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Posts with tag digital life

PSP Fanboy hands-on: Death Jr 2

Konami's booth at DigitalLife not only featured Metal Gear Solid: Portable Ops, it also featured Death Jr. 2. The game's producer promised to fix the problems of the first one, and it appears he's done a good job of addressing many of the original's issues. The build on hand felt pretty solid, with intuitive pick-up-and-play controls. Also, the game appeared to be quite the visual treat, with lighting effects and particles happening everywhere. I don't know if it's "HDR" or not, but the game does look quite nice. Unfortunately, I couldn't get as much time with the game as I would've liked because the production UMD that was being used was stolen by someone (Konami's looking for you-- watch out!).

I got a chance to talk to Konami product manager Matt Knoles about the game, and he goes over the many features that should get us excited. He said the game has a better camera, but it still seems like it needs a little bit of work for me. Matt points out that the game is more action-packed, and as you can see in the video above, he's probably right. Death Jr. 2 comes out in time for Halloween, so expect more details and reviews soon.

PSP Fanboy hands-on: Metal Gear Solid Portable Ops

A few steps away from Sega's booth at DigitalLife was Konami's. I got a chance to talk to Matt Knoles, product manager for Konami, and play a few rounds of multiplayer from the upcoming Metal Gear Solid: Portable Ops. Although Matt couldn't reveal anything new to you guys, the ability to go hands-on with the game was exciting. Four PSPs engaged in the battle, and I got into the control scheme very quickly. It was relatively simple to move around, lock on and start firing away. It was a great deal of fun, but I worry that the multiplayer may be a bit too shallow. The gameplay was fun, easy to pick up, and graphically very impressive, but at the same time, it felt unrefined. It wasn't hard to find yourself fighting with the camera, and entering first-person view seemed to give you a distinct disadvantage in the game.

I previously questioned whether or not controlling the game using the PSP's analog nub would be effective. The answer is: yes. But, I think it will work much better in Portable Ops' crucial single player story mode, where the pace should be slower, and the game should be... well, stealthier. A slower pace will certainly make the controls much more forgiving. However, the production values of the multiplayer game are so amazing, that I believe that the game should be quite amazing when it comes out in December.


The PSP met the Blue Screen of Death for this unfortunate player.

PSP Fanboy interviews Sonic Rivals' Yosuke Moriya

Fellow blogger Chris Powell did not like my somewhat negative preview of Sonic Rivals from the DigitalLife show floor. He told me on AIM that I should "play it until I like it." Well, buddy-- I tried to follow your advice. I spoke with Yosuke Moriya, product manager for Sega, about the PSP-exclusive title and he talked a little bit about the game, revealed some of its features, and played multiplayer with me. Mr. Moriya reassured me that some of the complaints I had were being addressed before the game ships in November. For example, the framerate certainly hindered the sense of speed the game needs: when debug mode was turned on, I saw that the framerate dropped frequently to 15-20fps.

Music will obviously be added, but unfortunately, it appears that voice acting will not (the game currently features very short quips: Sonic says only "yeah" over and over again). The single player portion of the game will be meatier than I originally thought, as I was shown a few of the later levels and a very cool secret unlockable character (which we can't reveal, sorry!). You'll be able to collect rings and cards, which will be redeemed for new customization items for the characters: for example, you can get new shoes for Sonic, or a new outfit for Knuckles, etc. Sonic + Barbie = fun, right?

The game was obviously designed with multiplayer in mind, and it became a much more fun, and lively game when playing against a human opponent. I got to trash talk Yosuke as I sped away, racing towards the finish line. The moments where we able to use special powers against each other were the most lively, and the game has to create as many opportuities for interaction as possible. You can bet cards at the beginning of each race, so I could've stolen Yosuke's shoes. I didn't, though... because I'm just that nice. I have to admit I had a blast, but unfortunately, the game will only support ad-hoc multiplayer with two UMDs. Without Infrastructure play, it might be difficult to find another human opponent to play against. And that's a shame, really, because the game does become a much more lively game with it.

PSP Fanboy hands-on: Sonic Rivals


PSP Fanboy had a chance to play the upcoming Sonic Rivals at NYC's DigitalLife event. I had high expectations for the game because I hold a belief that the 2D Sonic games are much better than their 3D counterparts. With the impressive processing power of the PSP, I expected to see a vivid, colorful, living environment for Sonic and the gang to race through. The build I played (which felt very early: it didn't have music, or voice acting), didn't showcase the PSP's graphical prowess. Surprisingly, the game felt somewhat sluggish, with Sonic's notoriously fast speeds feeling somewhat subdued.

While the gameplay is in classic 2D, I couldn't help but be disappointed by the fact that the game is not a platformer, but a racer. However, Sonic Rivals seems to find itself in a confusing place because neither the platforming nor the racing elements seem to feel right yet. The controls didn't feel tight enough: there were context sensitive options to certain parts of the level, but it felt like many button presses weren't doing what they were supposed to. Hit detection between Sonic and his rival also seemed iffy. For the most part, the game felt uninspiring. All the elements for a good Sonic game appear to be present: there are enemies, there are branching levels, and there are environmental hazards. But without a real sense of speed, or an incentive for exploration, Rivals feels fails to inspire. I haven't had a chance to play with all the characters, or play multiplayer yet, but so far, I have to say I'm a little disappointed. Sonic Rivals speeds into stores in November.

See also:
Joystiq at Sonic's 15th birthday party




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