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| Got question
about electronic motorsports gaming you want answered?
E-mail me at
Philip@InsideTrackMagazine.com and I'll try to find out. I can't
answer every question, but I will try to answer many of them. |
|
Column 11:
In the Clutch
Column 10:
Under Pressure
Column 9:
Wishing you were here....at 190 MPH
Column 8:
Wii Built This City
Column 7:
It's The End of E3 As We Know It...
Column 6: Dream
a little dream...
Column 5:
Interview with Logitech's Ruben Mookerjee
Column 4:
Steering Wheels... Got To Go Round
Column 3:
Back in the Northwest
Column 2:
E3: Have checklist, will travel
Column 1: Every race
has a starting line. Welcome to ours. |
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In the Clutch |
Philip Palermo
Electronics Entertainment Reporter |
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Here's a
mouthful of a title: Thrustmaster calls its new PC steering
wheel controller the Rally GT Force Feedback Pro "Clutch
Pedal Edition" Racing Wheel.
Thankfully the impressive name has an
impressive product behind it. It should be no surprise that
the big feature of the RGT "Clutch Pedal Edition" is a
clutch pedal.
What was a surprise to me was this:
That's the switch box that turns the
clutch pedal on and off. No, it's not supposed to be wide
open like that and yes, that's what it looked like when I
first unpacked the review unit. Stuffing all the wires back
into the switch box resulted in working gas and brake
pedals, but no clutch.
Obviously, it's a bit difficult to review
a clutch edition wheel without a working clutch, so a quick
e-mail to Thrustmaster was in order.
In no time, they had another review unit
at our doorstep, this one fully intact and ready to race.
The steering wheel unit features a
directional pad and several unlabeled buttons on the wheel
face. To the side is a two-way shifter with additional
buttons below it. The shifter knob was nice and sizable, and
up and down shifts need less force than you'd think.
Several square patches of rubber help the
base of the wheel stay in place while a Y-shaped clamp helps
lock things down.
The clamp can be a bit tricky since it's
attached with a single bolt that can detach from the wheel
and fall to the floor if you're not paying attention.
Thrustmaster also provides a couple hard
rubber spacer pads in case your mounting platform is a bit
too thin for the clamp to grab hold.
At its widest opening, the clamp can
handle desks and tables up to roughly 2.5" thick. You could
probably squeeze a thicker desk in there, depending on just
how few screw threads you want holding the clamp to the
wheel.
The wheel itself features two different
textures of rubber that meet up near where your thumbs
usually rest. Compared to other racing wheels, the RGT's
wheel is considerably meaty. That is, it's quite thick and
provides plenty of good grip.
There's sizable paddle shifters behind the
wheel that make for quick shifting.
Behind the wheel and below the paddle
shifters are a pair of paddle-style wheels that can double
as the accelerator and brake pedals. They work well for this
purpose, though it's pretty difficult to use them during
tight turning.
Force feedback was quite strong and
enjoyable on the games and demos tested (GTR2 - full
version, demos of Colin McRae 2005, Richard Burns Rally and
the last two Need For Speed titles.)
You can hear the feedback motors whirring
if your sound is too low. That shouldn't normally be a
problem, but it was something I noticed.
The pedal base is a large rectangular unit
with a diamond-plate texture on the heel rest.
More square rubber grips help keep the
unit from shifting, but make sure at least one of your heels
is firmly resting on the heel rest. Otherwise, you might
find the pedals slipping away during hard acceleration or
braking.
The three pedals are quite solid, which
isn't surprising since they're metal. Each can be unscrewed
and adjusted to a players preferences, but the "factory
setting" seemed just fine to me.
Control yourself
Thrustmaster's control panel application
lets you specify just how sophisticated the wheel setup
should be. This little app will be essential because some
games don't support the full pedal setup with a clutch. I
found this out the hard way during demos of Need For Speed:
Most Wanted and Carbon.
After some trial and error, I consulted
Thrustmaster's Web site and found both games support what's
called the "2 axis mode."
The lesson here: save yourself some
frustration and check which control mode your favorite games
support.
By the way, Thrustmaster released new
force feedback drivers earlier this month (that include
Windows Vista support, by the way), so it would be wise to
check their site every so often.
Get your motor running
As far as actual use is concerned, the RGT
is a gem. The thick wheel and strong force feedback motors
feel at home during hard driving and punishing turns. The
accelerator pedal may be a touch too small for some players,
but I adjusted fairly quickly.
So what's all this racing fun going to
cost you? Well, a quick look online shows the RGT wheel
going for about $100. To some that might seem steep, but
others might see it as a steal given the quality of this
wheel. Here's the final rundown:
Design: 85%
Everything is where it should be and there
aren't any bits that seem out of place. Be nice to that
switch box though!
Feel: 95%
The wheel itself is thicker than most, and
feels quite sturdy in your hands. The two-way shifter
doesn't feel quite as sturdy as the wheel, but took
punishment well. The pedals all absorb stomps well and are
each adjustable to fit your tastes.
Ease of Use: 75%
Different games supported different setups,
which can be tricky, and possibly frustrating, if you don't
check the compatibility list. Check Thrustmaster's site to
see which modes your favorite games support.
Value: 90%
Considering the overall quality of this unit
and the great force feedback it provides, a price of around
$100 seems pretty good for what you're getting.
Overall: 86%
Thrustmaster's Rally GT Force Feedback Pro
"Clutch Pedal Edition" Racing Wheel is big on features at a
decent price. Just make sure you've selected the right game
setup and you should have a blast with this wheel.
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|
Under Pressure |
Philip Palermo
Electronics Entertainment Reporter |
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The Need for Speed franchise has been burning
rubber and avoiding cop cars for years now. This latest
iteration, Need For Speed: Carbon, marks the second
appearance of the series on the Xbox 360 console.
After more than a decade of racing, is it
time for this series to finally put it in park? Read on...
Why can't we be friends?The main career mode of the game continues
the plot established in the previous game, Need For Speed:
Most Wanted. Your character begins the game by wrecking your
car and getting corned by a bounty hunter named Cross.
Now, if you've played Most Wanted earlier,
then a lot of the plot and characters will be a familiar
sight.
If not, then you might be wondering why
very few people in this fictional town seem to like you.
The plot unfolds thanks to some slick
full-motion video featuring real actors and
computer-generated backdrops and cars.
In between races, you'll frequently run
into certain characters like Nikki, played by the lovely
Emmanuelle Vaugier.
Also making frequent appearances is Darius
played by Tahmoh Penikett. Now, you may or may not do what I
did and struggle to recall where you've seen this guy
before.
I'll save you the trouble and point out he
plays Helo on Battlestar Galactica. There, mystery solved.
Where the rubber meets the road
Career mode lets the player explore the
fictional Palmont City. A handy world map makes it easy to
tell where you are and gives you access to available races
and events.
Unlike the recent Test Drive: Unlimited,
Carbon's world map lets you immediately zip to individual
events even if you haven't been to that area before.
Also unlike Unlimited, the racing in
Carbon is an all-evening, all-the-time affair.
Race types cover the standard modes:
checkpoints, circuit, speedtraps (where you hit checkpoints
at the highest speed you can).
There's also several drift challenges that
task you with keeping your car in a controlled slide for a
long as possible without hitting the wall.
At the game's start, Palmont City is
divided between a handful of crews, each controlling
specific territories.
As you win events in these territories,
you start taking more and more control of Palmont City.
Win races and you win territory and unlock
upgrade items like better engines and nitrous kits.
Take over enough of each territory, and
it's time for a one-on-one race between you and a crew boss.
Win that, and it's off to the canyon for a duel.
Canyon Duels are an interesting, two-part
event where you and a crew boss take turns tailing each
other. Whoever does a better job of staying close to the
other on the twisty canyon roads wins.
The career mode also lets you hire and
fire wingman, who specialize in either taking out other
cars, letting you draft off them or scouting the
competition.
Each wingman also has a specialty that can
have an effect on your progress. One wingman, for example,
might add more money each time you win an event. Another
might result in lower attention from the police.
While the wingman element is an
interesting addition, it doesn't seem fully fleshed out in
this game. For most of my races, I didn't feel the need to
call upon my wingman's special abilities, nor did I have the
urge to swap out different members to take advantage of
their abilities.
Bad boys, bad boysThe police? Oh yes, they're here. One of
the staples of Need For Speed games is the staying just out
of reach of the long arm of the law.
As you win more events, cops may be paying
more attention to you and the chase is on.
Once a police pursuit begins, there's
really only two options: either you escape, or you're
arrested.
Getting arrested means your current car is
towed and impounded and will cost money to get back.
Thankfully, money can also be spent on
reducing the attention, or "heat", cops are giving you and
your vehicle. The higher the heat, the more aggressive cops
will be and the harder it will be to escape their roadblocks
and spike strips.
The online portion of the game lets you
play others in a variety of game modes, many mirroring the
single-player portion.
There are some multiplayer-only variants,
however, including Pursuit Tag. In this mode, one player is
a racer while everyone else is a cop. The cop who busts the
racer becomes the next racer and the winner is determined by
who eludes the cops the longest.
Online play generally proved smooth and
finding other players wasn't too tough. There were some
connection issues at times, however, where opposing cars
would jump erratically across the road.
Overall, though, there seems to be enough
to the online modes to keep your interest for a while.
The look and sound of Palmont City
Graphically, Carbon seems to aim less for photorealism
and more for bright-vibrant colors. The sense of speed is
enhanced by a tunnel-vision effect that blurs your
surroundings the faster you go.The framerate was generally solid, though
there were a couple stutters that somewhat detracted from
the smooth sense of speed.
The closeups of the cars show good detail
and the sidewalks feature plenty of things to smash into or
through.
The game's sounds are effective and the
engines all sound strong and powerful. Your wingman's
comments can get repetitive after a while, however.
The EA's soundtrack system provides plenty
of rocking music for most events. The canyon races and
duels, however, feature pounding tribal percussion beats
that, again, reminded me of Battlestar Galactica (can you
tell I like that show?).
Keys to the citySo how does Carbon rate?
Well, if you've worn out your copy of Most
Wanted, and are looking for an innovative leap, you may not
find too much new in Carbon.
Conversely, if you're new to the series or
haven't checked it out in a few years, Carbon is a good
place to start.
The graphics are solid and move at a brisk
pace. The plot may or may not intrigue you, but it does add
to the whole outlaw racer vibe.
It'll be interesting to see where EA takes
the wingman concept from here. It was intriguing in Carbon,
but didn't feel fully fleshed out.
Overall, Need For Speed: Carbon is a
solid, fun racing game but it doesn't push the gameplay
envelope all that much. If you're a die-hard Need For Speed
fan, you probably already own this one too. Everyone else
might consider renting this one before you buy it.
Graphics: 80%
The sense of speed is solid and only a few
framerate hiccups detracted from the otherwise solid
presentation.
Sound: 85%
Engines sound powerful and the soundtrack
if strong as well.
Gameplay: 80% (80% for
single player and 80% for multiplayer)
Both modes offer a variety of challenges.
A quick Challenge Series lets you race without getting into
the Career Mode. Online was varied and enjoyable.
Ambition/Innovation:
70% Other than the wingman and an autosculpt
feature that can help change your car's appearance, there
isn't too much innovative or ambitious stuff going on in
Palmont City.
Overall: 79%
Another solid entry in the long-running
series, but here's hoping for more innovation next time
around.
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|
Wishing you were
here....at 190 MPH |
Philip Palermo
Electronics Entertainment Reporter |
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The racing game series Test Drive, much like
its publisher Atari, has experienced plenty of ups and downs
in the annals of gaming history. With Test Drive: Unlimited,
Atari and developer Eden Games hope to prove there's plenty
of life left in the series, while also breathing some new
life into racing games in general.
Test Drive Unlimited is billed as a
Massively Open Online Racing game, or M.O.O.R. The
description is no doubt an attempt to associate itself to
the obscenely popular, and apparently addictive, Massive
Multiplayer Role Playing Games like Everquest and World of
Warcraft.
Putting the “Massively” in M.O.O.R, the
game treats players to a huge, persistent world based almost
exactly on the Hawaiian island of Oahu. More than 1,000
miles of roads have been recreated using satellite data and,
I'm betting, hundreds of hours of “research.”
Rather than the track-to-track-to-track
rhythm of most racing games, TDU lets drivers roam around
the island in one of more than 90 real-world cars and
motorcycles. As you explore, you'll happen upon various
missions like delivering goods from one point to another or
racing against computer-controlled opponents. Flashing,
color-coded icons appear above certain spots along the
roads, allowing players to engage in an activity or drive on
by. It's fast-paced racing, but at your own pace.
It's always sunny in Oahu
Debuting on the Xbox 360, with other
versions due out sometime later, TDU sports some impressive
visuals. While it will obviously be compared to that other
Xbox 360 racing game, Project Gotham Racing 3, TDU's
approach is decidedly different. In Gotham, relatively small
sections of real cities are painstakingly recreated right
down to accurate store fronts and signs. The cars in Gotham
are also compiled of a ridiculous amount of polygons
resulting in a computer model that stands up to some very
close inspection.
TDU is different, however. Rather than
recreating every single brick of a small city area,
developer Eden Games goes much larger scale by taking on all
of Oahu. Sure there are some random-looking buildings along
the roads and the cars aren't quite as detailed when you
look close, but during actual gameplay it's not much of an
issue.
Rather than including every single nut and
bolt, TDU applies for its next-generation status based on
its scale and scope.
Of note, TDU takes place entirely during
the day, usually with either a sun-drenched sky or some
seriously dramatic clouds.
Excuse me while I purchase this Saturn
Sky
Despite the extremely open nature of the game, there is
a structure involved and players can't just hop out and buy
the more amazing cars from the get go.
Your character, which you select from a
group of folks waiting to board an Oahu-bound place, has a
limited amount of cash at first. It's enough to buy you a
small home and a basic set of wheels. In my case, that meant
a house with a four-car garage in Ala Moana and a nice, red
Saturn Sky.
As you win races and complete tasks, you
earn more money and start leveling up. As your wealth grows,
you can buy more houses with bigger garages, tune up your
cars at the appropriate pro shop and even go shopping to
dress up your character. Players start as amateurs and work
their way up including ranks like Expert and Champion. As
you level up, more and more challenges and options become
available.
One of the first options you unlock is the
photo mode, a feature borrowed from other racing games,
including the aforementioned Gotham 3. Unfortunately, this
option isn't quite as fully-featured or user-friendly as
Gotham's. When I tried to use it while my car was in a
tunnel, it proved nearly impossible to move the camera
around. When it does work, though, photo mode lets players
take photos of their rides using some of Oahu as a backdrop.
One of my favorite photos so far has been my Lotus Espirit
on the beach of Hanauma Bay (something that may be
physically impossible, or at least extremely illegal, in
real life.)
Xbox (Almost) Live
Although TDU's single player section is
filled with a variety of challenging, if a bit derivative,
missions, it's the online portion that should give this
series some long legs.
I say “should” because at least at this
point, I've had some mixed experiences when taking this game
online.
The online component is impressive, if
only for the fact that as you're driving around minding your
own business, you'll often see other online players
exploring Oahu at the same time. They're easy to spot thanks
to overhead nametags and the fact they're the only other
drivers acting like maniacs. When you drive by another
player, you can instantly challenge each other to a race.
Be wary of what your opponent is driving,
however. I accepted an instant challenge when I was driving
my lowly Saturn Sky and the other person was driving
something audacious like a McLaren F1 or something. Needless
to say, I lost. Badly.
You can also use the built-in, on-demand
GPS map to search for online challenges all over the island.
It's these online challenges that caused
me the biggest frustration, however. Perhaps it was the time
of day (night time in the Pacific Northwest means gamers in
the rest of the country are probably in bed), but I had a
heck of a time finding multiplayer sessions. When I did find
them, I often couldn't connect and was booted out of several
sessions. I think my Xbox player rep (an actual, persistent
rating given by your online peers) may have suffered a bit
because people may have thought I was being a jerk by
entering and exiting sessions. To you folks, I apologize!
When I did get online, however, the human
opponents provided a welcome change of pace from the
single-player component's predictable artificial
intelligence.
At this point, I'd say TDU's online
features hold a ton of promise that are hopefully smoothed
out as more players jump on board and technical issues are
addressed.
On the bright side, it seems Atari and
Eden are on the ball, as a free auto-update is already
available and some of the most pressing problems have been
identified on the game's official forums.
Keep in mind this review was originally
written in September, and I imagine many of the technical
troubles have been at least identified, if not solved, by
now.
Aloha means goodbye
Technical issues aside, I see a lot of
promise in what TDU offers gamers. The idea of a huge,
persistent world where players can explore, interact with
other racers and tackle challenges at their leisure is an
interesting one.
There are downsides to the game. For one,
despite the M.O.O.R. connotation, TDU lacks the sense of
community and personal attachment that are staples of
massively multiplayer games like World of Warcraft. While
you can see other racers online, you can't see that many of
them at any one time and you sometimes get the feeling that
only eight other people, rather than thousands, are
currently playing the game. And though the game lets you buy
clothes for a character you've picked out of a racially
diverse lineup, I never got the feeling this was “my”
character.
Such feelings of a vast community and
strong character ownership are huge draws to MMORPGs and
that could have served TDU well.
However, don't let those complaints
dissuade you from at least checking it out. While it may not
be all it perhaps could have been, it's still a fun,
challenging and extremely ambitious racing game.
Eden Games have carved themselves a new
niche in the racing game genre and the lessons learned from
TDU bode well for future sequels. In the mean time, Test
Drive: Unlimited gets my strong recommendation for its
innovative structure, strong visuals and intriguing
possibilities.
Graphics: 85%
The sheer size of the game impresses and
overshadows most other complaints
Sound: 80%
Engine sounds seem authentic and listening to
the police scanner as they chase you is amusing
Gameplay: 80% (85% for
single player and 75% for multiplayer)
Single player missions are fairly standard
types like setting a top speed or escorting someone from
point to point. Online shows huge promise but connection
issues proved frustrating. At least the developers are
working on it, though.
Ambition/Innovation:
95% The open structure and
always-online feel are quick to impress and could lead to a
new sub-genre of racing games
Overall: 85%
Test Drive Unlimited is quite fun and a
step in a new direction for racing games, though with any
first step, there's some stumbling involved. |
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Wii Built This City |
Philip Palermo
Electronics Entertainment Reporter |
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Right. So it's the first time I've ever tried
Nintendo's new motion-sensing Wii video game console, and
who's watching directly behind me?
Reggie Fils-Aime, President and Chief
Operating Officer for Nintendo of America.
Yeah, I'll remember that one. It's kind of
like test driving a Cobra with Carol Shelby riding shotgun.
Kind of.
It was Halloween in Seattle, and I stopped
by the Fenix as Nintendo's Fusion Tour rolled into town.
While bands like Hawthorne Heights and Relient K rocked the
stage, gamers could also check out the upcoming $250
Nintendo Wii.
With Nintendo of America's headquarters
just a floating bridge away, it was no surprise to see
Reggie.
So while the big-name Nintendo folks
looked on, Nintendo's Pat Wells cordially eased me into the
brave new world of video gaming with the Nintendo Wii.
First things first
For those who haven't heard, the Wii
(pronounced "we" and, yes, all the jokes have been done) is
Nintendo's next generation home video game console. It's
slated to replace the Gamecube the way Microsoft's Xbox 360
usurped the original Xbox and Sony's Playstation 3 will take
over for the Playstation 2.
While Microsoft and Sony have waged a
high-tech multi-core graphics horsepower war, Nintendo has
chosen a different tactic: a new, possibly more intuitive,
control scheme and a lower price. Both aspects aim to bring
non-gamers into the video gaming fold.
The different control scheme comes via
motion sensing controllers and accessories. Rather than
press a button on a gamepad to make a tennis player swing
his racket, the Wii lets gamers actually mimic the swinging
motion. Pull your arm back, wait for the ball and swing
through to send it over the net.
The Games
Wii Sports: Tennis
The tennis example is appropriate since
that was the first Wii game I tried. Mr. Wells guided me
through Wii Sports: Tennis as a got used to the controls.
Unlike nearly every other tennis game back
to, and including Pong, Wii Sports: Tennis doesn't task you
with lining up to strike the ball. The computer handles
moving the players about the court. Your main concern is
swinging the controller (and, hence, the on-screen tennis
racquet) in time and with enough oomph to score.
Our first few rallies back and forth were
of the lobbing variety where we each had plenty of time to
take our swings. After a while though, I tried a quick flick
of my wrist and, sure enough, that motion translated into a
quicker, down-the-line shot for a winner.
"Nice shot," I heard behind me. It was
Mike Fukuda, Nintendo of America's Executive Vice President
of Business Development.
Turns out that was one of a select few
nice shots, as Mr. Wells won both games rather quickly.
It was a good game to start out on and I
can see why Wii Sports will be packaged with every console.
Each of the sports, Baseball, Boxing, Tennis, Bowling and
Golf, are instantly recognizable even for those precious
non-gamers that Nintendo wants to woo. The rather simple
controls don't take long to figure out and in no time, the
company hopes, the whole family will be having a blast.
Excite Truck:
With a basic idea of the Wii's controls in mind, Pat
brought me to another game: Excite Truck. Some of you
old-school gamers may remember the motorcross-themed Excite
Bike. Well this game retains the high-flying antics, but
replaces the motorcycles with (gasp!) trucks.
With Excite Truck, Pat said I should hold
the controller with both hands like a traditional game pad.
There's a button for gas, another for
something called brakes (I've never used those..) and one
last button for turbo.
Steering is accomplished by physically
turning the controller left and right. I wasn't sure how
well the control scheme would work in Excite Truck. There's
plenty of high jumps and cliffs to fall off of, but the
controls seemed to respond to things pretty well. I think
the two or three consecutive collisions with trees was more
my fault than the controller.
One nifty thing: if you happen to crash or
get way off course, you can rapidly press a button to charge
a boost meter. When your truck is reset on the track, the
boost will give you an extra burst of speed so you can catch
up to the pack a bit easier.
The controls seemed intuitive enough in
Excite Truck, but I'm also curious how the motion-sensing
steering would work on more serious racing games. Time will
tell.
The Legend of Zelda:
Twilight Princess: I haven't
played much Zelda, I'll admit. I think I still harbor some
ill feelings from the first, gold-plated NES cartridge and
the days my friends and I almost missed our school bus (We
have to save our game first!).
Still the series has a huge fanbase and
this latest version is no exception. It was a good thing I
got in early, because once the doors opened the line to play
Twilight Princess far exceeded the line for any other demo
station.
I played a tutorial level that had the
protagonist, Link, walking across some piers and then
through some lava-filled caverns. Twilight Princess makes
use of both the Wii controller and a small, egg-shaped
device you hold with your other hand. Since the two devices
are tethered together, the egg-shaped controller is being
called the Nunchuk.
Anyway, there's a small joystick on the
top of the Nunchuk that controls Link's movement through the
world. A trigger on the underside can also draw Link's sword
and wiggling the nunchuk can induce a swirling sword attack.
In your other hand, the controller can be used to select
other weapons, open doors and operate your bow and arrow.
The bow and arrow stuff took me a while.
Holding a trigger down puts the game in an over-the-shoulder
view as Link pulls his bow back. To aim the arrow, you move
the controller and point it at your target. With a little
(OK, a lot) practice, I was able to dispatch some foes in
the distance by aiming the controller and releasing the
arrow.
My sword technique could use work, though.
The spinning attack may look cool, but I was apparently
using it at the wrong times since some enemies would simply
stand back and wait to attack from a distance.
Incidentally, my first death showed off a
technical glitch as I fell to the ground and fell through
the floor. Pat saw the glitch and said it shouldn't happen
in the final version of the game.
I didn't get nearly enough time with
Zelda, but what I tried intrigued me. I watched as a staff
member next to me was frantically "reeling in" his
controller as his character was fishing in a river. That
made me chuckle and seemed to confirm to me that I would
have a lot of fun with Zelda: Twilight Princess, but only if
windows blinds were down.
Pat said the two-handed controls are
something of a template to the Wii's first-person shooter
games. I'm looking forward to that.
Wario Ware:
Wario Ware is almost the exact opposite of
Zelda. Instead of an epic, sweeping narrative that would
take dozens of hours to complete, Wario Ware consists of
several, non-related mini-games. Most mini-games take no
more than five seconds to complete.
The randomness and strange sense of humor
has earned Wario Ware plenty of fans, including my wife and
myself. In the handful of minigames I played, I had to: hold
the controller like a fly swatter and swat a fly, hold it
like a champagne bottle and shake it vigorously to spray a
bunch of people, place it by my hips and jump rope and so
on.
If the Wii makes you look silly while
playing, Wario Ware makes you look downright insane. And I
loved every second of it. I can see this being a fantastic
party game.
Will Wii Rock You?
So after my first hands-on with the
Nintendo Wii, am I sold on it?
Almost.
What I played was great fun, but it
remains to be seen how long that fun could last. Is this a
system I'll spend hours a day with, or something I fire up
every once in a while when the sisters-in-law are around?
That all depends on the software. The Wii
Sports titles were a blast to try out, but they didn't
strike me as all that deep. They should serve their purpose
well as an intro to the new console, but here's hoping
deeper, more serious sports games take advantage of the
Wii's controls. If Virtua Tennis ever shows up on the Wii,
count me in!
This morning, Nintendo announced 32 games
will be available by the end of the year, so there's bound
to be something for everyone.
Racing fans (this is a racing Web site
after all) can look forward to Excite Truck, Need for Speed:
Carbon, GT Pro Series and Monster 4x4 World Circuit before
year's end.
My first impressions of the Nintendo Wii
are that its new control scheme seems to work and is far
less of a gimmick than I feared. It will ultimately be up to
the game developers, however to put that potential to good
use.
When the Nintendo DS was announced, I
thought the touch screen and stylus stuff was a bit silly.
Gamers, I thought, would prefer the sleeker, sexier Sony PSP.
Well, yeah, we all know how that turned
out.
Long story short, I'm done trying to
predict the success or failure of Nintendo's products.
I'm just going to sit back and let the
games begin. |
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It's The End of E3 As
We Know It... |
Philip Palermo
Electronics Entertainment Reporter |
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It's The End of E3 As We Know It... And I
Feel Iffy
Earth-shattering revelation time: I don't
have a whole lot of money. I know what you're thinking:
"But, Philip, you drive a '97 Cavalier. You MUST be rolling
in serious cash."
No, sorry. The Cavalier is just a front, a
facade. I'm not that wealthy.
So it was practically a fluke that this
year, I was accepted into the 2006 Electronic Entertainment
Expo for Inside Track Magazine.
There was just one catch, as a freelancer,
I had to pay for the trip myself. So I sucked it up, bought
the cheapest tickets I could and planned the most affordable
trip possible. My trip from LAX to my hotel included a city
bus, for-crying-out-loud. But when I got to the Los Angeles
Convention Center, it was all worth it.
I had a blast checking out as much as I
could and taking photos of whatever caught my eye. Not long
after I got back, I realized just how lucky I was.
In a July 31 press release, the
Entertainment Software Association, the folks behind E3,
confirmed what many on the Internet had been discussing: the
E3 as everyone knew it was done.
In its place, the press release stated,
would be a "more intimate event focused on targeted,
personalized meetings and activities." I'd have to agree,
the E3 I attended was many things, but intimate was not one
of them.
Trying to talk to folks, let alone
interview them, was akin to hitting on girls in a crowded
bar (and only slightly more successful). It was a wonder how
any business got done in such a loud, raucous environment,
so I'm not surprised the ESA is looking to shake things up.
I'm just happy I got in before the party ended.
Now, the evolution of E3 into a more
personalized, and likely more productive, event, is
understandable. I just have one question: Am I still
invited? You see, as I pointed out earlier, I'm not exactly
a high roller. I came to this year's E3 with my own camera
equipment, pads and pens. On the totem pole of games
journalism, I'd be the dirt underneath the actual pole. Put
simply, I'm the little guy. I cover a specific subset of
games, racing and motorsports, and I cover them for a
regional publication. I don't have a corporate office or the
resources of the big boys in this industry.
So as I read through the many reactions
people had to the E3 restructuring announcement, I often
heard it was a good thing the event was being pared back.
E3, I read in a few places, had become too bloated and those
trying to do real work had to compete for time and space
with people who basically "snuck in" and didn't really
deserve to be there.
So as the ESA reveals its plans for the
next evolution of E3, I will be anxiously awaiting the
outcome. When the meeting room doors are closed and next
year's E3 commences, which side of the door will the little
guys be on?
A PAX on both
your houses: Well, as E3 looks to scale down and
take a step back, there's another event happily expanding at
an astronomical rate. It's called the Penny Arcade Expo, or
PAX for short. It's run by the folks at Penny Arcade, an
extremely popular Web comic.
Last year, PAX '05 reportedly brought in
9,000 to the Bellevue area. This weekend (Aug. 24-26),
they're looking to top that.
The past two years, PAX was contained in
the Meydenbauer Center in downtown Bellevue. This year,
three different hotels will be hosting the weekend-long
party for computer and console gamers. Many of the big wig
video game companies should be there, and apparently, so
will I.
Thankfully, I won't have to provide
airfare this time around. No, this time, my trusty Cavalier
should suffice. |
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Dream a little dream... |
Philip Palermo
Electronics Entertainment Reporter |
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Hi again folks. First
off, my apologies for going more than a week between column.
I wasn't feeling my best the past few days and I didn't want
to risk a Benadryl-induced column. Though, that may have
been entertaining. For this week, I wanted to broaden our
coverage of racing games a bit and get you updated on
several games at once. After that, I thought it might be fun
to do a little wishful thinking for the upcoming racing
simulators.
First off, the updates:
Test Drive Unlimited (Atari/Xbox 360) Over at
their official Web site,
www.testdriveunlimited.com, the folks designing Test
Drive Unlimited have offered a very intriguing contest for
car fans. If you've ever wanted to design your own car, this
might be your best bet. Atari is hosting a
“design-your-dream-car” type contest where the winner will
not only get their car into the game, but will also receive
$2,500. Not too shabby. Check out some current entries at
www.atari.com/tdu-contest/index.php and at least think
about throwing your design into the ring.
Forza Motorsport 2 (Turn 10 Studios/Xbox 360)
The folks at Turn 10 Studios are hard at work on the next
Forza Motorsport game. Former game journalist, and current
community manager, Che Chou is keeping racing fans informed
through Turn 10's Web site at
Forzamotorsport.net. Unlike the usual racing game site,
Che and Turn 10 include news from real-life racing, which I
think is a smart move considering the type of fans that
usually gravitate toward games like Sony's Grand Turismo and
Forza. Recently, they posted a look at a recent dynamometer
sessions. Check that out at:
http://forzamotorsport.net/devcorner/dyno/dyno01.htm.
Earache Extreme Metal
Racing (Data Design Interactive/PC, Playstation and
Playstation Portable) As you may have gathered from the
title, the soundtrack to this game features a lot of
ear-splitting metal. If that's music to your ears, you may
want to check this one out. The game itself is less about
racing and more about demolishing your opponents with
weapons like buzzsaws and swinging electric guitars. Check
out the game and the music at
www.earacheextremeracing.com.
Okay, now for some
wishful thinking.
I know I'm not the only
one out there that's a fan of racing simulators. I love
games like Project Gotham Racing 3, but sometimes, it's fun
to get in the nitty-gritty details of racing. So it's no
surprise that I'm seriously looking forward to both Forza
Motorsport 2 and the next Grand Turismo.
However, there's always
aspects of real-world racing that I've always wanted to see
implemented in a game. Now these suggestions may seem very
fun, but I think these two are at least worth considering:
Rainouts.
For a most racers, it takes a considerable amount of
time, energy and money to pack up the family, load up the
trailer and head off to events around the country.
Sometimes, when you arrive, you're greeted with a whole lot
of raindrops. What if simulators featured rainouts so that
sometimes, you've spent a lot of your resources to get to a
particular event only to find you can't make your money back
because the event is canceled? It could serve as a necessary
wake up call, and might encourage folks to play the odds
somewhat. Do you spend the gas money to drive cross country
to the event with the big payout and a 75 percent chance of
rain, or do you drive only a couple hours to a place with
clear skies and a much smaller prize?
Tools.
To me, much of the fun in simulators comes from
upgrading your car. But just how exactly are you supposed to
attach new headers or that less-restrictive exhaust? In the
real world, tools are a pricey and indispensable commodity.
I would be at least amused if simulator games allowed you to
purchase better, fancier tools and reflected that purchase
with much shorter wait times when you're upgrading parts.
For instance, if you insist on just the bare minimum tools,
it takes 30 seconds of waiting for each part to be installed
on your car. If you upgrade your tools, the waiting time is
significantly less. Heck, with minigames being all the rage
nowadays, why not make the upgrade process interactive by
letting us use the tools? Make it a game within a game to
apply just enough torque to a bolt, but not too much.
Well those are some
suggestions, but I'm sure there's tons more out there. If
you've got some suggestions for what you'd love to see in a
racing simulator, drop me an e-mail at
Philip@InsideTrackMagazine.com.
I'm not saying I could
put them in a game, but it would be nice to see what others
think. Until next week, be well. |
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Interview with Logitech's
Ruben Mookerjee |
Philip Palermo
Electronics Entertainment Reporter |
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Hello once again
folks. This week's column is an interview with Logitech's
Ruben Mookerjee, Director of Product Marketing for
Interactive Entertainment at Logitech. Mr. Mookerjee was
nice enough to answer some questions we had about the
DriveFX Steering Wheel for the Xbox 360. Of course, expect a
full review of the wheel very soon, in the meantime, enjoy
the interview. Special thanks to Pamela McCracken, Logitech
Public Relations Gaming and Audio Devices Specialist, for
making this interview happen.
1. Can you
explain the technology behind Axial Feedback?
Axial
feedback technology, which is being used in the new Logitech
DriveFX wheel for Xbox 360, features powerful motors built
into the base of the steering column. These motors translate
the vibration feedback signals of the Xbox 360 into an axial
force on the wheel and steering column, which is much more
realistic to the actual driving experience.
2. How is Axial
Feedback a better choice than standard rumble effects?
Typical
vibration-feedback designs on the market feature motors and
weights embedded in the steering wheel grips. This simply
vibrates the thin plastic on the wheel rim, but does not
provide any force against the drivers’ hands like a real car
would do. With Logitech’s axial feedback system, the effects
of surface changes and impacts with scenery in the game are
more intense and realistic due to the design of the motors.
3. I think one of
the big questions game players have when it comes to
steering wheel controllers is the use of "true" Force
Feedback. What are your thoughts on this?
Unfortunately, neither the original Xbox nor driving game titles
currently on the market for the Xbox 360 support true force
feedback. Force feedback has a directional component. For
example, it forces the steering to the left when your
competitor impacts you on the right hand side. This
information is not present in Xbox 360 driving games, and
consequently, all other driving wheels on the market have
simply taken game-pad technology and added a steering wheel.
Logitech’s axial feedback uses a motor and gear mechanism
similar to a true force feedback wheel to replicate the
torque and bumping effects that are more realistic of a
car’s behavior.
4. Is "true" force feedback
necessary for a quality steering wheel? Force feedback can add significantly to the overall driving
experience, and if it is well implemented on the platform
and the games (as today is the case for PlayStation 2 or the
PC) then a high-quality wheel makes a major contribution to
the overall realism of the experience. It’s the difference
between a playing a driving game and experiencing a racing
simulator. We are certain that Microsoft will add force
feedback to their Xbox 360 platform in the near future, and
will encourage game developers to implement force feedback
to the same high standards as the other existing gaming
platforms.
5. How do you
think Axial Feedback compares for "true" force feedback?
As I mentioned, since it is a limitation of the console platform,
the comparison of axial feedback should not be with “true”
force feedback, but with the ordinary vibration wheels on
the market. Axial feedback is a much more realistic and
“force-feedback-like” experience than regular vibrating
wheel rim designs.
6. I assume the
small button located on the left face of the steering wheel
near the directional pad changes sensitivity settings on the
wheel, can you give readers a little more detail on what the
different settings mean? When a developer designs a driving game to be steered by a gamepad
mini-stick, they build in a “dead-band” around the
straight-ahead position (i.e. a small movement of the stick
will not turn the wheels). It helps the player to translate
the relatively coarse movements of the mini-stick into the
very fine inputs needed to steer a car, without throwing it
off the road on every turn or making it too unstable to
drive straight. When you use a wheel to play the game, you
no longer need (or want) such a wide dead-band, since it
makes the car seem unresponsive and insensitive. The DriveFX
wheel has special settings to compensate for the dead-band
in a particular game, which helps you find the driving line
more accurately.
7. Finally, what
else can racing game fans expect from Logitech in the coming
months? Logitech also just announced the Logitech G25 Racing Wheel,
currently compatible with the PC and PS2 platforms, which
will be available
beginning in October (in the U.S. and Europe) at
www.logitech.com and through select retailers. The Logitech G25 Racing Wheel offers
advanced features which, until now, could be found only in
specialized or custom-made racing simulators that sometimes
cost thousands of dollars to assemble. These features
include a six-speed gated shifter and clutch pedal; two
high-torque force-feedback motors; an 11-inch wheel; and a
full 900 degrees of rotation. The wheel, shifter and pedals
are made with premium materials such as stainless steel and
leather, delivering the look and feel of parts from a race
car cockpit. |
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Steering
Wheels... Got To Go Round |
Philip Palermo
Electronics Entertainment Reporter |
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Alright, so we've had
the Logitech DriveFX steering wheel for the Xbox360 in-house
for about a week now. That's about enough time to give you
some initial reactions, but we'll hold off on a final
verdict, plus a few fun statistics until a later time.
For this week's column,
enjoy our first thoughts on the DriveFX wheel.
First, the official
pitch, courtesy of Logitech:
“The Logitech DriveFX
wheel combines axial-feedback technology with quality
materials to deliver an exceptional driving experience on
Microsoft's new high-powered gaming platform.”
Here some stats to
digest as well:
-
Axial feedback: motors in the steering
wheel column offer varying levels of feedback from
standard rumble effects to a twisting sensation;
-
A one-piece gas-assisted injection molded
wheel with leather-like rubber grips along the sides;
-
A 10-inch diameter wheel that is
lock-to-lock, not a full 900-degrees;
-
Every button save the triggers and
joysticks are available on the face of the steering
wheel;
-
Small, paddle shifters behind the wheel
in lieu of a standard shifter;
-
A floor module with gas and brake pedals;
and
-
A plug-in behind the wheel for Xbox Live
handsets.
Judging from the
response we've seen on the forums, most folks want to know
what the heck Axial feedback is and is it any good.
Well, like I said, we're
not quite ready for a final verdict on the product as a
whole, but for what it claims to do, Axial feedback isn't
all that bad. The entire steering wheel module will rumble
in the same, non-directional manner as a standard Xbox360
gamepad, but the wheel also features a motor that can tug
the steering wheel left or right.
Now, this isn't
rip-it-out-of-your-hands, struggling-for-control feedback
we're talking about, but so far it does add another layer to
the standard rumble effects present in games like Project
Gotham Racing 3.
While it may not be in
the same league as true force-feedback steering wheels like
the upcoming Xbox360 Wireless Racing Wheel from Microsoft,
it also doesn't require any work on the game developer's
side to include true force-feedback effects.
Whether that's a worthy
trade-off is really up to you.
By the way, this wheel
is not wireless. Without plugging in an Xbox Live headset,
you've got one cord from the pedals to the steering wheel
module, another from the Xbox360 console to the wheel and
one final AC adapter cord.
For now, we're enjoying
our time with the Logitech DriveFX steering wheel. As we get
more comfortable with it, we'll be able to give you a far
more detailed review, included plenty of photos. The wheel
is scheduled to ship to retailers this July with an MSRP of
$99.99. For comparison, MadCatz's MC2 Steering Wheel
carries an MSRP of $69.99.
We're trying to snag a
hardware sample of that wheel as well, to see if the extra
$30 is worth it. In the near future, expect a full review of
the DriveFX wheel, an interview with the folks at Logitech
and (hopefully) some fun features in the coming issues of
Inside Track. |
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Back in the Northwest |
Philip Palermo
Electronics Entertainment Reporter |
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I think I've
successfully detoxed from this year's Electronics
Entertainment Expo in Los Angeles. Between the thousands of
folks in close quarters and the eerie persistent fog of
L.A., it took me a couple days to recover. I'm back,
however, to give you the lowdown on what I saw first-hand at
the 2006 E3 Expo.
Gran Turismo HD (Polyphony Digital/Playstation 3)
My timing was terrible when it came to checking this game
out. Every time I neared the demo kiosks, the Metal Gear
Solid 4 cinematic trailer would begin playing on Sony's
mammoth overhead display screen. In other words, there was
always a crowd that I had to fight through just to get close
to the game. When I got there, I certainly knew where the HD
in the title came from. Running on widescreen, 1080p
displays, the next-generation Gran Turismo certainly looked
"High Definition." Frame rates were quite smooth and the
series' legendary variety of vehicles was still in effect.
Still, I wasn't blown away by what I saw. Everything was
high-resolution, certainly, but the crowd, the trees and, to
some extent, the cars themselves didn't look like much more
than higher-res versions of the Playstation 2 game. For
die-hard GT fans, that may be enough, but in light of the
Playstation 3's newly announced price ($499 for the stripped
down version, $599 for the big kahuna), I would hope for a
bit more out of the console's flagship racer. There's still
plenty of time however, and no one should ever bet against
Polyphony Digital.
Forza Motorsport 2 (Microsoft Game Studios/Xbox 360)
Oh, how I wanted to see the next Forza in person. However,
in-game footage was nowhere to be found on the show floor. A
quick conversation with a friendly fellow from Microsoft
confirmed the developers of the Xbox 360 racing simulator
weren't quite ready to show off the game just yet. Still, we
had a constructive talk outside the Xbox Community Bus and
an outdoor Forza 2 display featuring a pair of Lamborghinis
and a Ferrari. There may be a chance we'll be able to check
out the game at Microsoft headquarters in Redmond in the
near-future. I'll keep my fingers crossed for what is easily
one of my most anticipated games.
Moto GP 06 (Climax Entertainment/Xbox 360)
Quick confession: I am terrible at motorcycle racing games.
Moto GP 06 is no different. In just a few turns around the
track, I was able to fling my rider of his bike a disturbing
amount of times. It didn't help that, for whatever reason,
the controls at the demo station I played differed from the
controls outlined on the diagram in front of me. When I was
actually on my bike, I was treated to a fast-paced and
good-looking game. Detail on both the rider and the bike
were impressive. Nifty effects helped differentiate between
materials so that leather looked a lot like leather and
metal and plastic also looked the part. Frame rate was quite
solid, giving the game a great sense of speed. I did notice
some ground textures looked quite a bit blurrier than the
textures on other objects in the game. It didn't affect
gameplay in the least, but it stood out amongst the
otherwise solid graphics. According to the placards at the
demo stations, the version I played was 80 percent complete.
I'm not certain if this is the same demo that was made
available to Xbox Live users, but the finished product
should provide tons of two-wheeled fun.
Formula 1 '06 (Sony Computer Entertainment/Playstation 3)
I'm not trying to bash the Playstation 3 (really I'm not)
but what I played of Formula 1 '06 wasn't very next-generation at
all. The Formula 1 racer featured a detailed cockpit view and
a generally solid framerate, but I didn't see anything
"next-gen" about the game in my time with it. The color
palette seemed muted and overall texture resolution wasn't
that great. I noticed little to no damage modeling despite
attempts by several people around me to crash their cars
into opponents. The gentleman to the left of me had to stop
playing when his demo froze and the ground texture
disappeared. That right there should tell you this game is
obviously a work in progress and hopefully things will
improve soon.
DriveFX Steering Wheel (Logitech/Xbox 360)
While PC and Playstation 2 racing wheels were on full
display at Logitech's booth, their upcoming Xbox 360-based
DriveFX Steering Wheel was practically tucked away, waiting
for passers by to discover it. Thankfully, I happened upon
the wheel, at a stand-up demo station and eagerly tried it
out. Perhaps the biggest deal for Xbox 360 racing fans is
the DriveFX wheel's axial feedback system. Steering wheels
on the original Xbox mostly featured rumble feedback, a pale
imitation of the force feedback included on the long line of
excellent PlayStation 2 steering wheels. This new wheel,
according to a press release, "translates the feedback
commands of the game into axial forces that make the
steering wheel respond realistically to the car´s dynamics,
creating a sensory experience similar to that of a real
steering wheel and column." Sadly, I got to experience none
of that because the demo station was running Ridge Racer, a
game that apparently had no feedback system built-in. Still,
I got a good idea of the construction quality and
responsiveness of the wheel itself. The sides of the wheel
are swathed in imitation leather, giving drivers of the
10-and-2 persuasion a good grip on the controller. The
pedals seemed to respond well, too, though it was difficult
to drive and brake while standing up. An exhibitor told me
the wheel should be available in about a month or so and
retail for $99. From my brief experience, I'd say it's well
worth looking into, but more hands-on time with more racing
games will be needed for a final judgment.
So that about wraps up
my initial reactions to racing and motorsports games at the
2006 E3 Expo. It's just the tip of the iceberg, though. The
advent of the Sony Playstation 3 and Nintendo Wii, plus the
second wave of Xbox 360 games, should be a blast.
Stay tuned in the coming
weeks as we take a closer look at some of the games expected
to ship this year. |
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E3: Have checklist, will travel |
Philip Palermo
Electronics Entertainment Reporter |
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Well, here we are with
just a few days to go before the big show in L.A. I'm
studying all the floor plans and I'm seriously considering
mapping out all the Starbucks between my hotel and the
convention center.
So, before I start
packing and stop sleeping, it's time for a quick rundown of
all the racing games I hope to check out during the 2006
Electronic Entertainment Expo. I brought up a handful of
games in our first column, but folks have been coming up
with some excellent suggestions since then.
Here's the list so
far:
Test Drive Unlimited (Atari/Xbox 360) My wife
lost her sunglasses in Oahu during our honeymoon and now
thanks to Test Drive Unlimited's attempts to recreate the
island, maybe we can retrace our steps in some sweet rides.
It's being billed as a quasi-massively multiplayer racing
role playing game, or QuMMRRPG as I like to describe it.
It'll be interesting to see how good of an impression one
might get from a demo kiosk, but I hope to find out. Of the
suggestions I've received so far, this game may be the most
requested. The second most requested...
Forza 2 (Microsoft Game Studios/Xbox 360) Yes,
I mentioned this title last time, but folks apparently want
to know as much as they can about this title. If it's at E3,
I'll spend as much time as I can playing it.
NASCAR 07 (Electronic Arts/PSP) I've had fun
with previous racing games on the PSP and it will
interesting to see what EA has in store for NASCAR fans on
the portable system. I'm hoping for a deep career mode among
other things. According to their E3 press release, EA has
also continued its tradition of giving dramatic names to
every new feature so this version of NASCAR will feature
Adrenaline Moments and RaceBreaker. We'll see what those
mean at the show.
Colin McCrae Rally (Codemasters/Multiplatform)
It's been a while for the long-running rally series, but
Codemasters is set to debut the latest Colin McCrae Rally
next week. The off-road racers has always been a gritty and
challenging game, so we'll see if a two-year break means a
fresh new start or a rusty retread.
Sega Rally Revo (Sega/Multiplatform) Three
simple words: Easy. Right. Baby.
MotoGP 06 (Climax Entertainment/Xbox 360) Half
the wheels certainly doesn't mean half the fun. MotoGP 06
marks the popular series' leap from one generation to the
next, so we'll see if it comes off as a brand new experience
or just a new coat of paint on yesterday's gameplay.
Screenshots and movies so far look promising, so I'm
definitely looking forward to this one.
Force feedback steering wheel (Someone, anyone!/Xbox 360)
Here we have a product that I gave up hoping for
so long ago that I completely forgot about it. Thanks to the
readers who suggested I keep an eye out for force feedback
steering wheels for the Xbox 360. If these mythical
creatures do exist, I definitely want a hands on. The Gran
Turismo series on the Playstation 2 (and soon Playstation 3)
have always benefited from some world-class steering wheels.
Maybe soon the Xbox 360 will get its share too.
Alright folks, there we
go. If there's any more requests or suggestions out there,
now's the time. I'll be back next week to offer up some
initial impressions. Until then, keep those suggestions
coming. |
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Every race
has a starting line. Welcome to ours. |
Philip Palermo
Electronics Entertainment Reporter |
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The annual sensory overload session that is
the Electronics Entertainment Expo is nearly here. In a few
short days, the Los Angeles Convention Center will host the
big names and the who's who of the video game industry.
Somehow, they're letting me go, too.
All of this means now is the perfect time to
launch a new facet of Inside Track magazine, our
in-depth coverage of racing and motor sports electronic
entertainment.
Every Friday afternoon, expect this page to
be updated with the latest news, previews and reviews of the
newest in racing game titles. I'll try to cover thegenre as
best as I can, plus I'll try to get some of your e-mail
questions answered by folks in the industry.
If you're into racing games, you've come to
the right place.
Now how about we get to the business at hand,
the Electronics Entertainment Expo, or E3. With two game
console makers (Sony and Nintendo) set to debut their newest
hardware later this year, and another (Microsoft) eager to
show folks their second wave of next-generation titles, this
year's E3 could be a stellar showcase of the future of
racing games.
What can racing game fans expect from the
2006 E3? Well, I've listed, in no particular order, the
titles I'm hoping will make a debut. Now keep in mind this
list isn't based on any official announcements regarding
what will actually be on display. It's merely a list of
titles I would love to see there.
Some will be more likely than others, some in
a more playable form than others. We shall see.
Before I start, I want to share an
overarching hope for the conference as a whole.
Hopefully, the developers won't go the
"visual target" route. The visual target, in which
pre-rendered or non-real-time footage is displayed as an
approximation of what the actual game will look like, has
caused some ire among gamers disappointed with the
discrepancy between what was advertised and what was sold.
The practice has caused a stir for some developers, such as
EA Sports' Madden football game on the Xbox 360 and Guerilla
Games' upcoming Killzone 2 for the Playstation 3.
Now then, onto the games:
Forza
Motorsport 2 (Microsoft Game Studios/Microsoft Xbox 360)
I don't think they've officially announced this title, but
we know they're working on it. How do we know? Well, we ran
into the developers last year at Pacific Raceways in
Washington, recording audio from some of the world's most
exotic cars. I don't think they were just out there
recording someone's new ringtone, so I expect the Forza
sequel to be on display.
Gran Turismo 5
(Polyphony Digital/Sony Playstation 3) The king
of racing simulators for many years, the Gran Turismo series
has stood relatively unchallenged until the recent Forza
Motorsport was released on the original Xbox. This time
around, expect a substantial graphical update thanks to the
upcoming Playstation 3 platform, a more robust online mode
and a dizzying array of cars. With Polyphony Digital's
penchant for detail and the lengthy development process
these games usually require, I don't expect to see anything
nearly final at E3. I do, however, expect to see a pretty
good glimpse of what the next Gran Turismo will be.
NASCAR (Electronic
Arts/Multiple consoles and PC) EA Sports' NASCAR
series of games have advanced quite a bit, better showcasing
the complexity and skill required in the world of
professional racing. Recent games, such as NASCAR 06 Total
Team Control, brought a much more team-oriented element to
the game. The result was a far more strategic game, with a
robust career mode. As is customary with most EA Sports
titles, expect more refinement and some added features for
the next round of NASCAR games. EA tends to operate by
finding winning formulas, then tweaking them each year
rather than reinventing their games every time. For the next
go-round, NASCAR fans can look forward to more advanced
graphics, sound and possibly online options thanks to the
latest generation of consoles. Living the life of a virtual
professional driver is about to get more real.
Mario Kart
(Nintendo/Nintendo Wii) This one's just a shot in
the dark. I don't know if Nintendo's popular Mario Kart
series will be showcased at E3, but imagine the
possibilities. The company's next-generation console,
recently dubbed "Wii" (pronounced "We"), features motion
sensing controllers shaped like TV remotes. Instead of
moving thumbs, players use their arms and perhaps entire
bodies to control movement on the screen. With a game like
Mario Kart, where Nintendo mascots race go-karts that can be
upgraded with various power-ups, such a control scheme opens
the door for some interesting gameplay. Imagine catching up
to an opponent in a race and instead of pressing a button to
poke them off course, you actually have to physically thrust
your arm out. Actually, that could get dangerous, but the
potential for fun gameplay is there.
Well that's my brief list of games I hope to
see in the next few days. I might not see them, and I may
see others that completely grab my attention (c'mon, be
there Halo 3). Whatever games companies decide to show, 2006
is shaping up to be a stellar year for racing game fans.
And now we've come to the part where you come
in. Since E3 is an industry-only event, the general public
isn't invited. That means a lot of gamers, with lots of
questions, won't get to see first-hand the next wave of
games.
So here's your chance to get some questions
answered. If you've got some questions about racing games
at E3, like "How many cars are in Forza?" or "What's Gran
Turismo's online mode like?" e-mail me at: Philip@InsideTrackMagazine.com
I'll bring as many questions as I can with
me, and try to answer them in our next column.
E3 is coming, folks. Start your engines. |
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The 2008 Season Finale
edition of Inside Track
edition of Inside Track
has gone to press and will soon be shipped to thousands of
Northwest race fans. |
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