Fatal Inertia EX Impressions

June 26, 2008

Fatal Inertia EX Impressions Header

This week, I’m reviewing Fatal Inertia EX for GameSpot. Originally billed as a PlayStation exclusive, problems with the Unreal Engine on the PS3 delayed its release long enough for Fatal Inertia to make its first appearance on the Xbox 360. It’s now available for the PlayStation 3 as a download via the PlayStation Network. At $29.99, Fatal Inertia’s price tag is a bit on the high end for a downloadable game. But when you consider that it was originally released as a full retail product on the Xbox, and that this version has been tweaked and given additional content, the asking price isn’t out of the question.

As a fan of the WipEout series, Fatal Inertia appeals to me a bit more than most gamers. Futuristic, seat-of-your pants racing is my forte. Unfortunately, Fatal Inertia EX just doesn’t live up to expectations. The courses are lush and beautifully rendered, but the majority feel too short. Events seem to be over immediately after they begin. Despite the short event times, the game never really portrays the bare-knuckle sense of speed that you’ve come to expect from mainstays like WipEout or F-Zero. The weapons are imaginative and fun to use. There’s a grapple cord you can use to attach two competitors to each other or hook yourself to a wall and slingshot around corners. You can disrupt the navigation of any ship near you with an EM blast or fire magnets that stick to their hull and eventually explode. Unfortunately, the variety and potency of the weapons at your disposal is too heavily dependent upon what place you’re in. In Mario Kart, drivers in first place will invariably receive banana peel after banana peel while those in last place are blessed with the blue turtle shell or speed-burst-inducing mushroom. Similarly, first place racers in Fatal Inertia get magnets while last place racers get their speed burst from rockets.

Fatal Inertia EX also has some interesting game modes. In a Velocity match, weapons are restriced to speed items. It becomes a challenge to win the race while still maintaining hull integrity. It’s during these matches that Fatal Inertia’s sense of speed actually comes across well. In Magnet Mayhem, each competitor receives an unlimited supply of magnets, making the race hectic and a blast to play with friends. The difficulty curve has been improved from the Xbox 360 version, making progressing through career mode a bit less frustrating. Curiously, the 360′s achievements have also been brought over the to PS3 version, although they don’t really serve any purpose. Unlocking them doesn’t translate into any in-game bonuses, and the achievements you earn aren’t visible to other players.

Speaking of other players, I’ve had a lot of difficulty getting online to play matches. The only servers available seem to be running the demo version of the game. When I finally managed to get into a match, it kicked me out after a few seconds. I’ll have to keep trying.

For people eagerly anticipating WipEout HD, Fatal Inertia EX might fit the bill until then. On the other hand, those people who are eagerly anticipating WipEout HD would probably also be disappointed by comparison. I’m withholding judgment until I finish the game and pen the review.


Wii Fit: Day 18

June 25, 2008

Wednesday, June 25, 2008

Well, this is discouraging. Today was a busy day, and I didn’t have time for my run. I only used Wii Fit for about 20 minutes, and I probably overdid it with popcorn and candy at a movie this afternoon. Tomorrow I’m not messing around. I don’t have to go in to work, so I should have time to run and use Wii Fit for more than just 20 minutes. It would be a huge waste to gain everything back and lose motivation the way I do every time I try to lose weight.

Wii Fit Statistics (Day 18 )

Current Goal: Lose 6lbs in 4 weeks
Weight: 190.5lbs (+0.4lbs, -3.1lbs total)
BMI: 28.9


Wii Fit: Day 17

June 24, 2008

Tuesday, June 24, 2008

Well, I actually expected a lot worse when I came back from a 5-day break from Wii Fit. I wasn’t home over the weekend, so I couldn’t exercise much. I also went out to dinner, which is never a good idea when you’re trying to lose weight. Given the circumstances, gaining 0.4lbs doesn’t seem that bad, especially since I feel quite a bit healthier since starting Wii Fit. Of course, that’s probably better attributed to daily running and better eating habits, but without Wii Fit, I probably wouldn’t have the motivation to do those things.

Wii Fit Statistics (Day 17)

Current Goal: Lose 3lbs in 2 weeks
Weight: 190.1lbs (+0.4lbs, -3.5lbs total)
BMI: 28.83

Nike+ Statistics (Run 32)

Current Goal: Run 14 times in 4 weeks
Distance: 1.75mi
Time: 21:44
Pace: 12:23min/mi
Calories:251

Total Distance: 64.61mi
Average Pace: 12:36min/mi


PlayStation Legacy, Issue 01: Lumines

June 22, 2008

PlayStation Legacy

How Lumines Helped Spark the Portable Console War

When the Game Boy debuted in 1989, Alexey Pajitnov’s Tetris helped make the portable console a huge success. Nearly twenty years later, the classic puzzler has appeared in various incarnations on just about every gaming platform. It is the quintessential puzzle game, enjoyed by children and adults for minutes to hours at a time. A number of companies, including Atari, Sega, and even the mobile phone manufacturer Nokia, have tried to compete with Nintendo for a share of the portable gaming market. While some fared better than others, all ultimately failed against Nintendo and its Game Boy brand.

Lumines Screenshot

The first sustained challenge to Nintendo’s dominance of the portable market came from Sony. In 2004, the PlayStation Portable was introduced to Japan with a somewhat meager initial software catalog. A few standout titles like Hot Shots Golf and Ridge Racer helped bolster an improved line-up the following year in North America. However, much of the attention and critical acclaim went to a small title from the then relatively unknown development studio, Q Entertainment. Lumines: Puzzle Fusion was a portable block-dropper in the same vein as Tetris. Players stayed alive by clearing the screen of a ceaseless stream of blocks. Matching at least four colored tiles as the time line swept across the playing field made block clusters disappear in satisfying harmony with the game’s trance-inducing soundtrack. As the levels progressed, new skins were unlocked that seamlessly changed the colors of the blocks, background, and song selection. Like Tetris, Lumines was a game for all skill levels, to be enjoyed for quick intervals or extensive, hour-long sessions. Its vibrant, colorful graphics and superb audio design made the game an addictive showcase for the PSP, placing it in a league beyond the Nintendo DS and its N64-era technology.

Lumines was designed by Tetsuya Mizuguchi, Tetsuya Mizuguchia former developer from Sega behind titles like Space Channel 5 and Sega Rally Championship. After creating the cult hit REZ, Mizuguchi founded his own studio in 2003. Q Entertainment originally created two games for portable systems: Meteos on the Nintendo DS and Lumines on the PSP. Initial praise for Lumines garnered both positive and negative results. Because it performed so well in comparison to other launch games, and perhaps due to minimal alternative offerings, critics began referring to their PSPs as Lumines-playing-machines. Since then, the PSP has established an exaggerated reputation of having a limited original software library that is only recently being rectified with truly unique games like LocoRoco, Puzzle Quest, and Patapon.

Four years later, Q Entertainment is a widely respected studio with franchises like Every Extend Extra, Gunpey, and REZ making appearances on a number of consoles. Tetsuya Mizuguchi set the standard for how music and gameplay can intertwine to create new, innovative experiences. A number of also-ran developers have tried to recreate the magic of Lumines with less than stellar results, while Q Entertainment has improved upon their original masterpiece through sequels on various platforms. Online play, high-definition graphics, and licensed music all enhance the Lumines experience, but its essential magic is still intact.

Lumines Screenshot

While Lumines may not have the enduring legacy of Alexey Pujitnov’s masterpiece, Q Entertainment’s innovative take on a classic puzzle formula gave the PSP the momentum it needed during a rocky launch period to quell skeptics and finally offer Nintendo its first significant competition in the portable market.


Wii Fit: Day 12

June 19, 2008

Thursday, June 19, 2008

I was lazy yesterday and took the day off of exercise, so I actually expected my weight to go up a bit tonight. I was a bit surprised that it went down. 0.4lbs isn’t exactly a ton of weight, but I suppose it’s still progress. I pushed myself harder on the run, covering a full mile in my first 10 minutes. I find that Wii Fit makes for a great warm-up before my runs. I’ve stopped using the balance games entirely, and I only do the aerobics exercises when I need a change of pace. I usually start with some yoga poses for a good stretch, and then move on to the strength training. The jackknife is by far my favorite exercise because I can feel it working more than the others. I’ve also never been good at sit-ups, so the jackknife is a good alternative.

Wii Fit Statistics (Day 12)

Current Goal: Lose 3lbs in 2 weeks
Weight: 189.9lbs (-0.4lbs, -3.9lbs total)
BMI: 28.77

Nike+ Statistics (Run 31)

Current Goal: Run 14 times in 4 weeks
Distance: 2.60mi
Time: 30:15
Pace: 11:35min/mi
Calories: 374

Total Distance: 62.85mi
Average Pace: 12:36min/mi


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