Showing posts with label thing. Show all posts
Showing posts with label thing. Show all posts

Friday, July 6, 2012

Sesame Street: Once Upon a Monster Preview








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If there’s one thing I can’t stand, it’s an educational game based on a popular kids’ property that doesn’t really bring anything to the table. It’s one thing to try and teach kids something they don’t know about, but how you do it is just as important as getting the lesson across. For years, so many games have failed to do this, starting with the Sesame Street games on the NES (“I don’t think that’s a word!”). It continued on with Barney’s Hide-and-Seek, a Genesis game that was so practically bad that it played itself, which I believe would discourage kids worse than letting them discover the solution for themselves.


I’m going off on a tangent here. Kids’ games aren’t really that bad anymore, though there are still a number of releases that are aimed at younger players (mostly on Wii, like Sesame Street and – gag – Smurfs Dance Party) while shutting out older players from having any fun. However, Tim Schafer and his team at Double Fine could very well change how this formula works with its upcoming release for Xbox 360/Kinect, Sesame Street: Once Upon a Monster. This isn’t your typical foray down the familiar license – Tim and his team are actually doing something genuinely new, and something that…wait for it…all ages can seemingly enjoy.


The game is presented in a storybook format, telling a tale that involves a series of monsters that just want to have fun with their days. The two main stars are familiar characters from the Sesame Street lexicon – the sweet-eating Cookie Monster and the high-pitched, red-furred Elmo. They appear in this monstrous world and guide the player through the actions of a newly created monster character named Marco. You’ll start out coming upon this creature, as he’s the only attendee at his birthday party (insert sad face here), but rather than discouraging him, Elmo and Cookie Monster engage in a number of mini-games to help perk him up, eventually getting to a birthday party he truly deserves. This is just the first part of the game; other chapters in the story tell different monster tales.


So how does this manage to involve adults along the same lines as kids? Well, keep in mind that this production is the work of Double Fine, the same savvy studio that produced Brutal Legend, Stacked, and the recently released mech game, Trenched. It’s got his style of humor in it, but never to the point that it’s raunchy or questionable for younger gamers. Tim worked very carefully to make sure that the tone stayed in the Sesame Street realm, but by the same token, also made sure that entertainment went hand in hand with education, without the latter overshadowing the former. As a result, a number of Once Upon a Monster’s mini games are quite entertaining. One, for instance, has Marco taking part in a tandem race while Elmo playfully rides on his shoulders. Utilizing the Kinect, players must move left and right to avoid colliding with objects that could slow Marco’s momentum, while also ducking so that Elmo doesn’t hit his head on a passing tree branch. It’s never to the point that the activities are impossible, and young and old players alike will actually get into them more than you would’ve expected. Other activities include dancing (not hardcore Dance Central style either – we’re talking playful jumping around) and blowing out candles on a birthday cake. The game is packed with all kinds of enjoyable music, so kids can dance along to it, while parents won’t be worn out by it being loaded with thematic messages. Double Fine is making sure it’s fun all around, and not for a certain kind of audience. That’s where Once Upon a Monster’s main appeal lies.


To assure that the game had the same likable tone as the popular public television show, Double Fine worked closely with the teams at Warner Bros. Interactive Entertainment and Sesame Workshop to assure that the new monsters fit in with the classic ones, while the stories reflected the kind of proper tone that would be expected from the world of Sesame Street. Considering that many Double Fine staffers were fans of the show when they were growing up definitely helps, as their memories help fuel the events that occur in the game. We still have yet to see what later stages have to offer, but you can bet there will be some sort of fun motion activities that everyone can easily get into. Maybe we’ll even have a cookie-eating mini-game for good measure. I mean, Cookie Monster IS in the game, after all…


As far as presentation goes, the game features the authentic voicework of both Cookie Monster and Elmo, and the new creatures sound great as well. What’s more, the small monster universe that they dwell in is never to the point of being threatening. In fact, it’s quite comfortable, with its relaxed design and its fun, little atmospheric touches, like the mini swamps and the forests. Being able to check it out through the eyes of the Kinect is definitely a smart move, as it simply wouldn’t be the same experience by using a routine controller.


Okay, so maybe we’re a little bonkers previewing a Sesame Street game right after the release of the ultra-violent Gears of War 3. But what can we say? This isn’t typical licensed fare where the point of education is hammered into skulls. This is a delightful take on a classic franchise, going in an unexpected direction thanks to a devoted studio. We’re actually interested to see how ends up when it hits stores on October 11. We’ll be back with a full verdict then, along with a desire to eat a bunch of cookies. Actually, we feel that now. OM NOM NOM!!


Oh, and there will be a demo available next Tuesday on Xbox Live. Check it out if you can.





Source : gamezone[dot]com

Thursday, July 5, 2012

Dial H #3 Review




If you’ve been reading Dial H, you already know it’s a weird book. It’s a good thing for readers to understand from the outset because writer China Mieville plunges his readers straight into the weirdness in issue #3. Longtime readers of the Dial H property will have an advantage over those who are just learning the ropes; however, it still takes until the last few pages for Mieville’s seemingly disparate clues to coalesce into something that makes sense. That may sound frustrating, but it actually continues the totally unique vibe of the series nicely.


If you told me that a series about a telephone engineer and transdimensional combat would be on my pull list, I’d probably tell you to lay off the intoxicants. Here we are at Dial H #3, though, and I find myself being won over every month by the title’s oddness and depth. I’ll admit that it’s initially disconcerting to spend so much of the book wondering what the hell is going on and where things are leading, but the payoff is strong enough that it’s all worth it in the end. Furthermore, the sense of confusion that results from Mieville’s style of presentation sets the perfect tone for his main character’s plight. Perhaps most important is that the endpoint for this story is terrifically compelling.


Artist Mateus Santolouco is strong yet again in this week’s offering. His storytelling is once again rock solid, but what caught my attention in this book was Santoluoco’s regard for materials and their properties. Textures are explained well, and the characteristics of the (frequently exotic) substances depicted in the story look realistic. The foundation provided by Santolouco’s pencils and inks is skillfully brought to life by the coloring team of Tanya and Richard Horie. Sudden changes in location, time, or even dimension are clearly delineated by the colors used, affording each sequence a unique personality.


We’re still just beginning to understand the scope of this story, but there’s enough here to feel the excitement of the developments to come. At the same time, I’m certain that some readers will grow impatient for the payoff before it arrives and that others will be put off by the Morrison-like eschewal of comic clichés. Further, I would highly encourage new readers to pick up copies of issues 1 and 2, as they will be totally lost without those introductory chapters. Those caveats aside, though, I recommend that open-minded readers give this series a try. It really is a cure for comic fans who don’t want to give up on the superhero genre but are tired of superhero tropes.







Poet is a freelance writer, mid-core gamer, and frequent IGN contributor. Follow Poet on Twitter, or post a message on his IGN profile.



Source : ign[dot]com

Tuesday, May 15, 2012

Halo 4 Box Art Revealed Thanks To Group Puzzle-Solving Effort Ads By Google » Blog Tags Today's Most Popular Videos »





Halo 4 Box Art Revealed Thanks To Group Puzzle-Solving Effort


Microsoft is using the lure of Halo 4's box art as an excuse to teach the fan community about a little thing called cooperation. A series of e-mails were sent out to the community, with each one containing a chunk of an image and a note that read: "Your piece of the Halo 4 puzzle." The NeoGAF hivemind then put its many heads together to assemble the image (via Kotaku), revealing the official box art for Halo 4.


It's a pretty sweet image, wouldn't you say? We all got our first glimpse of the post-Halo 3 Master Chief in an announcement trailer at E3 2011. News has been trickling out slowly since then, with the latest big one being the long-awaited confirmation of the game's release date: November 6, 2012. We'll certainly be seeing more of the game at E3 2012, so stay tuned for more news in the coming weeks.




Source : http://www.g4tv.com/thefeed/blog/post/723782/halo-4-box-art-revealed-thanks-to-group-puzzle-solving-effort/