<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Hype And Gripe &#187; Infinity Ward</title>
	<atom:link href="http://hypeandgripe.com/tag/infinity-ward/feed/" rel="self" type="application/rss+xml" />
	<link>http://hypeandgripe.com</link>
	<description>A Blog where you&#039;ll always find straightforward Information, Previews and Reviews about Games, Movies, and Technology.</description>
	<lastBuildDate>Tue, 16 Mar 2010 20:59:52 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=abc</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Gripe: Battlefield Bad Company 2</title>
		<link>http://hypeandgripe.com/featured/gripe-battlefield-bad-company-2/</link>
		<comments>http://hypeandgripe.com/featured/gripe-battlefield-bad-company-2/#comments</comments>
		<pubDate>Tue, 02 Feb 2010 22:20:54 +0000</pubDate>
		<dc:creator>Mike Ruest</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Bad Company 2]]></category>
		<category><![CDATA[Battlefield 1943]]></category>
		<category><![CDATA[Battlefield Bad Company 2]]></category>
		<category><![CDATA[Devo]]></category>
		<category><![CDATA[DICE]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[Mercenaries 2]]></category>
		<category><![CDATA[Modern Warfare 2]]></category>
		<category><![CDATA[multiplayer demo]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>

		<guid isPermaLink="false">http://hypeandgripe.com/?p=416</guid>
		<description><![CDATA[Multiplayer Demo Impressions
If you&#8217;re a shooter fan like me, perhaps you have downloaded and played the multiplayer demo for Battlefield: Bad Company 2. Having owned and played many other Battlefield games, I was really looking forward to playing Bad Company 2 as an alternative to the vehicle-less Modern Warfare 2. As a sequel, Bad Company [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Multiplayer Demo Impressions</strong><br />
If you&#8217;re a shooter fan like me, perhaps you have downloaded and played the multiplayer demo for Battlefield: Bad Company 2. Having owned and played many other Battlefield games, I was really looking forward to playing Bad Company 2 as an alternative to the vehicle-less Modern Warfare 2. As a sequel, Bad Company 2 differs in the single player campaign in that, instead of going after gold, the boys of bad company are after some new weapon that threatens national security. This then filters down into the multiplayer game, were as instead of the game mode called &#8220;Gold Rush&#8221; – you now just have &#8220;Rush&#8221; or &#8220;Squad Rush,&#8221; which is essentially the same attack or defend type play over crates. However, multiplayer will now feature the inclusion of experience points that can then be used towards class and weapon customization. A move that seems ripped right out of Modern Warfare 2&#8217;s playbook, though DICE did something like this in Battlefield 2 and Battlefield 2142. A renewed focus on experience points and customization is not surprising. Especially given the fact that EA has been very vocal about Bad Company 2 being the game that takes down Modern Warfare 2 as the king of military first person shooters.</p>
<div id="attachment_419" class="wp-caption alignnone" style="width: 490px"><img class="size-full wp-image-419" title="Battlefield-1943" src="http://hypeandgripe.com/wp-content/uploads/2010/02/Battlefield-1943.jpg" alt="Battlefield 1943" width="480" height="280" /><p class="wp-caption-text">Battlefield 1943</p></div>
<p>In many ways, I think that was EA&#8217;s point in releasing the downloadable Battlefield 1943 prior to Modern Warfare 2&#8217;s release in November of 2009. Because it showed the world that Battlefield&#8217;s multiplayer experience is not only good and accessible, but it is also extremely fun to play. In fact, I am still hoping DICE will put out some new maps for Battlefield 1943. I&#8217;ll be the first in line to pay for that downloadable content on Xbox Live. So, I believe Battlefield 1943 was EA&#8217;s sign that better things are yet to come with Bad Company 2.</p>
<p>However, that has not been my experience so far. Having played both the multiplayer beta on the PS3 and now the multiplayer demo on the Xbox 360, I am seriously worried that Bad Company 2 will not even get close to the amazing multiplayer experience of Modern Warfare 2. Why, because the multiplayer demo totally sucked? No, not really. It&#8217;s just that the demo highlighted so many technical and gameplay issues that must be fixed before its March 2nd release. Personally, knowing EA&#8217;s track record, I don&#8217;t think they will address all of these issues and just rushed the game out like they did with Mercenaries 2. EA is famous for hyping a game with cutscenes and screenshots of polished graphics and then failing to deliver the goods when the game is finally released. Okay, I need to move on. It&#8217;s obvious I have a huge beef with EA and it&#8217;s starting to show – more on EA in a latter post (maybe).</p>
<p><img class="alignnone size-full wp-image-425" title="Bad-Company-2" src="http://hypeandgripe.com/wp-content/uploads/2010/02/Bad-Company-2.jpg" alt="Bad Company 2" width="480" height="280" /></p>
<p>So what are my concerns with Bad Company 2? Well, let me start with my first gripe – <strong>lag</strong>. Though I never experience lag playing the beta on Sony&#8217;s PSN, I constantly experienced it with the Xbox Live demo. I can&#8217;t tell how frustrating it is to be running only to be moved back and forth in the game like some Devo song – &#8220;You got me jerking back and forth…&#8221;</p>
<p>Along with the lagging is the apparent <strong>frame rate</strong> issue in the game. Unlike Infinity Ward&#8217;s standard of 60 frames per second (FPS) in Modern Warfare 2, DICE&#8217;s standard with Bad Company 2 seems more like an inconsistent 30 FPS. This has all sorts of affects on Bad Company 2&#8217;s gameplay, as you would imagine, especially in <strong>targeting</strong> your opponents.</p>
<p>Speaking of targeting, Bad Company 2 also lacks any real <strong>feedback</strong> to let you know you&#8217;re hitting your opponents. I know, I know, you get that little &#8220;X&#8221; thing that appears over your targeting reticule, but this is not enough in my opinion. I much prefer how Modern Warfare 2 utilizes the controller&#8217;s force feedback system in producing small vibrations in combination with a sound effect to let you know when you&#8217;re hitting your enemies. Add this lack of feedback to the already frame rate and lagging issues, and you never really feel like you&#8217;re accurately shooting your targets.</p>
<p>On top of this feedback issue, the <strong>controls</strong> feel sluggish and not as responsive as Modern Warfare 2 or Battlefield 1943 for that matter. Turning left and right and looking up and down just doesn&#8217;t feel right. And game developers by now should know they must strive to make a game&#8217;s control feel as a natural part of a person&#8217;s hand to where players forget they&#8217;re holding a controller. Bad Company 2&#8217;s demo failed at doing this.</p>
<p>In terms of gameplay, the <strong>tanks</strong> in the demo (like Battlefield 1943) seem underpowered in terms of driving. Players trying to drive over simple obstacles or move uphill are met with the sudden realization that their tank doesn&#8217;t have enough get-up and go as their real life counterparts. <strong>Assault rifles</strong> also feel extremely underpowered. In addition, some weapon sights seem too small or too thin.</p>
<p><strong>Bottom-line:</strong> Though I am really looking forward to the final version of Bad Company 2, I am extremely worried that the game will not live up to its potential. While there were some fun moments to be had like driving ATVs, I didn&#8217;t have half as fun as I did when playing Battlefield 1943. In addition, the game sessions are not only frustrating at times (with the above mentioned issues), but they also seem too long and drawn-out. Maybe this has to do with the fact that the maps are huge! One thing is for sure – teamwork is essential in Bad Company 2. In my experience with the multiplayer demo, the teams that worked together not only won – they dominated. In the end though, I am okay with getting beat by other players in the game, I just hope I don&#8217;t get beat by the game itself with its many issues come March 2010.</p>
<p><strong>PS.</strong> Why does every Battlefield game featuring flying vehicles have to be so freaking hard to control?</p>
]]></content:encoded>
			<wfw:commentRss>http://hypeandgripe.com/featured/gripe-battlefield-bad-company-2/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>What Game Developers Can and Should Learn from LittleBigPlanet</title>
		<link>http://hypeandgripe.com/featured/what-game-developers-can-and-should-learn-from-littlebigplanet/</link>
		<comments>http://hypeandgripe.com/featured/what-game-developers-can-and-should-learn-from-littlebigplanet/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 22:02:12 +0000</pubDate>
		<dc:creator>Mike Ruest</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Army of Two: The 40th Day]]></category>
		<category><![CDATA[Bungie]]></category>
		<category><![CDATA[co-op]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[controls]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[downloadable content]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[features]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Game Developers]]></category>
		<category><![CDATA[Game Developers Conference]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[GTA IV]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[Halo 3]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[LBP]]></category>
		<category><![CDATA[level editor]]></category>
		<category><![CDATA[Little Big Planet]]></category>
		<category><![CDATA[LittleBigPlanet]]></category>
		<category><![CDATA[LittleBigWorkshop]]></category>
		<category><![CDATA[Media Molecule]]></category>
		<category><![CDATA[menus]]></category>
		<category><![CDATA[Metal Gear Solid]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Sackboy]]></category>
		<category><![CDATA[Sackgirl]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[The Ballad of Gay Tony]]></category>
		<category><![CDATA[The Pirates of the Caribbean]]></category>

		<guid isPermaLink="false">http://hypeandgripe.com/?p=295</guid>
		<description><![CDATA[It&#8217;s in the Sack!
When Media Molecule first announced LittleBigPlanet at the 2007 Game Developers Conference, many like myself were wowed by its graphical realism and overall style. Yet having grownup playing many of the now revered puzzle-platform games, I was a little burnt out on the idea of another platformer, despite how innovative and amazing [...]]]></description>
			<content:encoded><![CDATA[<p><strong>It&#8217;s in the Sack!</strong><br />
When Media Molecule first announced LittleBigPlanet at the 2007 Game Developers Conference, many like myself were wowed by its graphical realism and overall style. Yet having grownup playing many of the now revered puzzle-platform games, I was a little burnt out on the idea of another platformer, despite how innovative and amazing it looked. But seeing the game in action is what finally convinced me that I had to own this title. Besides, there weren&#8217;t a lot of good games for the PS3 at that time, and I wanted to start using my system other than for Blu-ray movies. It&#8217;s now been almost two years since the game was released on October 28, 2008 for the U.S. and I am still playing it. Why? Because LittleBigPlanet is a modern day classic! A must have title for any PS3 owner and gamer alike. And it&#8217;s my contention that game developers today can and should learn oodles and oodles from this title – enough to make consumers put prize bubbles around their titles as well. So, here are five things for game developers to glean from LittleBigPlanet:</p>
<p><strong>#1 Simplicity</strong></p>
<p><strong><img class="size-full wp-image-302 alignnone" title="LBP_simplicity" src="http://hypeandgripe.com/wp-content/uploads/2010/01/LBP_simplicity.jpg" alt="LittleBigPlanet" width="480" height="280" /><br />
</strong></p>
<p>The expression, &#8220;Less is More&#8221; is too often true. And yet, too many games today are cluttered with complexity, either in their control schemes or other features that bog players down. Don&#8217;t get me wrong; I love my in-game characters to have as many real life abilities as possible. Nothing gripes me more than when a game claims to be a simulation and you can&#8217;t even jump! Gee, when I was in the Army, I was able to actually jump over obstacles, but for some reason in this military sim-shooter – I can&#8217;t. Then you have those games that have too many character abilities assigned to either some weird combination of button presses or to just one button, which then causes the player to make unintentional moves. Case-in-point, Army of Two: The 40<sup>th</sup> Day. All aside, simplicity does not necessarily mean the absence of features and abilities. Rather, simplicity can come in other forms. For example, simplicity can be found when players interact with the game in such a way to where the gamer doesn&#8217;t have to think about how to do something – they just simply do it. In other words, things like controls are intuitive. Simplicity can also come in the form of menu design, especially with RPG&#8217;s and online multiplayer games. I can&#8217;t tell you how many times I wanted to scream when I couldn&#8217;t easily setup and invite my friends to my multiplayer match. Notice I didn&#8217;t mention anything about story or art style. Those two particular items should match a game&#8217;s overall design and purpose. But in the end, a game must have some quality of simplicity if developers want players to stay connected with their games.</p>
<p><strong>#2 Creativity</strong></p>
<p><strong><img class="alignnone size-full wp-image-303" title="LBP_creative_2" src="http://hypeandgripe.com/wp-content/uploads/2010/01/LBP_creative_2.jpg" alt="LittleBigPlanet stickers" width="480" height="280" /><br />
</strong></p>
<p>Another thing game developers need in their titles is creativity. While Hollywood has seemed to run out of original ideas for movies, game developers don&#8217;t seem to be too far behind in the area of creativity. The dictionary defines creativity as &#8220;the ability to transcend traditional ideas, rules, patterns, relationships, or the like, and to create meaningful new ideas, forms, methods, interpretations, etc.&#8221; With that said, how many games, either recently released or coming out soon, can you think of that match this criteria? Hmm…I am having a hard time thinking of one. And yet, LittleBigPlanet meets that definition head-on. But what makes LittleBigPlanet an example of creativity, is not just the game itself, but how it inspires the creativity of others through its level editor. Here, gamers can create their own worlds, levels and objects. Basically, the player is only limited by his or her imagination; thus allowing creativity to flourish. This is not to say that game developers need to have level editors in every game they ship out – although that would be pretty cool if done right. Can you imagine creating your own Modern Warfare map? But all fantasies aside, developers need to start taking us beyond character and class customizations.</p>
<p><strong>#3 Entertainment</strong></p>
<p><strong><img class="alignnone size-full wp-image-304" title="LBP_entertainment" src="http://hypeandgripe.com/wp-content/uploads/2010/01/LBP_entertainment.jpg" alt="LittleBigPlanet ramp" width="480" height="280" /><br />
</strong></p>
<p>Other than creativity, LittleBigPlanet is categorically an entertaining game. In other words, the game is fun, in a very charming and engaging way. That can&#8217;t be said of many titles today. And I don&#8217;t care how cool a game looks or how intriguing its story is, if the game isn&#8217;t fun, then what&#8217;s the point!? This is what characterized the retro-classic games of old – the games were just plain fun. There were no photorealistic graphics to suck you in or surround sound to ooze ambiance, just gameplay that was so fun – it captured your time and imagination. It is my personal opinion that game developers today rely too heavily on style rather than substance. Of course, the element of entertainment is not always squashed intentionally. Often, game developers miss the mark of trying to balance realism with playability; thus, under powering the player. Or in multiplayer games, developers sometime miss the mark in trying to balance fair play with fun competitiveness (e.g., Halo 3). Don&#8217;t get me wrong, I am not saying games today lack an element of fun – there is some fun to be had in most titles. And yet overall, too many titles are limited to just a few fun moments.</p>
<p><strong>#4 Community</strong></p>
<p><strong><img class="alignnone size-full wp-image-305" title="LBP_workshop" src="http://hypeandgripe.com/wp-content/uploads/2010/01/LBP_workshop.jpg" alt="LittleBigWorkshop" width="480" height="280" /><br />
</strong></p>
<p>The fourth thing game developers must seek to have like LittleBigPlanet, is the element of community. By &#8220;community&#8221; I speak of various things. One of these things being the ability to play together cooperatively, which naturally gives the game a sense of community. This of course seems to be a hot trend among various developers. Even Infinity Ward added co-op play into their acclaimed Modern Warfare series, but with only allowing two players either in split-screen or online.  Interestingly enough, LittleBigPlanet allows four players to play together either locally, online, or a mixture of both online and local play, which again reinforces the game&#8217;s sense of community. But that&#8217;s not all. To co-op play, Media Molecule also included the community aspect of sharing levels and objects. Plus, players then have the capability to customize those levels and leave feedback or rewards in the form of hearts. To round things off, Media Molecule has also created an official online community called the LittleBigWorkshop. This community website not only has a forum, but it also features user created content and ideas, a blueprint planning room, tutorials, and challenges for the LittleBigPlanet&#8217;s community abroad. In other words, Media Molecule didn&#8217;t just leave the element of community to chance. Instead, they took intentional steps to build community into every aspect of the game. If the popularity of social networking sites teaches us anything, it&#8217;s that people want to play and live in community.</p>
<p><strong>#5 Downloadable Content</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="352" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/SjR1tu69NK0" /><embed type="application/x-shockwave-flash" width="480" height="352" src="http://www.youtube.com/v/SjR1tu69NK0"></embed></object></p>
<p>The fifth and final thing, game developers need to glean from LittleBigPlanet, is in the area of downloadable content, also known as DLC. DLC has really been a mixed bag for gamers. Some developers go all-out like Rockstar in giving players a brand new storyline, characters, abilities and missions as in &#8220;The Ballad of Gay Tony&#8221; in GTA IV. Of course, Microsoft paid them millions to create that exclusively for the Xbox 360, which we then have to purchase if we wanted to experience it, so yeah. And then you have those like Bungie who just continually give players revamped and rehashed maps from previous Halo&#8217;s. In between all that, players have been given new challenges, new costumes, new songs, new levels – you name it. But of all the game developers out there, I think Media Molecule has the gamer at heart. Why? Because they have not only given us cute and cool costumes to dress up our little sackboy or sackgirl, but they have also given us complete DLC packages. The first of those was the Metal Gear Solid level pack. Other than the 6 brand new levels inspired by the Metal Gear games, the level pack also included new DLC in the form of: 12 materials, 10 decorations, 18 objects, 3 background music tracks, 1 interactive music track, 1 sound object, and new construction tools/features (plasma ball, laser sight, searchlight, the paintinator, and the paint switch). Other kits like the History Kit and the Monster Kit gave players 1 new level plus tons of new DLC. Then you have Media Molecule&#8217;s latest gift to gamers – The Pirates of the Caribbean level kit, which not only adds 6 new levels and lots of DLC; but it also has the long awaited feature of being able to add water to levels. On top of all this, Media Molecule not only provides players with rich DLC with new features and content, they also do it with excellent pricing. No arm or leg required because all their DLC is either free or reasonably priced. All-in-all, downloadable content not only extends the life of a game while avoiding the huge expenses that come with developing new titles or sequels; but it also allows players the joys of re-experiencing their games in a fresh and new way. Something that LittleBigPlanet does, like nobody else.</p>
<p><strong>Bottom-line:</strong> There are many wonderful things game developers <em>can</em> and <em>should</em> learn from LittleBigPlanet. But if all they see is a game with great graphics and great physics – they&#8217;re only peering into just one plane of what makes it a gem. It is by far the game&#8217;s simplicity, creativity, entertainment, community, and downloadable content that make LittleBigPlanet an amazing experience to be had – one that will last for many years to come. So here&#8217;s hoping others will strive to make games of equal caliber.</p>
]]></content:encoded>
			<wfw:commentRss>http://hypeandgripe.com/featured/what-game-developers-can-and-should-learn-from-littlebigplanet/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>

