Better late than never – 2008 ASI

On the weekend of March 29th, Adam and I spent a day at the Amusement Showcase International, a coin-up vendors’ convention held here in Las Vegas. While Street Fighter IV, the primary reason for our attendance, wasn’t anywhere to be seen, we did come across a pleasant surprise or two.

2008 ASI - Paradise Lost

Adam’s much more timely account of the event can be found on his site, and my own assortment of ASI photos, a month after any of this may have possibly been news, after the cut.
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Play List Update – May 6

Yes, I’ll freely admit being a few years late to the party. I’m currently in love with Cave Story.

The thought that everything within was created and coded by one individual blows me away every time I launch the game. From the fantastic gameplay and spot-on controls, to the endearing characters and charming soundtrack, every piece of this game is quality. Why hasn’t a publisher picked this up? Cave Story would be a natural fit as a portable or XBLA/PSN release.

The core gameplay is reminiscent of Metroid or Castlevania, a 2d platformer with multiple weapons and upgrades, puzzles, and challenging boss battles. My recommendation would be to play the PSP port (custom firmware required), where it’s a perfect fit, but barring that, Mac OS, Windows, Xbox and Linux versions are available. A Nintendo DS release is even in the works. You have no excuse not to play this game.

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I’ve been writing a lot about Sins of a Solar Empire lately, so I figured it was about damn time I actually sat down and spent a few hours (okay, days) with the game.

While initially daunting (even after the not-so-illuminating tutorials), things fell into place about 45 minutes into my first match, a co-op 2v2 duel against the AI. Now I agree that the idea of a realtime Civ-style game sounds like a recipe for a complete clusterfuck, but I’ve gotta say, Ironclad nailed it. The pacing is mostly solid, and neither of us (both somewhat experienced RTS/4X players) felt harried by the system or interface.

By the third game, we were easily stomping the Normal AI and had moved up to Hard. Beyond just difficultly, the AI temperament can be set or randomized, although I have yet to figure out how much of an effect it has on overall challenge. Back in high school we used to play a port of Risk on the Mac SE, where the temperament choices were basically easy, crazy, and kick-your-ass. I dunno if the Sins AIs are like that.

test

The lack of any sort of campaign is disappointing. The manual and launch movie do lay out some very basic groundwork for a story, which leads to the thought that Ironclad may be planning some sort of campaign mode in the future. As it is, all three factions feel a bit dry, and I didn’t find myself particularly attached to any of them. With a dev team of less than a dozen people, I suppose the campaign sacrifice was necessary, but I really hope they add something eventually, I’d like to see the story play out.

Rus McLaughlin writes an epic.

IGN Presents: The History of Final Fantasy VII

The floor caved in when Nintendo announced their freshly re-dubbed N64 would be cartridge-based, not CD-ROM.

Nintendo’s about-face left Square hanging. Their passion project simply would not fit onto a cartridge, and Sakaguchi refused to diminish it. He and Kitase both had long experience chopping game elements to fit Nintendo hardware limitations, but this time they just couldn’t do it. They took their epic to Sony instead.

As far as Nintendo saw it, that betrayal made Square the enemy. Nintendo president Hiroshi Yamauchi publicly vowed Final Fantasy would never appear on a Nintendo console again. Each company dumped the other’s stock, burning off all financial ties and severing every connection.

R-Type Command demo impressions

This demo version of R-Type has some differences from the full game.

Developed by Irem, the same folks behind the rest of the R-Type games, the R-Type Command demo begins with a pre-rendered cutscene featuring the good ol’ R-9 and HR Giger inspired Bydo, followed by a drop into the main menu to start a new game and christen your commander. From there, the demo limits you to three single player skirmish missons, an adhoc multiplayer mode map, and a fairly extensive help system slash R-type encyclopedia.

Once deployed and into a mission, gameplay is very much your standard tactics genre fare. Move units, attack nearby enemies, watch as opponent does the same, rinse, repeat. There’s a healthy assortment of ships to deploy, and most vessels have a variety of weapons and abilities to choose from. While the full game will allow you to mix up your forces and armament a bit, there’s no customization in the demo; you’re stuck with the units they’ve given you. Fortunately, the full release looks like it will have this in spades: you’ll be able to recruit new pilots, design and outfit ships, and even change the background image on the main menu.
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