Armored Core review (posted on Amazon uk)

If you owned a PlayStation back in 1997, you may have heard the name Armored Core mentioned by particular niche circles, and for very good reason. Developed by From Software, Armored Core was a decent mech simulator that attempted to balance the grit of western mech titles such as Mechwarrior with the panache of eastern titles such as Gundam.

The story is based after a near apocalyptic war known as the “Great Destruction” which has forced the remaining human population underground. The current system of order involves a rough and rumble conflict between underground cities run by two self-contained corporatocracies, Chrome and Murakumo Millennium. Your character is part of the mercenary group Raven’s nest, an impartial organisation whose members take on any job for the right price with the use of Armored Cores, the titular mechs of the game.

One of the unique features of this game that was fairly original for the time was its garage system, which allowed you to design your very own mech. The parts available to begin with are basic but through earning money by completing contracts from organisations (missions in game) you will be able to upgrade your machine by purchasing new parts.

The garage allows you to customise what type of Armored Core (AC) you wish to pilot. This allows you to customise the shape, armament and specs of the machine. You can choose from head, core (body), arms and legs parts, each with its own strength and weaknesses. Some parts drain energy more than others while some have altering armour points which determine the AC’s endurance. Other variables such as the type of generator, Fire Control System and Boosters determine the AC’s speed, ability to lock on and energy supply for your machine.

The game allows you to take on different missions (sorties) from different organisations or entities, and each includes payment upon completion. While mission selection is varied to begin with, the choice of available missions begins to alter, depending on the player’s preference in clients. This adds replay value to the game and encourages players to discover new missions with alternative organisations.

While the gameplay is very solid, there are certain elements that are slightly amiss. The physics in the game can be suspect and in places very broken. For example, while heavy ACs cannot jump as high as lighter ACs, they still seem to be able to boost around as fast as their lighter counterparts. Certain parts are so ineffectual that there is little use for them, even in favourable situations. In addition to this weapons such as the Karasawa are so overpowered that it renders the game very easy. While these are things to take note of, the overall AC customisation mechanic is still pretty well implemented and still adds a unique dimension to how each mission is played.

Despite a few shortcomings, Armored Core is a solid title from PlayStation era, which delivered a fresh concept at the time. This title should not go unnoticed.

System Shock 2 review (Posted on amazon uk)

Considered a maligned classic even fourteen years after release, System shock 2 still stands as a solid totem to the potential of the video game medium. Made in 1999 where gameplay standards of first person shooters were entrenched in mindless shooting sprees and card-key collection, System Shock 2 took things several steps further. The game managed to fuse styles such as the FPS and RPG genre in a way that modern games struggle to emulate, as well as incorporating a complex narrative that pays homage to the twisted genius of well-known dystopian novels.

The story is set in the year 2114 where the technology for faster than light travel has become a reality in the form of the spacecraft the Von Braun. As a marine you are tasked to safeguard the Von Braun’s maiden voyage into space. Yet an unexplained two month gulf elapses as you awake with amnesia in a cryo-pod. The ship has become the domain of an alien parasite called the many; a strange hive mind organism converting your prior crew members into mutant hybrids.

System Shock 2 changed the concept of playing computer games in several ways, however this can all be summarised with three words; complete uninterrupted immersion. There are no cutscenes to stall the experience which keeps the flow of the gameplay on-going and creates an ambience that is quite unnerving. Audio logs are your only connection to the human inhabitants of this ship, providing multi-layered subplots for each crew member. Listening to these audio logs in the empty hallways accentuates a sense of dread for your situation and plays heavily on your imagination.

The roleplaying elements come into play in the form of three class options. The Psi-user that serves as a magic user, the hacker which resembles a thief character that can access locked crates and terminals, and the marine that serves as a warrior like class using guns instead of swords. The Player levels up by obtaining cyber modules used to spend points in class trees. This allows the player to either focus on one class type or mix several class trees interchangeably.

What must be noted however is that System Shock 2 is over fourteen years old, meaning the graphics have not aged well. Character models use flat shading which look like origami figures and some of the intricate textures also suffer from aliasing problems, meaning that signs and text on surfaces can be difficult to read.

The final criticism is in terms of the games accessibility. This game can be fairly difficult and can punish impulsive players. Overspecialising with particular class trees can make game progression difficult, especially when an instance favours a particular ability. Weapon degradation can also be a problem and challenges the player to search for alternative methods to overcome obstacles.

Overall System Shock 2 is still a surprisingly enriching experience that feels fresh a decade and a half on. Players wishing to find a game that breaks the mould should look no further than this.

The Polygon Count: A PlayStation Retrospective (published on The Gamer’s Challenge)

The original PlayStation; can one console be given enough plaudits?. Who would have thought a simple research engineer relatively green to the video gaming industry back in the early 90s, would upstart Sony into creating one of the most successful gaming platforms in computer game history.

Little refute can be made on the impact of original  Sony PlayStation to the gaming world  at large, surprising many sceptics  who initially believed that the system would merely add to the status quo of  terrible 3-D based gaming formats. The PlayStation boasted a 32 bit processor, the ability to render real time 3-D technology at 360,000 polygons per second as well as the use of texture mapping to create three dimensional character models and allow for fully interactive environments which added a third dimension to gameplay, as there are many games out there, of course if what you want is to game and also make money casino games are your best choice as you can go to spin samurai online just for this purpose.

The concept for the PlayStation was initially the pipedream of one of Sony’s underlings, Ken Kutaragi, who then was a just a simple research engineer in the lower strata of the company’s management structure. From witnessing his daughter play the Famicom (the Japanese NES) he began looking into the current gaming fads at the time and was shocked by the profit made by such companies as Sega and Nintendo.  He believed it was in Sony’s best interest follow suit, and was convinced that he could utilize the CD-ROM technology manufactured by Sony at the time, into creating the next generation of gaming consoles.  Kutaragi took this idea to Sony’s senior executives in place at the time, who were already convinced that any forays into the gaming industry were “only suitable for toy companies”, and were quick to reject it.

This dismissal however only strengthened Kutaragi’s resolve, and with this stern rejection from his bosses, decided to take his idea to Nintendo, who wished to collaborate with Sony to create a CD-ROM peripheral for the SNES that would rival the Sega-CD. However the venture was abruptly halted due to Nintendo’s apprehension over the licencing rights of the system, and would later make plans with Phillips on creating a similar add-on behind closed doors. With the discovery of Nintendo’s shift in partnership, Kutaragi became even more determined to get this project off the ground and after appealing to Sony’s Chairman Norio Oga, who sympathized with Kutaragi’s frustration, got the green light on the project to continue on the development of the console as a standalone system.

But of course it would take more than just impressive hardware and the promise of an innovative gaming format for the PlayStation to take off.  In 1993 Sony put together a subsidiary called Sony Computer Entertainment to handle the development and marketing side of the system.  Through this subdivision, Sony closely examined the current market trends of the gaming culture at large as well as the reasons for the lack of success of other previous 3-D based consoles such as the Atari Jaguar. From acknowledging the poor 3-D game line up from each of these consoles at the time, it was decided that it would be a better priority to secure  support from third party game developers first, before considering  the system’s launch. They began a campaign to contract these developers in producing games for the system, which, as expected, were heavily against the proposal due to the expensive requirement to program games matching the console’s software. It wouldn’t be until late 1993 that the developers would have a change of heart when witnessing how 3-D technology was utilized in arcade titles such as Virtua fighter which showcased 3-D incorporated gaming and how such technology had a potential to be applied in home consoles.

But what put PlayStation on the map, particularly in the UK, was the shrewd marketing campaigns that tailored their game content for the young adult market, which at the time was under represented. Most of the 2-D gaming industry had developed its mainstay by gearing its content towards younger audiences, with cartoon-like mascots such as Sonic and Mario and gameplay that had a focus on simplicity. This isolated a broader audience, who were looking for a grittier and more adult gaming experience.

The release of the PlayStation was perfectly timed at a period in gaming when most of the 90s youth, who had grown up on 16-bit generations as children, were making the transition into their teens and young adulthood, and now had demands for more mature content that was now made available from what the PlayStation had to offer (with such titles as Ridge Racer, Tomb Raider and Toshinden. ) As well as the graphical upgrade and launch titles that gave the console a fresher and professional presentation, many onlookers began to realise that the PlayStation could really deliver a new gaming experience in place of the other attempts that failed.

What we got was probably one of the most innovative consoles of the 1990s which, while not  quite the first of its kind,  was the first console to effectively manage the transition from 2-D to 3-D gaming, as well as providing CD-based games from third party developers and publishers that could fully utilize the systems much touted specs.  A simple idea first thought by most to be success in a pigs eye, became one of the gaming industry’s biggest shift in graphical and gaming paradigms.

When reminiscing my youth with the PlayStation in the early part of 1997, a fusillade of memories of my gaming experience bombarded me in all its polygon glory like my own mental image of a poorly rendered Reboot episode. Memories such as the early use of flat-shading used to represent the character models like weird computerised origami figures. The First Person Shooters promptly ported from the PC that had that awkward compromise with the shoulder buttons to control the camera, due to analogue sticks still being in development at the time. And let’s not forget the weird advertisement campaigns attached to the system such as Chris Cunningham’s promotional advert on the mental wealth of gaming.

My Experience with the console when I first had access to it did not extend outside the main movers and shakers, such as Resident Evil 2 and Final Fantasy 7 (with a few exceptions such as Abe’s Oddysee and Armored Core).  Like most, my youthful impressionability fell victim to the garish promotional adverts at the time as well as a media focus that insured the more popular games were pushed to the forefront.

But hidden behind the slew of derivative football games by Electronic Arts and the tiresome 3D0’s Army Men releases are a small vestige of unique games that at the time became nothing more than pearls before swine. Some titles such as Castlevania: Symphony of the Night would see a re-release as downloadable game content on consoles such as the Xbox 360 (or PSN if you’re lucky enough to live in  the United States or Japan). However there still remains a large subset of games that remain untouched by these current mediums and it wouldn’t be until my late teens that I fully released what the PlayStation had to offer.

Of course  most of the more worthwhile titles were kept neatly out of reach  on the shores of Japan and the US, which I was assume was mainly because they were not in-keeping with the UK’s  less impressionable demographic at the time ( surely they must have gotten bored by  seeing the same re-release  of  Fifa 96 at some point). The system gave us some great overseas classics such as Tail of the Sun, Xenogears and Brave Fencer Mushasi, as well as a scant selection of titles localized for Pal regions that were kept well under most people’s radars. Most of these obscure games had some great gameplay on offer, however there are also a few other titles that while outright horrendous, have some very interesting history attached to their inevitable failure.

In this fortnightly retrospective I will be delving into some of the best and worst games of the system that most people raised up by Metal Gear Solid and Syphon Filter will probably have never have heard off.  In two weeks’ time I will delving into one interesting title that any avid adventure fan’s will surely get their teeth into.

 

Teenage dispute results in immediate medical assistance by helicopter (2011 article submitted to Journalism module)

A 14 year old girl was stabbed today near Ridgewood high school.  At 8:40am Chole West was stabbed by an assailant believed to be an 18 year old man.  The incident took place around park road west, Wollaston, on an incline leading up towards the school. A 15 year old male is believed to have been involved also, attempting to disrupt the attack. However while confronting the perpetrator, sustained an injury to his hand.

It has been confirmed that the alleged attacker has been detained for questioning, and no further injury was made to the young male teenager involved. Further measures have been taken, including police inquiry into the incident, speaking with associates, and witnesses regarding the dispute. The nearby school of Ridgewood has also been shut down for the day, while police begin their investigation .

The lacerations caused by the attack have been confirmed as critical, including a clean wound on the neck of the victim.  The dispatch for treatment was immediate, including assistance by West midlands air ambulance helicopter. The helicopters will then proceed to transport Chloe to be treated in Birmingham children’s hospital.

Cheif Inspector Mark Bramwell, has confirmed that while the investigation is still ongoing in its the early stages, the incident at hand is isolated from any matters involving the school itself, “A man  we believe is involved is currently in police custody and will be questioned accordingly”. No further announcements to Chloe west’s condition has been made at this time.

 

Fukushima power plant risks safety of The British Isles. (2011 article submitted to Journalism module)

Two Oxfordshire and Glasgow laboratories have confirmed that there are traces of radiated iodine 6000 miles as a result of from the recent explosions from the Nuclear power plant located in the Fukushima prefecture, after the March 11th earthquake.

Signs of problems were manifest from the outset of the natural disaster, as on   March 12th, a series of fires and explosions sequentially affected four of the six boiling water reactors.

Dr Michael Clark, spokesman of the H.P.A released a statement that the radiation is at a “very low level of radioactivity”. He continued to state that the current known areas of iodine radiation are in Chilton, Oxfordshire, and Glasgow in Scotland.  The Scottish Environmental Protection Agency claim that the radiation deposits are very weak and are not concentrated enough to be a detriment to human health.

However recent discoveries show plutonium deposits in the soil in the vicinity of the powerplant and have been met with scrutiny. The half-life of plutonium is 24,000 years and while there is no surplus of the chemical, many worry that further complications in the plant, may result in excess deposits.

Japan’s nuclear and industrial safety agency (NISA) immediately responded to this inquiry and affirmed that such deposits are not dissimilar to radiation in the atmosphere, and therefore should be deemed harmless. With the degradation of the Power plant ongoing, there are no current reports on the likely hood of any further radioactive substances to be found on British shores in the immediate future.