋅ August 23, 2008
XBLAh

Lower the price of the hard drive, Microsoft. I want to give you more money, all you have to do is let me.

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Hey! Link! (8/18/08)
By Zvi Finklestein ⋅ August 19, 2008
Hey! Link!

“EA Partners Is A Murderers’ Row - Who’s NOT On This List?” at MTV Multiplayer
This is a good bit of investigative reporting from Stephen Totilo. With last Thursday’s announcements by Electronic Arts of deals with Grasshopper Manufacture and Epic Games, they now have at least half a dozen major partners, and that’s not counting the smaller companies they have outright purchased over the last couple years.

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XBLAh (8/16/08)
By Jay Aphale ⋅ August 16, 2008
XBLAh

I have become amazed at what XBLA has done in the past few weeks. It started with Geometry Wars 2, a game Jim Canapa described perfectly in the previous column (he should know, since his high scores are far better than mine). Bionic Commando, another great game I will go into detail about later, was the most recent addition. But in the middle was Braid, the first game to ever cause an internal conflict for me.

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