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December NPD Sales: Nintendo Edition

By Brad Salisbury   |  Games, Power Up  |  February 05, 2010

MarioChristmasTreeWallmartFlyer

With the January NPD numbers coming next week, I thought it was time to catch up with how the holidays treated the video game industry.  Or, in other words, how many good little boys and girls received Nintendo products.  Read below for the answer:

Wii: 3,810,000
DS: 3,310,000
PS3: 1,360,000
Xbox 360: 1,310,000
PSP: 655,000
PS2: 333,000

Over three years after the launch of the Nintendo Wii, it still managed to sell nearly four million units in one month; single-handedly outselling all systems without Nintendo branding.  The Nintendo DS  brought its number of units sold-to-date in the US to a staggering 44 million.  The PS3 and 360 both clocked in around 1.3 million.

On the software side,  Nintendo sold a lot of games (surprise!).

01. New Super Mario Bros. Wii (Wii) – 2,820,000
02. Wii Fit Plus (Wii) – 2,410,000
03. Wii Sports Resort (Wii) – 1,790,000
04. Call of Duty: Modern Warfare 2 (Xbox 360) – 1,630,000
05. Call of Duty: Modern Warfare 2 (PS3) – 1,120,000
06. Wii Play (Wii) – 1,010,000
07. Mario Kart Wii (Wii) – 936,1000
08. Assassin’s Creed II (Xbox 360) – 783,100
09. Left 4 Dead 2 (Xbox 360) – 728,500
10. Mario & Luigi: Bowser’s Inside Story (DS) – 656,700

Nintendo dominated software sales with five Wii games and a DS game in the top ten, including three with Mario in the title.  Maybe Microsoft and Sony should try that out?

In its second month on shelves, Call of Duty: Modern Warfare 2 continued to perform well on the 360 and PS3.

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Dragon Age RPG impressive if not perfect

By Terry Bosky   |  Games, Power Up  |  December 18, 2009

Dragon AgeWe always see fantasy worlds at their worst. Ferelden, the setting for Dragon Age: Origins, is no different. The darkspawn have again arisen from the underworld to spread their Blight. Once more the Grey Wardens assembled an army to crush them, but this time the confrontation ends disastrously — to the extent that the rightful leadership of Ferelden is now in question.

As one of the remaining Grey Wardens, it falls on you to end the Blight. Doing so will require unifying a country on the brink of civil war and convincing the dwarves, elves and mages to honor ancient treaties. How did you get to be so lucky?

Answering that question is one of Dragon Age’s strengths. After character creation — matching an elf, human or dwarf with fighting, thieving or magic using abilities — you begin your adventure along one of six paths. Whether starting as an apprentice in the Circle of Magi or running errands for Orzammar’s shadier citizens as a casteless dwarf, you get to explore your background before moving on to the esteemed ranks of the Grey Wardens.

Showcasing your origin story sets the tone for your character, and the choices you make here have ramifications throughout the entire game. This also makes replaying the game more palatable by bypassing the early level repetition of most RPGs. Even if you tend not to replay games, it’s worth exploring some of the other origins — side characters in one storyline are major characters in another and something as simple as a skeleton in a prison can take on poignant meaning.

After go from rookie to last, best hope, the game loses its rails and opens the world map to you. Here you travel by clicking on a location and watching the meandering path your party takes – punctuated by random encounters and scripted events (combat!).

Dragon Age: Origins uses a real time battle system. While you can switch between the four party members to micromanage them in combat, it isn’t required. Each character has several default profiles (which balance aggression against self preservation), but you can tweak the profiles to get the responses you want.

It’s an amazing level of control ranging from simply telling characters to heal themselves to ordering one of your fighters to drop everything and stun the enemy attacking you. It’s a bit of a learning curve, but it’s also the game’s best feature.
Surrounded by enemies
While your party is doing what you’ve programmed to do, your own actions depend on your character type. On my first playthrough, I was a rogue who lured enemies into traps before picking them off one by one. The second time around I was a mage who launched fireballs into crowds and summoned blizzards to freeze my enemies. Customization extends beyond the three main classes with specializations you can learn. Fighters, for instance, can range from noble Templars to demonic Reavers.

Overall, I was impressed with Origins’ controls. Most of your character’s abilities can be mapped to the face buttons and lesser used abilities and inventory are easily accessed from a radial menu which — thankfully — pauses the action. Although the combat is real time, I found it often required a level of strategy reserved for turn-based games. And it helps to maintain that tactical level of thinking, even when an ogre lifts your character off the ground and starts pummeling him.

Unlike Bethesda’s RPGs which are exploration-driven, BioWare’s are quest-driven. I prefer the immersive feeling of Cyrodiil, with its day/night cycles and Radiant AI-powered NPCs, but none of Dragon Age’s 60-hour play time is consumed by simply walking from one town to another or stopping to enjoy a sunset over a lake. Every area in Dragon Age is packed with content and filled with dialogue.

I was amazed at how quickly events could turn, based on my conversations. While recruiting the Circle of Magi, I reloaded an earlier save after a poor choice of words led my party to go Order 66 on them. Yes, Alistair, even the younglings.

Gathering elves, dwarves and men to face the forces of darkness may sound a bit Lord of the Rings to you, but Dragon Age earns points for its focus on Fellowship. As you progress through the game, you gain followers. Each character has a different motivation for joining with you and not all of them are there willingly.

Instead of opting for the traditional good/evil meter, Dragon Age tracks how much your party members like you. On the surface, good actions make them like you more, evil actions less – but Dragon Age throws significant moral quandaries your way and you’ll find that you can’t keep everyone happy. I’ve had party members abandon me, challenge me in combat and betray me.
Combat is brutal and bloody.
Of course there’s also love. Taking an interest in someone’s life, giving them gifts and fulfilling their wishes (side-quests) may lead to romantic opportunities. I’m talking about sex – or what passes for sex. It’s really a short montage of partially clothed erotic (or homoerotic) poses. A minute later and you’re ready to hit the road again.

Dragon Age: Origins has amazing music (composed by legendary Inon Zur) and ambient audio brings life to environments which are visually stagnant. If you find yourself emotionally affected by the game’s events, it’s due to the superb voice acting. The cast is literally a who’s who of notable voice actors and almost feels like a Star Trek: Voyager reunion. The amount of dialogue in the game is stunning, both in terms of writing and delivery.

Graphically, the game is a disappointment. Textures are muddy. Environments are lifeless. Faces are unexpressive. And there is no convincing facial hair anywhere in the game. Now I’m not usually a graphics whore, but since BioWare elevated digital acting with Mass Effect, I came to Dragon Age with high expectations. Main characters have their beards sink into their chests. Armor digs into characters’ heads during conversations. Characters will be spattered in blood for no reason and will appear in several different outfits during a single cutscene. Most egregious is a major cinematic at game’s end which is so poorly compressed it’s like watching something on YouTube. It comes down to a lack of polish.

This lack of polish carries over to an overly complicated menu system which keeps poor track of quests and an ever expanding codex. You shouldn’t have to hit three different tabs to find all the information you need on a quest. With the level of content in the game, bugged quests are expected but I was happy with the overall stability in the game and the fact that game breaking bugs were rarely encountered.

Swap Grey Wardens for Spectres, darkspawn for the geth, and the Dalish longbow for the HMWA VII Assault Rifle and you might wonder what BioWare is doing here that they didn’t do in Mass Effect.

What they’ve done is reworked the party dynamic so your fellow adventurers are more than mindless followers. They’ve given gamers a compelling reason to visit and revisit the game by offering multiple starting points and a wealth of paths to explore in-game. And they’ve taken what could be a generic fantasy setting and infused it with hundreds of years of its own history. Dragon Age: Origins is another impressive example of BioWare’s world-building even if the world feels unfinished. Let’s call it a Large Flawed Ice Crystal.

Xbox 360 version reviewed. Also available for the PS3, PC, and Mac.

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Medal of Honor Rebooted, ZZ Top Jokes to Follow

By Brad Salisbury   |  Games, Power Up  |  December 07, 2009

medal of honor

EA hopes this Sharp Dressed Man will demand you to Gimme All Your Lovin’ (definitely shoe-horned those in, but look at him; I just couldn’t resist) when they reboot the Medal of Honor franchise in 2010.

The 10-year-old series has been in decline for some time now, and the need for a revitalized brand has certainly been fueled by the continued, enormous success Activision has had with Call of Duty.

The EA Los Angeles and DICE co-developed Medal of Honor ditches World War II and moves to a modern-day Afghanistan where the bearded man from above (apparently based on an actual US Army Special Forces soldier codenamed “Cowboy” http://www.life.com/image/1373470) is a “Tier 1 Operator”.

I’m hoping EA aims for a more realistic story as opposed to the absurdity that was Call of Duty: Modern Warfare 2, i.e. fighting Russian paratroopers in a bombed-out Oval Office.

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Games Going G$#%*!

By Brad Salisbury   |  Games, Power Up  |  December 07, 2009

Forgive my censorship, but the obnoxious and trite phrase “going green” has pervaded just about every facet of consumer marketing in the past few years.  Luckily, the cringe-inducing term is rarely used in the video game industry. Now that it has arrived, we cannot let it fester and grow unchecked.

I propose the term be permanently removed from the American vernacular or, at the very least, in reference to video games.  The Post could even run a contest to find a replacement term.  The winner would be famous and adored.

Until then we have no immediately identifiable way to explain news such as the Viva Group’s redesign of Xbox 360 video game packaging that uses 20% less plastic while maintaining the same quality and performance.

Commence the contest.

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Far Cry: the movie

By Terry Bosky   |  Games, Power Up  |  December 04, 2009

Far CryA Canadian lumber mill takes the place of a South Pacific island, zombie mercenaries stand-in for hulking mutants and Jack Carver has a German accent, but enough connects the movie to the game to call Far Cry a fairly faithful videogame adaptation. Fans won’t be pleased, though, since notorious director Uwe Boll is at the helm.

Charter boat captain Jack Carver (Til Schweiger) takes journalist Valerie Cardinal (Emmanuelle Vaugier) to an assignment on a remote island. Of course the island hides a secret lab where an evil scientist is creating an unstoppable army (X-Men comics warned us about Canada’s scientific villainy). Valerie is captured and Jack’s boat is blown up so Jack enters reluctant hero mode.

In a series of set pieces, Jack dodges explosions and kills mercenaries, while escaping capture and rescuing the girl. If you’ve seen Inglourious Basterds, you’ll remember Schweiger as the badass Sgt. Hugo Stiglitz. Schweiger is a credible action hero making Far Cry a credible action movie. Uwe Boll seems to be aiming for a 1980s action movie vibe – elevating Valerie to love interest and pairing Jack with a comedy relief providing sidekick (Boll regular Chris Coppola as the tagalong “Food-guy”).

While Boll is usually reviled for his directorial choices, most of Far Cry’s flaws stem from what looks like a Syfy level budget. The game was lauded for its stunning visuals; the movie, not so much. Jack Carver’s trademark Hawaiian shirt looks sorely out of place in Vancouver and it’s hard to be menaced by a villain that whose secret lair is a sawmill.

Far Cry
Directed by Uwe Boll
Starring Til Schweiger, Emmanuelle Vaugier, and Michael Paré
DVD released: Nov 24, 2009

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New focus on game accessibility for the disabled

By Brad Salisbury   |  Games, Power Up  |  November 23, 2009

Much of the Nintendo Wii’s success (over 50 million sold worldwide) can be attributed to a key point:  make games more accessible to everyone by simplifying the controller.  The notion that picking up a controller with two joysticks and a dozen or so buttons can be intimidating seems like a long overdue realization.

The AbleGamers Foundation targets another overlooked issue in game accessibility for the disabled.   “There are countless sites out there that review games for their graphics and sound, but no one is looking at the game from the standpoint of accessibility,” states Mark C. Barlet, president of the foundation.

Ablegamers.com highlights how specific games accommodate the 63 million Americans with disabilities.  Games are rated on the assistance they provide the disabled such as one-handed controls, subtitles, and color-blind sensitivity.

Increased attention will lead to new advancements in accessibility; as game publishers do not like to leave out large audiences and, most importantly, their cash.

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New Superhero Game Less Than Marvelous

By Terry Bosky   |  Games, Power Up  |  November 20, 2009

The original Marvel: Ultimate Alliance was punctuated with wow moments. Whether it was facing off against Galactus on the Skrull homeworld, fighting alongside Thor in Asgard or playing a life or death game of Pitfall, the game took a standard brawler and entrenched it deep in the Marvel mythos. Sadly Marvel: Ultimate Alliance 2 (Xbox 360, PS3) is a decidedly earthbound affair.

Taking the reins from Raven Software, Vicarious Visions structures the plot against Marvel’s epic Civil War event. A series of disastrous choices by the superheroes has led to the Superhuman Registration Act – a law which puts metahumans under government control and threatens the security afforded by their secret identities.

It’s a move which pits hero against hero and forces the player to side with Ironman’s pro-registration forces or Captain America’s underground anti-registration movement. Now three years out, the Marvel Universe is still dealing with fallout from Civil War so in terms of dramatic pull, it’s excellent source material. But Alliance 2 pulls its punches, leading to a final boss who appears from left field and an ending which rings hollow.
Marvel: Ultimate Alliance 2
Setting the plot aside, Alliance 2 delivers a great co-op multiplayer experience (two to four-player online or off). Not counting the DLC, the game offers a 24 character roster to form your four-member team – of course, depending on who you side with, not everyone will be available. Playable characters include recent Marvel movie stars Spider-man, Ironman, Hulk, Wolverine and Deadpool, as well as ones off the radar like Luke Cage, Penance and Songbird.

When you’re talking superheroes, you’re talking superpowers and this is where Alliance 2’s RPG system comes into play. Each character has four key powers (either buffs or attacks) which are mapped to the controller’s face buttons. As you gain experience, you can level these powers up along with some passive abilities which improve your combat performance. The majority of the characters do what you’d expect them to do: Hulk smashes, Spidey webslings, Mr. Fantastic stretches. Standouts include a formidable Susan Storm and Songbird, who has interesting variety to her powers.

Alliance 2 ups the superheroics with Fusion powers. Two characters can use their powers in concert to clear rooms, devastate multiple enemies or deliver massive damage to a single foe. Thor and Human Torch create a fiery tornado. Hulk throws Wolverine for the fan favorite Fastball Special. The Thing hurls a massive boulder which Iceman freezes for extra damage. Each pairing creates a unique Fusion resulting in over 270 specialized attacks.

The Ultimate Alliance games can trace their ancestry back to 2004’s X-Men Legends and Vicarious Visions shrugs off a lot of the franchise’s baggage in this entry, simplifying not only how powers work, but also improving inventory management and letting players swap out characters on the fly. I see most of these changes as improvements, shortening the time players need to spend navigating menus, but I’m not happy that there’s now only one alternate costume per character and that the difference is purely cosmetic.

Instead of dropping loot, bosses now drop medals which add buffs to your team. There are still simulator discs to be collected which unlock challenge missions, but these excursions no longer recall famous comic book battles. Players can level their characters in-game, while the credible AI takes control of their character. Lastly, the trivia minigame returns albeit revamped for a multiplayer experience – which is curiously co-op instead of competitive.

The in-game graphics are an improvement, but level design falls short. As mentioned above, Alliance 2 isn’t as far reaching as the first game, but the linearity was surprising especially with promising locales like Wakanda. Graphics have taken a step back in the rendered cinematics. I fanboyed out my way through Alliance 1, which had one of the greatest opening cinematics of all time. However, more is accomplished in-game, especially during the numerous conversation options available back at bases. (Tip, characters with a shared history should always talk to each other.) And I loved the flashy intros for the boss characters.

There really aren’t enough four-player brawlers; especially ones which allow for in-person co-op play as well as online. Marvel: Ultimate Alliance 2 is a big fish in this small pond – and there’s enough polish here to please even those who aren’t members of the Merry Marvel Marching Society – but compared to Ultimate Alliance’s first outing, this entry is less than marvelous.

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Xbox 360 class action lawsuit brewing

By Brad Salisbury   |  Games, Power Up  |  November 19, 2009

xbox_live_220_pmnthAbington IP, a Tulsa-based law firm specializing in Intellectual Property Law and Consumer Class Actions, is investigating the possibility of a class action lawsuit in regards to Microsoft’s recent banning of thousands of modified Xbox 360 consoles.  Typically, consoles are modified or “modded” in order to play games without legally owning a copy.  Once banned, the consoles are no longer able to connect to Xbox Live to play games online.

Of course, a law firm suing a major corporation is not news; however, their reasoning in the suit is unique.  Abington IP is suggesting that Microsoft timed the bannings after the releases of two major online games, Call of Duty: Modern Warfare 2 and Halo 3: ODST; games likely to generate increased revenue in Xbox Live subscriptions.  Apparently, users are still able to connect to Xbox Live using their subscription, just not with the banned consoles.

The reality is that anyone modifying their console for illegal uses knows the associated risks (read: getting banned).  Hopefully the lawsuit fizzles out.

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Electronic Arts closes Pandemic Studios

By Brad Salisbury   |  Games, Power Up  |  November 18, 2009

pandemic_largeOn the heels of the announcement that Electronic Arts is eliminating 1,500 positions, comes the closing of Pandemic Studios.  A reported 200 people were laid off from the video game development studio best known for the Mercenaries series and Star Wars: Battlefront.

The shuttering is even more shocking considering that EA purchased Pandemic along with Bioware for $860 million back in 2007.  EA has said that “Pandemic’s brand and franchises will live on”.  It will be interesting to see how the closing affects next month’s release of The Saboteur which will be Pandemic’s last developed title.

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October NPD Sales: Wii, Uncharted 2 break 500k

By Brad Salisbury   |  Games, Power Up  |  November 18, 2009

Uncharted 2

Following last month’s head-exploding news that the Nintendo Wii was outsold by the Playstation 3, console buyers put an end to the madness and took home the Wii en masse.  The (recently $199) Wii cracked over 500,000 units sold during the NPD’s October reporting period which ran from 10/4 to 10/31.

Nintendo marches toward its goal of ensuring every human being in the United States owns the DS, with a very respectable 457,600 units sold.  The Playstation 3 maintained a lead over the 360, although I wonder how long that will hold up considering the huge impact Call of Duty: Modern Warfare 2 should have for the 360.

The full breakdown for hardware sales according to the NPD Group follows:

Wii – 506,900
Nintendo DS – 457,600
PlayStation 3 – 320,600
Xbox 360 – 249,700
PSP – 174,600
PlayStation 2 – 117,800

On the software side, Uncharted 2: Among Thieves more than doubles its predecessors first month sales (206,000) and rings in an impressive 537,000 units sold.  Nintendo’s pseudo-exercise offerings, Wii Fit Plus and Wii Sports Resort, sell a combined 755,000 units.  Borderlands has a better-than-expected debut at 418,000 which was good for 3rd place overall.

Some notable (but not really surprising) absences from the top 10 were the Jack Black-led Brutal Legend and Activision’s DJ Hero.

01. Uncharted 2: Among Thieves (PS3) – 537,000
02. Wii Fit Plus (Wii) – 441,000
03. Borderlands (Xbox 360) – 418,000
04. Wii Sports Resort (Wii) – 314,000
05. NBA 2K10 (Xbox 360) – 311,000
06. Halo 3 ODST (Xbox 360) – 271,000
07. NBA 2K10 (PS3) – 213,000
08. Forza Motorsport 3 (Xbox 360) – 175,000
09. Kingdom Hearts 358/2 Days (DS) – 169,000
10. FIFA Soccer 10 (Xbox 360) – 156,000

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