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  • The All New Retro: Bust-a-Groove and Low-Poly Love



    I won’t deny it. My gaming tastes are a little unusual. Take my emulation aversion. Does a normal person spend months and months tracking down a rare and expensive cheat device so they can play an imported SNES game when they could download a ROM and SNES emulator in about ten seconds? No. This is not how a normal person behaves. As I slowly morph into something approximating an adult, I’ve been noticing another strange predilection in my gaming brain: a love of low-polygon graphics.

    Some games do not age with grace. Their mechanics, and especially their graphics, develop the distinct taste of vinegar when they used to be wine just five years before. Yet the games of the 32- and 64-bit era, games that I thought were repulsive even at the time, are starting to take on a strange allure.

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  • Trailer Review: Katamari Damacy Tribute



    Keita Takahashi made the right move in separating himself from Katamari Damacy. More of a good thing isn’t always what the world needs. Game sequels are, in principle, about improving on a solid foundation, molding an imperfect idea into something that is greater than its predecessor. Katamari Damacy was pretty much perfect on the first try and Takahashi knew that trying to bottle that lightning in a follow-up would end in failure. He did end up working on the first sequel, We Love Katamari, but he did it for the fans, not because he thought he could make a better game. Namco went ahead and made two more Takahashi-less Katamari games. They were not what you’d call great. Katamari Damacy Tribute, however, looks very promising.

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  • Multi Multi Boy?

    A new "daydream" appeared on the official Noby Noby Boy website over the weekend. It's presented as a sort of comic strip and labelled "#1", implying there might be more of these to come. That's not actually all that interesting, though. What's interesting is the contents of this "daydream", which I've made into the animated gif seen below. Might this be a hint at a Noby Noby Boy update in the near future?

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  • The 61FPS Review: Noby Noby Boy—Part 2

     

    Over the weekend, I spent half an hour tying my body around a cloud.

    I’m not really sure why I did it, and I’m not particularly convinced I enjoyed it. Something inside me told me to do it, and after a fashion I succeeded.

    And then I played Noby Noby Boy for a few more hours. And when I put down the controller I came to a realization: this is not something that can actually be reviewed.

    Let me be clear: I am not the sort of person that believes that reviews should not have scores or grades at the end. I believe that most games are built with specific goals in mind, and that the value of those goals and how successful the game was in achieving those goals can be measured in a relatively standard way. It’s not objective, and there are exceptional games that bring trouble to the grading system, which is why you see so much hand wringing about review scores (note: that hand wringing is also valuable—it keeps scoring models contemporary and reviewers on their toes). It’s the same thing that happens at almost any school.

    Noby Noby Boy
    is one of those exceptional outliers. There’s no implied contract here: you’re not trading $60 for the promise of a solid genre entry that meets all the bullet points and marketing hype. Noby Noby is $5, with the marketing hype being that it is “inexplicable” and the bullet points being “relax” and “have fun”. Without any expectations, it can’t be said that Noby Noby Boy is a failure. But can it also be said that it is a success?

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  • The 61FPS Review: Noby Noby Boy – Part One

     

    So, Noby Noby Boy.

    Noby Noby Noby Noby Boy.

    Hoo, boy. Where to begin with this one?

    Okay, so you know how the PlayStation Network Store has a sort of “poetry bar” section? You know, those little arthouse games that are all about music or movement, where there’s absolutely no sweaty biceps and no casting of firaga? Most people either love those titles for their innovation and high-mindedness, or hate them for their stark simplicity and liberal college pretentiousness.

    Noby Noby Boy could well be the most polarizing of those titles. It’s the least game-like of all the games on the PlayStation Network Store (unless you count Aquatopia as a game, which unless you are a cat you probably should not). It’s not just that there are no goals. There’s no progression, at least not any you can make significant strides towards. Controls are floppy and obtuse. Graphically, it’s on par with a CG animation demo from the early 1980s.

    On the other hand, it could become the only game in this loose “genre” that is uniformly beloved. The art style is undeniably charming and completely unintimidating. And because at first glance the game doesn’t seem to have any sort of message, it can’t bludgeon the player over the head with any sort of message.

    Do you see why this is so difficult?

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  • Katamari Christmas - Rediscovering the Cosmos... Twice


    December 23rd, I'm home for the holidays, as are both of my sisters. I am just finishing my self-appointed task of the morning by clearing 100% of the Chroma Dam in de Blob when my elder sister asks what the gameplay is like and if she can learn. I begin to describe and then compare the feeling to that of Katamari Damacy. She is intrigued. I hand her the case to the original Katamari Damacy for Playstation 2. Her eyes light up as she pages through the manual. "Can I play this one?" "Sure." I turn off the Wii and go to make some tea. "Can I play it now?" "Oh, um...yeah, okay!"

    A bit of background very quickly. My sister is not an avid gamer, but she is also not a n00b. She is at present the typical "casual" gamer. She plays Brain Age, Wii Fit, Guitar Hero and Scrabulous, but to the best of my memory she has not touched a traditional platformer since the original Super Mario Bros. And now here she was, playing a cult-hit Japanese game that required not one analog stick, but two!

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  • Screen Test: Takahashi's Nobi Nobi Boy

     



    Wait, a second. Is that Pedobear?

    Eccentric Katamari mastermind Keisha Takahashi has announced that his new game, Nobi Nobi Boy will hit the west sometime in early 2009 at around $9(USD).

    We're all a little bit confused as to how this game is going to work, and these new screens do little to shed light on the game's core mechanics. 

    More Takashi Murakami-esque screens and a few very different videos after the jump:

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  • Boogerman: Too Immature for Children

    Yesterday's Virtual console release of the Genesis Boogerman was more than a little odd, mainly because everyone knows that the SNES version is the definitive Boogerman experience.

    No, wait.

    Yesterday's Virtual Console release of Boogerman was more than a little odd because it's hard to believe that Nintendo would ever admit this game existed--which may be why they chose to give us the Genesis version. I'd be willing to go on with the standard course of Virtual Console bitching--like how we still don't have Yoshi's Island--but Nintendo's holiday Wii offerings are so meager that I imagine they'll have to find some way of entertaining us this Christmas. I hope.

    But what is there to be said about a game whose very concept should have been buried in the desert along with all of those infamous E.T. cartridges?  I was 12 when Boogerman came out, which put me right in the game's "immature adolescent" demographic.  But seeing the game (unrented) at my local video store usually filled me with a mix of sadness and shame I have since dubbed "boogermania;" and this really had nothing to do with the fact that I've always had the mentality of a 48 year-old curmudgeon.  There was just something about a corporate-sponsored video game capitalizing on the simple joys of toilet humor that really rubbed me the wrong way.  And even at a young age, I could tell when a concept was just trying waaay too hard.

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  • Watcha Playing: The Palette Cleanser



    The past six weeks have been teeming with meaty, action games. I’ve been working through them slowly but surely, like an elegant seven course meal. Star Wars: The Force Unleashed was thick, hot comfort fare, a brief appetizer of sloppy design coated in delicious Stormtrooper and rancor killing action. The game’s a buggy mess, really, the gaming equivalent of empty calories, but definitely satisfying. Then there was the dynamic horror duo of Dead Space and Silent Hill: Homecoming, a soup and salad combo built to terrify. They didn’t really scare, but instead delivered visceral body simulations. Both games succeeded by making you constantly aware of your avatar’s physical presence and the heft of their actions, and they achieved this through a careful synergy between atmosphere and play. Yakuza 2 was truly the main course, a game I had no expectations for whatsoever that turned into an all time favorite. Its broad adventure, pulp tale of cops and crooks, and simple but ceaselessly engaging fisticuffs were nourishing, more substantial than anything released on current gen consoles. For dessert, Castlevania: Order of Ecclesia. Another bonafide surprise, Ecclesia turned out to not be another retread through Igarashi’s decade-old formula, but a challenging successor to Castlevania 2 with fierce action whose variety and elegance was exceeded only by the game’s environments. Yes, it’s been a great month of big games, but it’s been the small things I’ve played in between them, games I’ve played for no more than a handful of minutes here and there, that have given the most *ahem* food for thought.

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  • No Alternate Soundtrack: de Blob

    I can't stop playing de Blob. I've tried, honestly I have, but I'm convinced that de Blob will maintain control of my home console gaming time until LittleBigPlanet arrives and is likely for a powerful comeback even after that. Yes, as an art school graduate, I find a certain nostalgic rush in a game where the story involves splattering paint around a sprawling metropolis in order to take down an overbearing corporation with a military dictatorship over the land, and yes, the game's bright and enthusiastic roll-into-everything gameplay brings back the charm of the original Katamari Damacy, and yes, this game has easily the best art direction I've seen on the Wii since Super Mario Galaxy, but I'm not sure that those are what keep me coming back every day (though that is certainly enough, I imagine). No, what keeps me coming back, oddly enough, is the music.

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  • Katamari in the Classroom, Part 2

    If you haven't read part one, I recommend doing that. Are we caught up now? Thank you.

    Last week, I wrote about the ongoing We Love Katamari experiment I was conducting on my students; this week, I have the results. For this post, I've chosen a few of the more interesting responses from a group of 50 that's composed mostly of non-gamers. Their goal was to explain their experience with the game using the concept of "probing" (essentially, the scientific method) from Steven Johnson's book, Everything Bad is Good for You; basically, I wanted an account of an attempt to figure out the We Love Katamari. As I said before, things like this are always an interesting read to see how the "other side" reacts to our beloved hobby--especially when it's as outlandish as Katamari.

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  • Katamari in the Classroom, Part 1

    One of my goals is life is to turn the rest of the world into as big of a nerd as I am because--wait, why do I need to explain myself here?  All I have to say is that my job as a teacher of college writing allows me to force video games on the afraid and unwilling, which is always a good thing.  It's all part of making the world just as nerdy as me.

    Of course, there's a method to my madness.  The backbone of my course is a nice little book called Everything Bad is Good For You, which states that video games actually give our brains a cognitive workout, because they require a constant use of the scientific method.  And because video games are all about teaching you things within the context of their use, I force my students to write a paper based on a game they choose to play in order to see some of the concepts of our texts embodied in action.  But first, I make them play We Love Katamari.

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  • The Revolution WILL Be Colorized



    It's easy to hate on third-party games for the Wii. A vast majority of them are quick and dirty ports or poorly constructed party games with a noticable deficiency in the fun department. Maybe that's why I get genuinely excited when a high quality third-party game comes along. Boom Blox was a blast (oh god, I'm sorry about that), No More Heroes was enthralling, SSX Blur was a great deal of fun after you took the time to relearn the controls. Unfortunately, none of those games sold particularly well. Let's hope that's not the case with the next Wii sleeper hit, THQ's de Blob.

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  • Personal Firsts: My Gaming Scrapbook, From A to Wii



    Written by Amber Ahlborn

    At some point in the 1980s, the year nebulous in my memory, my mom bowled with her team every Thursday night. I loved Thursday nights because dad let me stay up late to watch M.A.S.H. and Benny Hill. Sometimes he and I would hop in the car and go visit mom at the alley, and that was the best. Dad would sit and watch mom bowl. Me? I would squeeze every last quarter I could get out of him. With a fist full of change and dollars soon to be converted into change, I’d walk down to the alley’s hamburger bar, snag a stool, and drag it through the glass doors into the arcade. Without deviation, I’d position my stool in front of the “Ostrich Game” and stay planted there until I ran out of money. I’m speaking of Joust of course, but at that age I could neither reach the controls without a stool to sit on nor read very well.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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