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#i was finally able to upgrade my graphics card over the weekend!
fereldanwench · 1 year
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daleisgreat · 3 years
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15 Years of Xbox 360: Flashback Special!
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I am usually timely with these, but the holidays has resulted in this 15th Anniversary of the North American launch of the Xbox 360 Flashback Special to be about a month late. The 360 was one of the first major consoles to have a near simultaneous global launch in the three major market territories. With the United States and Canada launching first on November 22, 2005, followed by Europe on December 2nd and finally Japan on December 10th with most other smaller markets over the following year. The 360 had an extraordinarily long life cycle, with it being eight years until Microsoft launched its successor, the Xbox One. I had major highs and lows with the 360 so get ready to take in my journey with the system. Like with past system specials here, I recorded podcasts based on RPG games and comic book games that released on the 360, PS3 and Wii and have embedded them at the bottom of this entry for supplementary material if you crave even more 360 games to learn about. Be forewarned, this is my lengthiest Flashback Special yet, so I have implemented bookmarks for ease of navigation you can click or press on below! With that out of the way, the last special I did here was on the PS2, and I want to begin the 360 Flashback Special the same way by expanding upon its unavoidable….. CHAPTERS Part 1 – The Hype Part 2 – The Launch Part 3 - Reinventing Dashboards with Blades & Achievements Part 4 - Revolutionizing Downloadable Games on Consoles Part 5 - An Awesome Debut Year of Games Part 6 - Upgrade to HD Part 7 - Three Red Lights Part 8 - Kinect + Avatars = Wii’s Userbase Part 9 - Backwards Compatibility & Indie Games…..not those Indie Games Part 10 - For the Love of Online Co-op Part 11 - Bringing on J-RPGs and Doubling Down on Western RPGs Part 12 - Becoming a Pinball Wizard Part 13 - Racing Away to One of the Best Eras for the Genre Part 14 - The Fad that was Plastic Instruments Part 15 - Non-Kinect Casual/Family Game Hits and the Failure that was NXE Part 16 - Wanna Wrassle? Part 17 - Sports-ball Forever! Part 18 - No Russian, No Cauldron Part 19 – Dubious Honors Part 20 - Lightning Round Quick Hits Part 21 - ”It’s an Ocean” (THE END!!!) Part 22 – You’re Still Here!? Well then…. (STINGER!!!) The Hype Microsoft garnered a lot of attention by pulling the plug on its original Xbox early because of the PS2 being an unstoppable global force, and was determined to launch its system a year before the PS3. The Dreamcast had huge success in North America for its first year by launching ahead of the PS2 a year early, so I could see where they were coming from. I covered E3 2005 for the long defunct gaming site, VGpub. I recall getting a closed door tour with a few other gaming press members for the Xbox 360 and was shuffled around to a few isolated booths that showed off the 360’s “blade” dashboard interface and went over some of the functions of the system. I recall being shown Kameo running side-by-side an unreleased build on the original Xbox to demonstrate the 360’s horsepower. 360 had a couple games playable on the show floor that year with Top Spin 2 and Need for Speed: Most Wanted. From my brief time with those two games what I took away the most was the much-improved controller being lighter, slightly more ergonomic, and the much appreciated inclusion of the shoulderbumper buttons to replace the peculiar white and black buttons from its predecessor. Of the several games I was shown and/or played from E3 2005, the one that impressed me the most was Saints Row. I walked out of that demonstration thinking it looked like the first viable open world contender to Grand Theft Auto after countless watered down GTA-clones were flooding the market. Sure enough, Saints Row did not disappoint the following year and would have three more successful sequels over the years.
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Back when cable TV mattered before the dawn of streaming, this MTV reveal event delivered on building anticipation for the 360.
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Microsoft’s E3 press conference, which happened in tandem with a much publicized MTV reveal event of the 360 filled with all kinds of celebrities made it impossible to avoid the 360 launch hype building up to its November launch. Then there was Microsoft’s truly extraordinary “Zero Hour” launch event in the Mojave desert to give people the opportunity to travel all the way there just to buy an Xbox. Then there was the Mountain Dew contest where they were giving away 360s every so minutes and you increased your chances to win by entering more codes on their website, and yes, I must have entered at least a 100 codes from weeks of gathering bottle caps from co-workers to no avail. All this blitz of marketing engagement made it impossible to not pay attention to the 360’s launch. I was a huge fan of the original Perfect Dark on N64, and thus was eagerly stoked for the prequel, Perfect Dark Zero which made it a day one buy for me. Amped 3 wound up as the second game I pre-ordered for launch day, and it was a solid snowboarding game, which got a significant boost from its irreverent narrative that pushed me through playing it. The Launch With my pair of launch games pre-ordered I went on to count down the days until the 360’s launch. I thought I had my launch system guaranteed on November 22nd, but last second shenanigans prevented me from buying it at the final hour, yet I was able to procure dibs on the first batch of second wave systems that hit retail three weeks later. Launch window systems came with a couple limited pack-ins in the form of a DVD remote control (yay?) and the downloadable XBLA puzzler game, Hexic HD. Hexic HD was a perfectly fine hexagonal based puzzler from Alexey Pajitnov, the same designer who invented Tetris, but I mostly played Perfect Dark Zero in those opening months of the 360. I only got about halfway through the campaign, but I played a ton of deathmatch with friends and/or solo against bots. Like the previous game, PDZ had a plethora of multiplayer options and maps and tided me by splendidly during the first months of the 360’s lifecycle.
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Perfect Dark Zero and Amped 3 were my first two 360 games and both held me over nicely during those initial launch window months! Over the next few weeks I played a fair amount of launch games my friends brought over and picked up/rented a couple more. Top Spin 2 I played far more than I thought I would and wound up finishing its lengthy career mode. Call of Duty 2 was a local multiplayer hit that friends repeatedly brought over. A few years later I eventually picked up Need for Speed: Most Wanted and got immersed working my way through its “blacklist” of rival racers to vanquish. Launch title Condemned: Criminal Origins I did not start playing until recent years, and I am kicking myself for not starting it sooner as it is a trip of a suspense/thriller first person game consisting of intense hand-to-hand and melee weapon combat over traditional firearms FPS weaponry. The game is still fun to this day and I have made it a ritual to play it on Halloween for the past three or four years. Reinventing Dashboards with Blades & Achievements
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Also worth highlighting here during the launch was familiarizing myself with the much-loved “blade” dashboard in the launch window. The four blades were filled with many options to separate game, videos, photos and music media. I made heavy use of custom soundtracks on the original Xbox, and loved how the 360 had support for it built into the user interface so they could be dropped into any game. Dashboard and online features on the original Xbox like friends list, voice chat, game invites and more carried over on the 360 and later evolved into so much more through system updates that introduced must-have features like Party Chat that made it so several users can voice chat together regardless of what game any of them are playing. It made catching up with family and friends on weekend game nights more manageable. The biggest hit of the UI during that launch window was Microsoft debuting achievements that were mandatory for all games. These became an instant sensation among any ardent game player when accomplishing the criteria for an achievement and hearing the endorphin-rush of a sound effect and accompanying on screen graphic that indicated you unlocked another achievement. Most of the launch window games had straightforward achievements like finishing campaign missions or getting X amount of wins in sports and racing games, but they eventually evolved and encouraged users to play games in new ways I never thought of (Crackdown was a great early example of this with its achievement design). Also the way the Blades made it easy and irresistible to compare what achievements you accomplished in a game against other people on your friends list that it only upped the friendly competition between friends to see who could unlock more achievements. It is gratifying to see Microsoft allowed each Gamertag’s linked Gamerscore to carryover from 360 to Xbox One and now Series S|X. While achievements are still around today, and I occasionally dive into going out of my way to unlock some if I am enjoying my time with a game, they do not compare to the early years of the 360 where achievement-mania was running wild. Revolutionizing Downloadable Games on Consoles
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This was also the first time a major console had an online digital store implemented at launch. The original Xbox had a scaled-down store they experimented with late in its lifecycle with about a dozen smaller classic arcade hits and smaller sized web browser-esque “flash�� games of its era that could be purchased, and the 360 expanded on this bigtime. Initially, the 360 digital game marketplace known as “Xbox Live Arcade” launched with games maxing out at 50meg download limits so the game could fit on a memory card, so all of the first year or so worth of XBLA games were mostly re-releases of smaller-sized arcade classics like Smash TV, Contra and Gauntlet along with similar simple browser-based flash game of its era like Bankshot Billiards 2. Over the 360’s lifecycle though they kept increasing the game size limits to the point where disc-based games were coming out digitally and were multiple gigs in size as memory card and hard drive storage options increased. During the first few months of the 360 after launch developers were not flocking to releasing XBLA games because they were unsure if they were going to take off like digital games were slowly starting to on PC at that point. The launch dozen or so XBLA games were met with success, but developers were not anticipating it so in those early months only one or two new XBLA games hit a month. The big breakout XBLA success was a straightforward adaptation of the card game, Uno that launched in May 2006. I can attest for many sessions of simple, pick up and play rounds of Uno while catching up with friends over voice chat online. Microsoft eventually patched in support for the 360’s first webcam, the “Vision” camera, which lead to some peculiar matchups with strangers online who wanted to make sure to demonstrate all their adult substances they were consuming that evening. Later throughout 2006 and 2007 XBLA grew to releasing a game every Tuesday, and Microsoft enforced every XBLA game have a demo/trial so it was an eager experience to see what game would be hitting that Tuesday, because most of the time Microsoft did not announce the game until maybe a day before at that time.
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It took over 20 years, but it was worth it to relive the iconic X-Men arcade game with online co-op, and EA did a bang-up job bringing back NFL Blitz for two of my most played XBLA titles! There are so many success stories of XBLA games to go on about, but I want to highlight a few of my favorites. Seeing the re-release of many classic arcade, 8 and 16-bit titles with enhanced graphics and online support was a big win for XBLA in this department. I remember interviews with the XBLA executives from this time answering fans demands and going through the legal hoopla with Konami to bring back arcade favorite beat-em-ups like TMNT, X-Men and The Simpsons, and all with online play! This treatment went doubly so for fighting games. It started with Street Fighter II: Turbo receiving the XBLA treatment, and within years Capcom, SNK, Namco and other studios were porting over their greatest hits onto XBLA like the first two Marvel vs. Capcom and Soul Calibur titles, many King of Fighters re-releases. My personal favorite is the remake, Super Street Fighter II Turbo: HD Remix that saw all new gorgeous artwork and a new officially endorsed ReMix soundtrack from the fantastic ocremix.org community.
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Non-fighting game wise I was surprised by EA Sports’ revival of NFL Blitz. It is one of the few games I somehow got addicted to online, and become somewhat legitimately good at too and was able to genuinely earn the 10 straight online wins achievement against random ranked opponents! Renegade Ops is an addicting twin-stick shooter in an mini-open world unleashing destruction as pint-sized vehicles with a gruff CO barking orders from the chaotic minds from the team that also made Just Cause. Valiant Hearts I originally played on 360, and loved the passion they showed on their unique adventure/action take on a World War I game. I 1000% related to Double Fine’s take on being a wide-eyed kid caught up in the whimsical spirit of Halloween in both of its RPG-lite Costume Quest titles. Fans of past Sega consoles like the Genesis, Saturn and Dreamcast were well treated, and new fans emerged after a plethora of XBLA re-releases of titles like Guardian Heroes, Radiant Silvergun, both Sonic Adventure games, Daytona USA, Ikaruga, Virtua Fighter 2, Nights, Jet Set Radio, Sega Bass Fishing, Space Channel 5, Crazy Taxi, Rez and others saw new life in XBLA form. The Genesis saw packs of three games re-released in bundles themed around best-sellers in the Streets of Rage and Golden Axe 16-bit entries. Although I would recommend skipping the XBLA Genesis packs in favor of the 360 disc release of Sonic’s Ultimate Genesis Collection that has 40 Genesis games and bonus unlockable Arcade and Master System titles. Sega obviously treated its back catalog well on the 360, and I put in many hours revisiting these past favorites. I bought into the hype for Shadow Complex, and it became the first “MetroidVania” I ever finished. Hydro Thunder Hurricane perfectly captured the nature of the 1999 arcade boat racer, while successfully evolving its gameplay into the HD era. Adorable puzzle-platformer Ra-Skulls brought back pleasant memories of Mr. Driller! Twisted Pixel’s Comic Jumper made smart use of implementing FMV-video into its charming superhero platform-action title. Despite its stomach-turning title, Deathspank is a lighthearted action-RPG I saw through to the end with a twist ending I did not see coming. That same developer, Hothead Games, released the first two turn-based RPG Penny Arcade games I ate up that perfectly encapsulated the popular web comic in videogame form.
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Two of my best-of-class XBLA recommendations are Trials HD and its sequel, Trials Evolution. It is an exemplary example of the adage, “easy to learn, tough to master.” Its quirky, bouncy motorbike and instant reloading spawns made it easy to succumb to endlessly retrying its inventive stages after each wipeout. It also had innovative use of implementing Friends List leaderboards with their ghost times appearing as you play, just teasing you more and more upon each crash when coming close to usurping their times! The sequel added online multiplayer that clicked and made perfect use of Trials unique gameplay. Microsoft I recall got a lot of flak for their curating policies for XBLA at the time because they would only allow one game to release each Tuesday, and there were many indie developers lashing out for being on the short end of the stick for not getting their game slotted for release on XBLA. Eventually Microsoft upped it two XBLA games a week, with usually a more anticipated game hitting on Tuesday and a lesser known title from a smaller studio hitting on Friday. Looking back on this the obvious downside is the lack of quantity of XBLA titles with only one or two releasing a week, but the curation process lead to the hit-to-miss ratio of them being significantly in favor of the hit range. Sure there were some stinkers that creeped in their like the disappointing Turtles in Time Re-Shelled remake, but the good outweighs the bad greatly in the XBLA market, especially compared today to the ridiculous amounts of low-rent DIY shovelware hitting every week on all consoles with there being seemingly no restrictions for any developer to get their game on a current console, for better or worse.
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The digital store also made game demos more easily accessible instead of the traditional demo disc, and downloading demos in the early years of the 360 was kind of a big deal, especially when they had major opening acts of action and intriguing narratives like the Prey and Just Cause demos that made a huge impression on me and triggered me to rush out and buy them. This also worked against games, with the most egregious case being EA Sport’s planned reboot of its basketball series with NBA Elite ‘11’s demo being so plagued with bugs and glitches, that EA infamously flatout cancelled the game days before its street date release and forced retailers to return their copies of the game. That last minute recall tempted overzealous retail employees to snatch up precious copies to make it one of the rarest physical releases on the 360, with copies going on eBay for many thousands of dollars. An Awesome Debut Year of Games
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I have no idea if it was happenstance, or intentionally planned, but it worked out pleasantly in the 360’s favor in its first year of next-gen exclusivity they had one or two AAA exclusive games launching per month. Noticing multiple users on my friends list playing the latest AAA game, and with the dawn of podcasts in 2005 featuring their affable hosts discussing the latest games in exhausting detail on launch week is what I feel created the horribly named sensation, “Fear of Missing Out.” I ate up gaming podcasts upon discovering them in 2005 with 1up Yours, The Hotspot, Broadcast Gamer and Team Fremont Live being early favorites of mine and influencing my gaming purchases with their genuine positivity on the latest games that made it difficult to ignore their top picks. They, along with traditional print and online gaming press made it easier to keep up with the latest must-have game of the month for the 360’s first year. A month after launch Dead or Alive 4 snuck in at the end of 2005. It was the first fighting game on the system, and with it having a Spartan character from Halo’s universe as a guest fighter, and an innovative-for-the-time pre-fight lobby system lead to me spending many hours in it online and offline. I was terrible at it, but still had countless hours of fun, even while legitimately earning the dubious zero point achievement for 25 straight online losses.
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Oblivion’s Adoring Fan I loved seeing respawn every couple of in-game days to tag along on my adventures before quickly getting slaughtered, and Test Drive Unlimited was an unprecedented always-online open world racing title that laid the foundation for Forza Horizon and The Crew! A couple months later, the first big RPG hit on 360 with Elder Scrolls IV: Oblivion. It was a huge improvement from Morrowind, and this Western open-world RPG was publisher Bethesda’s first mainstream console hit. It took me well over a hundred hours to finish that I spread out over the course of five years (just in time for Skyrim!). I had to resort to abusing the hell out of the dupe glitch for infinite invisibility potions to get past those dastardly Oblivion Gates, but it was an immensely gratifying experience to complete and fully 1000 gamerscore Oblivion! Pro tip, make sure to avoid a near freak-out experience like I had and have a bow in your inventory on the final Thieves Guild mission where you steal an actual Elder’s Scroll!
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The string of big-release games kept rolling through 2006. Test Drive Unlimited broke new ground for the racing genre with its always connected open world! Before From Software had blockbuster success with their string of Souls games, they were known at this time for their niche mech games, and had their most success yet with the release of Chromehounds in 2006. The online-focused mech game was more accessible from their previous feature-extensive Armored Core titles. A pair of popular third-person Tom Clancy games hit in 2006 with the first Ghost Recon: Advanced Warfighter and Rainbow Six: Vegas titles. I rented both of these and was terrible at them online, but I do recall having fun as the decoy in Vegas to draw out enemy fire so my friends could pick off my assailants! My anticipation for Saints Row paid off, and it wound up being an awesome GTA-clone done right that year! The first Gears of War was the big 2006 holiday release from Epic Games, riding the success of several hit Unreal FPS games, but long before their current Fortnite fame. It lived up to the hype and delivered with its unapologetic brand of in-your-face gore, and smooth drop-in/drop-out online campaign play. It became one of my favorite franchises on the 360, and I would up playing through the campaign of every single game released to this day! The final big 2006 release I want to highlight is Dead Rising’s brand of campy, zombie mayhem from Capcom that became a huge new IP for Capcom and also the catalyst for many 360 owners to… Upgrade to HD Up through most of 2006 was when I used a traditional CRT (AKA “Tube TV”) as my main gaming television. HDTVs were first noticeable on the market during the PS2/Xbox/GCN era, and a fair number of games supported HD resolutions (especially on Xbox), but HD graphics were never a marquee bullet point of that gen. That all changed with Dead Rising. For the first several months I remained content with the CRT visuals of launch window 360 games, then when playing the Dead Rising demo, I could not help but notice the game’s text was rather tiny and kind of difficult to read. Upon listening to podcasts I learned I was not alone on this and it turned out the game’s text was optimized and quite readable for HD resolutions. Many more games would soon follow this trend in the following months. I noticed this even more when a friend brought over a smaller HDTV and we put them side-by-side running Rainbow Six: Vegas and I saw for myself the difference in the legibility of the in-game text. So yeah, the core graphics for all games where shinier and crisper in HD, but my primary reason for upgrading at the end of 2006 was just to read the damn text. History is repeating itself in recent years with text starting to look smaller and requiring more eye-squinting again to read in games like Wreckfest and MLB: The Show for me, when I later learned that is so because the visuals are optimized for 4KTVs (which I finally upgraded to several weeks ago).
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Did you experience the ‘Look and Sound of Perfect’ with 360’s HD-DVD player, along with its killer app of a film in Tokyo Drift? HD movies also arrived to the 360 in 2006 with the release of the ill-fated HD-DVD add-on. Sony getting the better end of the stick in exclusivity deals with studios lead to it losing the physical HD format war against BluRay, and movies stopped releasing on HD-DVD by the end of 2008. I almost impulse-bought the add-on upon seeing it on the clearance rack for $50, but thankfully I held off. By that time however HD streaming was starting to take off with TV shows and movies available to rent and purchase from 360’s online marketplace, and the 360 nabbing a year exclusive on being the first non-PC device to offer streaming Netflix. Streaming movies and TV shows exploded in popularity and before I knew it, almost anytime I logged on nearly half of my Friends list was making use of one of many streaming apps that would become available on the 360. A couple years before the 360 got to this level of success, it had a couple major hurdles to overcome, especially the right-of-passage a vast majority of early 360 owners fatefully dubbed…. Three Red Lights There have been a fair number of platforms that have been notorious over the years for noteworthy faulty hardware ratios like the first three original PlayStations and the problematic powering on trickery required to boot NES games, but those all pale in comparison to the atrocity of the launch year 360 units. Within a few months after launch more frequent whispers started to become prominent of knowing someone who had a 360 that failed on them with the telltale indicator being three flashing red lights on the system. Users would then have to call Microsoft to set them up with a shipping container to mail to Microsoft to repair and mail back. I was the first among my local friends and peers to get the three lights of doom, and I have painful memories of it because my system was lost in UPS transit for three months before I finally got it back after visiting the local UPS center’s lost and found.
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360 #2 only lasted several months before red-lighting in 2007, and the third met its expiration date in 2011. I will refrain from going into the nuts and bolts of the architecture problems, but in layman’s terms Microsoft was in such a rush to get that year head start on Sony, that a high amount of faulty chips made their way to manufacturing and resulted in the system’s high failure rate. To Microsoft’s credit, they gave all launch year 360 owners an extended three year warranty to get their system replaced free of charge, which I took advantage of twice. The third one died after the extended warranty, but by that point Microsoft had a slim version of the console on the market releasing alongside Gears of War 3 that I snatched up, and **fingers crossed** have had no issues yet with. Being the first to be hit with the three red lights amidst my immediate local circle of friends and co-workers made it interesting. Over the next year every couple of months another friend would call or text me, and/or another co-worker would catch up with me at work and relay to me their troubles of their 360 bricking and I would be their unofficial tech support on how to get ahold of Microsoft to the point where I still remember the phone number to this day (1-800-4MY-XBOX) to get set up with the replacement system. I wound up buying a hard drive transfer cable to transfer data to new hard drives when switching systems and I recall at least a handful of people borrowing it from me when they switched systems due to switching systems and/or upgrading hard drives. In a bizarre twist, I will put a curse on Hollywood Video for my first two 360s red-ringing! The first time it happened I was playing a rented copy of Chromehounds. The Hollywood Video curse struck again in 2007 when renting Shadowrun caused my 360 to crash!!! As ubiquitous as the three red rings became, Microsoft wanted to ensure a 360 makeover image with a marketing assault for the 2010 launch of… Kinect + Avatars = Wii’s Userbase Nintendo’s Wii launched Holiday 2006, and the motion-based console was an initial sales juggernaut, and it took over two years before it was commonly available on store shelves. Both Sony and Microsoft initially had meek responses to it with Sony essentially patching in motion controls in time for the PS3’s launch with the Six Axis controller that was not that well received or regarded for its precision, and the 360 had the aforementioned Vision Camera, which was essentially Microsoft’s take on an Eye Toy that only saw a handful of games support it for motion controls. Holiday 2010 saw both companies with a meaningful response with PlayStation Move on PS3, and Kinect on 360.
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Microsoft pulled the same marketing strategies as Nintendo did years earlier intentionally marketing the Kinect towards families and advertising it heavily on daytime television. Most of Microsoft’s Kinect games were more-or-less their takes on the hit Wii versions. This is when Microsoft implement cartoony characters that could be implemented across games called “Avatars.” They were especially prominent in Kinect games, and one cool side effect for them was the many digital clothing items for them that could be either bought off the Avatar Marketplace, or unlocked for free by playing through games. I am especially proud of my You Don’t Know Jack dummy, and goofy oversized head ornament I unlocked from finishing Comic Jumper. A fair amount of late gen 360 titles supported Avatars in-game, which made for some interesting sights like having your Avatar onstage in Guitar Hero 5 jamming out next to Kurt Cobain. Microsoft’s gamel paid off, and for two-to-three years, the Microsoft moved millions of units of that camera. It is safe to sumrise that the 1-2-3 punch of Kinect, Move and smartphones all combined to steal the “casual gamer” userbase that the Wii was known for and the Wii’s console sales in America plummeted from 2011 onwards. The Kinect boosted 360 console sales so much from the Holiday 2010 period until the Xbox One and PS4 launches in Holiday 2013 that in that three year timeframe Microsoft sold the most systems in America for all but a handful of months. By the Holiday 2013 launch of the Xbox One/PS4, the 360 overcame the Wii’s sizable lead to become the best-selling console of the Wii/360/PS3 generation in America.
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Only Kinect game I ever played was the river-rafting follies seen in Kinect Adventures, but surprise hit games like the Gunstringer seen above tempted me to almost get a Kinect on multiple occasions. I never bought a Kinect, but did play Kinect Adventures at a friend’s….yes, it was that damn river raft mini-game. I paid attention to the games releasing for it and supporting the peripheral, and a few looked like genuinely entertaining games and went on to have critical acclaim. Many traditional games added optional “Better with Kinect” features like zoom-in art gallery halls, or audio play-calling in sports games. Even though the ardent game player in me despised the change in direction Microsoft took with the Kinect, I cannot deny there were still several games I wanted to try on it after seeing the positive reactions for Harmonix’s trilogy of Dance Central games, Twisted Pixel’s The Gunstringer and even the limited on-rail experience that is Fable: The Journey. Backwards Compatibility & Indie Games…..not those Indie Games Hitting around the same time as Kinect was Microsoft patching in a new division of purchasable digital games initially called Community Games, but later rebranded Indie Games. Microsoft made its XNA development tools easily available for almost any level of experienced developer. This lead to a deluge of DIY games that looked like they were made as a semester long development school project flooding the Indie Games channel. Some developers embraced the campy nature of the amateur works that dominated the 360 Indie Games scene, with Silver Dollar Games especially unleashing a plethora of their…brand…of games like Try Not to Fart and the ironically titled, Why Did I Buy This?
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The 360 Indie Games scene left a lot to be desired as seen above with the quality of games from infamous companies like Silver Dollar Games There were a few gems in the rough to be discovered in the Indie Games channel, and like XBLA games, Microsoft enforced a free trial on all games so you knew what you were getting yourself in for before throwing down some hard earned Microsoft Points, which are like regular points, but fun! There are two DLC Quest games that are fun quirky $1 platformers riffing on how gratuitous in-game DLC would become. Tribute Games gained notoriety on here with their adorable Breakout homage, Wizorb. Finally, I was a huge fan of Zeboyd Games that earned their reputation for their 360 Indie Games and I played through and devoured all four of their humorous takes on throwback pixel RPGs (Breath of Death VII, Cthulu Saves the World, Penny Arcade’s Rain Slick 3 & 4) that released as Indie Games. Zeboyd earned their development stripes on the 360 Indie Games platform, and I am happy with their continued success today! For every one of these hits that broke through however, there were at least a few dozen forgettable releases overshadowing them. Indie Games was Microsoft’s answer for their curation policy to XBLA, but as you can see it only went so far.
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Zeboyd’s four 360 Indie Games are excellent retro-style RPGs well worth your time and can be found on Steam today to experience these gems! Microsoft had similar lukewarm success with their backwards compatibility efforts on the 360. There was a huge demand leading to the 360’s launch to be fully compatible with all original Xbox games. Microsoft only originally promised that the first two Halo games would be back-compat on 360, but after enough user outcry, Microsoft released several updates over the 360’s lifespan patching in support for what ended up being a little under half of the original Xbox’s library being supported on the 360, but the software-based emulation had a list of issues and bugs that accompanied each compatibility update. Aside from a fair amount of both Halo games, I played through Fable and Spider-Man 2 via 360 back-compat, and ran into intermittent bouts of slowdown with the former, and random little portions of graphic flickering with the latter. Still enjoyed my time with both, but not without these added issues. Speaking of Halo…. For the Love of Online Co-op
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The 360 featured countless games that supported online co-op which made playing the latest big AAA title all that more fun. This primarily effected first and third-person shooters with the big example for this being the Halo titles on the 360 (3, 4, Reach, ODST, Halo Anniversary Remake). I played through all five of those games in online co-op and enjoyed them all tremendously. I will give props to Halo 3 and 4 having my favorite narratives, and I loved the final level of Halo 3 being an homage to the last level of the first game where you drive a warthog through a lengthy labyrinth of enemies and terrain to navigate before a time limit expires and everything explodes, MacGrueber-style! Halo 3 brought in four player online co-op, which I experiment with friends online by trying out the “Skull” modifiers which only upped the difficulty and lead to us finishing a good chunk of the game on the highest difficulty. Halo 4 I continue to this day to reference an ill-fated moment I had when playing with my friend Derek, where I was controlling the Scorpion tank whilst marching it up a lengthy incline, and he was walking alongside me and I misinterpreted the level’s geometry where I did not see a turn and nonchalantly drove the Scorpion tank off the edge of a level and plummeted it down to its awaiting death to the erupting laughter from Derek on the headset.
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While I had a lot of fun with the Halo titles online, there were plenty of other worthy options, with the first Crackdown standing out among them. Getting lost in that open world with a friend and wreaking havoc with powered-up heroes whose jumping abilities had seemingly no limits was a blast, so was coming up with random challenges for each other like making a competition to see who could race up to the top of the mammoth Agent’s tower first. Saints Row 2 is another open world game that had online co-op, and made discovering some of the game’s secrets I had no idea about like its hidden mall worth going out of the way to show to friends. Dead Island’s online co-op stood out to me with its in-depth crafting system and emphasis on melee combat ala Condemned. The four Gears of War titles on the 360 all feature first-class online co-op. Gears of War 3 I have classic memories of bringing over to a friend’s the night it launched and we set up our TVs next to each other and played through the entire journey over two days. The survival-based Horde modes from the Gears titles created a new sensation for online co-op, and I played many hours of it online in the first three Gears. I even became invested into the “deep” lore of the Gears franchise to the point that I read a couple of the novels. Gears of War: Judgment switched developer to People Can Fly who tried to freshen up the controls and gameplay a bit. They also focused the narrative on Baird and Cole’s origins which did not go over well with the fanbase, and while it was the least popular of the four on the 360 I will still give Microsoft props for trying something different with it.
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Marvel: Ultimate Alliance’s final boss battle with Galactus was made to experienced and conquered with someone in co-op, and while the Army of Two games weren’t perfect, I would be lying if I didn’t admit to having some fun times with all the games in online co-op If it was not for online co-op I would have not broken my curse to finally finish the first Marvel: Ultimate Alliance. I started and never finished that campaign on five, yes five, separate occasions with different sets of friends each time and stopped because we either lost interest and/or ran into logistic issues setting up times for everyone to meet together. A former co-worker Sean reached out to me to play with him online and I reluctantly agreed and started it the sixth time, but sure enough we stuck with it and completed it, and it was worth all the starts and stops because it remains years later one of my all-time favorite comic book games. That Galactus boss fight is a final boss fight that I will never forget and a truly epic final encounter to close the game! The second Ultimate Alliance game also featured online co-op and I finished that game on a much timelier basis because a lot of my co-workers also picked it up and we met up regularly for a couple weeks to finish it twice because it focused on the popular Civil War Marvel event that had two separate storylines. It had a more polished presentation, but the first Ultimate Alliance I easily rank as the superior game!
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Some rapid-fire quick online co-op memories to wrap this segment up on: The first Kane & Lynch game was an interesting experience in co-op because I played it on this insanely huge HD projector. The first two Borderlands games were both huge hits with my friends and peers that won us all over with its loot-driven FPS gameplay. Credit to Derek for having patience with my crazy work hours and sticking with me for the better part of a year to pick away at and eventually finish Borderlands 2! To a lesser extent, another fun FPS co-op focused title were the Army of Two trilogy of titles. The games all had noticeable control issues, but the teamwork focused gameplay worked for us, and the franchise had a certain charisma to it with their many unlockable masks and charming fist bump animations to equip. Real time strategy games have historically been troublesome to pull off on consoles, but Ensemble Studios found the magic formula to make it work with Halo Wars, and somehow made online co-op viable with it too, and it was another game I found myself teaming up with Sean in a very enjoyable campaign that also featured some of the best CG cutscenes that remain stunning to this day. Finally, 50 Cent: Blood on the Sand has likely the most ridiculous storyline of all these co-op titles where you play as 50 Cent himself to track down a prized skull across the middle east that made it a zany quest to just shake my head and go with to see where it took me next, and also for my friend Matt and I to jam out to its hip-hop flavored soundtrack to throughout. Bringing on J-RPGs and Doubling Down on Western RPGs In the console space, before this generation, role-playing games were dominant on the first two Nintendo and Sony platforms. That surprisingly changed this generation. Microsoft made pitches to Japanese developers in the early years of the 360 to release their games exclusively, or at least timed exclusively on the system. This lead to Square-Enix releasing exclusives like Infinite Undiscovery and Last Remnant on the 360, and porting its MMO, Final Fantasy XI onto the 360 in 2006 and making it cross-platform-online compatible with the PS2 and PC versions which meant it was the first game to share online user bases between consoles from different manufacturers. It took a little over a decade for this to happen again, so this was kind of a big deal. I still recall Square stunning gaming fans with their E3 announcement that Final Fantasy XIII would release day and date with the PS3 version (along with XIII’s two sequels later on), so it was surprising during this time to see Square open up its publishing portfolio on other platforms.
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As twisted as its plot may be, I still got a lot out of Eternal Sonata with its highly entertaining battles. Blue Dragon was another early J-RPG that drew a lot of attention that Microsoft was serious about RPGs this gen. Other Japanese developers also released RPGs in the early 360 years with Blue Dragon, Enchanted Arms, Resonance of Fate, Eternal Sonata and Lost Odyssey all appearing. I purchased nearly all these games, but only one I played through of these was the bizarre Eternal Sonata, which is a traditional J-RPG set in the mind of dying legendary composer Federic Chopin. Its plot is as out there as its premise, and I will never forget its equally bizarre post-credits stinger, but I loved its engaging battle system that kept me glued in all the way through. I was also taking a music history class in college at the time, so the brief Chopin historical fact interludes between acts also did a lot for me. While Japanese RPGs took off on the 360, so did…. …. “Western RPGs” from companies on this side of the global hemisphere. Bethesda and BioWare are the two most prominent developers responsible for this slate of RPGs this generation after lighting the fire on the original Xbox. I already discussed my love for Oblivion, and Bethesda capitalized on that success with another blockbuster in the form of Fallout 3. Take the medieval fantasy world of Elder Scrolls and apply a retro-50s post-apocalypse skin to it and you have the formula for another Bethesda best-seller I once again put in over 100 hours in completing the main campaign and all of its DLC expansions. After that I needed a break from Bethesda’s games and have yet to play New Vegas. I did start up the Oblivion sequel, Skyrim and briefly made some headway into that, but got sidetracked by other holiday tent pole releases at that time and it regrettably succumbed to becoming lost in my backlog. I eventually picked up the remaster on Xbox One, and one day I will restart and finish that game!
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Giant Bomb’s videos of their complete play-throughs of the Mass Effect trilogy is some of their best work that should not be missed! A series that did not get lost in my backlog was BioWare’s Mass Effect trilogy. The first game I initially got into as an awesome modern-day take on Star Trek, with an engrossing cast of crew mates on the Normandy. The first Mass Effect was a little rough around the edges, so I eventually fell off halfway through, but picked it up a couple years later and plowed right through it. The same thing happened with Mass Effect 2, but the advantage to finishing it in 2014 was that all the bonus story DLC add-ons were released and combined for a gratifying experience all together. ME2 delivered on hyping up being careful with pivotal story decisions that would have consequences in the infamous final “suicide mission” in the game. My initial run through of it saw three of my crew members not survive it through, and it gutted me so much I restarted that final mission and had to compromise with only two crew members passing away. Immediately after finishing ME2 I jumped right into ME3 and this time saw it all the way through within a couple months, luckily by this point the extended ending and all the story DLCs also just finished releasing and I was stunned with what Bioware held out of the core game and I can feel for players who initially played it and missed out on having a central character like Javic locked away behind DLC and missing out on essential storyline DLCs that dealt heavily with the origins of the Protheans and Reapers. The way I played it felt like a complete experience with all the DLC, but without it I sympathize for the critics who stated it felt unfinished upon first release.
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There is also the fantastic “Citadel” DLC I want to give props to which is its own standalone swashbuckling adventure full of lighthearted campy jokes, and concludes with throwing a the party of all parties for all your friends! For people who have not played the initial Mass Effect trilogy, at least give a couple episodes of Giant Bomb’s Mass Alex play-through videos of all three games in their entirety a shot. I am almost wrapped up with them as of this writing, and it has been wonderful experiencing that trilogy all over again this way. Like Gears, I became so absorbed into the Mass Effect lore, that I have bought and read all of the novels, and almost all of them are good, even the Andromeda-based ones! I know the first Fable has been on the receiving end of a lot of criticism over the years for not delivering on all of its promises, but that does not take away from the final product on original Xbox still being a astounding action-RPG! I treasured my time with it, and the “Lost Chapters” expansion, and late in the 360’s life in 2014 it got the remastered treatment to bring the entire trilogy (and the spin-off Kinect game, The Journey) all on 360. Fable II from what I gathered has been the highpoint of the series from everyone I have talked to. I have only played through the prologue, and failed at getting back to it while covering other games in the gaming press at the time amidst another busy holiday release season. Fable III sounds like it did not win everyone over with its major storyline hook it marketed of overthrowing a corrupt sibling at the throne, and sadly the Kinect game, The Journey was the last major single player installment of the series as of this writing. Becoming a Pinball Wizard I have played various videogame pinball titles over the years, but for whatever reason the 360/PS3 gen is when it got ahold of me and never let go. It started with Crave’s Pinball Hall of Fame: The Williams Collection. Each real life table replica had their own set of goals to accomplish in order to unlock an achievement for each table, so I kept plugging away, and little-by-little I found hooked into addicting tables like Gorgar, Medieval Madness and No Good Gophers especially being my favorite. Later on Crave released an XBLA pay-per-table platform with tables from multiple companies called The Pinball Arcade. Every several months a new batch of tables were released and I found myself immediately downloading them and studying the in-game instructions for each table to thoroughly learn all of its intricacies and the addicting nature of filtered online Friends-list leaderboards had me plugged in to top the scoreboard for each table.
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Well over 100 hours I invested into Pinball Arcade and Pinball FX on the 360. Two of my favorite tables are pictured above with No Good Gophers on the left, and Mars on the right. The same exact thing happened with Zen Studio’s XBLA title, Pinball FX. Their tables were not based on real tables, and as they gradually released more tables for download, they embraced their interactive nature and featured more computer animated toys that flew off of and around the table, and more dynamic special effects on the playfield that simply are not possible on real life tables. Despite them being not lifelike, and featuring more exaggerated pinball physics, I still embraced them when I was in the mood to switch up from the real tables in Pinball Arcade. Zen released a sequel a few years later in Pinball FX2 that had more dynamic community and hub-based features and integrated online friends leaderboards into actual gameplay with in-game pop-ups when your score was approaching a friend’s high-score which only intensified every attempt and kept me coming back more frequently. Some of my favorite tables from the first two PBFX games are the spooky mystery pin Paranormal, the Monty Python-influenced Epic Quest (with RPG stats and leveling that carries over in each attempt!) and the outer space themed Mars. Pinball FX3 on Xbox One/PS4 added even more community based features that keep me playing it weekly to this day, but that is a story for another time! Racing Away to One of the Best Eras for the Genre I believe Microsoft somehow found a way to publish one marquee AAA racing game each year for almost the entire 360 lifespan. They originally rotated between Bizarre Creation’s Project Gotham games, and Turn 10’s Forza Motorsport series each year. I never got into either of those series that much. Forza is the more serious sim, and I have tried out a couple installments over the years, but the intense sim mechanics are just not for me. If I would have put more time into PGR I feel I would have really got into that series, and I have some fleeting memories of getting into the second game for a brief moment on the original Xbox.
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While I did not get reeled into Forza Motorsport, I fell hook, line and sinker into PGR’s replacement, Forza Horizon from the developer, Playground. It lightened up the sim-based controls and offered up enough assist options to procure that comfortable blend of sim and arcade racing. I also wound up in favor of its open world hub nature to either drive around to new races and take in the country side, or hang around the game’s central music festival. The first Horizon had such a fitting licensed soundtrack of rock and electronica-based songs that I sought out the entire soundtrack and it is its own separate running playlist for me. Since I did not upgrade into the Xbox One/PS4 gen until 2016, that meant I picked up Forza Horizon 2 on the 360 instead, and thankfully it was not all that downgraded from its Xbox One version. Both games I wound up completing all the races, challenges and finding all the hidden barnyard cars. Yes, I even played through all of the Fast and Furious licensed expansion for Forza Horizon 2 where Ludacris himself as Tej provided voiceovers to set up each race. Before Forza Horizon, another game attempted the same thing a couple years earlier with Test Drive Unlimited. It featured a sorta-GPS replication of the entirety of Oahu as its open world hub and I absolutely ate it up and was white-knuckling the final race which was a one-on-one endurance race against the top ranked AI around the entire outer highway of the island. The sequel was fun too and added another island, but I think one Alex Navarro’s reaction to the opening cutscene in his Quick Look video will be my main takeaway of it. I have mentioned in previous console flashbacks how I love demo-derby racing games, and on 360 Flatout: Ultimate Carnage was king! It is a fantastic follow-up to the PS2/Xbox games, and my brother and I played it online regularly for years, I can go on about it forever, but instead I will embed below a special three-part video where my brother and I raved about why it was one of our favorites….
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Many years ago my brother and I made this three-part YouTube series on our fandom for Flatout: Ultimate Carnage The summer of 2010 saw two new arcade racing games debut that both should have been successful new IPs with sequels to this day, but since the two released within a month of each other they presumably took up each other’s player base and both Activision and THQ did not pick them up for sequels. Activision invested in Bizarre for an all new racing IP in Blur, which is essentially conflating the power-ups of Mario Kart with underground street racing, and it was indeed as awesome as that pitch sounds. I played hours of it in the main career mode and online as well. On the other end THQ invested in Black Rock Studios with their innovative racer, Split/Second, a reality show-based driving game where studio directors would triggers obstacles and destructible environments to activate and provided an all-new gripping racing experience. It too was also a riot to endure and 100% finish, but it sadly never received a sequel either.
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I loved the Burnout series the previous gen, and EA delivered with an upgraded port of Burnout Revenge that remains my favorite entry in the series to this day. I got into its open world follow-up, Burnout Paradise and developer Criterion were aces with their long-term support of free updates that kept me coming back to it. EA’s other flagship racing series, Need for Speed had a few entries I put serious time into. The 360 launch title, Most Wanted had an intriguing concept of working your way up the “Blacklist” of the most wanted street racers to compete against. When Criterion did an all new reboot of Most Wanted several years later, it combined that concept with the blazing fast gameplay from the Burnout series to my approval. Finally, I will give head-nods of recommendation to both of Sega’s Sonic kart-racers on the 360. They are the top Mario Kart-clones out there, and ooze with Sega fan service. The second game, Sonic & All-Stars Racing Transformed successfully innovated with evolving stages that switched up from racing in karts, then into mini-bi-planes and then onto water-based hovercraft. I completed the careers for both games and put in a fair amount of online play with both entries too. The Fad that was the Plastic Instruments My gut told me the original PS2 Guitar Hero was going to be big within minutes of trying out the original demo in the fabled Kentia Hall at E3 2005. Adored the first game, but the second game was when it went mainstream, and was thrilled with the second game’s HD 360 release in 2007. 2005-2009 was the apex of the genre for my friends and me. There were countless nights of my friends and family passing the guitar around trying to best each other’s scores, and when 360 introduced online leaderboards for each song it upped the competition level even higher. Local city clubs and bars did Guitar Hero tournament nights and my favorite memory from these was on a Guitar Hero III tourney night when it was my turn to go up on stage to pick a random song out of a hat I was the lucky soul to draw one of the hardest songs in the game in the form of Slayer’s “Raining Blood.” I suffered on stage, and barely managed to finish, yet it remains a memory I shall cherish! In fall of 2007, Harmonix splintered away from Red Octane and teamed up with MTV Games to unleash the revolutionary Rock Band that brought in drums and karaoke to the fold for four player co-op play!
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I will forever love the countless Rock Band nights I had in the first two Rock Band games that hit in 2007 & 2008, especially the nights I played with my old podcast co-hosts Chris and Scott. I downloaded well over a hundred extra DLC songs over a few years for it, and we would routinely meet up one or two nights a month for Rock Band nights for two years. Almost always, our last song to finish off a session was the final song in the first Rock Band’s career mode that was filled with many wrist-suffering solos, yes I am talking about Outlaws’ “Green Grass and High Tides”. Our Rock Band addiction culminated with the “Bladder of Steel” achievement which we procured when playing every song straight without a fail over the course of several hours! I was almost always the drummer on Rock Band nights. At first no one else wanted to do them, but eventually I got into them and kind of became somewhat decent at it on medium difficulty. One night at an Alice Cooper concert I became entranced at watching the drummer wail away all night that I convinced myself after the show to lay down a $200 pre-order for the premium ION Drum Set for Rock Band….though after a few months something about that bulky set did not gel with me and I did not prefer the way the drumsticks clanked off the pads and I never developed a rhythm for them and eventually gave them away to free up space.
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The forgotten gem Rock Band title no one talks about, LEGO Rock Band! Behold one of its awesome boss stages with the Ghostbusters theme song! The plastic instrument genre quickly became oversaturated with numerous entries a year from Activision and EA. At first it was kind of interesting to dive into some of the band focused entries of the series like how Harmonix did a wonderful tribute to The Beatles with reliving their career and its groovy “Dreamscape” stages in The Beatles: Rock Band. The Metallica nut in me feasted on forcing carpal tunnel upon myself with the painfully intricate, yet entrancing solos from almost every track in Guitar Hero: Metallica. By the time Green Day: Rock Band and Guitar Hero: Van Halen rolled around though and other offshoots that I completely skipped like Band Hero and Guitar Hero: Greatest Hits, it was clear the writing was on the wall for the genre. I did manage to sneak in some last doses of fun with a couple other off-the-beaten-path entries though before this genre faded away from its zenith.
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The head-bopping mash-ups of DJ Hero with its uniquely intuitive turntable controller and feeding my karaoke addiction with Lips were breaths of fresh air for the genre late in the 360’s life.
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Microsoft’s karaoke series on 360, Lips, supplied a fair amount of fun with its unique glow-in-the-dark microphones and four volumes of songs released before Microsoft eventually morphed it into a karaoke pay-per-song app late in the 360’s lifecycle. My buddy Matt introduced me to LEGO Rock Band, which Matt got for free with any Black Friday purchase one year at Kohl’s and we were both nearly burnt out on the genre by this point, but thought we would at least give this graphically unique version a shot. The adorably twee nature of the LEGO visuals with its complementing soundtrack were irresistible, and it instantly won us over. We stuck with it all the way through, and were fans of its music video-esque “boss” levels, with the Ghostbusters theme song stage being one we replayed far too frequently. Another refreshing take on the genre was through DJ Hero and its sequel, DJ Hero II. I loved that turntable controller, and it flawlessly placed me into the DJ world with its mash-up stylings soundtrack and fitting club visuals. Both games were unsung heroes of the genre when they released because they both came out a year or two removed from the apex of the genre’s success, but the DJ & LEGO games brought in some much needed fresh air in that scene. Non-Kinect Casual/Family Game Hits and the Failure that was NXE Now while I almost entirely avoided the Kinect, there still remained deluge of non-Kinect casual party games that were a hit with the family on holidays and friends on game nights. The two Microsoft published Scene It games that came bundled with their user-friendly big button wireless controllers were family favorites for a few years and successful adaptations of the hit movie trivia DVD-board game. A guilty pleasure of mine is legacy licensed trivia/board games/game shows on consoles, and the 360 had plenty of them with solid editions of Wheel of Fortune, Jeopardy, Apples to Apples, Risk and Family Feud 2012. Doritos Crash Course seemed initially like a forgettable promotional game that was free on XBLA that only offered avatars racing each other on a variety of obstacle courses, but somehow its simple gameplay was addicting and far more entertaining than it had any right to be at family and friend gatherings.
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You Don’t Know Jack was a fun revival of the hit PC irreverent trivia series that was dormant for nearly a decade before THQ brought it back on consoles in 2011. Friends and I played through every episode on the disc and its DLC packs, and I revisited it for several years because of one dumb habit where the adorably jerk-of-a-host, Cookie Masterson, would have a unique greeting to open the game if you played on a holiday. The success from this You Don’t Know Jack revival got the developers at then-Jellyvision to revitalize the brand and include a bunch of other party games in the popular yearly Jackbox games that are still going strong as of this writing. I also wanted to squeeze into this chapter of the flashback Microsoft’s polarizing decision to appeal the UI of the 360 to a more family/casual audience and changed the fan favorite “blades” UI into the detested “New Xbox Experience” (NXE) in 2008. Microsoft was trying to synergize with the equally detested UI of its latest PC operating system, Vista. Tablets were starting to become trendy at this point, and Microsoft was resilient on forcing a tablet-esque UI across all its devices and the results were a total system failure. I was among the many who made their outcry heard over how ugly the many rows of diagonally aligned boxes filled with ads were a visual nightmare on the eyes. I was use to some minor ad implementation in the Blades UI before promoting other 360 games available, but the NXE mixed in all sorts of commercials, movie trailers and other assorted promotions that hit the same wrong nerves as those eye-blasting web browser ads.
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Microsoft eventually updated and tweaked the NXE into a much more aesthetically pleasing and user-friendly UI that remains on the 360 boot-up today. With the 360 user base understandably a modicum from what it was in its prime today, it is refreshing to see Microsoft lay off as of this writing with a complete absence of ads on the UI. I will also use this space to shout out the premium theme backgrounds that I have used for many years being the pumpkin patch and winter wonder land themes that are always a delight to see when I boot up the 360. Yes, the Xbox Live 360 servers are surprisingly still online in 2020, 15 years after the 360 launch. Most 360 online multiplayer supported games support peer-to-peer multiplayer so as long as Microsoft keeps the lights on, you will still be able to play 360 games online. Microsoft only kept the original Xbox Live servers up for seven and a half years, so to see them more than double that for 360’s servers as of today is…astonishing. Worth noting is some games like Chromehounds, Final Fantasy XI and all EA-published games utilized their own private servers which the publishers have shutdown long ago, so those games are unplayable online, but a vast majority still support the option. Wanna Wrassle? For several years on the 360, one of my yearly holiday season traditions was to buy the latest WWE Smackdown vs. RAW game and complete the career/season story mode and unlock all of the hidden wrestlers and features over the course of a few months. I did this from WWE Smackdown vs. RAW 2007 through 2011. For one of the yearly installments I was so close to unlocking all the achievements to get 1000 gamerscore, but the last one I needed required a grind to complete the main single player career mode five times. I decided at the time this was a perfect opportunity to catch up on past seasons of 24 and brought a second, smaller TV next to my living room TV and absentmindedly button mashed my way through those extra career mode playthroughs, and it took almost the entirety of the second season of 24 to accomplish that feat and earn that final achievement. No regrets!
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WWE's yearly Smackdown vs. RAW games featured zombies in their storylines, while All-Stars shifted the gameplay to more arcadey fun for all! The story modes in those yearly WWE games were worth playing through because the writers in some cases got creative and did things that were not possible on TV like having the Undertaker cast mind control spells for example. They added and experimented with a plethora of new modes and options, with the WWE Universe mode being a prime example of going all out creating dream cards and custom storylines. The creation options became incredibly in-depth each year too, in the later installments the developers added a Create-a-Storyline feature that had a surprising level of customization full of custom text entries for dialogue and branching cutscenes. One infamous online community, Video Game Championship Wrestling, became famous for its machinima they created with this system that contained intricate storylines with created wrestlers in its league consisting of video game character icons, developers, comic book & anime characters, fabled movie legends and yes even sprinkling in a few wrestlers. I dabbled in creating a couple simple storylines, but it was too much for me to invest into, but thankfully users could upload and download storylines from the community which added seemingly infinite replay value.
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You have not lived until you witnessed an episode of the acclaimed wrestling videogame machinima that is Video Game Championship Wrestling. Will it be Gabe Newell or Dr. Wily who will emerge here as VGCW champion? WWE released a couple spinoff games that were not as feature-dense, and contained more accessible, arcade-like controls. They were on the right path with Legends of Wrestlemania, which highlighted the 80s success of the then-WWF, but absolutely nailed it with WWE All-Stars which featured a hybrid of past legends and current stars, and all of them were intentionally designed to look like roided-out action figures capable of larger-than-life moves like hurling opponents 30 feet into the air in addition to juggling, fighting game-like air combos. This all combined for fun multiplayer sessions with friends and family members who usually are not fans of wrestling games, but genuinely got into the gameplay to my surprise. I rampaged through everything All-Stars had to offer within a couple months after the latest Smackdown vs. RAW game, and was kind of burnt out on wrestling games after this for a while and skipped all future WWE games for several years starting when they changed the branding with WWE ‘12.
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TNA iMpact! was from the same people who made All-Stars and had super-fun Ultimate X match as seen above! FirePro Wrestling on the other hand features only controllable Avatars and none of the trademark legacy 2D gameplay the brand is usually known for. There were a few other non-WWE games I tried out before I took a 360 wrestling game sabbatical. Rumble Roses XX was the first 360 wrestling game and the second all-women wrestler game in America after its PS2 predecessor. Never put as much time into it as I meant to, so I cannot leave any lasting impressions on it other than it gave Dead or Alive a lot of competition with its variety of costumes. I did put a lot of time into TNA iMpact! however, which was the game the All-Stars developers worked on before. At the time it hit, I was into the TNA promotion, and the game was a pretty good representation of that product with a fun Ultimate X mode, and a story mode circled around a fictional costumed wrestler named Suicide who went on to become an actual wrestler in the promotion in 2008, and the character has remained there off-and-on to this day. Lucha Libre AAA Heroes del Ring introduced the high-flying luchadores from Mexico with their own exclusive game and featured some familiar past WCW/WWE/TNA stars, but had problematic controls to prevent it from having any lasting appeal. I never played the Kinect motion-based wrestling game, Hulk Hogan’s Main Event, but I have seen clips online to witness it in its near-broken state that lives up to one of my favorite reviews on Game Informer where it became one of their worst rated games ever. There are a couple of low budget Avatar Wrestling games on the Indie Games channel on 360 that are basic affairs, but there is one Avatar-based grappler that somehow got a full fledge XBLA release with the much-respected, best-in-class FirePro Wrestling branding. Those games have been a decades-long line of some of the best 2D wrestling games of all time, and somehow Microsoft was able to secure that branding for an admittedly decent and accessible Avatar wrestling game, but a game that should in no way be worthy of that elite branding. That would be like Phillips securing the Zelda and Mario licenses for their own low-rent made games on their CDi system….oh wait. Sports-ball Forever! Time to highlight some of my favorite go-to sports games on the system. Starting off with football, there I got use to buying Madden every two or three years. I only rented the 360 launch title, Madden NFL 06, which wounded up being one of the worst debut Madden titles on a console ever. This is because of EA’s overblown “Target Gameplay” video they debuted at a previous E3 where the final game, while still graphically a leap above Xbox/PS2, was far from what they teased. To make it worse, that was the same year they debuted the doomed “vision cone” gameplay feature in the earlier PS2/Xbox versions that went over so poorly that they had to disable it as a default option for the 360 version and hide it in the options. This was also the first lead Madden game to remove John Madden himself (and co-commentator Al Michaels) from commentary in favor of a nameless afterthought of a radio-style announcer. Madden NFL ‘06 is easily the all-time worst lead-platform version of Madden!
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This video encapsulates why Madden 06 was an atrocity of a debut on the platform…at least it had easy achievements.
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EA stepped it up with later entries, with Madden ‘10 remaining a favorite of mine for the brand this gen. I still recall that edition was when EA initially introduced their cash cow microtransaction-focused “Ultimate Team” feature as a free DLC a few months after its release. How foolish I seem now for at first dismissing it as an interesting curiosity I could not bother to invest a dime into ever, but only to see it blow up in DLC sales for EA and become integrated across all of EA’s sports titles and other publisher’s sports games within a few years. I only picked up one college EA effort this gen via NCAA Football ‘12 which was technically free with a six-month subscription to Sports Illustrated, but I got the most out of that game, and was huge into its “Road to Glory” mode. Road to Glory had my created player play out his final year of high school, and then go through a full college season. EA were absolute pros at this point with their college game, perfectly capturing the college game pageantry by jam-packing the it full of college anthems, cheerleaders, mascots and first-class commentary from the old College Gameday crew of Kirk Herbstreit and Brad Nessler. EA was also surprisingly generous with a community create-a-school option where users could create and upload teams and stadiums, and sure enough someone created my middle-of-nowhere Midwest FCS school and high school teams. It remains a heartbreaker (for good reason though) that EA pulled out of college sports games after the NCAA student athlete class action lawsuit, with NCAA Football ‘14 being their final installment. I do not feel that much love for EA though because of how they squashed 2K’s attempt at returning to football videogames with All-Pro Football 2K8. 2K signed on a couple hundred retired legends for their game, and players could pick a handful of legends to be the standout stars on their otherwise auto-generated teams. It was a fun, different approach, which EA quickly put the kibosh on by signing many of those legends away to appear in throwaway historical features in future Madden games. As I mentioned earlier though, EA did win back some favor with me by resurrecting the Blitz franchise with their excellent XBLA version of NFL Blitz.
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There were a few other non-NFL games on the 360 I gave an honest try to, with Midway releasing an unlicensed, M-rated version of Blitz before they went bankrupt with Blitz: The League II. It showcases M-rated behind-the-scenes drama storylines, and more brutal and violent hits that bestow it the M-rating, and if you can handle that, then it is worth checking out. Finally, Backbreaker was an ahead-of-its-time pigskin game that debuted an all new physics engine that EA would eventually incorporate into Madden games. While the tech was not quite all the way there, the thing I associate most with that game is it playing P.O.D.’s “Here Comes the Boom” on every…single…kickoff. It was a huge detraction in my review, and I was surprised to see a few weeks later an email from my editor at the time passing along a note from the developers to revisit the game after an update addressing reviewer feedback, which did address a multitude of things, but at the top of the list was reducing the amount of times P.O.D.’s jam played to only twice a game, thank god! On the basketball side of things, I remained a huge fan of the NBA 2K series. The 360 carried over the awesome 24/7 mode I adored from PS2/Xbox era, which was an in-depth career mode for a single created baller, doing a global tour of the street hoops circuit. The 2K games struck gold in NBA 2K11 when Michael Jordan graced the cover and the game added a new historical Jordan mode where he relived his most monumental games with historically accurate rosters, and vintage 90s telecast presentation and commentary. The Jordan mode was a success, and integration of NBA legends became a big selling point on the 2K games going forward with future installments having a theme around the Jordan/Magic/Bird NBA breakout success of the 80s and the iconic ’92 Olympic Dream Team.
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EA had a downward spiral with their sim hoops games, and I only tried out a couple demos of the earlier NBA Live titles this gen that did not win me over, including the attempted re-branding of the series with NBA Elite ‘11. That doomed demo was so glitch-laden that it got EA to cancel and recall the game from retailers mere days before its street date, and took them three years to launch another proper console NBA sim. I did love EA’s re-launch of NBA Jam however, along with the XBLA sequel, On Fire Edition. They hit all the right notes on re-introducing the classic arcade gameplay to a new generation. No idea why they have not done another NBA Jam since however, but at least On Fire Edition is back-compat on Xbox One and Series S|X. The PS3 consumed the bulk of my baseball playing time with their awesome MLB: The Show games of that era. However, I do have one chuckle-worthy memory of staying up late playing a lot of 2K’s arcade take on baseball, The Bigs, at a friend’s place one night. We played several games and I recall being impressed at how fast each game breezed by. I skipped all hockey sims this generation too, with the only time I digitally hit the ice this gen being EA’s killer NHL game on XBLA, 3-on-3 NHL Arcade, which delivered the hat trick of arcade fun gameplay, creative power-ups and intuitive controls.
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For alternative and single player sports games, I already raved about Top Spin 2 during the 360 launch window. I could never get into EA’s thumb-stick controls for its Fight Night games, but I did enjoy 2K’s Don King’s Prize Fighter, which came from the same team that made the Rocky games on the previous gen I preferred more. Of all the MMA games, I briefly got into THQ’s UFC 2010, but the game always became a chore when gameplay transitioned into ground submissions. I enjoyed Tony Hawk’s Project 8 when it launched, but that series also had a fall from grace with several failed experimental games once EA stepped up the competition with Skate. One of the greatest mysteries in gaming history to me will always be Skate 3’s staying power in sales seeing it on sale for so many years that eventually EA repackaged the game in an Xbox One case with a sticker on it saying it is playable on both the 360 and through back-compat on Xbox One because there were no longer any other 360 retail games on store shelves. I tried a few times to get into Skate, but like the Fight Night games, the thumb-stick focused controls never gelled with me and I could never adapt. No Russian, No Cauldron
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For several years straight, from the 360 launch in 2005 through 2012 I played every yearly installment from Activision’s flagship brand, Call of Duty. The first couple of years it was not that much though. Call of Duty 2 I only played several times in local couch multiplayer battles when friends brought over a copy. I always regretted never renting or buying it cheap to play through the single player campaign which I heard is excellent. Ditto that for the original CoD which eventually got a re-release on XBLA as Call of Duty Classic. However, I played through the entire campaigns for the next six games. CoD3 I rented from GameFly and breezed through in a weekend in split-screen co-op with my brother and did not think much of it at the time, but came to learn later that when playing in co-op it removes a few levels that proved to be too daunting to be handled in split screen. Then in 2007 Call of Duty 4: Modern Warfare released and first person shooters as we knew it changed. 13 years later it still has two of the most powerful moments in a FPS campaign in the form of the nuclear blast and its immediate fallout in the failed helicopter escape, and THE sniping level of all sniping levels in the flashback mission which immerses the player so well into the sniper role at its apex moment, that few other games since have managed to achieve. It overall was an incredibly gratifying campaign, which was equaled with a revolutionary online multiplayer experience that popularized persistent online multiplayer unlocks with a seemingly endless barrage of weapon and character customization unlocks to keep players reeled in. I was never “hooked” into the multiplayer on a regular basis, but starting with CoD4 and for the next few games I would occasionally pop on and play with colleagues who did play all the time, and had a blast catching up while apologizing for not carrying my own with my less-than-ideal kill/death/ratio.
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World at War was an interesting revisit back to World War II and I enjoyed Keifer Sutherland’s voiceover talents as a superior barking orders at me throughout. It also debuted its survival variant in Zombies mode that was a hit that year and frequently played with co-workers on game nights. While that mode would become a bigger focus and more expanded with each successive CoD game, for whatever reason it never became as popular or played as much then as in World at War. 2009’s Modern Warfare 2 somehow met the high bar for the quality of campaign that the first game set, and its “No Russian” level I will never forget and I was bug-eyed throughout it as I never experienced anything like it before or since while my character attempted to keep his cover. As good as Infinity Ward’s Modern Warfare titles were, Treyarch stepped it up with 2010’s Black Ops and its Vietnam War setting. It remains my favorite single player campaign from this stretch of CoD games. The meaning of the “numbers” touched on throughout the campaign had a meaningful payoff, and I loved how Treyarch sprinkled in their own unique gameplay intricacies like “diving to prone” and my love for the RC Car killstreak bonus in multiplayer. No matter how much of a weak link I was for my coworkers in online multiplayer, as long as I got just one set of three kills straight to get that fun RC Car perk, then I considered that a successful multiplayer session! Infinity Ward had a satisfying conclusion to the Modern Warfare trilogy with MW3 in 2011, but 2012’s Black Ops II was surprisingly underwhelming to me. It felt like they tried to do too much with the campaign, and sprinkled in optional bonus missions I felt obligated to do, but broke up the narrative for me. Of course, it could have been CoD burnout by this point, and I have never played another CoD game since. If I were to play the campaign of just one CoD game after this from 2013 on, what would you recommend?
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For five years I anticipated the low budget FPS efforts from Cauldron that had me reliving past historical battles and as a DC Secret Service agent seen above. Interestingly, while Treyarch and Infinity Ward took turns each year this gen delivering Activision’s big holiday FPS hit, quietly another studio, Cauldron, yearly released five budget-tiered FPS titles under the Activision Value banner. These little publicized releases always caught my eye, and I had no idea if it was the case, but Cauldron’s games felt like where Activision would send freshly recruited developers to get their feet wet before getting promoted to the CoD teams. Three of Cauldron’s five games were History Channel licensed games themed around recreating and reliving both sides of war in two installments based around the Civil War, and another in the Japanese theater of World War II. The history nut in me appreciated the History Channel-produced intro video for each level, and it was a budget-friendly alternative come down FPS game to breeze through in a weekend after the latest blockbuster CoD game. Cauldron also did a DC-terrorist themed FPS in Secret Service, and Jurassic Park-inspired FPS titled, Jurassic: The Hunted. I imagine all of these play horribly outdated now, but I still will appreciate them for what they brought to the plate. Dubious Honors
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Hulk Hogan’s Main Event and NBA Elite 11 top the dubious honors list for reasons I already ranted on above, but wanted to make sure to at least notate here. Moving on to other bad games, here are a handful that I was not a fan of: Rogue Warrior was a super-short and barebones functioning FPS published from Bethesda, but bizarrely got AAA buzz and marketing. It did have a catchy closing credits song though. Turning Point was an FPS from Codemasters with an interesting concept of a post-WWII shooter if the Nazis won the war, but poorly executed and reason why Codemasters has primarily stuck with racing games since (although they did attempt one more FPS with Bodycount which I did not play, but understand is just as atrocious). One game that went on to have a misrepresented history I reviewed at the time was Bullet Witch. It was a middle-tier single player action game published by Atari, and while it had some problems I made sure to point out in my six out of ten review, I received serious flak from a few friends for overrating the game. While I addressed the game’s issues and marked it down appropriately so, I did have a fair amount of fun with the boss battles and messing around with some of the more powerful spells. Over the years I have seen many bill this game with the label that it is among the worst on the 360 with the same kind of tone and vitriol as ET received on the 2600. Even Mr. Microsoft Larry Hyrb poked fun at the game in an online video long ago. Again it is not a great game by any means, but it is far better than what a lot of people make it out to be.
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An XBLA game that got one of their marketed themed event releases (‘Summer of Arcade’, ‘Fall Feast,’ etc.) was TMNT: Out of the Shadows. It looked to be a cannot-miss 3D brawler TMNT game, and with that level of hype how could it go wrong? Very much so in fact, and with some of the worst camera controls in gaming I could not put it down fast enough. Another painfully disappointing TMNT game was the aforementioned XBLA remake of Turtles in Time. It played well enough like the original, but the redone visuals did not capture the spirit of the affable 80s/90s cartoon like the original did, and it stripped out the SNES bonus levels and had poorly substituted voiceovers. Stay away! There were a couple of semi-decent 360/PS3 era Turtles games. Nickelodeon TMNT was a perfectly serviceable brawler that did a better job of bringing back the good memories of the arcade classics than Re-Shelled did. Ubisoft released a single player platformer/action game to coincide with the 2007 CG film, TMNT. It too was pretty straightforward, and not earth-shattering, but at least hit some TMNT fan service marks good enough to be a worthwhile entry. Danger of the Ooze is one that slipped through the cracks that I rarely hear talked about likely because it released late in the 360/PS3 lifecycle in 2014. This should be played by any Turtles fan because this is the standout Turtles game this gen from the platforming masters at Wayforward with their take on a pretty fun MetroidVania-style game the TMNT license seemed destined for all this time. Lightning Round Quick Hits
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Microsoft did not release 360’s successor, the Xbox One until 2013, so with eight years between the 360 and Xbox One, a boatload of games hit that system and I played far too many of them which is why this is going on far longer than it should have. There remains a hearty amount of AAA, mid-tier, XBLA and other noteworthy games that I want to give their due, so bear with me as I attempt to rapid fire through these… -I got wrapped in too many open world games this gen, and I want to first give props to RockStar Games for managing to finish two of their behemoths in the form of Grand Theft Auto IV and Red Dead Redemption. GTAIV is the only GTA I finished the storyline for, and Niko Belic will be one of my favorite protagonists. The cell phone activities were initially a chore to retain friendship ratings, but eventually I came around to bowling, cab rides, comedy clubs and rounds of pool. RDR was the ultimate Wild West open world game. Neversoft’s 360 launch title, Gun, was in my backlog still and I blitzed through that in the weeks leading up to RDR’s launch because I just knew it would blow it away. Gun was a decent effort from Neverseft, but quickly became obsolete when starting up RDR, which did not disappoint, and delivered a remarkably atmospheric experience for its time in 2010. I loved getting lost on adventures out in the wild, and that original score is masterful and could not be have been better crafted. That final several hours of gameplay based around the family ranch is an incredibly bold choice of gameplay that will always have a special place with me. Kudos to RockStar with their spooky-themed story expansion, Undead Nightmare, which is a hell of a side story to RDR that is well worth your time all these years later!
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GTA IV put a lot of attention on its mini-games that were entertaining shoulder content, and Red Dead Redemption introduced a drop-dead gorgeous wild-west open world I would crave getting lost in and exploring for adventures. -Another one of my top 10 favorites on the 360 released on the same day as RDR, and I am talking about sci-fi third person thriller that is Alan Wake. I got completely absorbed into Alan’s quest to find his wife, and Remedy had a five star presentation to keep me on my seat. Some people criticized its style of combat, but it worked for me, and I believe it will go down as the only game where its deadliest weapon in its arsenal is a flare gun! Easily the spookiest T-rated game I have played. Do not skip out on the DLC episodes that put a nice bow on the story, and the XBLA sort-of time loop sequel, American Nightmare
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-Two open world games that I shamefully have resting in my backlog to this day are GTAV and Bully. I picked up both on 360, and eventually picked up the Xbox One version of GTAV. You know what open world games I did play through though? The first two Just Cause titles. This satirical take on the James Bond-super agent was right up my alley, and Rico’s unique gadgetry like hookshots, parachutes, and wide variety of instant vehicle drops innovated in new ways to traverse its gigantic open world. The chaos and destruction those games both were capable of raised the bar with how creative one could be to lay waste to their surroundings. -I already commented above how the first Saints Row lived up to its potential from its E3 demonstration I saw a year before its release. The sequels surprisingly kept getting better and better. The first two games were essentially damn good GTA-clones, but with both games having more zany activities and side missions than in GTA. Saints Row the Third upped the outrageous quotient for its plot and side missions, and was groundbreaking for how far it pushed the boundaries with its whacked out style of storytelling.
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-It did not feel right to include it with the racing games above, but another recommended open world title from this era is Driver: San Francisco. Ubisoft and Reflections nailed making an open world driving game without races being the focal point. The spirit-car-swapping feature against all odds is cleverly explained, and actually works! -Despite its popularity I could never get into the Assassin’s Creed games which debuted in this generation. A friend borrowed me the first game and at first I was into its setting and gameplay, but that first game was notoriously rough around the edges and I believe I got hung up on a glitch that prevented me from making progress roughly halfway through, and I have inadvertently been done with the series since. I picked up a few other entries over the years and have been wanting to at least try them, especially hearing how the latest ones keep getting better and better. One day! -I finished my first Resident Evil game on the 360 with Resident Evil 5. That game also featured online co-op, but I ventured fourth and played it solo and still had an impeccable time with it. It put more of an emphasis on action to the dismay of critics, but having not played too much of prior entries that did not bother me, and there were still plenty of intense thrills had throughout.
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This is easily my favorite arcade stick ever, and the exquisite 2011 Mortal Kombat reboot made its tall asking price worth it! -This generation saw collector’s editions become out of control, with games packed with all kinds of statures, Master Chief helmets, night-vision cameras and other gadgets for well over $100. The only one of these I invested in was 2011’s Mortal Kombat. I originally was not too hyped for that game because I had my fill of the series at that point after the three good entries on PS2/Xbox, and felt the series had nothing else to offer. My brother however is a big MK-fan and told me how he ordered the $200 edition that came with premium arcade-replica fighter stick. I went to his place to drop something off one day when he wasn’t home, and he told me had the game and stick hooked up and to give it a try while I was there. Within minutes of starting the story mode and realizing how they were reimagining the original trilogy and how they switched up the gameplay for that generation, I became immediately entranced with it and could not think of any other way to play it without that stick and could not rush home fast enough to pluck down a $200 order. I made sure to get a lot of use out of that stick, and is was absolutely worth it!
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-Sniper: Ghost Warrior is an unorthodox FPS focused entirely on sniping, and for being a low-budget game at the time I had way more fun than I should have with it. Also loved how it did a 180 from games like CoD, where instead of one sniping mission to mix up the campaign gameplay, here there is one run ‘n gun mission for a break from all that sniping throughout the campaign! I am glad this game had a ton of success and City Interactive has released a few sequels that I hope to emerge from my backlog of doom. -I already elucidated on my Borderland 2 experience earlier. The first Borderlands was a surprise out of nowhere hit that I loved my first few days with it and could not get enough plowing through the campaign online with friends. Unfortunately I went on vacation a few days after it released for a week, and when I got back, sure enough, most of my friends were many levels higher than me and already vanquished the game, so I soldiered on the final third of the game on my own. It was a challenge and a half to beat the final gi-normous tentacle-laden boss, but I managed to squeak by it after gradually picking away from it behind a boulder for nearly an hour!
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-I had a unique experience with the Portal games. The first one I initially played for about 15 minutes, quickly became frustrated with the teleporting mechanics and had to step away from it. A couple years later, an old co-worker Rick was one of many by that point stating why those games were some of the best games out there. I told him my case, and he offered to come over and bestow his Portal wisdom upon me. Many thanks to Rick, who did not straight-up spoil and told me what to do to get past Portal’s many puzzle rooms, but instead kind of nudged me into gradually easing into a feel for the core mechanics of the game and it helped greatly! I would not have been able to get into it without him. He had a surprise for me when he left, and left me his copy of Portal 2 to borrow and told me not to give it back to him until I finished it. I knew he was moving in a couple months at that point, and that compelled me to put all my attention into the Portal games. I am glad I did because both games are spectacular, especially the sequel which had a noticeably bigger budget to go all out with a AAA experience and narrative that came together to be one of my favorite games of that generation. -Bulletstorm was another innovative FPS with its implementation of a whip, and combining it with melee strikes and gunplay for a refreshing take on FPSs. It kind of came and went though, and I rarely hear people talk about it anymore, except for briefly last year when it got a re-release on Xbox One/PS4, with an extra DLC to have Duke Nukem replace the original protagonist’s voiceovers for the game. I will also associate the original Bulletstorm release for having one of the worst box arts of all time. It is just a no-frills footprint. If you played Bulletstorm before, sure, it will kind of make sense since kicking is a core melee attack, but if you were a potential consumer browsing games and had no clue about Bulletstorm then I would not blame you for not giving that cover more than half a second’s worth of thought.
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-The trilogy of BioShock titles were all high ranking in my top 10 game of the year lists for their appropriate years. The first game immersed me into its aquatic utopia gone haywire, and it stood out from standard FPSs of the time with its heavy emphasis on its narrative and hunting down those audio tapes to get every nook and cranny of the story. Its “twist” was something else for its time, and remains one of my favorites to this day. The sequel had a lot of polarization because it was from a different studio, but I felt they mixed it up by playing as a Big Daddy for the whole game and I could not get enough of freezing Splicers and then doing a drill rush attack that shattered them into pieces. BioShock Infinite was an astounding way to wrap the trilogy with its mesmerizing city-in-the-sky setting, and one of my favorite storylines from this gen. Its two storyline DLC episodes that released around a year later are worth checking out if you missed out, especially the second episode that changed the gameplay into more stealth-based by playing as Elizabeth. It felt like a whole new game, and developer Irrational absolutely perfected the change-up! -Spec Ops: The Line will not light the world on fire for its stick-to-fundamentals third person action gameplay, but what appears to start off as just another rah-rah military shooter, eventually morphs into a far deeper and complex plot than what I thought it was going to be. A book eventually came out thoroughly breaking down its exposition because it stormed up that much of a discussion around it.
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-Shmup fans had several worthy entries to play on the 360. Raiden IV and Deathsmiles were landmark new entries for the genre in their time. On XBLA, there were re-releases of a pair of renowned shmups from Treasure: Ikaruga and Radiant Silvergun. A pair of original shooters also stood out among the XBLA crop with the free of charge student developed game, Aegis Wing and also the beloved Sine Mora that captured the pilot play-by-play stylings of Star Fox and successfully merging it into a shmup. There were also a fair amount of Japan-exclusive shmups for the 360, most notably from respected shooter developer, Cave. Many of them are region-free and can be played on American 360s, so please keep that in mind! -I already told some tales above about my favorite comic book games, and embedded below is a video where I and my friend Matt painstakingly dissect a ton of comic book games that hit the 360. Highlights include the shockingly good movie licensed games, X-Men Origins: Wolverine & Captain America. Not-so-good highlights include the movie licensed Watchmen, Fantastic Four and Hellraiser games. Matt also had a lot more hands on time with the acclaimed Batman: Arkham and Spider-Man games on 360, and I have always respected his expertise in the genre so please give his takes a listen below! -The Telltale adventure/choose-your-own path story-driven games originally started off on PC, but became more and more popular with their console releases. I was 100% into the first two seasons of their Walking Dead games like everyone else. Loved the first one more, but my favorite Telltale episodic game is still Back to the Future. The Wolf Among Us was a fascinating twist on a mature dystopian fairy tale world. I was not impressed by their take on Game of Thrones, but I surprisingly enjoyed all eight episodes of Minecraft. I originally got that for my nephew who was huge into Minecraft at the time to play with, but he was not all that into this genre and I found myself getting into it instead. Telltale was pumping out so many of these episodic series that I could not keep up, and still one day want to go back and play through both Batman seasons they released, and their Borderlands series too which I hear is their best work.
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Back to the Future remains my favorite Telltale episodic game, but the event-like nature of the first season of Walking Dead was an undeniable zeitgeist while it transpired. -The LEGO co-op games we know today based off nearly every license imaginable became ubiquitous this gen. Only one I put serious time into and was able to finish was LEGO Marvel Superheroes. This one is special to me because it was the first game that I got my nephew Carter really into right when he was old enough to start grasping modern controller-based games. Had to help him out in quite a few parts, but we got threw it, and now several years later his gaming skills have greatly improved, and I will gladly give him a humble brag on his conquest of finishing the tough-as-nails Cuphead.
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-I subscribed to the Official Xbox Magazine for several years, until around 2009-ish, and I was surprised that they stuck with including demo discs for another year or two after that since downloading demos quickly made the discs obsolete. OXM did attempt a few exclusive disc goodies though, and one I always came back to was their own take on an episodic game called OXM Universe that lasted for about a couple years. The disc itself awarded up to 1000 “OXM” points based on checking out all the demos and videos on the disc. Those points could be used in the space ship station game, OXM Universe, which was entirely menu-driven to build space station tech and explore a galaxy. It did lead up to a decent conclusion if you stuck with it all the way to the demo disc that came with issue 100 and upon completing all the final tasks you are rewarded with a lengthy video filled with OXM staff past and present thanking everyone. THAT IS MIGHTY COOL OF THEM TO GO TO ALL THAT WORK FOR A DEMO DISC EXTRA!!! -I think one thing we take for granted in today’s console space is the ridiculous amount of weekly sales and specials on digital games across all platforms. It was not always that way. In the early years of the 360 digital marketplace, for a couple years all that was available was one weekly game on sale and one piece of DLC on sale each week and that was it for a couple years. Luckily, Steam was catching fire with their acclaimed Fall and Winter sales with their monster savings, and that eventually rubbed off on 360 and PS3 and by the end of those system’s lifecycles both started offering a surplus of weekly deals and flash sales. -Digital game preservation is something that is brought up more and more lately, and one thing that periodically ruminates in my mind is how the 360 handles patches/updates. For the longest time, most games had limits of 4mb patches until the later years in the system’s life where they started to change into the larger file sizes we associate with them today. However, the 360 has a nasty habit of auto-purging a game’s update on the 360 after several different games get played on the 360. So if you were to revisit an older comfort food game many years down the line long after the 360 online servers got shut down, any updates for that game were likely auto-deleted and cannot be re-downloaded. This could be huge for a lot of games whose patches likely helped patch out game breaking bugs and other issues that can no longer be downloaded whenever the 360 servers go offline. Just food for thought.
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-Final random item I want to bring up is something you saw in the header image to this special. Yes, that is a leaning gallery of 360 faceplates! Remember those? They were kind of a thing for the first couple years of the 360 when Microsoft was flexing the customization options of the 360 so anyone can snap on or off a variety of 360 faceplates to make their system stand out in their own way. I never bought a single faceplate, and only procured them if they were pre-order bonuses, or part of some promotional giveaway. The only highlight of this was how I got my Madden NFL 08 faceplate, and that was when I participated in my Gamestop’s yearly Madden tournament where no more than four people showed up for the few years I participated. The year I won, was when I got the Madden NFL 08 faceplate, which sure as hell beats my Madden NFL 07 plastic beverage cup from the previous tourney! It will forever remain in my drawer with my faceplates for Full Auto, Eternal Sonata and Deathsmiles. It is not like there is some uber-popular YouTuber who has a unique fandom for that particular version of Madden who could benefit from it in any certain way. To the drawer the faceplate remains! ”It’s an Ocean” (THE END!!!) OMG, this took me a whole month to gradually pick away at. I did not come close at all to releasing this in time for the 360’s 15th anniversary of its launch. I feel that I could have made this into a mini-eBook and charged six cents for this!!! As you can tell from my many memories I have shared thus far, the 360 is a platform I hold in high regard. I waited three years to upgrade to the Xbox One and PS4 in 2016, so from late 2005 until late 2016, the 360 was one of my primary go to consoles. Which is why I had so many memories, good and bad, to get out of my system. If you want to catch up on one of about a dozen other flashback specials I have crafted like this (which are thankfully significantly shorter) over the years check out the links below. In the meantime, I will close this off with two embedded videos of episodes of my old podcast I recently un-vaulted circled around the 360. They are the final installments of our history of comic book games and RPG games series. Both episodes focus on the games that hit for those genres up until the point the episode was recorded for 360, PS3 and Wii. Many thanks once again if you have stuck with me for these near-18,000 words of garbled memories of mine, I sincerely appreciate it and I will see you all next time if I can somehow muster enough energy after this beast of an entry for yet another anniversary flashback special!
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Listen to us break down almost all the RPGs that his this gen released through 2008
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And here we dissect all the comic book games released on these platforms through April of 2011 My Other Gaming Flashbacks Dreamcast 20th Anniversary GameBoy 30th Anniversary Genesis 30th Anniversary NES 35th Anniversary PSone 25th Anniversary PS2 20th Anniversary PSP 15th Anniversary and Neo-Geo 30th Anniversary Saturn and Virtual Boy 25th Anniversaries TurboGrafX-16 30th Anniversary and 32-X 25th Anniversary
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If you made it this far and have yet to experience the THING that is Rogue Warrior’s end credits theme song, then I dare you to click it above and not have Mickey Rourke’s lyrical lashings remain forever stuck in your head!
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Enjoy this montage of the many creative demises of the worst sidekick in the history of videogames! You’re Still Here!? Well Then, Let Me Tell You Another Story About the Shephard….Not That Shepard
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It is not my tale to tell of “another story about the Shephard.” Hopefully, EA and BioWare will right that ship as they teased at the recent Game Awards a few weeks ago. I am talking about the other Shepard on Xbox 360, that being Lost: Via Domus’s Jack Shephard. Jack and most (not all) of the cast from the first season of Lost are in that game, but are not playable. Instead, a new offscreen Oceanic survivor is introduced as the playable character, Elliot. The game was an average licensed adventure-lite game affair (find out all about by click or pressing here for my original review), but at the time when it released Lost was in its fourth of six TV seasons, and I was eating up every bit of fan service that game offered. It did have a couple minor things never seen in the TV show like the Dharma magnet, and I loved its ending which got my mind reeling with it possibly tying into new fan theories from the latest episodes of the show at the time. One in particular being my favorite episode of the series, “The Constant.” Not a great game, but loved how it treated the license. That said, this hit a few years before Telltale hit big with its Walking Dead games, and I can only imagine if they were the ones to give their episodic adventure game treatment to Lost instead. Now that is another story about the Shepard I would be all-in for day one!
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smilingperformer · 4 years
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Pokémon Sword & Shield - Personal experiences, Part 1
About a week ago, I declared that I wanted to write down a critical post looking at my experiences with Sword & Shield, noting what I liked and what not. Considering the fact that I still haven’t completed the game (at around 37.5h mark and done with 6 out of 8 gyms), I’m gonna divide this post into two, where this first part focuses on gameplay, music and graphics, while the latter part, which I plan on writing next weekend, will focus on the story and character portrayal, including the trainer customisation, League Cards and Pokémon designs of this generation. Do note, these posts will contain spoilers for new, unrevealed Pokémon, so if you want to discover them yourself, I suggest you read this post at a later date! If not, then let’s get started! With a Charizard Pose!
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As a disclaimer, the version I’ve been playing is Pokémon Sword, and as said above, the amount of time spent currently is around 37.5h.
Gameplay
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Let’s start with the aspect that’s most important to the games, alright? So, how’s the gameplay in Sword & Shield? The battling system remains the same as previous games, meaning it’s turn-based, commanding attacks to your Pokémon. There’s not much to say to this aspect of the game, but I do love the improvements to the UI during the battling. Now that the series is back to one screen again (which happened first with Let’s Go), all the needed info has to be displayed in the same screen. If you ask me, it’s displayed nicely, and the UI style is very slick. The button mappings have changed for quick-selecting pokeballs and checking move-related info, so if you’re used to doing the R1 + a combo on checking move info, you’ll accidentally do the move instead. Happened to me a ton of times. But, since we have to consider that 3DS had less buttons for usage, new button mappings are fine.
The effects of Pokémon loving you during battle is still there, as in if you’ve been playing with your Pokémon a ton, battled with them and spent tons of time, they’ll start dodging attacks to your shout, curing poisonings and paralyses on their own without healing items, and get more experience. It does make the game easier, but I have found myself still struggling against some of the stronger type of Pokémon, even when my Pokémon has more levels. But that may be because I’ve tried switching out team every now and then to avoid being overly overleveled. And it’s been for the best!
Encountering wild Pokémon
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First introduced in Let’s Go, Sword & Shield now lets you actually see the Pokémon catchable in the wild, making the world feel so much more alive. The grass encounters are still there, but instead of triggering random at your place, they’ll trigger nearby to you, and you can choose to either ignore or run into it. And from what I can tell, some Pokémon are only catchable in the grass patches. But I could be terribly wrong! The ways Pokémon react to you are different to the type of Pokémon you encounter, some examples being kind cheers from smaller Pokémon, some running into you at slower speed, some chasing after you and being faster than you, and some plain up teleporting away or running away from you as fast as possible. It’s such an awesome feat to see, and I have to note how much I love that Diglett and Dugtrio can actually be seen moving under the ground in fast speed, then coming up in another spot. It feels like such a huge improvement from how they moved in Let’s Go. Same with Rhyhorn, I love how they decide to charge at you, with no way to turn mid-ram! Meaning if you dodge, they miss. It’s such a nice way to show the wild Pokémon’s personality. This is why I ended up catching a certain Pikachu and making it my main Pikapal, despite wanting to get certain type. Because it kept coming at me, stopping to say “Pika~“, turning away in sadness, then turning back at me as I would approach it. It was so cute to see.
There are also fishing spots where you can encounter water type Pokémon, and they seem to appear in similar fashion as in Gen 7 games, but with less-obvious-looking spots. If you run into the spots, they’ll disappear, just like before. So go at them at walking speed! Speaking of which!
Controlling the character
Never have I enjoyed controlling my character’s movements in a Pokémon game before, as I have in Sword & Shield. Not only does the spinning have an awesome finishing pose involved now, you can also control the speed your character is moving at by the amount of tilt you do with your left stick. If you tilt it a tiny bit, you’ll be moving at a slow pace, and when doing this in a grass patch, you’ll be entering a sneaking mode, where your character will try to not make any sounds at any close-by Pokémon. It’s a feature that was last seen in Omega Ruby & Alpha Sapphire, and boy am I glad to see that feature return!
Now, if you tilt the controller more bit by bit, you’ll notice how the speed of your character increases gradually, and the animations transition smoothly when doing so. I don’t have a gif to show of you of this, but if you entered this post before playing the game, make sure to try it out! It may be minor, but to me it’s such an awesome feat, as I can now walk or run at any pace I want, and gives me more control on the character!
At some point during the story, you’ll gain access to a bike powered by your Rotom Phone, and it helps you move at a faster rate in the game, if that’s what you want to do. I myself opted to mostly walking, mainly using the bike in the Wild Area. Controlling the bike feels good, turns feeling natural and the bike never feels like it’s going out of control. The speed boost by pressing B makes you go extra fast, and you’ll be able to upgrade it up to tier 3 in the Wild Area. I haven’t found the upgrade yet for being able to go over the water, so I’m gonna assume that’s mostly post-game. Or I’ve just missed it somehow, and I have no idea how!
Side note: Shiny hunting
Now, from what I’ve read, despite Let’s Go letting you see the Shiny versions in the wild, Sword & Shield does not let you see them. You instead have to encounter the Pokémon and hope that it is indeed a shiny. I myself believe this was done by design choice, as to make the Shiny hunting still feel rewarding, instead of making you just stand on one spot after getting max chaining, hoping for one to appear. Like it was in Let’s Go. Thou, in Sword & Shield, it’s a whole new method. You only have to focus on encounting that one specific Pokémon for countless times, and at certain points of counters, the chances of encountering a shiny increases. This is all official info from The Pokémon website! And I believe the article also states that, the glowing Pokémon, which have chances of having better stats, egg moves and other cool stuff, also have higher chance of being a shiny.
You can also apparently do Chain fishing for increased shiny chances on the fishing spots, which is quite cool! The breeding method is still the same as far as I can tell, but there’s now also a chance for a different type of Shiny sparkle animation. If you get a square type sparkle, then congratulations, your Shiny is extra rare!
Berry farming
I find the berry farming in this game to be my absolute favourite form, as I myself didn’t find any appeal on farming the berries itself, often neglecting that aspect in previous games, and this doesn’t feel even close to the tedious pick-up animation chain Gen 7 games had whenever you were picking up the berries from the ground. But, knowing how my sister has been liking the discoveries of mutated berry farming, that seems to be gone, and I do find that kind of discovery not being there kinda sad. Maybe there’s something to this later in the game, I don’t know.
Gym Battles
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The gym matches provide some extra challenge in throwing at us Dynamaxed and Gigantamaxed Pokémon, which I myself haven’t been able to one-shot. While being overleveled does make it easy to steamroll the first few Pokémon on Gym Leader’s team, the final Pokémon always Dynamaxes or Gigantamaxes, and it does make you wonder whether your Pokémon’s gonna survive the hit or not. I always look forward to seeing what kind of Pokémon is gonna get Gigantamaxed next, as after the first two gyms, the Gyms always have a Gigantamaxing Pokémon on their team. At least, from what I can tell.
Speaking of Gyms, the Gym Missions have so far been a ton of fun. While one of the wants you to herd a bunch of Wooloo to knock-down barriers, other one has you avoiding traps, being auditioned or spinning around like crazy. So far none of the Gym Missions have been the same, and it’s very refreshing! One of them was very easy to cheat on thou, provided you had the right type of Pokeballs with you, which does make me wish Game Freak had implemented some type of restriction on what type of Pokeball you can use during the mission. But, I guess they didn’t want to force you to use certain type. Since you could actually keep any Pokémon you catch during this Gym Mission.
PokeJobs
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The new feature that pretty much replaces the PokePelago from Gen 7 games. And it’s very simple: the new Rotom-powered PC Box has the option to check out jobs for your Pokémon to do, and they usually have a description that states in a fancy manner of what type of Pokémon you send out for that specific job. The amount appears to vary from 3 to 10 at a time, and you can send them out for from couple hours to a whole day. Once your Pokémon return, they’ll gain tons of experience based on how long they were at the job, and how well it was done. Sometimes, one of the sent Pokémon will come back with items! It’s a nice way to get your boxed Pokémon up to proper levels, thou sending them out on these jobs also makes them unavailable to use during that time. Logical, but I myself sometimes accidentally sent out a Pokémon on a job for a whole day, then realising I needed them for the future battles. I can only blame myself for that. I do find it a teeny bit annoying how the Pokémon disappear from the Pokebox, meaning if you’re very precise about organizing it, it’ll become a mess. Unless one found a good way to make it less messy. I myself haven’t!
Camping with your Pokémon
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Throughout the game, you’ll be able to camp out with the current Pokémon on your team, and play with them using different kinds of toys on your toybox. From what I can tell, playing with them can give them experience at the end of the session, so it’s a nice reward for spending time with them and making friends along the way. Petting is not longer possible thou, which makes the Amié and Refresh lover in me cry in sadness. But alas, if we consider the fact that this game is meant to be enjoyed both docked and handheld, the petting mechanic would be extra akward to do with a stick instead of touching the screen. So, I can understand why it had to go away. This game isn’t motion-based after all, like Let’s Go was. Seeing the Pokémon play with each other and become friends with each other is such a wonderful feat to see, so I feel like Refresh was replaced with a good counterpart. I’m happy with my current experiences with the camping, and look to see if there’s more to it.
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Or whether another Pokémon will come to my screen the moment I camp out and just stare at me for few seconds. Gosh you’re too cute Wanpachi!
The Curry making
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During the camping, you’ll also have the option to make curry, to which up to 4 players can join up together to make a delish dish to eat. The partner eating the dishes with you is the one who’s first positioned in your party, so make sure you switch it out from time to time to see how different Pokémon eat their dishes! Smaller ones have smaller, cute dishes, while fully evolved tend to eat a huge amount! Above screencap being my Inteleon’s dish.
How you cook is based on what incredients you’ll be using. First you’ll choose the base of the curry, which can vary from bread to noodles to leeks that may or may not be liked by SirFetch’d. Then, you’ll add berries. I’ve been trying out different kinds of combos, but so far I haven’t failed a single dish. But I’ve also yet to get a perfect dish done. I’m guessing the way you perform with the mini-game of spamming button A, totating the right stick at right pace and timing your final button A also contributes to this. So I need to practice some more! I’ve been doing it a ton, and find it awesome time-spender. It also has benefits on making the Pokémon in your party more friendly to you, gain experience, and, based on how well the curry was made, restore health and pp, also reviving fainted Pokémon. It’s a great, cheap way to get your Pokémon back up to speed. Unless you’re in the middle of a Gym Mission, then you’re not allowed to do that. Which is a good way to restrict your healing options and make them more challenging!
Wild Area
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Now this is what I was most hyped about in this game. The Wild Area. After couple hours of playing the game, you’ll reach this huge, unlocked and fully explorable area, where you can encounter all kinds of Pokémon, varying from levels 10 to whopping 60s at least! It’s entirely possible that you can encounter higher level Pokémon as well, but I myself haven’t seen higher than 60 yet.
Exploring this area is quite a pleasure, as in addition to previously mentioned controls on your character, you can now also move your camera with the right stick. Which is a first in a main-line Pokémon game. I have also discovered, thanks to a NPC I’ve encountered, that you can zoom in and out with a click of stick button. This will help you see either closer or wider, depending on how you like it. I myself like switching between the modes depending on the situation!
There are tons of areas to explore in the Wild Area, and tons of stuff to collect as well. Each day, each sparkling collectable respawns, meaning this place is the perfect way to farm yourself cash. Also berries, there’s tons of berry trees in the Wild Area, which can also be found on traditional Pokémon-styled routes.
Wild Area is also where, if you connect to the internet with Nintendo Online membership and through the Y-comm, which is pretty much upgraded PSS system from Gen 6 games, you’ll be able to see other players around the world right beside you. It’s such an awesome feeling, and makes the Wild Area feel even more alive. However, this does jag up the performance a bit, and you may see your frames drop down for a bit before coming back up. It’s a shame, but as an MMO player who’s had to deal with worse, it’s.... manageble. Not ideal, but not the worst. The way the trainers just pop out with no cool entering animation feels akward thou, haha.
There’s also Rotom Rallies to do, trainer battles to find, treasure digging through two NPCs and findable trainers who trade up items for amounts of Watts, the Wild Area currency you’ll obtain from glowing Pokémon and red glowing nodes.
Max Raid Battles
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As previously mentioned, in the Wild Area, you’ll be seeing red-glowing nodes around, sometimes sending out a long beam to the sky. This indicates that you can enter a Max Raid Battle, in which you can join with up to 3 other players to take down a stronger, bigger wild Pokémon. This is also the only way to encounter Gigantamaxing Pokémon, thou I cannot say for sure if it’s the only way to get yourself a Pokémon that can Gigantamax. I’m not that far in the game yet. But so far, these raids have been fun, although I’ve only ever managed to join up with one other player, with rest of the spots being filled with NPCs. Which sometimes have really weird choices of Pokémon partners (looking at you, trainer with Magikarp against Pumpkaboo!) Depending on the amount of stars, the Dynamaxed or Gigantamaxed Pokémon may sometimes put up a barrier to slow down the process of taking it down. While the non-dynamaxed Pokémon on your team can then only take down the small, red-colored bars from the health bar, the Dynamaxed Pokémon can destroy the whole bar and do damage at the same time. I am not sure if it depends on type matchups or just works that way regardless of the move. But it does make the Dynamaxing feel worth the trouble!
The Gigantamaxed Pokémon seem to have way lower catch rate thou, and it really bums me to see the Pokémon run away after one catch try! God damn Gigantamaxed Sandaconda and Butterfree!
The Y-Comm
I don’t have screencaps to provide for this at this moment, but I’ve been using it quite a bit by now. As said before, it is basically a return to the style of PSS used during Generation 6, and you’ll be able to do Pokémon trades, league card trades and check out raid battles, while also request single, double and multi battles. One aspect from previous games is gone thou, and that’s the GTS feature. Yup. You can no longer put up a Pokémon to be traded for certain, specific Pokémon. Which is a huge bummer, considering how even I used this feature to help with completing the Pokedex in Ultra Moon. I don’t know what the reasoning could be for this, but I guess all I can do is speculate that Switch is not capable of this kind fo feature? I’m not able to say, I ain’t familiar with Switch backend capabilities. And I don’t remember if Let’s Go had GTS or not, but I’m guessing it didn’t. Otherwise, the Wonder Trade has been replaced with Surprise trades, which is basically the same, but this time happens in the background, without halting your progress with the game. Which is an awesome improvement to previous titles.
Quality of Life improvements
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There has been a ton of QoL improvements done to this game, most notable ones being able to access the PC box at any time, which certain areas restricting the usages, like Gym Missions. You’re now also able to rename your Pokémon at any PokeCenter nearby you, also being able to make your Pokémon forget or remember a move at same place from the same guy. With no heart scale costs! No longer do you have to wait for almost-post-game to get your Steenee the move it should have learned already but somehow didn’t to be able to evolve to Tsareena, or run back at certain town to rename your Pokémon you either forgot to name or messed up naming. It all makes the game feel less inconvinient and more controllable.
TRs are also back from pre-gen 6 era (or is it pre-Gen 5?), which break after one usage. You can mostly obtain these during Max Raid Battles, so it gives you a great reason to keep doing those battles if you want more of certain type of TRs! Some are obtained while you do the story and explore the routes, so make sure to do that as well! There’s also now two different Pokémon Nurseries to put you Pokémon at, one being at Route 5, while other is located in the Wild Area. So, if you want, you can farm eggs at both of the locations.
You’re now also able to adjust audio settings for music, sound effects and what-not, thou it’s oddly behind finding a key item during the first big city, Motostoke. It’s possibly as a way to introduce this new feature, but it does feel a bit odd to make it an key item instead of making it a setting right away.
Music
Now that we’re done with the gameplay section, how’s the music? In short, it’s darn amazing! Each music so far has been a joy to listen, some of my personal favourites being Gym Leader Track (which changes dynamically based on whether your Pokémon fainted, beat the opponent or whether it’s the final round of the battle, it’s so cool!), Stow-on-side’s theme and the upper Wild Area’s tracks. Sonia’s theme is also such a pleasure to listen to, every time she appears in the story I just find myself not touching anything os I can listen to her track. I’ve yet to found a track that I’d find annoying, and so far this game’s OST has a high chance at being my favourite. Thou, Alola’s OST is still my top favourite, mainly because of Malie City, Ultra Necrozma and Gladion’s themes. Thou Marnie’s and Bede’s themes are awesome as heck as well! Especially the battles ones, thou the ones during their cutscenes are great as well! Lots of love can be heard from this soundtrack, and I can’t wait to hear more!
Graphics
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To be able to talk about the Graphics, I’ve been playing the game on both docked and handheld modes. From what I can tell, this game looks absolutely stunning in the handheld mode, while during the docked mode, some of the shadows may look a tad bit jaggy and can flicker a bit while moving. It appears to happen in certain arears during the daytime, so it’s not that bad, but it’s still noticable. But aside from the shadows, the game looks amazing to play on a 23 inch TV, and also on 39 inch TV. The colors are such an eyecandy to watch, and I hardly find myself looking at something and being like “man, this looks so bad“. The trees in the Wild Area? Sure, the texture on most of those trees look akward, but I honestly don’t pay any attention to them? Because I’m mostly looking at the grass movements around walking Pokémon, how Pokémon feel like the belong to the same space, and how it just feels so nice. Say what you may about the graphics, this is the best looking Pokémon game up to date. Even if it’s not as gorgeus as Zelda franchise’s Breath of the Wild. It still looks good and appealing for my eyes as a Front-End Developer with graphics design studies behind as well. Could it use an improvement? Absolutely. Does it need it desperately? In my honest opinion, no. But I do hope the next game in line will look evenly or hopefully even better than this gorgeus game!
I will say thou, the drawing distance with trainers and Pokémon in this game is quite akward. It would appear to be around same distance as in most MMO lowest drawing distance setting, but it’s still noticable. I do understand this helps the game keep up better performance and not drop frames constantly (which has only happened to me in the Wild Area while connected to the internet), but maybe there’s something that could be done to improve the drawing distance in the future, to make the world feel way better? Only time will tell I guess.
Animations
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The new animations added to the game look amazing, and your trainer character no longer looks like an emotionless, empty-staring character during cutscenes, but actually has a fitting face for the situation. At least, from what I can tell. The movements overall are smooth, and I haven’t seen too many jaggy model turning without any other movement on the legs or so. Maybe a bit with Pokémon, but not much with trainers. There are couple, but not overwhelmingly lot.
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What is an awesome addition to the game thou, is the fact that there’s now visible lip syncing with character models, even with your trainer character, and the speed of the lip syncing is based on the text speed setting. I tried the fastest setting, and it made some of the cutscenes look SUPER akward, as the camera would do the movement as it is programmed, but the text was already done and the character at the cutscene is just turning around or being zoomed in and not moving their lips at all! It’s a bit akward, and hilarious! But this only happens in the fastest setting, as it works well with normal and slowest setting! So, make sure to not put on the fastest setting?
First impressions on story
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You’ve reached the end of part one of my experiences with the game! To give of final thoughts, I’d like to say what my first impressions are on the story, now that I’m over the half-way point, at least from what I can tell. It’s been an interesting one so far, with the Gym Challenge feeling like where’s playing an actual Pokémon Anime season instead of just running from gym to gym. Each  gym leader has character, current favourite being Opal from Ballonlea Stadium. And it’s totally not because of how obsessed she is with the color Pink, and how she just scouted out Bede out of nowhere. In addition to Gym Challenge, there’s also a mystery with the Dynamax being built on, and discovering the legend of the Darkest Day with Sonia, and the lore behind the heroes that saved Galar during the Darket Day long, long ago. There’s also the build-up with Bede collecting Wishing Stars for Chairman Rose, Hop having amazing character development arc with having an Ego that gets crushed during one point of the story.
While I’ve been so much distracted by the Wild Area and not having completed the story yet, it feels interesting and I always look forward to seeing what we’ll uncover of the legend next, and whether Chairman Rose is doing something shady in the background or not. At least his backstory has me worried. The start of the game’s story was such an awesome way to get the story going, and I look forward to seeing how we’ll be possibly(?) restoring Zacian to its game cover glory. As it did look kinda beat with all the scratches and ear being cut.
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Thank you for reading this post guys! It took hours to write, and creating a new private twitter account to get these screenshots transfered. But I hope this was an enjoyable post to read! I’ll be writing my second post after I’ve finished the story and played the post-game for a bit, which could be next weekend, or could not be. Depends on how much further I’ll get during the next week, haha! Anywho. Until next time!
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soccerdrawings · 4 years
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10 Small But Important Things To Observe In Famous Soccer Players Injuries | Famous Soccer Players Injuries
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memoirsofasim · 7 years
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Hope everyone is having a great weekend! So I have some exciting news... I upgraded my laptop this weekend to a custom built desk top gaming computer. :D 
By boyfriend built it for me over the weekend and holy smokes, it’s flipping incredible!! My eyes are having trouble adjusting to the graphics and my brain, well it is still in a state of shock over how quick the game loads. lol This is like a dream come true for me, to finally have my own personalised gaming computer.
I’ve been mass installing all my TS3 games and I’m almost done, but now I have the painstaking job of saving all my families from my laptop saves. No biggy tho, it’ll be worth the pain just to be able to play them on this new machine.
If you’re interested the specs are: Intel Core i5-7600K CPU @ 3.8Ghz, 16Gb Ram, graphics card is a Gigabite 2G GTX 1050 Windfree Oc and to top it off, a 24 inch monitor. I went all out and got a gaming a keyboard and mouse (Logitech) that light up. :D I’ll post a new pic of my desk space soon.
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waynekelton · 5 years
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The Weekender: Civil War Edition
I’m still unnecessarily upset over the fact that Gundam Battle: Gunpla Warfare still isn’t available in the UK. I mean, gacha nonsense should all get in the sea, but if I’m actually willing to try one out for the greater good of mankind, the least it could do it be available in my region. Oh well, guess I’ll have to settle for Pokemon Masters instead whenever that comes out.
It’s been another list-heavy week this week, so apologies for that, although we did review Beholder 2 and learn that Company of Heroes is coming to iPad. Also, make sure you catch up on what games are still due to release this year. Next week is GamesCom so I’ll be out in Cologne - it may be I’ll need to do some more placeholder content mid-week but I’ll be able to work as normal by and large so if a review or feature does come in, I’ll still put it up.
Out Now
Orc’s Civil War (iPad) - Full Review In Progress
This game came out of nowhere - I have to tip my hat off to Touch Arcade’s round-up for this one as I’d honestly never heard of it until it was released. The game claims to be “the best” iPad RTS game, and it’s a claim I’m eager to put to the test.
It seems very much like a passion project made by a single person, and that person may not speak English as their first language. Still, the graphics aren't too bad all things considered, and it seems to mix elements of RTS and Tower Defence, with some advanced unit behaviour mechanics thrown in there too. We’ll get a review out as soon as we can, since the price point is unusually high. There’s an official website you can check out too.
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Spy Tactics (iOS & Android) - Full Review in Progress
This is the other game of note this week - while it’s listed as ‘free’ there’s actually an IAP to unlock the full game. Spy Tactics caught my eye as it reminds me of the GO titles that Square made, which were pretty excellent puzzle/tactics games. This one has a spy/cold war aesthetic which some may enjoy, and boasts over 40 levels with multiple routes to completion.
The trailer is from the PC version on Steam, although admittedly it doesn’t serve as the best advertisement. We’ll see what Michael thinks when he’s done with his review.
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That’s about it as far as interesting new games is concerned. I took the liberty of trying out Warhammer Combat Cards after it released this week. It’s… well, not really sure how to describe it. Utterly harmless, but also very skippable. It’s essentially a collect-em-all battle game using cards. Except they’re not really cards they’re just pictures of really nicely painted Warhammer 40K miniatures with some stats. You can have up to three on the board at once, and you fight it out. Winning battles gets you more cards, and if you get a dupe you can use it to upgrade a card… and the cycle continues. That’s it. That’s all you do.
There may be some tactical depth in terms of building your mini-deck and how different cards synergies together, but to be honest it feels like a subtle plug for the table-top game. Another RPG card battler released this week is Traitor’s Empire Card RPG. The graphics aren't amazing, but it’s got a lot more to it and so might be more worthy of your time.
Updates & Other Junk
There’s been a few updates worth looking at this week:
Six Ages: Ride like the Wind received its first update since last November. It introduces a new interactive scene, some gameplay tweaks and fixes, and then improves compatibility for specific devices like the iPhone 4, and the large iPads.
Now that there are several major Auto Chess contenders on mobile, we’re finally starting to see some more creative updates and new modes. Chess Rush is the latest game to try something new with a new 4v4 mode called Squad Clash. It’s similar to the already introduced Co-op mode, just with more people. You can send your pieces to other people’s boards to help them out in their fights. Once Squad Clash has had some time to settle in, it will be put into a rotation with co-op mode where they will alternate.
Pokemon Masters’ impending release can be seen on the horizon, and there’s apparently going to be a lot of us that will be jumping on board when the collect-and-battle game gets its global roll-out. Recent news suggests 5 Million of us have pre-registered for the game across iOS and Android. That’s a lot of trainers.
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While we’re sharing trainers, how about looking at some Commandos 2 HD footage? If you’ll remember, we posted up just after E3 about how Kalypso Media are doing remasters of both Commandos 2 and Praetorians, both of which are classic strategy games. While this is mainly a thing for PC audiences, Commandos 2 HD is also coming to iOS and Android. Kalypso recently shared some new gameplay footage (albeit, PC) which I thought you’d all be interested in.
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Sales
There’s quite a few more sales this week than usual, so let’s run through them. Unless stated otherwise, assume both platforms:
Lost Portal CCG (iOS Only) is down to $0.99 for the first time this year.
Pocket City has also had its priced reduced for the first time this year on both platforms, but it has been cheaper.
Mystic Vale was only released in June, but it’s already been discounted by a couple of dollars on both platforms, probably to coincide with the release of some new DLC.
Clarusvictoria are doing a sale on their entire catalogue on both iOS and Android. You’ll remember them recently from Egypt: Old Kingdom.
Cosmic Express has had its price reduced for the first time this year, but it’s been cheaper.
If there are any Baseball fans out there, R.B.I. Baseball ‘19 is down to $3.99 on iOS and Android.
Last but certainly not least, Titan Quest HD is also reduced to just below half price.
Seen anything else you liked? Played any of the above? Let us know in the comments!
The Weekender: Civil War Edition published first on https://touchgen.tumblr.com/
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borggolf · 6 years
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2017 Golf Season
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The resurgence of my company’s golf league several years ago brought me back into the sport in ways I wouldn’t have imagined. Back then I played in the league without a partner and I couldn’t care less about points or standings. I just wanted to play for the exercise, comradery, and the fun of the game. Golf is all about setting a standard for yourself and then meeting/exceeding that standard. I never really gave much thought to the competitiveness, mainly because I wasn’t very good at all so I rarely could score lower than most people I played with. I found that feeling changes when golf becomes an obsession.
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In that short span of several years, I’ve upgraded my entire set of clubs twice (thanks to my generous and benevolent wife), bought several additional clubs (likely violating USGA rules), and I started keeping detailed statistics on every round. In 2015 I played around thirty 9-hole rounds and twenty 18-hole rounds. In 2016 I got a twilight membership at Lake Lawn Resort’s Majestic Oaks course and took full advantage of it after work at least twice a week. Over the year I played 41 9-hole and 62 18-hole rounds. Although I played 17 different courses, more than 60 of those rounds were at Majestic Oaks. Most of the others were on weekends with either my dad or a handful of friends from work.
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This year I renewed my membership and played seemingly every day it didn’t rain. I got in 82 18-hole rounds and 55 9-hole rounds at 26 different courses. 69 of those rounds were at Majestic Oaks, so I definitely got my money’s worth on that membership. Some asked me if my wife was OK with this. She often encouraged me to go, seeing that it (usually) made me happy. I think there were more than a few times when she wanted to spend more time with me especially on weekends, but she seldomly voiced her displeasure.
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A year or two ago playing 18 holes exhausted me, even when riding a cart. I would come home so sore that I would just plop down on the couch and not move for hours. Playing 18 two days in a row was torture on my feet, back, and arms. I was diagnosed with tennis-elbow last year and I had to cut back a little late in the summer. This year, I played over 18 six times. 36 holes once at Majestic Oaks in July, ran out of daylight before I could finish 27 at Delbrook in August, played 18 in the morning and 9 at another course in the afternoon one day in September, 27 once at Evergreen and an insane day of 45 holes at Evergreen in October, and my last golf round of the year was 36 holes at Prairie Woods on November 3rd, the day we left for Munich.
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The improvement in my game has been more than noticed by others, even without the benefit of seeing my meticulously recorded data. In the league I’d changed partners several times, usually due to their inability to meet the schedule consistently. I didn’t really mind so much because I never felt like I was good enough to compete for the top standings, even with a ringer for a partner. Last year I got a new partner whom was very enthusiastic about winning. He’s not a great player, but he’s fairly consistent scoring. My game gradually improved through the year, which is the secret to success in a handicap league, and we managed to win it all our first year together. I also took the individual top points championship. Some believed this was a fluke as in the past I’d never finish above 5th in points, but in 2017 I finished only two points out of first place and our team finished 2nd.
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Playing often with my dad meant his game improved this year as well. I would harass him into playing more often than he wanted to, usually talking him into it with course pricing specials (we played quite a few rounds at Prairie Woods for only $20). I tried giving him a nice set of clubs after my 2nd upgrade, but he was content to use his assortment of rummage sale clubs. He bragged to everyone he could about picking up a Big Bertha driver for $10. Toward the end of the year, he’d recorded a few birdies (rare for him as he can barely drive 150yds), and I got to witness his first ever hole-in-one, hole #7 at Towne Country Club. He almost had another at Prairie Woods on #15 when his ball hit the flag. I’ve come within a few feet of a hole-in-one several times, but dad finally got one after over 60 years of golfing.
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I’m not sure anyone cares about the statistics I keep track of, but I pride myself in them as they show graphical proof of the improvement of my game, so here they come: In 2015 I’d recorded three birdies. In 2016 I’d recorded 19 birdies (3 rounds with 2 birdies) and my first eagle. I only had 21 birdies in 2017; disappointing because I played so many more rounds, I expected more. My record round (+7 at Prairie Woods) only had one birdie but 10 pars. I did manage to score another eagle late in the year at Evergreen on #3 East, a nemesis hole of mine. I was usually happy to get through that par 5 with a double-bogey and having only lost one ball in the woods, but this time I had a perfect drive helped by the hillside, a skilled 2nd shot onto the green, and a 17ft uphill putt into the cup. My eagle last year involved a lot more luck as my shot was off but I benefited from the roll of the green, but this one took more skill with my approach and my putt, with the luck only coming into play with the distance of my perfectly placed drive, landing near the 150 post.
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As you can see I started the year with some bad rounds. One can forgive a high score on the first round of the year in mid-February, but according to the graph it took me until late June to start consistently scoring better. Of course this is all relative as my 2016 record round was +16 (also at Prairie Woods); I bested that score ten times in 2017. On the other end of the spectrum I did have a few very bad rounds, but three of those were the first time I tried playing tougher courses such as Brighton Dale White Birch, Broadlands, and Abbey Springs. My worst score of the year was +37, but the silver lining is I had five rounds worse than that last year.
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I’ve also kept track of the money I’ve spent while golfing in the last two seasons. In 2016 I spent nearly $1700 on greens & cart fees, also including simulator rounds and driving ranges. Compare that to this year where I spent $2200. This may seem like a lot, but after frugally taking advantage of discount cards, coupons, discounted tee times, and my twilight membership, it comes to under $10 per 9 holes played. Even my dad would consider that a good value.
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I even kept track of my spending on concessions including food, soda/beer, and tips: just under $600 last year, just under $700 this year.
In 2016 I spent just under $1000 on golf equipment such as balls, gloves, shoes, clubs, and my Garmin Approach X40 golf watch. This year I spent only $750 on equipment, mostly on two hybrid clubs, balls, a new pair of shoes and a new bag.
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I’ve developed quite an unhealthy obsession with golf balls. Some people I golf with use only one brand and model of golf ball. Some may switch that loyalty on occasion. Others will play whatever they find in the woods. For me, much like my beer drinking, I love variety. I really like trying new golf balls out and attempting to compare them to others I’ve used. It’s difficult to do this objectively because even when using my favorite, most expensive golf balls I can still have a very bad round. I’m not above playing balls I’ve found at the edge of the woods just to see what they play like, or snagging a nice ball from the driving range bucket. Often that’s how I try out a different ball before buying a dozen of them. The problem is I’ve gotten too curious and my golf ball collection is starting to look larger than the basket on a range tractor. Because of this obsession I began keeping track of how many balls I actually go through in a year. This year I lost 167 balls to the festige, woods, water, or highway (they need taller fences at Lake Lawn).
I currently have more than that amount of new or like-new balls in storage, and another 50 crap balls that I use when I play the course up north of Hayward where I may lose up to 8 per 9 holes.
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One of my favorite balls I’ve used are Taylormade Project (a). The first time I used a “Project (a)” ball was my championship round in league last year, so they’re even a little sentimental to me. You can get them refurbished from Amazon for $10/dozen which is a price that cannot be beat. I honestly cannot tell the difference between new and refurbished Project (a)’s.
This year at Golf Galaxy I was purchasing prizes for the league and the salesman talked me into a dozen Srixon Q-Star Tour. About as expensive as new Project (a)’s at $30/dozen, I started using these balls late in the summer and they won me over. My record round at Prairie Woods (a course where I often lose 2-3 balls per round) was played with one Q-Star Tour.
Other balls I like using include Titleist NXT Tour, Callaway Chrome-Soft Truvis, Bridgestone B330-RX Tour, and of course the Titleist ProV1, but I would never actually buy those as they’re far overpriced.
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I made it a point to myself to not be afraid of trying new courses this year. As I mentioned earlier, I played at 26 different courses in 2017, 10 of those were new to me. I tried out Broadlands with a coupon and I loved it even though it kicked my ass. I played it 5 more times and I was able to tame it at least once. I played a few 9-hole courses in Michigan when I was there for work. Since I sometimes fly there, I left my old golf set in the closet at the office. Once in Tennessee on business I stopped at the local course and rented some nice Pings. And I finally got to play Abbey Springs, a jewel of a course near Geneva Lake, but that ended up being my worst round of the year.
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I do not know what’s in store for my golfing in 2018. There are many rumblings in the league leading me to believe we will not be going back to Lake Lawn, which if that’s the case I don’t plan to renew my membership despite the fact that it’s extremely convenient for me to golf there after work. My reasoning has to do with lousy course maintenance, borderline incompetent management, and most of all the class of golfer there (FIBs). I am likely to get a membership at a different nearby course, but I have yet to decide which one as it will likely come down to where the league goes. But aside from that, I still plan to play new courses (likely toward Madison and/or Milwaukee) as well as try to master courses I enjoy but have issues with my scoring at, such as Glen Erin, Broadlands, Hawk’s View, and maybe even try Abbey Springs again.
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theclarkystuff-blog · 7 years
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A Weekend In The Vita
PlayStation Vita always had an unusual life despite being home to a very loyal fanbase despite strange adverts involving 4 boobed women to later being marketed as a PlayStation 4 accessory the system has managed to avoid a complete death unlike  similarly aged home console the Nintendo Wii U with support often coming in from the Indie and homebrew community. With a handful of Vita games I am interested in, alongside my old PSP and PSOne Classics collection I thought maybe now is the time to look into this exotic beast and see if the system was an underrated gem that many owners claim it to be or just trash. 
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The successor to Sony’s original handheld effort the PlayStation Portable code named NGP (Next Generation Portable),  would advance the tech used in the PSP greatly including some better ideas like cartridge support as opposed to the battery draining UMD’s while addressing several problems like true analog sticks as opposed to the PSP nub and front and back touch sensors offering a similar but different input influenced by the Nintendo DS and a gyroscope which would allow players another great alternative to aim or steady camera’s in game. Sony hyped the handheld unit in a similar way to the PSP often boasting of its graphical power compared to other handhelds on the market by showing  mock up demos like Mel Gear Solid 4 being shown it would appear to be similiar to PlayStation 3 levels of power with ports of many popular games of the time like Ultimate Marvel Vs Capcom 3, Mortal Kombat, Virtue’s Last Reward and Rayman Legends, it would also see ports of HD collections like Metal Gear Solid, Jax and Daxter, God Of War, Final Fantasy X and Sly Racoon, it would eventually become an indie darling platform with ports popular games like Shovel Knight, Terraria and Hotline Miami being available to people on the go without much having to be compromised. PS Vita would sound like a great concept on paper but Sony’s mismanagement of the system including a lack of first party support after a few years of support, a much decreasing customer base with many making the moving to mobile phone platforms and expensive DRM ridden memory cards, they would prove to be enough to doom the Vita from mainstream success. 
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For this venture rather than put down a couple of hundred on a PlayStation Vita I decided to invest in the home console model of the unit, the PSTV as this unit could be found as cheap as 20 dollars with other higher priced deals including a Dual Shock 3 controller or a copy of The Lego Movie Video Game. PSTV was Sony’s attempt at trying to bring handheld and console gaming closer by allowing customers to finally be able to play the Vita’s game on the big screen and giving others access to the Vita library as a budget home console line but with stupid decisions like blacklisting certain games from working on the system and virtually no marketing the PSTV would quickly become a discontinued flop within a year of coming to the market. Powering on this tiny device we are given 2 input methods, the Dual Shock 3 or 4, both can be used in wireless and wired USB modes. For this I used the DS4 as I felt the touch-pad would provide a good enough substitute for the touchscreen and touch pads used on the Vita. 
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This unit alike to the Slim portable model comes with 1GB of built in storage space perfect for saves, DLC or a small game but for anything else this space will quickly be spent as some of the systems launch titles alone like Uncharted:Golden Abyss roughly weigh in at 2.54GB while Persona 4:Golden is roughly 2.8GB, it would have been easy to imagine if you had a PSN+ subscription that when it came to Vita games it may have been a repeating act of frustration when you may have to juggle between re-downloading or deleting games if you had a lower sized memory card with the only solution being to spend 40 dollars on 16GB or 100 dollars for 64GB with no alternative available on the market, it has always been a tough pill to swallow but reflecting on this at least people would be able to save there games using cartridges on this model, unlike the original Vita.
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Lucky for me the PSTV came on firmware 3.50 making it vulnerable to software hacks with the only obstacle involving getting the unit on firmware 3.60 so software exploit Henkuku can be launched, using a simple set of instructions on they’re website it was easy to use a simple DNS trick to download and install the right firmware with the rest as simple as loading up a website on the built in Vita web-browser and clicking install making it so simple compared to early home-brew methods employed on the Vita that involved owning certain PSP titles digitally and buying them before Sony would remove them from the market place, making it a tough race and usually only for hacks that would benefit the PSP side of the Vita. Installing this temporary hack we are given full control of the system which will allow us to overcome 2 of the biggest flaws with the PSTV system, the storage system and the blacklist. 
Booting into home-brew program Vita Shell it is possible to mount almost any USB mass storage device as a PS Vita Memory Card finally giving us an alternative to Sony’s card which can often work out much cheaper I decide to use my Wii U’s old SanDisk Ultra Fit 32GB USB 3.0 Flash Drive as I bought this specifically due to the low power output the Wii U has on it’s USB ports, a problem which the PSTV appears to suffer from as well which may require using alternative power solutions. Formatting the USB stick to exFat and loading up Vita Shell I am able to easily mount the USB storage as a memory card giving me 28GB to use which should be more than enough for the collection of compatible games I have bought over the years on PSN. With a quick installation of a home-brew package through Vita Shell I am able to install an app which will remove the blacklist from the system allowing me to boot all Vita games so now it would be a good time to install those games.
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 Connecting to PSN via a firmware spoof hack we are able to connect to Sony’s servers and download the games, although some games which are compatible with the system like the Crash series on PSOne Classics for unknown reasons are not downloadable to the system despite various glitches being present that involve either using a PS3 or a PC to send excluded games to a Vita but at this time I will not go to any lengths to set up another console or swap HDMI cables back and forth achieve this. 
After hours of downloads and installs we can finally get down to some actual gaming on the system, the first titles to be taken for a try are Freedom Wars and Uncharted:Golden Abyss. FW being an action-rpg with game-play similar to Monster Hunter, you’re main goal is to often kill a target and then use rewards to upgrade equipment, the game seems to handle what appears to be a steady 30 FPS although sometimes when action picks up I believe I noticed some frame drops despite a friend assuring me that they never noticed any frame drops playing on an original Vita model so take from that what you will. 
Moving onto Uncharted: GA the game shows itself to be a victim of being an early launch title as the game appears to shutdown some network functions of the system to allow the game to run although the game appears display a stuttering frame rate with some visuals which make Drake’s Fortune look like as visual masterpiece in comparison. At this point I look more into more mods the home-brew community has to offer like “overclocking” the CPU and GPU on the system to help preform performance, originally Sony down-clocked the cycles on they’re chips in an effort to improve battery life of the system although the PSTV appears to operate fine with the CPU running at 444mhz and with the GPU running at 222mhz, helping lock UC at a stable 30FPS making it somewhat more playable. Playing the actual game on the PSTV will becomes a chore as the game-play is designed most of the Vita’s functions like the touchscreens, forcing players to cycle threw menus and tap in certain places to move forward, while this maybe easier to play on a handheld unit the DS4 becomes a hassle to use often having to revert to the touch-pad to simply close notifications in game but some cool functions do come out of this like being able to draw the path you would like to climb and having Nathan do it automatically. Bend studios could have been onto something or not. While Bend Studios attempt with the Uncharted series may not present itself well on first impression it is a game I would like to try before I completely slate it off though.
Trying a host of PSOne Classics the system appears to upscale the games to 720p giving the games a cleaner look on modern televisions compared to they’re original resolution but don’t expect to be blown away it appears Sony’s emulator tries to be more faithful to it’s original system rather than trying to enhance games like other home-brew emulators which can render at higher resolutions, use perspective correcting to fix “wobbly polygons”, allowing games to render at a true widescreen ratio instead of stretching a 4:3 to fill modern 16:9 displays or allowing overclocking to be done to the main CPU which has been known to improve performance in certain games which has made it more comfortable to re-visit these games today but I can’t fault the emulator. It plays games as good as the PS1 ever did and with modern convenience like wireless controllers and not needing to use CD’s I would actually pitch the idea at Sony that if they had any warehouses full of PSTV stock they would probably repackage them as PlayStation 1 Mini’s alongside however many games that could be bundled with and see how much profit Sony could make with these as a simple cheap Christmas idea.
PSP games appear to work fine with such options as being able to re-configure controls so that many camera controls that originally maybe mapped to the d-pad can be mapped to the right analog stick allowing players to enjoy hits like Metal Gear Solid:Peace Walker and Monster Hunter with controls more similar to they’re console counterparts although on initial impression it doesn’t appear anything is done to clean the image although I did notice while playing Street Fighter Alpha 3 Max that there appeared to be input lag present, if the problem lied with the game, the unit itself, wireless controllers or maybe some extra delay due to HDMI outputs as opposed to having its own screen but I could imagine this being a deal breaker with games that require quick inputs, although with an impressive collection of Japanese RPG’s on the system this shouldn’t necessarily be an issue that effects the whole library. . 
For my final test I decided to try the remote play function with the PS4 that would allow me to stream most PS4 games to the Vita family of systems either locally or over the internet which I always was intrigued by as I keep my PS4 in my personal room making it awkward having to move the system back and forth to the front room so I can entertain friends and family. Within minutes and having to mess around with options on the PS4 and PSTV I was able to get BluePoint’s remaster of Uncharted:Drakes Fortune running although I was soon met with a sense of familiarity as the game was being streamed at 720p while running at 30FPS, almost making it almost even with the original PS3 version although I have often preferred higher frame-rates and performance over pretty images I ended up playing with the options to broadcast at a sub-HD resolution while displaying at 60FPS, surprisingly this option didn’t appear to backfire as the sub-HD scaling comes across more like down-sampling effect as opposed to a downgrade making it a very playable alternative to shelling out on another PS4. I found this feature to be one of the better features to come out of this system.
The hacking community has managed to make up for many of the systems shortcomings Sony would have never addressed making it as good as a product as it ever could have been although I never found the Vita’s library too interesting as a large selection of it could often be found on other systems with better versions while Sony’s seems intent of saving whatever games it can by giving them PS4 ports like Tearaway, Gravity Rush and WipeOut 2048. Having access to a device that is able to play VIta, PSP and PSOne Classics natively and without issue is great, PPSSPP and Mednafen PSX are both free alternative that are able to play many of the same games with many enhanced options outweighing the PSTV system. While a port of Retroarch exists for the Vita I never took time to play with it as I already have more than enough devices that can emulate up to the 16bit era well like Android devices or a Rassberri Pi although none of these devices can boast about being able to play Vita games. Looking deeper into the homebrew community it appears coders believe that emulating the N64 on this will not too hard and ports of streaming app Moonlight already proving that it could handle streaming from a PC with an equipped Nvidia card the future of the Vita family looks interesting as Sony seem more interested in chasing the home console market it appears the home-brew community for most part will be finishing the Vita’s legacy with hopefully more software that can mature into better products like a complete custom firmware rather than having to re-load an exploit every time the system is powered off. I would like to reflect on my thoughts again at a later date to see how my opinions on this system change and if a handheld Vita would be a better fit than the home console itself but that will be for another day, right now it is time to enjoy this for all it is worth
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