Episode 12: It’s an Activation Blizzard

July 19th, 2008 | Category: podcast

We finally take the time to explain why we have been doing episodes with just Bucky and Daniel. In case you haven’t heard already Blizzard announced at Blizzcon that Diablo III has been underdevelopment and will be amazing. E3 wrapped up this week and there was a lot of news, but not anything groundbreaking. Daniel gives more free advice to big corporations, and suggests that Sony cut their loses and focus on blue ray players. Bucky calls Daniel out for making a stupid comment about Albert Einstein.

Nintendo announces full motion 1 to 1 control…wait wasn’t that what the Wii did already? Don’t fret though Nintendo fans Nintendo did not intend to disappoint this year at E3. They have announced another revolutionary product, WiiSpeak, the ability to communicate while playing online.

Microsoft made some announcements, the most exciting are the Final Fantasy releases and the partnership with Netflix. Somehow the conversation digress to a debate about how awesome Voltron is, and somehow Bucky manages to insult the Japanese yet again.

Finally we close out the episode with a quick news rundown, including a rant by Bucky about the Fallout censorship in Australia.

links:

 
icon for podpress  It's an Activation Blizzard [63:53m]: Play Now | Play in Popup | Download
2 comments

2PP Episode 11: Literally Hours of Moderate Fun

June 16th, 2008 | Category: podcast

We start off by introducing our new pundit, Brian. Then we explain why we don’t care about Metal Gear Solid 4, and Bucky admits he is clinically insane for not liking Ninja Gaiden. Daniel is disappointed with the Dragon Ball Z: Burst Limit demo. We attempt to explain Yen to Dollar conversion for some reason. Daniel explains to Netflix how to expand their business, by adding video games to their catalog. Brian has purchased and played Wii fit and he thinks it is creepy. Bucky and Brian think Will Wright doesn’t know what he is talking about, oh and Bucky thinks Daniel is a Jack @$$. And amazingly we made it through the whole episode without burning Michael. Daniel is sick of the internet cloud, and everything on it.

score:
+1 Topical Humor
+1 New Pundit
+2 Friends of Bucky
+1 First!
+3 Poos

links:

 
icon for podpress  Standard Podcast [59:29m]: Play Now | Play in Popup | Download
2 comments

Episode 10: Off the Reservation

May 22nd, 2008 | Category: podcast

We discuss Wii Fit and how it tells fat kids they are fat. Bucky explains again why legislatures need to get over it and make parents do their job. Daniel believes the new breed of gamers want work not fun. GTA breaks entertainment records, Yeah! Is PC hardware classification a good thing?. A good Brit proves that video game violence does not cause real world violence…nanny nanny boo boo! Daniel asks the question on everyone’s mind… Shouldn’t Guitar hero be Band Hero?

link

 
icon for podpress  Off the Reservation [57:20m]: Play Now | Play in Popup | Download
3 comments

Episode 9: Fatslob or Need More Monkey Island

May 02nd, 2008 | Category: podcast

We start off going over the big releases. Followed by all the GTA news we could gather. Daniel compares Choose Your Own Adventure books to GTA. Some guy thinks he knows more about good games than Daniel and Bucky. XBox’s are the new Patch Adams. There are a slew of great games coming to the Nintendo DS! Daniel is over Spore, and all their lies and propaganda. Gamestop is the reason why Daniel will never be a millionaire. Diablo 3 Is Offical, not really but…maybe. We created a new bit for the podcast…listener email, thanks to TimTom for the first question.

links:

 
icon for podpress  Fatslob or Need More Monkey Island [53:22m]: Play Now | Play in Popup | Download
4 comments

Episode 8: Ambient Occlusion

April 17th, 2008 | Category: podcast

We explain why we are a duo not a trio, then jump right into the only news for the last month, EA trying to buy Take-Two. Somehow Bucky and Daniel are lead into a conversation about the nuances between SimCity and SimIsle, and even thogh Michael isn’t with us, we still manage to rip on him. Bucky will not shut up about GTA IV, and we talk about the Gears of War meat Cube.

It wouldn’t be an episode of 2nd Player if Bucky didn’t flame some nationality, so take that Aussies! Oh and Daniel declares he is a white supremacist, and is offended by the mockery of the obesity problem facing lumas.

There is a STRONG BAD VIDEO GAME, and Bucky schools Daniel on Adventure games, and YES MYST SUCKS!

links

 
icon for podpress  Standard Podcast [70:54m]: Play Now | Play in Popup | Download
4 comments

Nintendo DSs, PSPs, and iPhones…Oh My!?

March 10th, 2008 | Category: news

Congratulations Gamers, Mobile Gaming has arrived! In the interest of full disclosure I am an Apple Fan boy and the Steve distortion field probably hasn’t worn off just yet. I am a big propoent of the single device to rule them all, and I think Apple is working towards that as well.

Incase you didn’t know Apple announced the details of the iPhone/iPod Touch SDK last thursday. You might ask yourself, why is this chump talking about Apple on a Video Game blog? Because Sega, EA, and ID have either already produced games, or have announced producing games for the iPhone. As well as various smaller mobile gaming studios. So you might ask yourself, is this another N-Gage? Maybe, but I don’t think so. Will this kill the DS or PSP? Probably not, but it will create a whole new type of portable games much like the Nintendo DS did when it was released.

What does the platform offer that we can’t get out of our existing protables?

Always Available
I am not sure about you, but I don’t carry my Nintendo DS with me everywhere, but I do carry my cell phone everywhere. So when I need to kill a few minutes, waiting in a long line, or sitting in a waiting room, I can pop out my phone and play some monkey ball.
Multi Touch Pad
The DS introduced what a single touch pad can give to a gaming platform. Clones of the popular DS touch heavy games are sure to be ported so look for iPet and iBrain. There is a difference though, there is not a traditional d-pad or buttons, but you do get multi touch capability and an accelerometer. This will cause game developers to think outside the box, and hopefully come up with interesting control schemes. Some will be good, some will be bad, and this is where the potential disaster will come in.
Accelerometer
Much like the Wii Controller, the iPhone has an accelerometer. So games like Super Monkey Ball make a lot of sense, maybe that is why Sega already made it! But the accelerometer makes for an interesting control in other ways, like a steering wheel for a racing game, or reset for a drawing game. I am not a game designer, so I will not pretend to know all the ways this control can be used.
Microphone
I am not sure if the SDK allows access to the phones microphone, especially since I don’t think the iPod Touch has one, but this can make for an interesting control.
Online Distribution
This an interesting point all around. The games will be distributed through the iTunes Music store, or purchased in the App Store right on the iPhone/iPod Touch. This allows beginning developers to push out their work to millions of potential gamers without a traditional publisher. So like we discussed in our last episode, this is another avenue for the independent developer to create and publish his/her game idea and distribute it to the masses. And the exciting part about this environment is you get 70% of the profit from whatever price you set. So if you decide to sell the game for $10 you get $7 for every sale. If you decide you want to give away your game for free, then it costs you and your user nothing.

So where can this go wrong? This can go wrong in a lot of ways. I believe the touch screen has fixed the game control schema that apple tried to push on us in the iPod classic. Someone was kidding themselves when they thought they could make a good game with a scroll wheel. Even Mrs. Pac-man was horrible! The controls however, are where the device can fail as a gaming platform as well, unless creative and inventive people develop for the platform. We need a developer or group of developers to take the controls and use them to their best abilities, instead of trying to apply old game styles like FPS, or Platformers to this new control device. Those kind of games still work on the DS because there are standard controls. The iPhone/iPod touch don’t have that luxury, so instead new game types need to be developer, or old ones need to be re-imagined. For instance an RTS could work really well with a touch screen with some inventive controls. Turn based RPGs could work really well, if a clever exploring control was created to navigate the world in-between battles. Even action games could work if they emplored a game mechanic like Ninja Gaiden: Dragon Sword.

All in all I think this is good news for the mobile gaming market. Hopefully with some creative minds we will see some neat games come out of it.

UPDATE:Namco, PopCap and THQ have joined in to the iPhone fun announcing plans to release games for the platform.

2 comments

Episode 7: Stop and Pop

March 05th, 2008 | Category: podcast

In this episode we start off with excuses for why we haven’t been producing any episodes lately. Followed closely by plugs for our other side projects (TallyHoh.com and ProjectPudding.com) and then we actually talk about game stuff.

We explain our goals for the podcast/website and how YOU, the user, can contribute.

We go over all the stuff we got for Christmas. Michael explained how much he hates his favorite game of all time. Bucky mocks him, and Daniel finally got Dragonball Z Budokai Tenkaichi 3 and an XBox 360.

We confirm what the rest of the internet has said about the repetitiveness of Assassin’s Creed. Bucky gets a brand new used PS2…that’s right: PS2. He is so 2000. Oh and Surprise, Surprise, he offends another group of people!

Publishers are going the way of banks and merging into the One Publisher! The console makers respond by removing the need for a publisher via Microsoft XNA and WiiWare.

Editors Note: Sorry I had some mic issues (with placement) that I wasn’t able to fix in editing… I am a little out of practice.

links

 
icon for podpress  Stop and Pop [62:42m]: Play Now | Play in Popup | Download
7 comments

skate.

January 02nd, 2008 | Category: Uncategorized
To purchase this item click here!skate.

I initially fell in love with EA’s skate.. I’m sorry including the second period there, but the literal title of the game is skate.. So every time the title of the game ends a sentence in this review, there will be two periods, GRAMMAR CONVENTIONS BE DAMED!!!!

At any rate, I digress. I initially fell in love with EA’s skate.. It was charming, it was new, it was fresh, and above all, it was fun. The Tony Hawk franchise has dominated this genre for nigh on a decade now, and why not? The games, although mostly rehashes with slight changes, are a lot of fun. They don’t focus on realism, rather on arcade fun, so you’re not worrying about bumping into a rock and falling off your board, or how often you have to push to get some speed, or how perfectly straight you have to land not to fall. skate. tries a new approach. The entire view of the game, save for some specific instances (more on that later though) is shot from the perspective of a guy following your skater filming him. All the action is close up and down low. Further breaking from Tony Hawk tradition, skate. focuses more on realism than showiness. In Tony Hawk, it is expected that you throw together 3 flip tricks two grabs and 720 degrees of spin before you jump in on a rail and grind for 15 minutes. Not so in skate.. You are rewarded big for doing a large ollie, throwing a simple flip trick, grinding for 10 feet then jumping off and landing cleanly. While the more realistic approach to skating is nice, the biggest difference between the Tony Hawk games and skate. is the way tricks are executed. All board control is handled with the right thumbstick. skate. follows EA’s next-gen paradigm by eliminating button mashing. To ollie (skater lingo for jump), you push down on the right stick, then flick it straight up. To do a kickflip or heelflip, push down on the stick, then flick it 45 degrees right or left. Using the thumbsticks for tricks is challenging, but not so much so that it’s frustrating. It also allows for some much more complicated tricks later on, using any combination of thumbstick spins, flicks and twists. This, combined with the lower view, slower pace, and more realistic trick expectations leads to some really fun and fulfilling sequences. It’s extremely rewarding and fun to skate up to a 2 foot high ledge, launch into a flip trick, grind on the ledge, then flip trick out. It gives a feeling of accomplishment that was never present in the Tony Hawk button mashing sequences. Grinding, as well, is handled a little differently in skate.. To grind, you simply ollie up at an obstacle and situate your board so that it slides across the ledge or rail. It’s a pretty easy concept, and it helps with the overall smoothness of the game. skate.’s realistic approach works well; the realism isn’t tedious or frustrating - it finds a very harmonic balance between realism and fun.


skate. is also loaded with style. As with any game worth its salt that incorporates scoring points based on tricks, there is a points multiplier that goes up based on how technical and difficult your trick sequence is (read: how many points you score). As your points multiplier goes up, the color temperature and saturation of the game’s graphics change. Get a one-and-a-half point multiplier and the game gets more colorful. Get a double point multiplier and the game gets a little brighter. Get a triple point multiplier and the saturation increases drastically. The colors are brighter, and the the world takes on a very bright and yellow hue. It’s an interesting concept that works well with the game, providing both a visual cue to how well you’re doing and adding a nice element of style. Your player takes on the role of an amateur skater rising to the top of the skateboard world.


The game starts with you picking your skater’s name (I chose the staple, Asschaps) and customizing his appearance. As you gain notoriety (read: complete goals), you start gaining the attention of skate magazines and sponsors. Each time you reach a milestone you get a phone call on your T-Mobile Sidekick to travel to a spot to meet a photographer for a magazine shoot. You have to perform a certain sequence while he takes pictures. It’s actually kind of cool, he’ll snap a sequence of shots of you doing your trick, and you get to choose which shot you want to appear in the magazine. After you’ve taken photos, you can upload them via XBox Live to the skate.ea.com site and share them with the world. Another cool feature going hand-in-hand with the photo aspect is the replay editor. If you complete a killer sequence, you can go back and watch and edit your footage. It’s a really cool idea, but unfortunately, it needed a bit more tweaking to reach its full potential. First, there’s no real way to tell how far back the footage will be saved. You could spend twenty minutes practicing for a killer line down a hill, go out and nail it flawlessly, only to go back and see that half of your footage (or ‘footy’ as the game calls it - more on that soon) isn’t there. Another let down with the replay editor is the static camera angles. This is a full 3D game in a full 3D world, but when you’re editing your footy, you can only choose from five canned camera angles. It’s not even that big of a deal, it’s just disappointing to see a next-gen game on a next-gen system fail in something that Super Mario 64 mastered a decade ago; that is a full-on 3D camera.


This is the point where the honeymoon starts to end and my love with skate. starts to wan and I start to get fed up with EA (as usual). The game starts out being a blast! It’s new and fresh and fun! You get the sense that you’re not going to be asked to do any ridiculous maneuvers like ollie down from a twenty foot high building and grind around a basketball hoop, a-la Tony Hawk. In skate., while you’re not asked to do the impossible, towards the later stages of the game, I got the feeling that the earlier principles were abandoned in favor of flash. All of a sudden, I was asked to ride down 100 foot ramps and jump 200 feet in the air. While it was fun, it came out of left field and it felt like it was tacked on as an afterthought. Another extremely annoying aspect of the game is the commentary your camera man gives. Speaking in some kind of hybrid New Jersey-Long Island accent, he says things like, ‘Hey my man, I’ve been keepin’ this spot under wraps for a minute!’ when you roll by a good skating spot. He insists on calling his film ‘footy,’ which is not only annoying, it’s fucking obnoxious. I don’t care if skaters really call their footage footy. It’s obvious that some old (or maybe just extremely nerdy) assholes were trying to be hip and XTREME!!!!! (notice how extreme that is! no e at all, that is so XTREME!!!!) to give themselves some ’street cred,’ ‘dawg’ ‘.’


Apart from the absolutely obnoxious and grating dialogue, which is not only uttered by your cameraman, but also spoken by the pro skaters who make cameos in the game, the game has a pretty sad soundtrack. Perhaps I was spoiled by the eclectic (and good) soundtracks of the Tony Hawk games, but by the end of the game, I was sick of hearing Surrender by Cheap Trick and Green Onions by Booker T. Green Onions works well in The Sandlot (possibly because it was recorded during the time the movie takes place), but fails in a modern XTREME skating game. The game also feels unfinished, and buggy. I had several hangups while playing the story mode, and many sound glitches. Not all of it was bad though: I somehow found a way to mute the cameraman’s commentary once, which was a Godsend, but unfortunately, I haven’t been able to replicate that bug (although I do have a team of four monkeys working ’round the clock to figure out how I did it).


While playing online, I also found that if you pause the game for too long and then resume, your own voice is played through your XBox Live headset, as well as through the headsets of people you’re playing with. I don’t think it needs to be said, so I’ll say it: This is friggin’ annoying!!! I hate the way my voice sounds when it’s not reverberating around inside my head, almost as much as I hate hearing what I just said played through that annoying voice. While I played over Xbox Live for only a total of about three hours, it was pretty underwhelming. I played free skate with my younger brother, hoping to be able to cruise around the city and find some fun spots to hit. Wrong. You are only able to skate at certain selected spots with certain selected boundaries. These are the spots that you skate at throughout the whole game anyway, so you’re already familiar (read: bored) with them. I also played attack the spot locally with two other friends, which was fun, but wasn’t anything special. It consists of you each player taking a turn trying to score the highest trick sequence off of a specific spot. Good for about 30 minutes before one player starts dominating and it gets boring.


Included in skate. is EA’s usual business model of ‘advertise till the user’s eyeballs melt and they’re forced to buy these kickass Oakley sunglasses.’ For the most part, the advertising isn’t a bad thing.. It’s a game about skating, and what skating game would be complete without real shoes, board, trucks, and wheel sponsors. That is fine, because it fits in perfectly with what the game is pushing for: a realistic skating experience. My problem is this: it’s clear that a lot of money is being made by EA for advertising. That would be fine, had they delivered a flawless product. The problem is, the game is not polished, it wasn’t finished, it was buggy and didn’t work completely correctly. I can understand charging 60 bucks for a game to cover development, shipping, and advertising costs. What I can’t abide is charging 60 bucks for a game that is buggy but full of ads. I felt like I was being duped by EA, as if they were saying, ‘yeah we’re going to charge you 60 bucks and make money off of that, and after we’re done making money off of that, we’re going to become filthy-fucking rich off of all these ads we’re shoving down your throats, and you’re going to like it.’ It doesn’t detract from the gameplay any, it’s just a pretty big annoyance.


skate. failed to live up to its potential, which is quite disappointing, because it had oodles and oodles of potential. Unfortunately, the story mode got a bit ridiculous, and the bugs became quite old after a while. The multiplayer left a lot to be desired, although some players will surely find merit in it. This is a game I’ll probably break out now and again throughout the next year before I shelve it entirely.

My rating: 3.5 stars
***1/2

1 comment