For more on Noby Noby Boy, you can check out my First Impression article here.
Noby Noby Boy is the tale of BOY, a thing lives in the middle of the earth and stretches and eats things so he can stretch more. BOY can then visit the sun –which is actually a lion sitting on top of the earth– and report how much he has stretched to GIRL. GIRL is like BOY, but bigger. And longer. GIRL and BOY’s story is ever-evolving. For example, GIRL recently reached the moon, and now is slowly on her way to Mars. In the real world that you and I live in, each of us control our own BOY, but we all contribute to the one and only GIRL. It sounds dirty, but it’s really all in good fun. So remember, if you have played Noby Noby Boy, you and I have cooperated towards a common goal; it’s like Folding@Home, but pointless.

Anyhow, after stretching BOY roughly 120,000 meters and making my way up in rankings to 355 out of approximately 36,000 players, Noby Noby Boy has yet to lose its charm or diminish in value for me. It is not a game, and because of that most people will not have the patience to play with it for more than an hour at a time (and honestly, that would be, ahem, stretching it), but for five measly dollars, PS3 owners get a whole new type of toy that can offer up a criminally entertaining diversion from your normally scheduled video game. At the very least worth, it’s totally worth skipping your girlie latte for a day to buy this thing with the hope that more developers will be encouraged by Noby Noby Boy’s sales to develop their own weird-ass stuff and make it available for download through places like the Xbox Live Marketplace, PlayStation Store, and Wii Shop Channel.
Now, there are some issues that can’t be ignored. The camera is cumbersome even after mastering the controls, both because the SIXAXIS doesn’t always seem to register how you are holding the controller, and because it almost always centers on BOY’s mid-section instead of his head. When you’ve stretched him out to the point that he’s longer than the “world” you are on, you can no longer easily consume objects without having to bunch your entire body up in one confined area.
Also, the YouTube integration can be frustratingly inconsistent in its ability to successfully upload your video to their servers. In my personal experience, four out of five uploads would fail. While pretty bad, this would not be unforgivably terrible, except for the fact that you only get one shot at uploading the video to YouTube. The video will remain accessible on your PS3’s hard drive for as long as you like, but there is no way to go back and re-upload them. If you caught some amazing moment and hope to share it with the world, cross your fingers because the chances of people seeing it are slim. Having the ability to record is perplexing as it is despite the technical issues. The exciting things that are worth sharing on YouTube are generally unexpected and not easily repeatable. You cannot edit the clips for length to highlight the one cool 20 second thing that happened in your ten minute video, so unless you plan on spamming the feature and putting your poor hard drive to work, you’ll likely end up with a lot of boring footage that you’ll need to go and delete after exiting the game.

Your willingness to create your own fun will ultimately be the determining factor in how much you get out of Noby Noby Boy. If you need your interactive entertainment to serve up objectives and goals to keep you engrossed, you may find this game to be a entirely empty experience. If exploring the limits of a toy’s physics, seeing just how big you can stretch and finding out if you can eat that whole house sounds like a lot of fun, then Noby Noby Boy may be right up your alley.
As mentioned earlier the Yakuza 3 (or Ryu ga Gotoku 3, if you will) demo hit the Japanese PlayStation Store this evening. Although there’s an understandable lack of English, I was able to gleem a little bit of information about the graphics and battle system from my play through.
First of all, while I expect this means absolutely nothing to fans of the series, Yakuza 3 isn’t breaking any grounds with its graphics engine. While probably not the case, my first impression is that the environment and character models have little to no added geometry from the prior game in the series, which was a PS2 exclusive. The textures are definitely higher-resolution and the game looks nice enough, but it’s not quite what you would expect to see from such a high-profile game, certainly below the sophistication of GTA IV, a loosely similar game, at least in its environment’s scope and story’s reliance on cutscenes.

The demo is focused on presenting several fights, a couple of cut-scenes, and allows you to enter one of the social clubs to try your hand at impressing a lady. It seems that the demo is an excerpt from early in the game, but is not the very beginning of the game as one would experience in the retail copy. It’s hard to tell without having any understanding of the story that’s being told, but the beginning of the demo is abrupt, dumping you right into the same Osaka neighborhood featured in Yakuza 2.
The cut-scenes are all in-engine and use high-res character textures, but the geometry of the faces and hair is very reminiscent of the programming tricks used in many PS2 games. The cinematography continues the tradition of the well-done cut-scenes from the previous games, no complaints here.

The fighting engine is carried over essentially untouched from prior games in the series, though there appears to be at least two minor additions. First, the HEAT system now has two stages, blue and pink. I’m not quite sure what additional capabilities you have while in the second, pink stage, but I assume it involves more powerful attacks. Second, the boss fights use a new “Quick Time Event” system for finishing moves that adds an additional element of timing to the usual QTE format that was present in the previous games.
While there’s no current plans for a English release of Yakuza 3, it’s a safe bet that if we are ever so lucky, at the very least, we’ll be getting more of the same great gameplay, and hopefully a decent story to boot. If you’re interested in checking Yakuza 3 out for yourself and don’t have a Japanese PlayStation Network account, you can check out this video for English instructions on setting one up for yourself.
Following last week’s release of Flower, we find Noby Noby Boy hitting the PlayStation Store today courtesy of the creator of the Katamari Damacy series. I’ve spent an hour with game and so far have been entertained by its bizarre premise.
Noby Noby Boy is unlike anything I have ever seen. You control the front and rear ends of a creature, BOY, which has the ability to stretch to incredible lengths and consume (and poop out) objects, animals, and people populating the game’s environment, which is a small patch of rectangular land located inside of the earth. You can change the “map,” which results in a new themed area, for example, a desert, city, or prairie (among others I assume).

The amount that you stretch can be reported to the Sun, which is actually a lion perched on the top of the earth, who then communicates your accomplishments to GIRL, a galactic-scale version of BOY that measures the collective stretching progress of every Noby Noby Boy player around the world. Uh, the real world that you and I live in. Are you still following? GIRL will gradually continue to stretch herself from Earth towards the Moon, and then on to Mars, with other planets likely to follow. This reportedly will take a couple months each to accomplish. Each planetary body will open up new lands and objects for the player to consume and . . . evacuate . . . from themselves.
Upon loading up the game for the first time, the initial 5 minutes are spent in a novel tutorial which tasks you with performing actions in the game to answering simple questions about how the game is controlled. You are then introduced to the game manual which includes details on features such as creating videos of your game play experiences that can be uploaded to YouTube and how to interact with GIRL. Your cursor in the manual is a 2D version of Noby Noby Boy, which can actually fully interact with the letters and images making up the manual, scrambling them up as you move through them, and optionally sucking up and eating things as well. The manual resets itself, so you don’t have to worry about permanently ruining the instructions if you plan to actually use them instead of just playing with them.

It would be unfair to judge this game based on the little time I’ve spent with it, but it seems like something that will make for a great way to relax, and I would not be surprised to find myself frequently coming back to Noby Noby Boy for quite some time into the future. I’ll be exploring the YouTube integration in further detail soon and will continue to share my experiences with the game as they occur.
The 1256 megabyte Yakuza 3 demo has just hit the Japanese PlayStation Store. Amazingly, my download speed is nearly maxing out my connection at a megabyte a second (not bad for an international download), so I should be playing soon. Get to downloading if you have a Japan PSN account of your own . . . I myself will be back with impressions ASAP.
The folks over at eat. sleep. game. introduced a new podcast earlier this week, Rebel FM Game Club, the spiritual successor to the late 1UP FM podcast’s Backlog segment. For the uninitiated, Backlog dedicated 45 minutes or more each week to an in-depth discussion regarding one particular game from years past, and each game’s discussion would generally span over three or four weeks. Rebel FM Game Club –if its first show is any indication– will run about an hour each week and each game’s coverage will span over several weeks as well.
Their first selection is Bethesda Softworks’ Call of Cthulhu, a first-person adventure game that was released for the original Xbox in 2005 and later saw a PC release in 2006. I have not historically been a PC guy and did not own an original Xbox, so I sadly never had any exposure to the title. Because of the high praise being thrown around, I decided to obtain a copy of the game on the PC and follow along.
For those familiar with the game, I’m at a point early in the game in which the protagonist is awoken during the middle of the night by a aggressive group of fisherman. I won’t discount the possibility that I just suck, but I have not been able to get past this point even with a dozen repeated attempts. This particular event takes place in a hotel, and the escape involves moving between rooms through inner-connecting doors, and bolting and pushing bookshelves and other heavy objects in front doors to slow down your attacker’s progress. By the final room though, I repeatedly find myself getting shot dead before I can make it out the window onto the balcony below. The game doesn’t have gamepad support, so I’m using Xpadder to map my SIXAXIS to the mouse and keyboard controls . . . I might need to switch back to an actual mouse and keyboard for this part.
Anyhow, I’ll be sure to write more about my thoughts on the game if/as I progress.
The PlayStation Network is becoming well known for putting some notably nontraditional games into the public’s hands that very likely could never have seen a traditional retail release. The LocoRoco Cocoreccho! “screen-saver” (which is actually a decent game), demo-scene-darling Linger in Shadows, interactive-art-piece Tori-Emaki, sadism-machine PAIN, and the musical-petri-dish-simulator flOw all immediately come to mind. In an attempt to keep this outpouring of innovation streaming along, flOw’s developer, thatgamecompany, has just released their next avant-garde project, the deftly titled, Flower.
Lacking an in-your-face narrative and the absence of tutorials, Flower at first appears to be a supremely casual experience in which you assume control of the wind and guide a flower petal about, making musical sounds and collecting colorful petals by blossoming un-blossomed flowers littered about a stunning field of individually rendered blades of grass. While the relaxing atmosphere and intuitive SIXAXIS controls could easily consume 10 or 15 minutes of your time without ever succumbing to structured game-play, it quickly becomes apparent that many flowers are grouped together and that by blossoming the complete group, other flowers grow or new sections of the level open up for the wind to explore. With two or so hours of investment, you’ll explore six environments that contain some startling variety and themselves convey the message, or “story,” of Flower without ever displaying a single word.

Much effort could be put into dissecting and describing the complete experience Flower provides, but to see or read about it would simply ruin the short experience. If you own a PlayStation 3, scrape together $10.88 (gotta pay the man) and pick Flower up. Not only will you find a graphically exceptional and subtly poetic experience within, but there is just enough challenge and “game” here to whet anyone’s whistle.
Almost three months to the day after Fallout 3’s U.S. release, developer Bethesda Softworks has released its first expansion pack, Operation: Anchorage, for the critically acclaimed role-playing game. If you are thinking, “wow, that’s awfully quick to be releasing something of Shimmering Isles’ scope” (an expansion for The Elder Scrolls: Oblivion) you are absolutely correct. Operation: Anchorage is a quick four-hour jaunt through a Chinese-occupied U.S. military base located in the bitter cold mountains of Alaska, circa 20th century.
To get to Alaska, you actually won’t be traveling too far from home. After installing the expansion and loading up an existing Fallout 3 save, you will be notified about a strange distress call being made over the radio airwaves by the Outcasts, those rude, orange Power Suit-clad Brotherhood of Steel defectors. Once you’ve met up with them at an underground armaments bunker that they’ve appropriated and are using as an outpost, you’ll quickly find yourself hopping into a simulator machine and entering the arctic war zone. Your goal is to complete the military simulation to unlock a room in the Outcasts’ bunker that’s filled with some fancy pre-War weapons and armor.
As you begin making your way through the simulation, most notable will be changes to how the Fallout world operates. Almost anything that can be picked up or interacted with will flash red, which is limited to a few weapons laying around the environment as well as some computer terminals and switches. If you are dying to rummage through steel boxes and load up on silverware and bent tin cans, take a moment to settle down, as they are now only static parts of the environment. Also, enemies disappear in a digital puff almost immediately after killing them, so picking up weapons and armor off of their corpses is not a possibility.
Health packs and food are missing as well. Instead, Bethesda has opted to liberally place health and ammo stations all along the linear path you travel towards the final “battle” of the simulation. While they definitely work as intended, their frequent placement reduces the tension throughout the mission and all but guarantees that you’ll make your way through the entirety of the expansion pack with little difficulty.

Making things even easier, you will also be accompanied by at least one armed companion, and for the latter part of the game, you’ll have four with you. You do get a choice of what types of weapons they use, but other than that and the option of having them wait or attack at a few key checkpoints, they are entirely autonomous. For what it’s worth, you have no reason to feel intimidated by this game play addition if Tom Clancy-esque games aren’t your style.
Enemies are exclusively human this time around, which sounds boring compared to the mutant- and ghoul-infested wastelands, but there are some new enemy-types that spice things up a bit. The most interesting ones are sporting some gear you’ll get your hands on once you complete the simulation, which should be useful for those still playing through the main quest, finishing up side quests, or awaiting the new expansions. Although I’m sure every other review out there is spoiling this, I’ll leave the enemies for you to discover for yourself.

When it comes down to defining the experience, this expansion is essentially a glorified weapons and armor pack wrapped in a scenic, linear level. I definitely can’t complain about having a good reason to go back into the world of Fallout 3 for a few more hours and explore some new environments and fight new enemies, but the lack of story here is disappointing. If you are looking for an nice tale or some history regarding the liberation of Anchorage, Alaska, this unfortunately is not the place to find it. There are a handful of holotapes to listen to that chronicle the last moments of some U.S. soldiers prior to China’s invasion, and some entries from the Chinese occupiers can be read on a few computer terminals scattered about, but your U.S. military companions and leaders in the simulation don’t have anything interesting to add, nor do the Outcasts you are helping out in the real world. Humor of any sort is sorely missing here as well. There are a few small moments that may catch you off guard, but you’ll likely end up heading back towards your home base in the Wasteland carrying your new swag and wondering, “is that it?”
So, should you pick this up? Did you like Fallout 3? Are you going to buy future expansions? Do you have $10 and nothing to wear? Yes, yes, and yes? Well then buy this expansion. The new armor alone is almost worth the price of entry and the extra game play, as linear and non-challenging as it is, is some pretty darn rich gravy on top. If you are cash-strapped and are hoping for more than four hours of diversion and some additional insight into the history of the world of Fallout, this may not be the expansion for you.
This shit is fucking stupid.
Lost Odyssey was released just about a year ago during a dark time when the Xbox 360 made you play your games from the disc. This archaic method of data provisioning led to painfully long (and loud) load times in Lost Odyssey both before battles and when moving from one area screen to another. This large mar marred an otherwise solid –if somewhat structurally uninspired– traditional Japanese role playing game.
Metal Gear Solid is a memorable, tightly paced game that remains an enjoyable experience more than a decade after its original release. Despite its occasionally frustrating controls and its technical shortcomings when compared to later installments in the series, Metal Gear Solid’s influence on cinematic presentation in video games spanning many genres is something that should be appreciated by any aficionado of the medium.
