Archive for October, 2006

Microsoft Delivers Halloween Dashboard Update

One thing I’ve really enjoyed about my Xbox 360 is the dynamic interface that the dashboard provides. It used to be that if you didn’t like the interface that a console provides, you couldn’t do anything about it. Lucky for us Microsoft now provides regular updates and fixes to their consoles interface, also known as the dashboard. Tomorrow brings the Fall dashboard update.

This update delivers 85 enhancements and fixes to the dashboard. New functionality includes support for the upcoming HD-DVD drive, wireless headset, and wireless steering wheel accessories and the forthcoming update to XNA Games Studio. There are also a lot of changes to make XBLA and XBL a lot easier to use and navigate. Finally, there are a ton of small tweaks and fixes to current features. Now Microsoft if you really want to please me, you must get to work on another Backwards Compatibility update. Now get to work!

Here’s a complete list of the updates.


Pre-Order Madness: Part 2

Today Toys R Us launched their Wii/PS3 pre-order campaign, and just like EB/GS’s pre-orders, they were already spoken for before the stores opened. However, this time saw many more people. There were some reports of people camping out a full 24 hours before the doors were to open. That’s longer than most waited for the 360’s launch. TRU’s pre-orders numbers seemed to hover around 5 to 10 PS3s and 20 Wiis per store, once again I think that is an overly conservative number for the Wiis. Of course, my previous pre-order gripes apply, but I really don’t think the Wii will be as hard to find as people indicate. Sure stores will sell out, but I’d say anyone at a store the morning of the 19th should be able to snag one. Then again, maybe I’m just lying to myself…….Dangit, I should have pre-ordered!


Games I Am Playing: Taiko Drum Master

I really like rhythm games, but have a hard time paying full price for them since they usually only entertain me for like 15-20 hours worth of gameplay. If you keep your eyes peeled, you can find rhythm games like Donkey Konga and Taiko Drum Master on clearance, since their large packaging and age seldom justify their mild popularity. The increasingly popular Guitar Hero is of course, an exception to this. Anyway, I have been wanting Taiko Drum Master for a while, but I’m a CAG and $50 seemed like to much. So when I saw it at Target on clearance for $9.99, I about flipped. It’s really fun, but doesn’t quite capture the crazy banging action of its arcade equivalent. Still, you can’t beat the price.


FFXII Breaks Street Date! Internet Pirates Collectively Say “meh”

Although Final Fantasy XII was leaked long ago in ISO form, gamers in the Metro-Atlanta area have a chance to score theirs early by legal means. Chris spotted this at a Comp USA near our work. Now I know this doesn’t compete with Guitar Hero 2’s recent street date breaking, and breaking street dates are the new cool thing to do. But hey, it’s a Big Head Mode exclusive! What I find funny is that this copy of Final Fantasy XII was just thrown on the ground like some discarded 3-year-old Madden game on clearance. The folks at Comp USA really run a tight ship.


Wii Don’t Need No Crappy Controls!

Although I am excited about the Wii and its many gameplay possibilities, I will be the first to admit that there are going to be some serious obstacles with games on it. Already we are seeing the hype fade, and some issues with controls are appearing for Splinter Cell: Double Agent, and Metal Slug Anthology. I think we are going to have to go through a “learning” period, as developers get used to the idea of motion controls. So listen up developers, because this one’s for you. By taking some things we have learned from the DS, here are five things to remember to keep the Wii controller interface fresh and above all, fun.

Don’t force it
Motion controls aren’t always necessary. This is the first and most important lesson you must learn, just because you are developing for a system that sports a groundbreaking motion sensing system, you aren’t required to develop your interface around it. Any DS owners out there will know exactly what I’m talking about. This rule will apply most to ports (Splinter Cell: DA) and re-releases (Metal Slug Anthology). First of all, if you are porting a game that uses the traditional pad-stick-button-trigger combo, don’t forget that the Wii can use the Gamecube controller. You don’t necessarily have to require your consumers to buy it, but I have an inkling that Wavebirds will be extremely easy to find, and that Nintendo will probably release a Wii-branded Wavebird, so lots of people will have them. I’ve heard that the new Smash Brothers game will utilize the Gamecube controller. Just because it’s from the previous Nintendo console, doesn’t mean we’ve forgotten how to use it. As for re-releases like Metal Slug, if I’ve said it once, I’ve said it a million times: Add all the new features/control interfaces you want, but always, ALWAYS leave the original version intact and unadulterated. This applies to you too, XBLA.

Give your controls the time they deserve
Forget what you’ve learned about making a good controller interface. It used to be a couple of game producers could sit in a room for a couple of hours with a controller and bang out a simple, easy to use control system. They could even start with one of the many standard templates we’ve learned to love. But alas! No more. Be prepared to spend a significant amount of time in planning, developing, testing, tweaking, and retesting your control system, at least, if you want your game to be good. Controls need more attention if you are going to want to develop a fun, easy to use way to control your game. After all, that’s what it all boils down to. A game is only as fun as it is to control.

Variety is the Spice of Life
Torn between several ways to control your game? How about you just include them all and decide on a default way to control your game. Giving gamers more ways to control your game is never a bad thing, just keep in mind that each different motion control method will add development and testing time to your project, but not a whole lot. Also, if possible, a non motion control alternative wouldn’t be a bad idea. Simple button press commands won’t require as much testing time, and will provide even more choice to your gamers. A step above that would be to allow us to remap the button presses as we see fit. Why don’t all games do that? Providing choice is always a good thing.

Think outside the box
Obviously if you want to make a game on the Wii, you are ready to do something new and creative. You are doing something new and creative aren’t you? Regardless, don’t let yourself be caught in control conventions. I understand the Wii hasn’t come out yet, but eventually, we will start to see standard ways to use motion control. Don’t be afraid to try new things, like 2 Wii-motes per player (Remember the drum playing promo video?), or what about a party game where gamers must swap nunchucks? How about packing in special Wiimote holders to make your controller feel like its video game counterpart. It won’t be long before we see a gun game that comes with a pistol grip that snaps onto the Wii-mote. I know my ideas aren’t that great, but if I was a creative type I wouldn’t be a gamer, I’d be a game maker. My point remains however, that this console was made to encourage creative development, so be creative in your controls.

Don’t reinvent the wheel
This is one of the first things you learn as a developer. As you develop and create games, use what you have learned in previous projects as a basis for your current project. AiLive has the right idea. I’m not saying their middle-ware solution is for everyone, but the idea is the same. Motion controls are a completely different animal than traditional controls, so you should not underestimate their importance or development time. By adding on to your own modular interface libraries, you can cut down on development time in the future, and use code that has been tested many times over. Really this advice applies to any kind of development/programming. But it’s important and practical.

So there you have it. Five lessons you must learn. Now go make me a game!


Thumbs Up to Ubisoft

I haven’t given a good ol’ Thumbs Up in a while, but Ubisoft’s recent support for the Wii has enlightened me to do so. Ubisoft plans on 7 Wii titles at launch and 14 total by March next year. A couple of launch titles worth noting are Red Steel and Rayman Raving Rabbids. At first Red Steel sounded great, but lots of people complained about control issues at E3. Recent reports indicate that Ubisoft has actually listened to people and fixed it. That’s right, Red Steel is fun again. Also, Raving Rabbids is looking as crazy and fun as ever. Ubisoft has proved they are ready to support new technology, and are receptive to criticism. So, BHM would like to give a big Thumbs Up to Ubisoft!

Ubisoft’s launch lineup is:

  • Rayman Raving Rabbids
  • Red Steel
  • Far Cry
  • Blazing Angels: Squadrons of WWII
  • Monster 4×4 World Circuit
  • Open Season
  • GT Pro Series
  • Splinter Cell: Double Agent

Games I Am Playing: GameTap

All right, I guess technically GameTap is a collection of several games (latest count being 710), but they are games I am playing. Right now GameTap has a deal that if you prepay a year it comes to $4.95 a month, or $59.40. Considering how many games they have, and all the Video On Demand content they are offering, I think it’s a pretty good deal. Also, you get a two week free trial to start you off, so you only buy if you like it. There are a lot of fun arcade classics on here like Galaga, Pac-Man, Defender, and Dig-Dug, but to be honest those games are ubiquitous, and get boring quick. Other great games include the original Phantasy Star series, the Myst games, including the upcoming MMO Uru Live, and old school PC adventure games like King’s Quest series, Space Quest series, and the Ultima series. While a lot of the games on GameTap are easy to find by other means, its nice to see all of them combined into a nice easy-to-use interface. And new original titles like Sam and Max and Uru Live, that subscription will only be worth more and more. I am digging it, I think I may opt for the year deal.


Target Gets Ready for the Wii

We are still more than 3 weeks away from Wii launch day, but Target is already starting to put out some Wii product. Stores are now setting up Wii endcaps that contain Wii Controller “Gloves”, Collectible Dog Tags, Organizers, Back Packs, and Wii Gift Tins, all for $24.99. While it’s still debatable if these items are worth the price, it’s cool to start seeing anything displayed. Also, Target is selling this awesome glowing blue Wii gift card. I picked up one today. What’s cool about them is they are free if you just want one. At least that’s what the nice lady at Target told me. While on the subject, I did here about a deal Target is going to have on launch day. If you buy three games, you get a $20 gift card for free.


Best Wii Ad Yet…But Not By Nintendo

Someone at Nintendo Corporate needs to contact this person to use this video for one of their commercials. I think it’s wonderful but here, I’ll let you decide.


Two Can Play At That Game

Despite Microsoft’s recent efforts to nickel and dime us with ridiculous microtransaction ploys, there are a couple of things we can do to get MS Points on the cheap. I ran across two deals today. First of all, signing up for 7-day free trial to True.com gets you 1600 MS Points for free. Or, as some would call it,a “pint”. Just don’t forget to cancel the subscription, or you’ll get slammed with a $49.99 charge. Also, currently at Best Buy, if you buy a Xbox 360 game, you can get a another “pint” for $4.99. For those still learning MS Point currency conversion, that’s $20 worth. With these two deals you can score $40 worth of MS Points for $4.99; that would cover the Lumines inflation.