"Guys, after we've finished drinking Mojitos, betting on the wasp races and torching double decker buses for the evening, who wants to come back to mine to play Boom Street, a Wii-based Monopoly variant in which you can buy and sell shares as well as purchasing and upgrading properties?"
Boom Street, I suspect, is going to be something of a hard sell to your peers - regardless of how much you all like a trip to the wasp races. Mario, Luigi, your Miis and even the Dragon Quest gang are all present and correct, but this is no party game collection. There are mini-games, but they're brief, rare and generally rather dull. There are boards themed around Yoshi's Island and Delfino Plaza, but the colour and flair is all cosmetic. Beneath it, Boom Street is a surprisingly complex turn-based affair based on the intricacies of the financial markets. It takes a very long time to play a single match, its depths aren't immediately apparent, and the best way to learn what to do is just to get stuck into one of the ponderous tutorials and embrace your confusion.
If you play by the easy rules, it's actually fairly straightforward. Boom Street is about making money and, as with Monopoly, your job is to move around a board buying properties - shops, on this occasion, rather than entire city blocks - while hoping that your rivals land on them, at which point they'll have to give you some of their cash. Instead of passing Go, you have to pass the Bank, and if you've collected one of each of the playing card suits that are scattered around the board as you make your circuits, you'll get to level up, earning a nice bonus pay-out in the process. Eliot Spitzer would be extremely annoyed if he noticed that. He won't, of course, because he's knee-deep in Manhattan prostitutes.
You can invest in your shops to inflate both their intrinsic value and the fines they impose on other players who land on them, and if you own two or more shops in a row, you automatically boost how much they're worth along with the maximum amount that you can invest in them in the future. There are chance card equivalents that bestow either pleasant or unpleasant twists of fate upon you, and you have to be careful to keep your flow of ready cash up as you build your net worth, because, while net worth is the sum of both your loose change and your investments, you'll need to keep liquid in order to deal with the costs you incur as you amble around.
Motion control is limited to shaking the remote to roll the dice, there are a range of different board layouts to choose from, and every now and then you land on the Arcade square and head off for a simple mini-game distraction, like betting on a horse race, lining up the tumblers of a one-armed bandit, or throwing darts. These games are all rubbish. The overall winner of Boom Street is the player that reaches the board's target level of net worth first, or whoever happens to be ahead when another participant goes bankrupt.
Still here? If you decide to play by the standard rules, things get a bit more interesting. The game's structure remains the same, but the board is now divided up into different districts, and you can choose to buy stocks in these districts every time you pass the Bank. Stocks go up as players invest in shops, and go down if they have to sell them, reverting the property to its original state or breaking a value-boosting chain. Crucially, you don't have to own any of the shops in a district in order to invest in it, and this means that, theoretically, you could win the game without having any tangible brick and mortar assets at all. Further complicating matters is the fact that, if someone lands on a rival's shop in a district you're invested in, you also get a cut of the pay-out.
Most games end with everyone's finances in a rather realistic muddle, hedged across all districts and leveraged in other people's assets as well as their own. (Warning: I may be using these terms without actually knowing what they mean.) There's plenty of scope for strategy, in other words, but it's always pleasantly complex, and it can make predicting any player's fortunes a little tricky at times.
There's a fascinating mixture of co-operative and competitive impulses at work in most tactical approaches, since your own successes can inch your rivals closer to that game-ending money target if they're invested in you, while their losses can adversely affect your shares in them. You'll also need to think carefully about your trips around the board as the games hot up, since, on some of the more complex layouts, doing complete circuits in order to get all the suits and collect the levelling bonus might not be worth the effort if you're risking landing on rival properties at the same time.
The separation of ready cash and net worth, meanwhile, means you always have to balance your long-term ambitions against the possibility of short-term financial disaster. You know, like RBS didn't.
If you're playing alone, the AI enemies are pretty smart, and they all engage in cute character-specific trash-talking as the game goes on. Boom Street's at its best, however, with three local opponents or if you're playing online. (It's very quiet online, mind.) The whole thing's relatively slick - probably owing to the fact that the series has been knocking around in Japan since 1991 - and Square Enix has done its best to bring a touch of fun to the rather dry concept, layering on animated backdrops, familiar soundtracks, and some nice cameos and Mii integration.
Given the subject matter, though, it's a bit like making high-energy physics friendlier by drawing a dancing pixie on the white board. It's not the most convincing of grafts. I enjoy Dragon Quest a lot, but its world of ancient chivalry doesn't have much obvious overlap with the backstabbing and power-brunching of Gordon Gekko, and while I love Mario as much as the next 33-year-old, I'm not sure I want to help him manage his investment portfolio. Shouldn't he be skipping over rainbows or titting about with baby dinosaurs? He'll be writing a will next or having his prostate checked.
The biggest problem is that, due to miscalibrated end-game targets and the inherent complexity of the idea, Boom Street simply takes far too long to play. This isn't really an issue in the single-player campaign, but it means that your chances of scoring a multiplayer match - where the real fun is to be found - are fairly slim. 10 minutes into your first get-together, your compadres may feel that they've been tricked into a poor time investment, and good friends may learn to look the other way or conduct fake mobile phone conversations whenever you amble across the lawn towards them with Boom Street tucked under your arm and a box of After Eights in your hand.
Even if you work your way through the option menus to select the speediest settings for everything, I'm not entirely sure who the audience for this game is meant to be. Kids drawn in by the licensed characters are going to be disappointed that they're getting a crash course in personal finance and supply and demand curves rather than a trip through the chocolate factory, while those looking for a properly complex board game probably don't want to have to faff about with the Wii in order to enjoy themselves. Boom Street's left, then, to capitalise only on the love and appreciation we all feel towards our global banking overlords.
Like I said, it's something of a hard sell.
6
/
10
Old MMO EverQuest 2 witnessed "amazing growth" after turning free-to-play last month.
Sony Online Entertainment president John Smedley shared boast-worthy statistics on Twitter.
"We are seeing some amazing growth in EQ2," wrote Smedley.
"40 per cent increase in daily logins since going F2P. 300 per cent increase in new players.
"And 200 per cent increase in item sales. Plus we have added a lot of new subs."
He added, referencing SWTOR: "All during the time that some really good competition hit the market."
EverQuest 2 launched at the same time as World of Warcraft - November 2004.
A third EverQuest game is confirmed as in development. It's codenamed EverQuest Next and is likely to appear on PS3 as well as PC.
The status of its development is less clear. SOE hit hard times last year and ended up cancelling promising PC/PS3 MMO The Agency.
Gamers from different World of Warcraft realms (servers) will be able to raid together when patch 4.3.2 is implemented, Blizzard has revealed.
You and your Battle.net Real ID friends can take on "older" normal or heroic raids as well as use Raid Finder.
You can form Battleground raids, too.
You'll automatically be placed in the same instance once banded together.
Note, however, that the recently added Dragon Soul raid can not be tackled by cross-realm raiders.
Blizzard yesterday detailed a beefy list of hot fixes being made to World of Warcraft patch 4.3, Hour of Twilight.
The Mediterranean Traveller Map Pack for Assassin's Creed: Revelations will be available to download on January 24th, Ubisoft has announced.
It costs £7.99 on PlayStation 3 and PC, or 800 Microsoft Points on Xbox 360.
The Mediterranean Traveller Map Pack gives access to six additional maps for the game's Abstergo-based multiplayer modes - three new, and three recycled from Assassin's Creed: Brotherhood.
Fresh locations include Jerusalem, Dyers and the imperial district of Revelations' setting Constantinople.
Players can also revisit Brotherhood maps Firenze (Florence), San Donato and night-time Siena.
The Mediterranean Traveller Map Pack is the second slice of multiplayer DLC for Assassin's Creed: Revelations after previous helping The Ancestors Character Pack.
It launched last month and added four extra personas to the online stabathon, along with a sprinkling of new Achievements/Trophies.
PlayStation Vita has sold over 500,000 units since launch, Sony has announced.
The milestone comes three weeks after Vita's 17th December arrival in Japan.
Sales for the device have been steady, but not spectacular. By the last count on New Year's Day, Vita had sold 439,986 units in Japan.
By comparison, 3DS hit 500,000 sales at the end of its second week on sale in Japan. Nintendo's console climbed to 584,387 sales after nine days in shops.
PlayStation Vita launches here in Europe on 22nd February.
"The heart wants what the heart wants." -Woody Allen
Love works in mysterious ways. Where logic and hormones duke it out like a scorpion fighting a tarantula, the heart comes in like a jeep, dominating through sheer force and willpower. Alan Hazelden's chilling tale of obsession and romance is an uneasy marriage between a traditional puzzle game and prose. While I wouldn't say these two disparate genres don't click at all, I'd wager that if they had a Facebook page they'd forgo being "in a relationship" for the more tenuous "it's complicated".
Each of the game's 36 levels begins with a line of text telling the story of a couple who discover a robot. Suffice it to say, things get dicey. Their tale is reflected by a series of puzzles wherein you turn cogs clockwise to rotate hearts surrounding them until they're all right-side up. Though adequate, they're not the most rewarding brainteasers. Unless you're a savant who can predict more than seven or so moves ahead, chances are you'll just muck about until you're fortuitous enough to come close to a solution. Deciphering those last few moves can be satisfying, but, like a Rubik's cube, the number of steps required for success can be overwhelming.
Just as the couple's relationship goes south upon discovering their mechanical friend, the player's relationship to the prose deteriorates as well. Perhaps this is intentional and prolonged tinkering with gears is supposed to mimic a character's obsession causing them to lose sight of what's important, but the end result is that after spending 20 minutes on a puzzle it can be difficult to recall what the last plot development even was.
Curiously, you have full access to every level from the beginning, so players who just want to see the story through can do so without solving a single puzzle. While the ability to skip the most frustrating stages is appreciated, this generous option only highlights how divorced from the narrative the puzzles actually are if they can be bypassed with no repercussions.
One area where These Robotic Hearts of Mine is cohesive is in its haunting minimalist presentation. The 8-bit primarily monochrome aesthetic punctuated by pink hearts is appropriately bleak, while the rustic grinding of gears and pulsating heartbeats give the whole thing an ominous flavour.
Rarely, however, does it provide more than that. Sometimes the level design will resemble a relevant image, but most of the time the puzzles don't reflect the themes beyond the obvious symbolism apparent early on. The full breadth of the game's mechanics can be gleaned from the first minute, and only at the very end does it draw new parallels between its opposing parts. The final note is a confident closer, but it's too little, too late.
While the similarly romantically-charged puzzler Catherine successfully allowed its relationship drama to bleed into its mental gymnastics, These Robotic Hearts of Mine's clinical approach keeps the two at arm's length, and neither is particularly strong on its own.
That's the tragedy about These Robotic Hearts of Mine. Love is perplexing, challenging, and confusing. Thus, the cold, calculating puzzles should complement the emotional relationship parable. Hazelden wants it to work. We want it to work. But the sad truth is that in this instance the two simply don't have enough in common. Sometimes love just isn't enough.
5
/
10
More than 30 million Wii consoles have been sold across Europe, maker Nintendo has trumpeted.
Those numbers were totted the week ending Christmas Day - 25th December 2011.
That makes Wii the best selling current generation console in Europe.
European PS3 sales have passed 22 million units, Sony told MCV in August 2011.
European PS2 sales are apparently "well over" 50 million.
We can't find specific European Xbox 360 sales.
Nintendo also announced new worldwide Wii balance board sales of 41.98 million. The peripheral is bundled with Wii Fit and Wii Fit Plus. The sales split is 22.67 million for Wii Fit, and 19.31 million for Wii Fit Plus.
The Wii balance board had been awarded the coveted crown of best selling "personal weighing device" by the Guinness Book of Records. I wonder what the closest competitor was.
Wii Fit launched in Europe in April 2008. Eurogamer's Wii Fit review awarded 8/10.
Wii Fit Plus arrived in October 2009. And Eurogamer's Wii Fit Plus review awarded 7/10.
A hot-off-the-press release schedule from THQ has revealed the existence of Homefront Ultimate Edition.
The publisher has yet to reveal what the release might contain.
THQ lists the Ultimate Edition for launch before the end of the financial year - by March 31st.
Likely to be included are the two pieces of multiplayer add-on content released thus far - "The Rock" and "Fire Sale" map packs.
We're checking with THQ now for the full details.
Homefront was released last March to a lukewarm reception but decent sales - enough that Crysis multiplayer developer Crytek UK is now working on a sequel, due "fiscal year 2014".
Kinect officially comes to Windows operated PCs on 1st February, and will cost $249.
Kinect for Windows will not be compatible with Xbox 360s. That's because Kinect for Windows has firmware that can do more.
The most attractive Kinect for Windows feature is a near mode, which allows the camera to be used as close as 50cm away.
Will this be a feature of Kinect 2 - the second generation of the device rumoured to be so powerful it can lip read?
Kinect for Windows also bundles the software development kit (SDK) and runtime, so buyers can commercially make their own apps for the camera.
Many boffins have already tinkered non-commercially with Kinect using the Xbox 360 camera. This won't be allowed when the Kinect for Windows launches. But those Kinect PC apps that exist already will be allowed to live on - Microsoft has extended the beta SDK licence for them to 16th June 2016.
Students will be able to buy a cut-price Kinect camera for Windows later this year at a special academic price of $149.
Last night, Microsoft's last ever Consumer Electronics Show keynote turned out not to be the time nor place for a next generation Xbox announcement.
All eyes can revert back to E3 this summer.
But Microsoft CEO Steve Ballmer did use the CES 2012 stage to share fresh Xbox 360 worldwide figures.
The bulk of Ballmer's talk focused on the Metro interface recently rolled out for Xbox Live. The same design is coming to Windows 8 when that operating system rolls out this year.
Ballmer said more than 1.3 billion Windows PCs are in use today.
Ballmer also waffled on about Windows Phone.