Showing posts with label xbox. Show all posts
Showing posts with label xbox. Show all posts

The Xbox 360 Uncloaked:: The Real Story Behind Microsoft's Next-Generation Video Game Console Review

The Xbox 360 Uncloaked:: The Real Story Behind Microsoft's Next-Generation Video Game Console
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Dean Takahashi is a reporter for the San Jose Mercury News. While I applaud his efforts to do the research and leg work to uncover the history, back story and technical details of the Xbox 360, this book just simply is not well written. Dean does a nice job in news reporting related to the tech industry and gaming in general but he is no novelist. This book is obviously not a novel either but you might expect it to be at least a story...In my opinion, it is not- it is a collection of observations loosely tied together, and even then, it is flawed.
As other reviewers have noted, you will find yourself reading the same information, names, and sometimes even quotes in multiple places throughout the book, making it harder to follow his line of thinking clearly. Oftentimes, there is also a bit much of the delineation of who worked for who and who quit the Xbox team when, etc. that does not really lead the reader anywhere or add much to the story. To me, this book feels similar to the previous Xbox book written by Dean in that way- some great tidbits but overall, barely worth reading because of how painful it is to get through it. I've never had this situation happen to me before where I seriously wanted to learn the history and background of building this console, the process that was followed, etc. but was simply not motivated to continue reading the book because of its flaws.
If you are used to reading more professional novels or magazine writing by mainstream writers, you may be frustrated by the common grammatical errors, editorial errors, proofreading mistakes, etc. that pop up in every chapter. They aren't a big deal and you know what he is trying to say but when you pay for a book (that isn't all that cheap, by the way) you expect more. At least I do.
In summary, since I am an IT professional and an avid Xbox and Xbox 360 gamer, I kind of forced my way through the book to learn. You have to take a different approach to reading it, kind of ignoring errors, focusing on the highlights and not trying to tie everything together seamlessly, very differently than you would likely read any other book. If you feel this story is worthwhile enough to put up with these flaws, go for it. Otherwise, you may be disappointed.

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A fascinating insider's look at the evolution of the Xbox 360 and Microsoft's ambitious gamble to become a leading force in the multi-billion dollar video gaming industry. Through extensive interviews and unprecedented access, San Jose Mercury News Technology and Gaming Writer Dean Takahashi takes you behind the scenes as he reveals... The birth of the machine as seen through the eyes of the Xbox 360 engineers who designed it... Blow-by-blow coverage of the heated internal debates as senior Microsoft executives battle to define the future of the Xbox brand... The strategic chess moves as Bill Gates, Steve Ballmer, and company take risk after risk, trying to outmaneuver their archrivals for the brass ring: dominance of the incredibly lucrative video game market... Sony, Nintendo, Electronic Arts, the entire Microsoft Xbox 360 team, and the industry's most celebrated video game developers -- all of the major players are included in this captivating story.

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NCAA Football 08 Review

NCAA Football 08
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I first played NCAA 08 for the PS3. Let me say EVERYTHING is different. The games can't be compared. You'll be greatly disappointed (like me at first).
In sticking with the Xbox version, here are the pros and cons:
PROS
-GAMEPLAY GRPAHICS. No more guys walking through each other on the replay or the chain gang getting knocked down every time (became annoying to me). The graphics are improved and guys look real.
-PENALTIES. Excessive celebration penalties are vastly cut down which is a big plus. Running into the kicker every freaking time on a block attempt seems to be cut down as well.
-RECRUITING. Let me say, this is basically the same as last year. Start off the year selecting 15 recruits and divide 100 pts between them however you like. The big add, some recruits want promises. The ones I find the most common are a WR wanting jersey #72 or a HB wanting #91. Something pretty odd ball but if it gets you the 4 star prize, why not? Playing time is tricky. It doesn't mean, play me sometimes. It means, they start every game. If not, they may transfer. You can always go back to the promise screen and see what promises you made and a percentage meter of adherence helps you to know how you fare. If you start a guy sometimes, the adherence level may be 33%. I don't know what level they will transfer but don't redshirt them. That is stupid and something I did. I got greedy and didn't want to waste his year of eligibility because unknowingly I had a bunch of upperclassmen who improved a lot and got an even better recruit offseason. Even if he never played, I'm sure he'd transfered but definitely don't redshirt the dude. When conducting a visit, you can select 5 different pitches to sell to recruits. Usually, there are hints of what recruits don't like (sometimes what they do like) on the prospect screen. It's a welcome added twist.
-RUSHING. No matter how good my running back was, my offensive line, or if he was a fully composed redshirt senior, team captain, impact player, it was no fun to run on NCAA 07. Anyone feel me? I got so tired of 2.7 yd averages. No matter the down or distance or team, it was a nightmare. I'd have a few big gains but really, it was a waste to run. I recruited fast quarterbacks and did SOOOOO much better than a stupid running back. In 08, rushing is a bit easier with a stud running back. If you have a less than stellar back, he won't be so hot to trot but at least it makes sense he'd struggle unlike having a beast struggle in 07. Stats are more likely to realistic than in previous versions. I don't play with cheat codes or anything so those of you who say I beat the CPU 80-3 on Heisman level is full of it. No pennants, no cheats, no tutorials for hardcore trickster manuals. Just open the game and play it to the best of my ability. You can't just throw 70 yd TD passes everytime and break off ridiculous tackles with impact receivers either. There's more balance of big throw and running the ball. I love it.
-SUMMER DRILLS. It's so awesome to have training camp like in Madden. You can develop your backup quarterbacks with 4 different drills. That is a huge help. There are a total of 17 drills but I believe developing the QB of the future (while also the QB of now) is the most important aspect. Simply love it.
-MEDICAL REDSHIRTS. Ability to save a player for another year if he has a lengthy injury early on. I can't tell you how great this is and can make a major difference to your team. Gives the game even more of a realistic feel.
Now for the CONS,
CONS
-Played PS3 version before. Got to see it's recruiting interface and also the ability to play high school games in campus legend. Xbox really didn't put much development into this game since it's the last for the Xbox. I almost sold the game on the spot finding out it was nowhere close to the 360 and PS3 version. The PS3 has a lot of cons the Xbox doesn't have so I'm not saying go out and buy a PS3 for this game and be in Heaven. I'm just saying, the Xbox should've taken a cue from the 360 and PS3 versions when it comes to recruiting and campus legend.
-HEISMAN LEVEL. Don't attempt to play this game on anything harder than All-American. It's just complete idiocy if you do. Guys drop way too many balls in All-American as it is. Heisman is for those who have a sadomasacist (sp?) complex. It's pure torture.
-PROMISES. I really wish you could make promises to players in the offseason portion of recruiting as well. Would've been a nice addition.
-BASICALLY 07. Looking for a completely different game, 360 or PS3 is your answer. If you love 07 the way it is with a few nice tweaks here and there, you have 08. Fall in love again with NCAA 08 and the new rosters. It's just not updated player names, it's updated ratings. Brent Schaeffer was pretty solid in 07 and now he's properly rated. Mediocre. It's more than just, well, Troy Smith is gone, no big deal. It's the entire team has changed and the ratings and makes it completely different. It's a great incentive to purchase the new game.
4 out of 5 stars. Once I got over the initial shock of it not being anything like the 360 or PS3 versions, realized the game is so much like 07 which I loved, and also realized the 360 and PS3 versions have a lot of cons this didn't, I was able to truly enjoy this game. Enjoy!

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In NCAA Football 08 you'll put your heart, hustle, and toughness on the line, for the right to a championship win! With all-new Leadership Control, you can boost the motivation level of your teammates by making big plays. A Campus Legend mode and even deeper Dynasty Mode puts your coaching prowess and integrity to the ultimate test. With the all-new My Shrine, Home Field Advantage, and exciting new plays like the Statue of Liberty, NCAA Football 08 is everything that's great about college football. What kind of legacy will you leave?

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NCAA Football 2007 Review

NCAA Football 2007
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Wow. Next-generation game. $60. And this is what we end up with?
Graphics are good but not great, let alone awesome(play a game in the rain...waaay too choppy for next-gen graphics). Gameplay is ok, but not as smooth, consistent, and fun as past incarnations. It is also missing some options, features, and extras from past NCAA titles(but don't worry, i'm sure they'll offer these bit by bit as downloadable content in the future where you gotta fork over more money as apparently $60 off the rack isn't enough). I'm sure there are EA loyalists/apologists who think i'm a hater(it's true, i hate EA so much i've bought most of their NCAA football titles for the past decade or so including their first on the Sega Genesis way back when, and my favorite incarnation of them all: NCAA 2004 with coverboy Carson Palmer on the Gamecube!).
But anyway, is this a terrible game? Not really. if you can 'overlook' and 'forgive', it's good enough graphics and gameplay-wise. But if you used up all your 'look the other way/turn the other cheek' mentality with the also-disappointing(but better-looking at least) MADDEN 2006 on 360; then i STRONGLY recommend you rent this game first or read better and more detailed reviews on the game before buying it. I wish i had before i bought this game. Then at least my lowered expectations wouldn't have set me up for such a huge let-down. Recommended only as a rental or 'read reviews first before buying'. Seriously, after MADDEN 2006, i thought EA learned that next-gen games(at next-gen prices i might add), needed to have everything last-gen games had and more. With NCAA 2007, i guess not. Perhaps NCAA 2008 will be the game we're all hoping for. Hope MADDEN 2007 at least addresses all the concerns of its previous incarnation on 360.
Btw, can others tell me:
how do you change the camera angle?
how do you set up a demo game to watch cpu vs cpu?
where's the slick front end and in-between-game presentations?
why do the graphics sometimes slow down, seem choppy, etc?
how do you create-a-school?
where's the sports-illustrated covers?
Maybe many of these are unlockables or rewards for achievements-earned during gameplay and hopefully NOT extra-cost downloadables. But hey, the EA execs gotta eat don't they? But not to worry, NCAA 2007 will sell by the truckload cause the majority rules. And in this day and age, the majority says "we'll take hd graphics over features and gameplay anyday". The majority has spoken.


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NHL 08 Review

NHL 08
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I have never before seen a game so perfectly improve on every issue its predecessor had. I'm not going to compare NHL08 with 2K8 because, frankly, most of the time that ends up becoming more a review of the companies than the product. Instead I'm going to compare 08 to 07, both EA games, and show the improvements in this game.
Graphics:
There is little difference between the graphics in 07 and 08, but that's not a bad thing. One of the main strengths of 07 was, in fact, its graphics engine, which looked beautiful, especially when running it in full hi-def. The models in 08 have a little more detail, but not much. One thing you will notice is how smooth 08 feels, though, as it runs at 60 fps instead of 30.
AI:
Here's the first major change. The AI in 07, both on your team and that of your opponent, was dumb. I didn't mind so much that your opponent AI was dumb, since I play most of my games versus a human player, but your teammates were incredibly stupid. You could have a 2-on-0 break and you might as well deke the goalie yourself, because the chances your player would be smart enough to skate with you were slim. In 08, however, the AI, both on your team and that of your opponent, is really good. First, that of your opponent. Defensemen will challenge you often. You may find that at the beginning of the game you can skate into their zone along the boards and setup, but after a bit they'll adapt to your style and make it difficult, which creates a fun (albeit sometimes frustrating) challenge. Your teammate AI is vastly improved, as well. Your teammates will setup at the point, which is my favorite pass to make. You really get the feeling that you can setup in the offensive zone, which, when you pass the puck effectively there, feels REALLY good. Powerplays now actually give you an advantage, since your teammates setup so well. Your teammates no longer run offsides like morons.
Skating:
If they had only improved the AI from 07, I would have been happy. That was my main complaint about the game. When I read the previews about this game and EA said they revamped the skating engine, I said "meh." Didn't seem like such a big deal, but I was completely wrong. You'll notice it as soon as you start to play, the skating is extremely fluid. You have total control of where your player goes, and it's extremely realistic. It makes it easier to avoid someone trying to check you. Since you can skate sideways, it makes it so you can skate around the blue line without accidentally pulling it back behind the line. Checking was revamped, too, and it's now much more difficult to line up a player, however it's realistic about it. If an opposing player is coming in along the boards you can line him up pretty easily; it's the open-ice check that's become difficult. That's a good thing.
Goalies:
One thing I loved about 07 was that the goalies moved realistically. You got the feeling that they actually were on ice and would slide. There were a lot of complaints about the bad goals in 07, and the were extremely frustrating. Most of the bad goals, however, were not from stupid goalies, but an unrealistic physics engine. I play goalie. It's pretty rare that you make a save and the puck just goes two feet straight up into the air, coming down on your back. Those things happen, but rarely. Typically, if you only get a piece of the shot, the puck will deflect AWAY from you. Of in FRONT of you. More often than not it'll go way out of play. In 07, though, the physics weren't quite right, and so those tough deflections when the goalie would just get a piece of it often led to bad goals. In 08, they didn't really play much with the physics engine, they just made the goalies better. And sometimes it's obvious that the goalie cheated so as to not let in a bad goal (the puck will be sitting on the back of his neck and he'll flop down onto his back to tie it up...without it falling into the net...?). The goalies now cover the post, which is an extremely nice touch. Goalie controls are much easier, now, as you're limited in how far you can move. You can only stay within the crease, which makes it much easier to stay in position. Goals that you score can quite literally come from anywhere; you don't have just one or two options in how you score. So a lot of the frustrating aspects of the goalies last year have been fixed; it just would have been nice to see the physics engine tweaked, as well.
Sound:
Gary Thorne and Bill Clement announce again in this year, and they've added a LOT of things for them to say. They still get a bit repetitive, just not nearly so much as last year. They do have great chemistry, and are not a burden to listen to like some other announcers (Madden, anyone?). One thing I noticed which baffled me is that Gary Thorne (he's the commentator, not the play-by-play...unless I got it backwards) sounds muffled in a lot of the things he says. The things from last year that are recycled sound just fine, but a lot of his new lines literally sound as if he phoned them in. It's not a huge complaint, but I just thought I'd mention it.
Online:
There's no lag. There's no lag!!! Finally you have total control over your players when online. There are new modes, one with team play and one with co-op teams, and online leagues have been added, which is a pretty cool feature since it means I can now play with my brother who lives thousands of miles away. One VERY annoying thing, however, is that the game will freeze here and there when connecting to the other player, and you end up having to reset the game. It's not extremely common, however I'd say one out of ten games will do this. After awhile it becomes frustrating.
I've never really gone too deeply into the other modes of sports games. I like to play the dynasty modes but I never really pay much attention to contract negotiations and the like. What's important to me is that the actual game is fun to play; everything else is secondary. All in all, after playing about thirty games of 08, I can honestly say I have very few complaints. The freezing glitch I'm sure will be fixed in a patch. Other than that it's a great game, and incredibly fun to play.

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NBA Live 2003 (Xbox) Review

NBA Live 2003 (Xbox)
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Once again, EASPORTS had promised me a completely new game and once again, I am left wondering why I even believed the hype. NBA Live 2003 is at it's core, nothing more than the same game as its predecessors. However, one thing that is new this year is the hyped Freestyle control. Though gimmicky at first, it becomes surprisingly intuitive as you try to pull off the variety of different offensive and defensive moves it allows. For instance, by tapping the right analog stick on the controller, you can pull off a string of killer crossovers or spin moves to shake the defender. On defense, you can reach for the steal while in an intense defensive crouch and raise your hands to defend against a shot without the threat of a ticky-tack foul. Without this new feature, NBA Live has nothing really new to offer.
The graphics are clean and smooth, but are overall generic. Stadiums and crowds look the same and the players cartoonish with exaggerated body sizes and large heads and hands. Some players are hard to distinguish from each other unless you recognize their tattoos, hairstyle or playing gear. The cut scenes in-between plays are amusing at first, but quickly become tiresome as they are repeatedly played over and over. How many times do I need to see my bench react as if I had been shot and beheaded after a foul? Luckily, you can turn this feature off. Nevertheless, I did appreciate the humor and the playfulness in certain cut scenes that really captured the essence and feel of an NBA game
Regardless of the graphics, the player animations are smooth and quick. I don't think I have yet to see the same dunk twice. Seeing Iverson perform a crossover dribble is pure beauty. Watching Garnett back down an opponent felt like a battle of epic proportions. There are also a variety of shots to and from under the basket. Players will either perform a nifty lay-up or change their shots in mid-air depending on the location of a defender. Gone are the days of the two foot jump shot that clanged off the rim.
Game play is my biggest gripe. Though the CPU AI is greatly improved this year, there is such a thing as being too improved. The opposition hardly misses a shot. Three-point bombs are almost a given and there are way too many dunks as opposed to outside shots. In fact, it is common to see field goal percentages in the 70's and 80's during the course of a game. Though I love how the CPU now runs the fast break consistently as opposed to the previous games in the series, the result is almost always a score for the opposition. Transition defense is practically non-existent since the CPU seems to always make the correct passes that lead to open shots or dunks. A little humanity in the CPU could have made things more realistic and less frustrating. Steals and blocked shots are also too plentiful (Sigh.)
The franchise mode is incredibly bare bones. There is of course, the standard player retirements, re-signing, free-agent signings, team lottery and draft. Player scouting and evaluations would have added some dimensions to the draft as in Madden 2003, but they are sorely absent. (Double Sigh.) Game options are also pretty bare. There is the usual one on one game we have seen in previous games and a tutorial explained by panty-fetishist Marv Albert using grainy video game footage, but that's about it.
EASPORTS really needed to up the ante this year to compare with the mighty Sega NBA 2k series. I was pretty optimistic, but again EASPORTS resorted back to bad habits by releasing the same game with an added feature here and there. Though the Freestyle control is, dare I say, revolutionary, the problems greatly outweigh the benefits offered by the feature. Again, they have released a game that is too arcadey and not enough simulation. Though I have no problem with arcade-type game play, at least give me the option of enjoying a game with realistic shooting percentages, balanced game play, and the challenge of having to work for a score. Now excuse me while I go play NBA 2k3...

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The latest incarnation of NBA Live has a slew of new features, like freestyle control, which lets you use the right analog stick to express your game with the step-back move. The game also offers triple-threat moves and pass interceptions. There are significant changes to the rebounding logic so players react in a more realistic manner to missed shots. Over 30 new rebounding animations allow for a wider variety of pulls off the glass. Motion capture, which was performed with two to four athletes simultaneously, is used for specific contact situations like post moves, pick-and-roll plays, and drawing the charge.
Enhanced CPU logic and AI allow for more effective fast breaks and open players who can cut to the hoop for scoring opportunities, as well as fine-tuned turbo buttons that afford players an array of in-game strategies. There are enhanced player movements, including dribbling, player-specific signature moves, and more responsive shot blocking. In addition, real NBA coaches roam the sidelines, and there is dramatic camera coverage of in-game and out-of-play sequences. You will hear what it's like to be on the court with all-new player calls, as well as court and arena sound effects. Classic jerseys give players a chance to relive their teams' glory days in authentic gear.

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