Crash Mode Crashes & Burns

February 20, 2008

Burnout Paradise Header

I’ve never been able to adequately articulate my hatred for Crash mode in the Burnout series, and I feel like I am in a minority of folks who consider the new Showtime mode to be a far superior replacement. For the three of you reading this who are unfamiliar with the games, Burnout’s Crash mode consists of events in which an elaborate traffic jam is set up at one end of a road or intersection. You start out in your car, barreling toward the traffic, and try to cause the most damage possible by driving into other cars, bouncing along the road, and ultimately blowing up your vehicle so that everyone within your blast radius is taken out. In Burnout Paradise, Criterion Games was forced to remove Crash mode as they transitioned into an open-world mechanic for the racer. In its place, Showtime mode allows players to hit both bumper buttons and trigger an explosion that sets your car bouncing down whatever street you find yourself on. The object is still the same – cause as much damage as possible by barreling through traffic. The difference is that, at any given road or intersection, the traffic patterns vary so that you never play the same Showtime event twice.

One of the aspects about Crash mode that people cite for its popularity is that it’s essentially a puzzle game within the driving genre. This argument has never really made sense to me, because Crash mode is most certainly not a puzzle game. In terms of video games, the puzzle genre typically consists of various falling blocks that the player must turn, fit into place, and eliminate in order to prevent the remaining bricks from reaching the ceiling. It is the Sisyphean Challenge of video games – regardless of how many blocks you destroy or how far you progress, there will always be more work to do. A traditional puzzle game is impossible to win. You must simply survive as long as possible and attain the highest possible score before you inevitably fail.

Alternatively, an increasingly popular variety of puzzle game includes titles like Freecell, SuDoku, Picross, or the (amazing and seemingly out of nowhere) Professor Layton and the Curious Village. These puzzles are solvable, and all of the information required to reach the conclusion are presented to you from the outset. The only mechanic common to this subset of puzzle game is logic. If you think clearly and trust your judgment, every single puzzle will yield a favorable solution.

Here, I argue that Burnout’s Crash mode does not fall into either category of puzzle game. While each event is “solvable” by reaching a predetermined high score, you are not presented with all of the necessary information before the game starts. Because there is no way to know the traffic patterns until you reach the intersection, you must try one route, see what type of score that route yields, and then retry the same event, altering your chosen path to try earning a higher score. Therefore, there is no logic involved in this “puzzle” at all. You are simply making somewhat educated guesses and checking to see how far those guesses get you.

If anything, the gameplay in Crash mode is more akin to the stealth genre than brainteasers. Games like Metal Gear Solid or Splinter Cell rely on the player’s ability to guess and check. Making the correct decision about which path to take or how to execute a kill is often the result of trial and error rather than skill and deductive reasoning. Of course, if that’s your kind of thing, then more power to you. I’d just rather spend my time on other genres.


WipEout Pulse Impressions

February 19, 2008

WipEout Pulse Header

After problems nabbing a copy last week, I finally picked up WipEout Pulse this afternoon. I’m having a blast playing it and, though I’m only about two hours in, I think it’s safe to say that any fan of WipEout Pure will love Pulse.

The gameplay remains largely the same as in previous installments. For those unfamiliar with the series, think of WipEout as the illegitimate child of F-Zero and Mario Kart – futuristic racing blended with intense combat elements. Pulse controls just as well on the PSP as Pure did, and it’s been given a minor yet noticeable graphical tweak. The soundtrack contains much of the same electronica stylings of Pure, which fits the franchise well. But if you’re not familiar with any of the licensed artists, the music will blend together and you’ll unconsciously drown it out to pay attention to some necessary audio cues that signal when an opponent is firing at you.

WipEout Pulse Screenshot

The biggest change I’ve noticed so far is a revamped career mode. Rather than just selecting an event from a predetermined list, Pulse adopts a grid-based system similar to that of Ridge Racer 6. As you complete events (single races, time trials, speed laps, zone modes, etc.), you’ll earn credits towards unlocking new events on the grid. It offers far more variety than Pure, and it has a flexible difficulty curve that you’ll need to take advantage of while you memorize the track layouts.

WipEout Pulse Screenshot

The game’s online component is well-implemented. Infrastructure mode works nicely, and you can access the official WipEout Pulse website directly from the PSP’s browser, which launches from within the game. Once there, you can download wallpapers for your PSP, content packs containing new tracks and vehicles, and new skins for your ships. Visiting WipEout-Game.com let’s you design your own ship skins which become linked to your PlayStation Network account for download to the game later. You can also upload your profile to see where you rank on world-wide leaderboards.

WipEout Pulse Screenshot

One of the features I’ve been unexpectedly spending a lot of time with (as you can see in this post) is the screenshot tool. After you finish an event, the game will replay your race. At any time during the replay, you can hit the select button to freeze the frame and turn on the camera mode. You can then use the analog stick to rotate the camera and take a picture of your ship. The picture gets saved as a jpeg file on your memory stick, which you can then transfer to your computer. I’ve uploaded a few of the screenshots I’ve taken to flickr. Take a look if you’re interested.

I can already tell I’ll be spending a great deal of time with this game, just as I did with Pure. My only immediate concern is that, unlike Pure, Pulse’s downloadable content will probably not be free. Although a PR e-mail I received from Sony states that content is already available to download on the PlayStation PC store, a quick look over there turns up nothing. I think the first DLC pack is already available in Europe for around $7, which is a bit ridiculous. Unfortunately, I may be willing to pay that much for more WipEout tracks.


Welcome to Doctor Fishypants!

February 18, 2008

Ready!

Hello there! My name is Brian Fishman. Right now, you may be asking yourself any one of the following questions:

1. Who is Brian Fishman?

2. Why does he have a blog?

3. Why am I reading said blog?

I’d love to answer these questions for you, but I don’t really know how. Let’s just start typing and see where we end up, shall we?

As I said before, astute reader, my name is Brian Fishman. I am a graduate student at Case Western Reserve University in Cleveland, Ohio. I have spent the majority of my educational career preparing to be a physician. Recent events have somewhat derailed that goal, and it’s possible that I may be looking at a career change. I’ve become a bit disillusioned with the practice of medicine in this country, and I honestly have no idea what I’d like to do with my life just yet. But you’re welcome to come along for the ride as I figure that stuff out.

When I wasn’t cramming every last detail of biological and psychological sciences into my brain, I was playing video games. Ever since my 5th birthday, when I got a Nintendo Entertainment System with the Super Mario Bros./Duck Hunt/World Class Track Meet combo cart, I’ve been an avid game player. Twenty-some years later, what was once a child’s hobby has grown into an adult obsession. I own nearly every video game console back through the Magnavox Odyssey, and with roughly 1000 games in my collection, it’s safe to say that I spend entirely too much of my time and money in this industry.

I’ve also spent a good deal of time over on GameSpot.com, where you’ll find most of my thoughts on the video game industry. So, if I already have a blog over at GameSpot, why create one here? The short answer is that I have no idea. I wanted to give something new a try. Lately, I’ve been thinking about how poorly video games are portrayed in the media, the general perception that people who play games are lazy teenagers with no ambition, and recent tragic events in which the games industry is used as a scapegoat to shoulder some of the blame for poor parenting, mental handicaps, or kids who have somehow fallen through the cracks. While there are certainly some valid concerns about the potential harmful effects of video games, I feel like there isn’t enough being said about how games can be used as a positive force for education, entertainment, and socialization. So, hopefully, a lot of the posts I make here will discuss some of these issues.

Well, I guess that covers the first two questions. As for the third, I have no idea why you’re reading this. Maybe you followed me over from GameSpot or Facebook. Maybe you stumbled upon this page and were so enamored by the glorious header image of our favorite video game mascot that you decided to stick around and see what was up. Or maybe you’re someone I’ve actually met in the real world! Yes, apparently life does exist outside of the internets. Never would have guessed.

So, please, make yourselves at home. Drop me a line, post a comment, add my RSS feed, or visit the sites over there on the right-hand side of the page. I only have two rules: enjoy yourselves, and don’t take anything I say too seriously. I’m here to have fun.


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