November 17, 2010 by Greg Noe
The PlayStation Move’s release came and went without a single person I know picking a package up. Kinect was released, and again, nobody I know actually bought one. Well, except for one of my coworkers, who excitedly picked it up on launch weekend and then held a LAN party this last weekend. The two events are completely independent of each other, however. His friends at the LAN party were more interested in playing Warzone 2100 and setting up E.V.E. servers than moving their bodies in the living room, but knowing he owned a Kinect actually got me really excited.
Kinect isn’t something I actually want, or it wasn’t, at least. I like lounging about when playing games and the thought of relaxing after a day of work by running and jumping around sounds awful. But from the moment I saw Harmonix’s Dance Central back at E3, I’ll admit I was curious. As the games of Red Alert 3 broke up, I wandered upstairs with a few other guys to try out Kinect. They immediately popped in Kinect Sports, which turned out exactly as I had expected: a ripoff of Wii Sports, Wii Play, and Wii Sports Resort. Not that this was a bad thing, and while some of the mini-games were pretty fun, the whole experience just screamed “gimmicky!”
And then we put in Dance Central, and everything changed. Harmonix is the best music game developer out there, so I had confidence that if anyone could pull off a dancing game, it would be them. This is not a traditional first hour review with minute-by-minute updates, but I hope you still find it informative and entertaining.
Read moreNovember 15, 2010 by Jonathan Ramundi
The original Sin & Punishment was released in late 2000 for the N64. Due to developer Treasure's cancellation of its North American release, the game never made it outside of Japan until its rerelease for the Wii's Virtual Console seven years later. Its success, combined with the prospect of creating an all new experience utilizing the Wii's motion controls prompted the Treasure team to make a sequel; Sin & Punishment: Star Successor.
Control in Star Successor is done via the Wii Remote and Nunchuck by default. Motion controls are implemented perfectly, allowing for smooth, precise targeting, though I found my wrist getting strained after long periods (there's a joke in there somewhere). You can also use the Classic Controller, GameCube Controller, or Wii Zapper, but I feel the standard setup works best.
Editor's Note: Sin & Punishment: Star Successor is Jonathan's second review here at The First Hour. This review was previously posted at IGN and Destructoid. Nate has previously written a first hour review of the game also.
Read moreNovember 12, 2010 by Nate
If you pay attention to the development timeline, there are some clues you can pick out that may hint at a flawed final product. If the game changes platforms mid-way through development, that should send up a warning signal. If it does so more than once, that's probably an impending disappointment. If some lead developer leaves the team shortly before it's finished, that's another. And the developing company goes under before the game hits the shelves, that's something worth considering as well.
But the easiest way to spot a troubled game is by the dearth of information preceding its release. Goldeneye 007 for the Wii was heralded as the second coming of the N64 classic at this year's E3. On the other hand, its Nintendo DS counterpart was quietly announced alongside it at E3 and unceremoniously released on the same day last week. I made an extra effort to look for details of and screenshots from the Nintendo DS game, but had a very tough time finding anything of substance.
Curious, but with low expectations, I rented the spy-sized DS game card from GameFly. I mean, it's still Goldeneye, right? And the Wii version seems to have plenty of polish, so why shouldn't its DS counterpart? I've spent thirty minutes with the game. Is it an undercover success or a dirty little secret?
November 10, 2010 by Jonathan Ramundi
The gaming world first learned of Sonic the Hedgehog 4 back in September of 2009, under the code name “Project Needlemouse”. Sega declared a return to the franchise’s 2D roots, promising the Sonic game old-school fans have been anxiously awaiting for years. Well, there’s no doubt that if you spent the better part of your Saturday mornings as a child dashing through shuttle loops, this is definitely the Sonic game for you.
Sonic 4 picks up where the blue blur left off 16 years ago in Sonic & Knuckles, for the Sega Genesis. Dr. Eggman (or Robotnik, if you prefer) is up to his old tricks, and it’s up to none other than the fastest thing alive, Sonic the Hedgehog, to stop him; chasing the evil scientist through 4 zones (3 acts each, plus a boss battle) before a final showdown against the doctor’s ultimate creation...
Editor's Note: Jonathan is a brand new writer and contributer to The First Hour. Please welcome him! This review was originally posted at IGN.
Read moreNovember 08, 2010 by Nate
When I think of GoldenEye 007, I think of a screen split in two by a horizontal line through the center. I think of the Complex, a multiplayer map with plenty of hidden nooks and crannies, as well as one raised bunker room overlooking the map's main area. I think of the claustrophobic staircase that leads into that room. And I think of the countless times I climbed that staircase, RCP-90 at the ready, only to catch a glimpse of an enormous explosion before blood dripped down my half of the screen.
When I think of GoldenEye 007, I think of my brother hoarding the explosives, camping in that fortress of perfectly-placed remote mines, watching my screen until the perfect moment to strike, then pumping his fist and laughing when the blood started to spill. Every. Single. Time.
It was infuriating then, but I can't help but laugh looking back on those days. It seems Activision, the current owners of the 007 videogame license, want to cash in on our fond memories of the N64 phenomenon that introduced so many to the first-person shooter genre. The game-publishing juggernaut announced a Wii re-imagining of GoldenEye 007 at this year's E3 with plenty of hype in tow. Though it stars Daniel Craig and boasts a storyline more fit for modern times, the new GoldenEye appears to be taking many cues from the Pierce Brosnan-era video game, with updates to the gameplay that seem stripped right out of the latest Call of Duty titles.
There aren't a lot of games that can get people excited through name alone, but GoldenEye 007 definitely fits that bill. It's easy to forget, however, that the GoldenEye name has been mishandled before. I've briefly stepped into the gadget-laden shoes of this latest James Bond. How did this first mission go? This briefing is for your eyes only, 007.
November 05, 2010 by Nate
My experience with the Killzone series is rather limited. A couple months ago, I reviewed the first hour of Killzone 2's campaign, noting that I might keep going. I did end up running through another hour or so, but it takes something special to keep me interested in an FPS campaign, and Killzone 2 didn't have much of the sort. And though I planned on giving multiplayer a try, I never got around to it.
So when The First Hour was given a code for the Killzone 3 multiplayer beta, I wasn't sure I was the man for the job. I've never really been drawn into the world of online play in shooters -- the exception being Uncharted 2, which I played regularly for a few months when it launched -- so I don't have many comparisons to use for my experiences with the Killzone 3 beta. Luckily, I've heard plenty of commentary regarding Killzone 3 versus other shooters over the in-game voice chat that I can relay. And, surprisingly, I witnessed no personal attacks or foul-mouthed adolescents...and only one instance of a microphone being left in front of a stereo playing nothing but Madonna hits from the 80s. I guess that's a fringe benefit of a semi-private beta.
I've spent about four hours on the battlefields of Helghan, and I think I have a good enough grasp on the Killzone 3 multiplayer beta to make a report. I tried briefly looking around news sites and message boards for a comprehensive outline of the beta's features but didn't find any. With that in mind, I think I've constructed a pretty detailed outline of what's going on in Killzone 3 at the moment (at least as of Halloween, anyway).
All in all, despite my indifference to the franchise and its genre before jumping in, and the brief re-introduction to dual-analog that saw many deaths and few kills in my first hour of play...I have to say, I'm enjoying the Killzone 3 experience a lot more than I thought I would thus far. Or, what little of it is available in the current beta, anyway. Hit the jump for all the details floating around in my head.
Read moreNovember 03, 2010 by Greg Noe
A few months ago I was emailed from a reader requesting I give Dwarf Fortress a try. He described it as “pretty complicated” but asked that I follow a series of tutorials written by a devoted fan. I gave the game a look, skimmed over the tutorials, and shelved the idea of playing it. Dwarf Fortress seemed a bit overwhelming and having been on a bit of a NetHack kick last year I was feeling a burned out with ASCII gaming.
I decided it was finally time to give it a chance though, so here’s my first hour playing Dwarf Fortress. The game is currently in development (and has been for the better part of the last decade), but since the tutorials I’ll be following are for a specific build from back in 2008, that’s what I’ll be playing. So keep in mind that while I have never played Dwarf Fortress before, I will be following the walkthrough site pretty closely (and using the included saved game, though nothing has been built out).
This seems like a great time to visit Dwarf Fortress, with the success of another indie darling, Minecraft, generating huge waves and sales; super-deep sandbox games are big right now. So let’s get this started and dig into Dwarf Fortress on the PC.
Read moreNovember 02, 2010 by Steve
Welcome to another Audio-Visual Experience, brought to you by the First Hour. Again, these articles are specially created and intended to give you a varied, concrete experience of the game's sights and sounds without having to actually play the game yourself. Whether you haven't played the game or have already completed it but need a reminder or some nostalgia, this experience is for you. However, if you think you may play the game anytime in the near future and would prefer not to be spoiled, you should probably avoid this article, as it contains direct spoilers at times, up to and including the ending. For a complete first hour experience, you can view the first hour of Penumbra: Overture.
So sit back and enjoy the stylings of survival horror masters Frictional Games in their original release, Penumbra: Overture.
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November 01, 2010 by Greg Noe
Remember that big game from late last year? The one with all the controversy where you shot civilians in an airport, defended America's cities against direct attack, and weren't allowed to run your own multiplayer dedicated server? Yeah, that one. Call of Duty: Modern Warfare 2. In my circle of gaming friends this game came and went. I beat it and pretty much put it away for good. Apparently it is still really popular though, and I like to keep track of every game I beat now, so I present my full review of Modern Warfare 2.
The game was released on the Xbox 360, PlayStation 3, and Windows, and is the direct sequel to Call of Duty: Modern Warfare, a game that features what I believe to be one of the best first hours I have ever played (so good, in fact, that I went on to beat the game in one sitting). The game as a whole was also very good, so I had high expectations for Modern Warfare 2. The first hour of it was impressive and pressed me to play on (but across multiple sittings this time), but in the end, it wasn't able to hold my attention as much as the original.
Here's my impression on the single player campaign, I did not play enough multiplayer to properly grade or judge it, in my opinion.
Read moreOctober 29, 2010 by Steve
Just in time for Halloween, we have a special first hour of Penumbra: Overture. Released in 2007 by indie developer Frictional Games, Penumbra: Overture is the first in a trilogy that promises to be a uniquely frightening experience. As part survival horror, part puzzle solver and part first person shooter, initial previews evoke thoughts of Half-Life 2 infused with terror, which is just fine with us. I've heard great things about the game for a while, mostly from flattering word-of-mouth. This is as good a time as any, after purchasing it from the Humble Indie Bundle several months ago.
For this first hour playthrough, we've trying something a bit different. I played through and recorded the initial first hour and then sent the video to Greg, who then watched and wrote what he saw and felt during the run. I was curious in seeing how his experience would differ from mine, especially since third-person impressions are so important to overall game opinion, especially when it comes to making purchasing decisions. So I'll hand this off to Greg (while adding some extra comments I deem appropriate) and then bring it back for the conclusion.
If you wish, you can follow along yourself with the provided Youtube videos. Apologies about the graphical and slight sound sync issues, but you can blame Youtube for those.
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