Author: Matt Byrd (Page 20 of 34)

A Blue Collar Genius, His Twitter Using Daughter, and An Impossible Labyrinth Puzzle

Don’t attempt to adjust your computers folks, this is still a video game site.

But just for today, I don’t want to talk about video games. Instead, I want to share with you an interesting story about…well…just a game.

If it makes you feel any more comfortable, it comes from Japan, like many video games do, but it’s an extremely detailed hand crafted maze that fits on a 35 X 23 inch piece of paper. It’s already being considered perhaps the most complicated maze of its type ever designed, and is not only impossibly detailed, and impossibly beautiful, it may actually be impossible to beat.

That little tidbit comes to us via the Twitter user Kya7y who introduced this maze to the world, along with the fact that, so far as she knows, there is a good chance that the maze cannot be beaten. That’s not just because it is so mind boggling complex, but because a winning scenario may not even exist within its confines. She would  know too, as her father is the inventor of the maze, and he spent 7 long years working on the design, without even being sure if it is possible to finish.

While not much is known about the inventor, we do know that he is not a mathematician, architect, or graphic designer, but rather, in a moment of “Good Will Hunting” imagery, is a janitor at a public university. Who, it’s worth pointing out again, spent 7 whole years designing this maze almost 30 years ago, without the aid of quite a few modern technological conveniences.

Which brings us to an interesting point. There are 50 copies of this maze available at the moment, and a rumored second, alternate maze in existence, and already there is a bit of a craze as people formulate ideas on how to try to solve it. While many theories involve computer scanning the maze and using algorithms and programs to see if it is possible, I say to hell with that. If anyone wants to solve this, they need to do so with the same tools available to the creator. If that means we never know if it is possible, then that only means that this incredible design will forever maintain the mystique it so greatly deserves.

Kind of makes “Contra” seem like a walk in the park huh?

Though to be Fair I Still Haven’t Beaten That One Without Cheating

As Details Emerge About the Next Playstation, I say Goodbye to the DualShock Controller

There has been a recent flood of information leaking the technical aspects of the new Playstation (and Xbox), that suddenly has everyone realizing that the official unveiling of Sony’s new system is indeed imminent. While we’ve learned a lot more about that new Playstation in the last week thanks to those leaks, there is still a great deal of the unknown as gamers eagerly await to see what Sony’s next gen system will bring them.

One thing that is becoming clear though is that the classic DualShock controller will not be part of that unveiling, as several sites, citing internal sources, are now reporting that Sony will be ditching their tried and true DualShock controller design and coming up with a fresh model. While it is unknown if the new Playstation controller will maintain basic elements of that old controller, already there are rumors of new features like a built-in touch LCD screen, and biometric sensors in the controller that would allow for readings of player’s certain physical properties such as sweat and nerves that could affect things like the character’s aim.

Obviously with Nintendo going bonkers with the Wii U remote (and redefining what a controller meant to a system with the Wii) every other company was going to have to step up their designs, and so this announcement is a bittersweet one, due in large part to the DualShock controller being the greatest video game controller of all time.

Even if you ignore the most basic features of the controller like it’s smart layout and curvy features that just naturally felt right in your hands, it’s the dual analog sticks and vibration ability that secures that lofty title for the DualShock. It’s easy to forget that the re-design from the original Playststion was a response to the analog stick on the N64, as it became quickly evident that the traditional four direction D Pad was not going to be enough to properly handle a new generation of 3D gaming. Humorously though, with the original dual analog controller re-design (minus the rumble feature) Sony still included a little button that would turn the analog feature on and off so gamers wouldn’t feel overwhelmed or burdened by the new technology. They in fact wouldn’t make a game that fully required its use until the brilliant “Ape Escape” which made considerable beneficiary use of the new design.

Slowly though, the gainful advantages of the dual stick design became immediately evident as it allowed for an unimpeded 360 degree movement system that was still as precise as any single direction direct input. Just imagine trying to play a modern FPS on a console without the dual stick layout, or a third person action or platform game without the freedom of movement and camera control at the same time. As for the built in rumble feature, you just need to recall “Metal Gear Solid“, and that moment where “Psycho Mantis” moves your controller by activating the rumble at a high capacity. It was an all time classic moment in video games that wouldn’t have been possible without the feature, and is just an example of the new level of interaction that the device was capable of providing.

It all came together to form the perfect gaming controller. When you look back at certain controllers, they’re often too simple, too cluttered, or too specifically remembered for their value in certain titles (the N64 and “Goldeneye” or the original Xbox controller and “Halo” for instance). Games always found a way to smartly use just about every button on the DualShock, and it worked for every style of game, not making itself noteworthy for one title above any other. It’s why Sony felt there was no need to change the design for the Playstation 2 or Playstation 3 (slight modifications and wireless functionality aside), and truthfully if they wanted to, it could still hold up for the next generation some 15 + years after the original design’s retail release.

It’s hard to fault Sony for reconsidering the controller for their next system, but even if they don’t maintain the design of the DualShock, we can only hope they remember the spirit of it, and engineer a controller that doesn’t strive to change gaming, but instead accounts for the natural evolution of the medium and inadvertently does so in the process.

Great Games! (That Didn’t Get Good Until Halfway Through)

When I think back to some of gaming’s greatest beginnings, I think of “Uncharted 2“, “Batman: Arkham City“, and “Bioshock“. They’re great games that let you know from the very start that you are in for an experience like no other.

But not all games have that luxury. In fact, the only way to appreciate games with truly great beginnings, is to play games that struggled to get started. If you’re looking for some suggestions, here are some of the greatest games of all time, that took a while to really get good.

Star Wars Jedi Knight II: Jedi Outcast

One of the top 5 Star Wars games, and one of the most underrated games period, “Jedi Outcast” was an absolutely brilliant tale that saw retired Jedi Kyle Katarn (who went through some absolute hell in the earlier game to want to give up being a friggin Jedi), wrapped up in the newest plot to take over the galaxy, and forced to go back into the Jedi life to solve it, while taking a little vengeance along the way. Sound pretty bad ass? Oh yeah, it is.

However, before you even get to use the force young padawan, you must slog through the game’s first few missions using nothing but guns, as the early moments are nothing but a first person shooter set in the Star Wars universe. This is actually a trademark of the series, since the second game, but you see the thing is that at its design worst, “Jedi Outcast” features horrible flip switching puzzles, bad jumping sections, and aimless wandering. The first half of the game exemplifies all of these flaws, and doesn’t even give you a lightsaber or force powers to help ease the pain. It’s not like it’s the worst first person shooter ever, but it’s fairly far from the best and takes some time, and patience, to get through.

But here’s the thing. Without the dullness of that first half, that moment you meet Luke Skywalker, grab your lightsaber, use the force, and hear that beautiful “Star Wars” music swell wouldn’t be near as sweet. Earning the right to that moment is what makes it, and the game in general, so incredible. Even on subsequent playthroughs though, when you know the reward, it is still difficult to force yourself through that first half.

Deus Ex

I hate to admit this, but embarrassingly I never found the words to adequately describe “Deus Ex.” Instead, I’d refer you to the mounds of accolades and awards it accumulated, and confirm with you that it was indeed a revolutionary breath of fresh air that’s influences wouldn’t be properly noticed for years to come, as even leading developers seemingly couldn’t appreciate exactly what it was.

The average gamer may have never gotten the chance to experience that though. “Deus Ex” was a first person game, but it wasn’t really a first person shooter, and trying to play the game like that, as many at the time surely did, only led to a swift demise. That’s because while you can play the game guns blazing, in that first mission you’re forced to take a more stealthy, very careful approach as you worked though what was essentially a tutorial of the game. What hurt is that it lacked many of the character enhancement options and various tactics that made “Deus Ex” so much of what it would be. Your methodical approach towards liberating the terrorist controlled statue of liberty is the game’s lowpoint, and doesn’t lend much encouragement to seeing the rest of the game through.

Even after that lengthy intro, it takes a mission or two for the game, and plot, to find its groove and for the series RPG and strategy elements to kick in properly. Once it all comes together though (which occurs around the time of a major plot twist), its inescapable brilliance is a constant onslaught to your senses. You can retrospectively laugh at gamers that didn’t stick through the beginning of “Deus Ex”, but really the game did itself no favors in immediately making itself welcome.
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Massachusetts is Banning Light Gun Games…But I Can’t Forget Them

Recently, Massachusetts made the decision to ban light gun arcade shooters from its state operated rest stops, due in no small part to the Sandy Hook shootings, and the renewed attention they have brought to violent video games.

It’s a knee jerk, most likely ineffective, but sympathetically understandable move that is sure to inspire all kinds of debate. Not to make light of the move, or the situations surrounding it, but mostly what the initiative got me thinking about was how awesome light gun shooters were. Along with fighting games and side scrolling brawlers, the light gun shooter genre is one that is immediately associated with arcades, and is sure to unleash a torrent of memories when you invoke its name among the proper group

As that’s exactly what happened with me, I couldn’t resist and had to take the opportunity to highlight some of the greatest the genre has to offer.

House of the Dead 2

Believe it or not, there was a time the argument could be made that there weren’t enough zombie games on the market.

Even in that dark age, there was still “House of the Dead”. The zombie invasion light gun shooter was a breath of fresh air with its old school gothic atmosphere and intense horror chokepoints. The worlds of horror and light gun shooting didn’t clash very often, and while that’s a shame, it might just be because this series did it perfectly to begin with. The best entrant was “House of the Dead 2”, as its branching storyline, great boss fights, inspired overall design, and awesomely bad dialogue and story provided an all time classic that was so enjoyable it made a successful port to the Dreamcast, and inspired an unlikely, and incredible, keyboard skills based spin-off in “Typing of the Dead”.

Even in the now overcrowded zombie video game market, “House of the Dead 2” remains one of the best of all time.

Time Crisis 3

A staple of arcades, rest stops, and movie theaters everywhere, the “Time Crisis” series is the rockstar of the arcade light gun shooter market.

While its pedal based cover system was particularly innovative, at its most basic it did everything that every light gun shooter did well, but just better and more intense. “Time Crisis 2” may have been the most important of the series with its two player mode that would split the players along separate paths in a stage, it’s “Time Crisis 3’s” multi weapon system, and best of everything mentality, that gets the nod here.

“Time Crisis” is the poster child of everything great about light gun shooters, and to this day warrants dropping a quarter or two into when you pass one by.

Silent Scope

Konami’s light gun shooter series took an inspired approach to the genre by placing the player into the role of an elite sniper.

Sporting one of the most incredible light gun peripherals ever, players would move around the screen and use the LCD scope of the rifle controller to zoom into an area and eliminate the target. The sensation was exactly that of being an elite sniper, as you oversaw an area with extreme prejudice at your disposal, and the feeling of overwhelming power you enjoyed was only possible thanks to the arcade experience provided chiefly by the functionality of the  rifle controller. Thankfully, it also retained the over the top story and situations of traditional light gun shooters.

The console ports of this one just never worked without the rifle controller, but if you got the chance to try it in its native format, you were lucky indeed.
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“Sly Cooper: Thieves in Time” Just Became a Real Steal

If you ever hear someone drone on longingly about the “Sly Cooper” series, understand that it is because it’s one of “those games”. There wasn’t much hype around the first game, so anyone that played it usually did so under unique circumstances, and were met with a title that was simply charming. It may have been rough around the edges, but the mounds of charm that emitted from the title combined with some great stealth-lite gameplay to produce something that made you want to scream its praises to anyone within earshot

It’s that type of reaction that led to a continuation of the series, that will carry on with the upcoming “Sly Cooper: Thieves In Time”. Until recently, the only good reason you needed to be excited for Sly 4 was Sly 1-3. However, there’s now an even better reason to snatch up the game like a thieving raccoon, considering that it will now only cost $39.99 for the PS3 version and $29.99 for the PS Vita. We also know that the PS3 version will include a downloadable copy of the Vita version as part of Sony’s “Cross-Buy” initiative.

Clearly, that makes this a hell of a deal. In fact, considering that all we hear about is the rising costs of video game production, some are considering this usually joyful announcement of a cheaper AAA video game to be suspicious. The concerns are that this will somehow lead to a very short game, or one that the developers are somehow worried about going over well. This has led to a marketing manager at Sony assuring people that this is not a cover up or ploy, but rather a way to make sure as many people as possible get a chance to play the game.

Of course, even if it is somehow true that this price cut is a preemptive measure for something the developers know that we don’t, this is still a generous move that all PS3 gamers should take note of when Sly 4 is released on February 5th in North America.

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