Friday, September 7, 2007

Real Football 2007 (3D)

For those of us who grew up with top-down soccer games like Sensible Soccer and Kick Off, the footballing fare available on modern-day consoles is truly gawp-worthy. Recognisable players, TV-style replays, more camera angles than you can shake a boom mic at... Advances in 3D graphics technology truly have revolutionised the (virtual) beautiful game.

So it's been no surprise to find mobile publishers keen to take their football titles three-dimensional as soon as there were enough capable handsets to make it commercially worthwhile.

Recently, we reviewed EA Mobile's FIFA 07 on a Nokia N70, which meant we got the 3D version of the game. EA prefers to just release one game to the market, so if your handset's 3D-capable, you get the 3D version, and if not, you don't. You can't personally choose which one you want, in other words.

Gameloft has taken a different strategy with Real Football 2007, releasing two separate versions � one 2D, and one 3D. We reviewed the 2D version recently, and that's the one that's been on sale on operator portals so far.

However, it's now joined by an all-singing, all-dancing 3D version, which is currently available only on 19 Sony Ericsson handsets (you can find the full list here). If we're being fair, it's this version that provides the best direct comparison with the 3D version of FIFA 07 that we reviewed.

Got that? Good. We don't need to write much about the gameplay, as the controls and game structure are the same as the 2D version. So the same praise and criticisms apply from our previous review: the lack of licensed player and team names is a bit annoying, and the controls are more complex to get to grips with than FIFA's, but do let you string together some slick moves once you've mastered them.

But really, this 3D version is all about the visuals. As you'd expect from a game weighing in at over 1MB in size, they're lush. You can choose between three camera angles � Normal, Near and Follow (go up the pitch instead of a side-on view) � and there's a choice of stadia to boot.

During the game itself, the camera stays fairly still, but you notice the game's 3D fanciness most during the replays or when the keeper catches a ball, and the viewpoint spins round to directly ahead of him. Meanwhile, there's some lovely little touches, like goalscorers pulling their shirts over their heads and running to the touchline in celebration or the cutaways to the coaches on the sideline.

In terms of pure visuals, it's marginally cleaner-looking than FIFA 07, and the pace of the game is faster. It does lack FIFA's 'Dynamic' camera angle that swoops around the pitch, but to be honest, the vast majority of gamers won't miss that.

The sound is fairly impressive, with some great crowd chanting, although actually kicking the ball is more of a basic thunk.

So, which to buy? FIFA 07 is an excellent slice of footballing action, and one we'd recommend to anyone who wants an accessible kickabout with proper players. The latter point may be crucial for many gamers, we admit.

However, having played Real Football 2007 3D for a decent amount of time, then gone back to FIFA 07 to make the comparison, Gameloft's game shades it. It's a football game that truly does show off the capabilities of high-end mobile phones, with an added dash of sparkle and panache.

The silliest mobile games in the world

Like no other gaming platform, mobile games have to grab your attention. After all, they've often only got a title, screenshot and a few lines of text on your operator's portal to convince you to pay up to a fiver to download them.

We've written before about how big brands (films, TV shows, console games) work well in this context. But there's another way for mobile developers to get your attention: silliness. The kind of games whose titles and basic premise are enough to make you snort coffee all over your mobile screen.

Think Turbo Camels: Circus Extreme, or if you're slightly pervy think Sexy Pillowfight. Or, if you're in India, you might think of any one of dozens of games from local publisher Mobile2win. The firm makes – and we mean this as a sincere compliment – the silliest mobile games in the world.

We thought they deserved wider attention. Let's start with Spank The Ass, whose title screen featuring a coquettish donkey tells you all you need to know about its content. Well, if it doesn't: basically you need to spank this donkey, while chasing your mates around a beach. Genius.

More animal fun comes with Moo Poo, a game built around the simple premise of "Why should you be glad when a bird poops on you? Because cows can't fly! Well, not anymore..."

Meanwhile, Sty Wars: The Pigs Strike Back is an inspired action-adventure that features a lightsabre-wielding pig called Yo-duh. If you win, the porky fella gets to relax in a swimming pool.

It's not all animals, mind. The gloriously-named Anti Terrorism Party Pack has three mini-games that see 'Yosama' battling it out with 'Bash', while Terror Gas has the pair chucking stink bombs at each other (which, come to think of it, is as good a way of settling the War Against Terror as any other).

Torture Chamber, on the other hand, focuses on you interrogating of a prisoner, making them suffer as much as possible before they confess, without actually killing them. Ouch.

There's a saucy side to Mobile2win's games line-up too. WT Paparazzi Edition is a tennis game, except instead of playing, you're a fan sitting in the crowd, trying to snap photos of the female players' skirts riding up.

7 Year Itch sees you choosing to play a wife or husband, and then chucking saucepans at your despised other half, while Sperminator is about... well... Mobile2win's one-line description sums it up: "The sperms are coming! It's up to you to stop them from doing it!"

We've saved the most gobsmacking game for last, mind. It's called Drink & Drive, and yes, it really is about getting behind the wheel while intoxicated. The site says:
"Realise why people advise against drunk driving... especially if it's your dad's brand new car you're driving! Try your best to get home on time after a night at the pub! Dodge traffic and beware of your 'double vision'! Don't stop for anyone... not even the cops! Warning: Oncoming Objects may be closer than they appear!"

It's safe to say Drink & Drive won't be coming to an operator portal near us anytime soon. But the other games listed above (and Mobile2win has hundreds more) are exactly the kind of ridiculous concepts that could attract attention from browsing mobile gamers.

They're the silliest mobile games in the world, and for that, Mobile2win, Pocket Gamer salutes you...

Thursday, September 6, 2007

Fight Night Round



There are two main viewpoints when it comes to boxing. In one corner are the proponents of a noble art who celebrate the agility, skills and strategy required to outmanoeuvre an opponent. At the other end are those who fail to see much more than a bruising endurance test.

Given the mobile phone's control limitations, you might expect the latter methodology to be the one that'd win out in the design meeting for a phone version, yet EA's Fight Night Round 3 has loftier ambitions.

Whilst the game does inevitably simplify some elements of ring craft (there's not much opportunity for fancy footwork here, for instance), the fact that 11 of the numeric keys are brought into play underlines the range of options available.

Indeed, with everything from crosses, uppercuts and gut-busters in attack to defensive blocks, dodges and clinches, Fight Night Round 3's armoury is without doubt the most varied on offer in any mobile fighting game we've seen.

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Fortunately, you don't need to put your digits through a Rocky-style training regime in order to play. The cat-and-mouse approach of the action coupled with the neat ability to switch between upper and lower stances to block or jab from the thumbpad ensures that you can play the game single-handed, opening up your opponent with jabs and blocks before slipping your thumb to one of the bigger shots.

Indeed, the challenge becomes more one of strategy and timing than frantic button-stabbing. The latter approach might see you slug through the first few bouts against weaker opposition, but, as you progress, the power, speed and stamina of your opponent increases dramatically, ensuring that you have to use your head as well as your hands.

The further you get into the game (the Career mode sees you start at 20th and sets you fighting towards the title, place by place) the more you need to adopt a tactical approach, keeping an eye on the health indicators and generally picking your punches.

The option to add extra experience points to boost your own boxer's stats (every fighter has a bunch of figures, covering everything from speed to stamina) adds a little extra strategy, and enables you to shape your fighter's style. Will you be lightning fast with a glass jaw or a slugger with a big heart who just won't stay down? You can't really afford any of the stats to remain too low if you're to survive the later rounds, but it's a nice touch nevertheless.

Further customisation is on offer via the visual editing option, which shows off the impressively muscular 3D model of your pugilist. Sadly it also shows the limitations of 3D on mobile in that you only get one choice of boxer frame and can only modify colours (something that is further evidenced in-game with every boxer having the same frame, although the top ten fighters do have distinct faces).

It's hard to be critical of the visuals though; despite this niggle, the presentation is impressive for a Java title, with boxers moving fluidly and punches looking reassuringly solid when they connect (turn on the vibration effect and you'll get to feel them too!) What's more, the slight slow-motion effect when a boxer is dazed and the replay of knock-downs are both nice touches.

Technically then, Fight Night Round 3 is a genuine contender and arguably the most heavyweight boxing game available. In fact, our only real doubt about its claims for the title lies with the possible lack of that charismatic spark required of a true champion.

Whereas the likes of Super KO Boxing offered a crowd-pleasing gambit of gimmicky opponents, Fight Night wears its heart rather earnestly on its, erm, trunks, demanding that you take it seriously and put in the time. Three hours in and we're still just over halfway through Career mode, with virtually every fight going the distance.

All of which means that those seeking a five minute mindless slugathon should probably look elsewhere (say to the hugely fun Super KO Boxing). Hardened boxing fans however could find themselves truly hooked

Hands on with God of War: Chains of Olympus


Sony knows that handhelds aren't just for kids. Mashing on buttons to train little monsters might appeal to a youngster, but for the rest of us a bit of blood 'n' guts wouldn't hurt. Neither would decapitating undead soldiers or ripping the eye out of a cyclops' head or impaling a minotaur and watching its entrails stain the soil, for that matter.

Releasing the juvenile shackles on portable entertainment, God of War: Chains of Olympus promises to dish out some of the baddest, bloodiest action yet seen on a handheld.

It's easily the most anticipated game for PlayStation Portable this year, so when we were given the opportunity to get our hands on it at Sony Computer Entertainment Gamers' Day in San Diego, we jumped at the chance. Then we sliced its throat open. (Figuratively typing, of course.)

Chains of Olympus
chronicles Kratos' struggle for redemption prior to the events of the original game on PlayStation 2. Having unwittingly murdered his family, Kratos pleads with the gods of Olympus only to find himself cast down in disdain.

Even though the game embarks on a new story, you'll find roots to the console titles. Creative director Cory Barlog explains: "Events in this game tie directly to those that occur in the two PlayStation 2 games."

Chains of Olympus opens with the Persian invasion of Attica, a historic event embellished upon to jive with Kratos' story. We watched the scene unfold in the short demonstration, noting the impressive level of detail.

"We're going to push PSP as much as possible," claims Barlog. Persian ships could be seen launching volleys of fire from the sea, leaving smoky trails in the sky while hordes of bloodthirsty Persian soldiers descended upon Kratos in a frenzy.

Dealing with these soldiers was easily the best part of the demonstration. Kratos made good use of Athena's Blades, slicing them up in a flurry of attacks. You'll start off with just the blades and unlock new abilities through the course of the game. Expect weapons and magic never before seen in the series.

After making short work of the soldiers, Kratos moved on to briefly battle a Cyclops that ended up getting munched on by a huge basilisk. The level ends with Kratos going one-on-one with the mythological beast in a button-mashing mini-game.

Crucially, moving from console to handheld doesn't appear to have sullied the spirit of combat. The game features a combat system largely mirroring the PlayStation 2 titles, albeit tweaked for portable play. Square serves up light attacks, while Triangle dishes out heavy attacks. You can grab enemies using the Circle button, then tap either Square or Triangle to beat them up.

More advanced moves require holding down the L trigger and pressing either Square or Triangle. Holding L alone enables you to block attacks, although not all can be deflected. For attacks that can't be shielded, holding down both L and R while moving the analog stick yields an evasive roll (a role assigned to the second analogue stick on the PS2 games).

Kratos can also jump via the X button, an important ability that obviously helps in solving simple platform challenges. That said, Chains of Olympus won't go heavy on the platform elements, but expect to bounce around the screen a bit. The focus is more on action, Barlog says, as it makes more sense given the portable factor.

Our only concern lies in whether Chains of Olympus will end up feeling like a console game crammed into a handheld – there is a difference in the requirements of the two platforms. The fantastic presentation and visceral action are certainly promising, but we'll have to wait and see if this translates into good portable play.

While its European debut is still currently unannounced, hopefully we're not too far off from the North American release expected this autumn. Click 'Track It!' to keep an eye open.

Normally when figures from the mobile gaming industry converge, the discussion highlights the positive position of mobile games as a unique medium for entertainment undergoing explosive growth. But having already discussed cross-platform gaming and licensed titles, Mobile Games Insider attendees in Los Angeles this week turned more defensive, with speakers taking a look at the stepchild status mobile games seemingly take to console and handheld play.

Wedbush Morgan Analyst Michael Pachter started the debate with a key observation. "Wall Street doesn't look at mobile games because people buy a communication device and not a dedicated gaming machine," he stated, "therefore, most investors don't want to take a risk on secondary functionality."

Mr. Pachter's point is valid, but it must be noted that a huge proportion of people who own a mobile phone have used it in some fashion to play games. With a percentage of users at least willing to try games on their handsets, the challenge is to provide compelling content.

Currently, a huge divide exists between casual titles and more hardcore fare, and this fragments gamers. Most players do not fall under the hardcore category, steering away for advanced three-dimensional games with complex controls that often take inspiration from PSP and Nintendo DS titles.

"Trying to mirror handheld games, such as those on PSP, is difficult," noted Larry Shapiro of Walt Disney Mobile. "We steer away from that."

Interestingly enough, executive Vice President of Glu Mobile, Rocky Pimentel, suggests the industry should flip the model around: "Right now, we're exploring the option of taking our original brands from mobile to consoles."

Would extending franchises to other platforms from a mobile base garner respect for the industry? It seems unlikely that a single measure could turn around the disdain many gamers still have toward mobile gaming.

Ultimately, it's important to remember, as Eric Berger, Vice President of Sony Pictures, Mobile Division, eloquently put it, "There's no such thing as hardcore mobile games, it's all casual entertainment."

Attempting to push the industry into gaining legitimacy by complicating games and basing them off of console titles essentially abandons the platform's strengths. If there's anything to take away from this rather defensive debate, it's that mobile games are unique and deserve due respect in their own right.

Monday, September 3, 2007

Rush Hour 3 Game

Predictably, Rush Hour 3 only really comes to life when Chan raises his fists for some kung fu tomfoolery. Akin to arcade classics such as Double Dragon and Final Fight, you're called upon to tackle wave after wave of scurrilous baddies that are hell-bent on breaking a few more of Chan's already battered bones.

Standard punch and kick combinations can be used here, but it's much more fun to bring furniture and nearby objects into play in order to defeat your quarry. For example, by standing next to a chair and pressing the appropriate button, you can swiftly kick the aforementioned seating device in the direction of oncoming bad guys – just as Chan himself is so eager on doing in his movies. It's a nice touch that at least goes some way to acknowledging the exploits of the great man himself.

Graphically the game is impressive, with the aforementioned driving sections looking particularly appetizing. Production is of a high standard throughout, though, with each character possessing a detailed appearance and nice, fluid animation.

Sadly, for all the effort that has been lavished upon Rush Hour 3 by the developer, it suffers from some fatal drawbacks. Loading times are painfully protracted, often taking as long as 15 seconds to unveil the next sequence.

The aforementioned repetitiveness of the game modes also does much to kill any satisfaction one might have gained from playing, but the most unsatisfactory aspect is the size of the game – within the space of half an hour of play we'd comfortably bested the final boss and seen all the title had to offer.

Although Chan's movies are hardly classic cinema, they're usually entertaining enough. Rush Hour 3 is no exception and while it's unlikely to go down as the actor's greatest celluloid achievement, it certainly deserves better than being accompanied by this rather tepid mobile phone release. Our advice is to save your pennies and catch the film at the flicks – like the game, it's all style and very little substance but it is a much more entertaining and worthwhile use of your time.