Friday, October 2, 2009

Public Service Announcement: Demon's Souls



Attention:

North American servers for Demon's Souls will not be up and running until October 6th. So, if you happen to get a copy of the game early, you will not be able to start playing online until launch day. After that it should be fine, however.

The good folks at Atlus just wanted you all to know; that is all.

Wednesday, September 30, 2009

Weekly media call and "This Week in Big Sky Football"

That's right folks, it's that time of the week!

Audio from the conference call with Portland State football's head coach Jerry Glanville is up. The file starts off with the end of Eastern Washington's Beau Baldwin taking questions, but then includes the head coach from this Saturday's game--Sacramento State's Marhsall Sperbeck--before Glanville fields questions.

Guests on "This Week in Big Sky Football" include Sperbeck, Idaho State wide receiver Jaron Taylor and David Coulson, executive director of FCS football for the Sports Network.

Enjoy.

Tuesday, September 29, 2009

Viking recognized nationally

Portland State wide reciever and kick returner Aaron Woods was named as both the Big Sky Special Teams Player of the Week and the Sports Network's National Special Teams Player of the Week for his performance in Saturday's game against Weber State.

The press release says it best:
Woods returned five kickoffs for 202 yards and a 97-yard touchdown to keep Portland State close in its 36-29 loss to No. 11-ranked Weber State at home. His kickoff return for a touchdown helped the Vikings climb back from a 28-10 deficit late in the third quarter. Woods had five catches for 128 and two TDs, his second scoring catch on a 15-yard pass from quarterback Drew Hubel gave the Vikings the lead with 1:15 remaining.

Woods finished with 330 all-purpose yards. Woods leads the Big Sky Conference with an average of 192.8 all-purpose yards per game, ranking third in the nation in that category. This season, Woods has jumped all the way from 10th to second in career kickoff return yards (1,387) at Portland State. Woods set a school single-season record with 908 kickoff return yards last year.
Mike Lund
Assistant Athletics Director
Portland State University

 

Sunday, September 27, 2009

It Came Down to One Play

Vikings fall to Weber State, 29-36
by Allison Whited, Vanguard Staff

Sad. Deflated. Empty. All of these describe the looks on the faces of the football team after the game Saturday against the Weber State Wildcats.

They should have been proud. They lost by only a single touchdown to last year's conference title holder. They kept running back Trevyn Smith, the conference's current rushing leader, to 30 yards when he came in averaging 115.7 yards per game. They played well after the Montana game, something they have struggled with historically.

Head coach Jerry Glanville said it all after the game: “No comments, just disappointment.”

So what happened?

As the clock wound down to 1:12 in the fourth quarter, the Vikings were ahead by one point, 29-28. Less than twenty minutes before the Vikings had been down 10-28. It had been a scrappy comeback, with special teams, defense, and offense scoring to edge out the Wildcats by that one single point.

All day, Wildcat quarterback Cameron Higgins had been picking on the left side of the secondary. Glanville had originally lined up cornerback DeShawn Shead, who is almost always lined up on the right side of the field, against receiver Tim Toone, but, as Glanville put it, “he kept getting into trouble.”

When Shead couldn't answer the call, Glanville put him back on the right where he's comfortable and called Tracy Ford's number to replace him. According to quarterback Drew Hubel, Ford is a team leader who practices more than anyone else on the team and is heavily laden with heart and soul.

When the Wildcats began their run that would eventually lead to a victory, they did what the defending champs would do. In six plays and 47 seconds, they drove from their own 16 to the Portland State 38, aided by a Vikings' pass interference penalty.

After a Viking timeout, Higgins hit Toone in the end zone for a touchdown. That pass looked like a pick to everyone; Ford jumped up to the ball, was in perfect position, and somehow, someway, the ball sailed through his hands.

“I thought we had a pick,” said Glanville.

Even the Wildcat head coach and quarterback thought it was an interception.

With 55 seconds left in the game, the Vikings were emotionally and physically done. The game ended on an incomplete pass to Aaron Woods.

In a game with so many positives, including Hubel going 17 of 26 for 353 yards and two touchdowns, Ray Fry tearing it up for 196 receiving yards, and freshman fullback Ben Bowen rushing for 100 yards and garnering a gaudy 6.7 yards per rush average, the only thing Glanville's men will be thinking about today is that last play.

Like Hubel said after the game, it shouldn't have come down to that one play to win the game. Bowen had fumbled on the goal line and lost possession. Kicker Zach Brown missed two field goals. The team was penalized ten times for a total of 104 yards. Adjust just a few things, and that's the game.

But sometimes it does come down to just one play. It's a lesson that the Vikings and the Wildcats would do well to learn. 

  

Friday, September 25, 2009

Game Thought About Weber State

by Allison Whited, Vanguard Staff

Not that my opinion means much, but from now on, before Saturday's football game, I'm going to write a brief article about how I think the game is going to play out. I will provide some analysis of the opponent and mention what I think will be the key aspects of a Viking victory.

This week's opponent is Weber State. They shared the conference title with Montana last year, so this game is a biggie. In his media call this week, coach Glanville sounded a little bitter about this week's match up. He again and again reiterated that the Vikings have never played well in the game following last week's opponent Montana. Traditionally, the schedule has seen Glanville's men face Montana State after Montana, so this year Glanville asked for a change. This adjustment to the schedule leaves Portland State playing the two conference title holders from last year in consecutive weeks. Ouch.

Weber State has a record of 1-2 with their sole win coming over Big Sky competitor Idaho State. They entered the season with the league's top returning rusher, passer, and receiver.

Opponent Analysis

It will be all eyes on No. 25, running back Trevyn Smith. He is currently fifth on the Big Sky Conference's all-time leading rushers board. He needs just 110 yards tomorrow to move into third. He enters the game averaging 115.7 yards per game. He has also racked up 117 receiving yards so far.

Receiver Tim Toone will be quarterback Cameron Higgins's main target, but I would look for Cody Nakamura to have a good day. He has only 79 receiving yards less than Toone's 263, but twice as many touchdowns. I believe he will have to step up because the Viking secondary is going to put the squeeze on Toone.

The Wildcat defense doesn't strike me as overly stiff. They give up 373 yards of offense per game, and have only registered five sacks on the season. Their strong man on defense, at least statistically, is middle linebacker Taylor Sedillo who has 24 total tackles on the season. That's a respectable, but not mind blowing, 8 per game average, and he has not had a game in which he made more than 10 tackles.

Their secondary also seems a little thin with only three interceptions.

Viking Analysis

Enough can't be said about run defense in this game. If you take away Smith, there is no Wildcat running game. The next leading Weber State rusher is Bo Bolen who has had ten carries for a net 35 yards on the season. The run defense did look good at practice this week, I have to say.

Taking away the run would also force the Wildcats to the air where Higgins does make mistakes; he has thrown seven picks. I've said it many times, but I really like the Viking secondary. It is steady and has big play ability on every snap.

Offensively, the Vikings need to just play their game. Weber State allows an average of 221.7 yards through the air and 151.3 rushing yards per game. I don't want to say specifically what I saw the offense doing this week at practice, but I will say I don't like it. If you have a quarterback you can trust, and I think Hubel is certainly trustworthy, I say take the training wheels off and do it often.

The offensive line will stay strong, despite Moses Punzal's absence and Adam Kleffner's undetermined status. Kyle Ritt did a good job filling in this week, but Manual Rojas missed some stuff and was chastised on a couple of occasions. Lucky for them, the Wildcats don't appear, at least numerically, to have a severe pass rush.

In the End...

For the Vikings to win, they have to play perfect football, something they have not as of yet showed an ability to do. I'm more hopeful than Glanville seemed this week during the media call, but, at the end of the day, it will probably go the Wildcats. Their offense has all three parts working together like a machine.

  

Thursday, September 24, 2009

Tonight's the night...at the Stott

As a part of new student week, Campus Rec is hosting their annual Night at the Stott event this evening from 7:30 to 10 p.m.  The event is free and features a shrimp boil as well as a laundry list of activities, including rock climbing, personal training, yoga, basketball and soccer.

As part of the fun, the aquatics program is sponsoring a "Dive in Movie," where they will project Yes Man on the two-story wall of the pool.

So, bring your Speedo and feed your Zooey Deschanel addiction while getting your swim on.
 

Summer Game Awards

Now that Summer is drawing to a close and the Fall season of games is practically upon us, it's a good time to look back on the last few months and reflect on what worked and what didn’t. But please note: these are not the ‘best of summer’ game awards, nor are they the worst. Think of them as more of a smattering of lesser known and not-so-lesser known releases that all won (or in some cases, won by losing) various awards of my choosing.

So, without further ado, let’s get this show on the road.

Best game destined to fade into obscurity:

Knights in the Nightmare
Atlus
Nintendo DS
4 out of 5 stars

Only Atlus could bring a game like Knights in the Nightmare stateside. The concept almost sounds like parody mish-mash of everything that screams hardcore Japanese—take the stat-based complexities of a strat-RPG, throw them in a real-time setting (sorta) and add a hefty dose of touch screen schmup action (no, I’m not joking) and you’ve got the basic genetic makeup of Knights.

See the little blue thing? You have to keep those bullets from hitting it. And that's an easy monster.

You play a wisp that’s been awakened to revive the dead spirits of knights from a fallen kingdom. In battle, your royal army of shades is controlled by the wisp, who issues orders to the knights by zipping around the screen, arming them with weapons, collecting gems (which refill your character’s MPs) and—wait for it—dodging projectile bullets from monsters. Despite its seemingly at-odds genre amalgamations, though, Knights works rather well. Recruiting the souls of dead knights to join your army is fun, the job classes interesting and the gameplay experience is pretty much unlike anything else out there. It's so niche, in fact, that it’s probably already passed from store shelves into the gloom of a withering retail dusk. If you’re looking for something very unique, Knights is definitely worth tracking down.

Worst reboot:

King of Fighters XII
Ignition Entertainment
PS3, Xbox 360
3 out of 5 stars

Some people may argue with me when I say that King of Fighters XII is the worst retooling of a series to hit stores this summer (especially given the hype it received). That’s fair. At its core, there’s solid design behind KoF XII. Characters contrast and complement each other, the three-on-three bouts and fighting mechanics work well, the game doesn’t resort to being too cheap and the difficulty is balanced. But that’s not the real problem. See, KoF XII is one of those rare cases where less actually is less (as opposed to being more). To put it more bluntly, the game only has a single arcade mode, and it’s entirely bereft of any kind of story or variation.

Sure, KoF XII is pretty, but...well, that's almost everything it has going for it.

Arcade mode is, in fact, nothing more than a time trial; pick your three favorite fighters (from a sadly diminished roster—seriously, where the fuck is Mai?), fight five timed bouts and, uhm, compare your scores. There’s no resolution, other than an HD cutscene telling you that you’ve won. No boss. Nothing. Outside of arcade mode, there’s you can play multiplayer matches head-to-head or online, leaving you with a game you can wholly experience in ten minutes. I’d advise waiting for the bargain bin. It might be a fine fighter at its base, but for what you get, KoF XII is just a disappointment. Pick up Blazblue instead.

Best Superhero game that isn’t Batman:

InFamous
SCEA
PS3
4.5 out of 5 stars

The genre of original superhero titles may not exactly be spilling over with a constant influx of new games, but the InFamous Vs. Prototype debate brought the concept to the fore this summer, before Bats wowed us all with the deliciously dark Arkham Asylum. And as much as I (surprisingly) enjoyed the hell out of Alex Mercer’s uber violent, nonsensical rampage through Manhattan, InFamous edges Prototype out with superior design, art direction and one hell of a polish. As Cole, an ordinary courier imbued with lightening powers after a bomb detonates in the center of Empire City. After a government quarantine kicks in, you have the option to either use your powers for good or evil. What ensues are a lot of superpowered shenanigans, double crosses, twists, etc.

The draw distance isn't even remotely close to the most impressive thing about InFamous.

The GTA-style open world works well for the game, but where InFamous really shines is in its fluid platforming and animation. The frequent combat is great, as well, but there’s just as much of an emphasis on clambering up buildings and across areas as there is with pumping your enemies with electricity. And did I mention this game is gorgeous? The only downside to InFamous is that it seems clearly geared towards playing as a good guy, since Cole’s motivations for being evil, should you choose to do so, are slim to none. Sucker Punch’s PS3 debut has been long awaited, but it was well worth it—this is one of PS3’s best.

Worst movie-tie in:

Up
THQ
PS3, Xbox 360
2.5 out of 5 stars

Movie tie-in games are almost always bad. Really bad. For some reason, I thought that Up might not be. I guess I had been thinking about the overwhelming pathos of the film, and how cool it could have been if it had been translated into game format. Think about it. How great would it be to have played as Carl in the opening stage, simply sitting on a park bench, or walking contemplatively along a deserted waterfront thinking of his recently departed wife Ellie? Rendered with something akin to Capcom’s MT Framework engine, which brought us the likes of Dead Rising and Lost Planet? I don’t have to tell you how awesome it would’ve been. Instead we get an opening fighter plane level with Dug trying to shoot down Charles Muntz’ evil henchdogs in something a PS2 might have rendered if it crapped all over itself.

Don't expect THQ's Up game to look anything like this.

Then we’re forced to a plodding, forced co-op (and worst of all, boring) platformer with poorly programmed enemies and the like. I know this is supposed to be for kids, but even kids like to have fun. While there technically isn’t anything wrong with the gameplay, it’s too ho-hum to be anything more than utterly forgettable. Not even pretty significant involvement of the cast can save this one from the dredges of mediocrity, and quite frankly, Christopher Plummer, you should fuckin’ know better. Pass.

Best “able to live up to the hype” game:

Ghostbusters
Atari
PS3, Xbox 360
4.5 out of 5 stars

This is a no brainer. After almost (possibly) never seeing the light of day, Ghostbusters clawed its way to the top of heap to become one of the best games of the summer, and certainly the best movie tie-in without an actual film behind it. Basically Ghostbusters is the third film in the series, just minus the celluloid, Sigourney Weaver and Rick Moranis. Taking place two years after Ghostbusters II (that’s 1991 for all you kids keeping track) Dan Aykroyd and Harold Ramis co-wrote a stellar script with enough scares (inasmuch as the films have scares, which is to say none), laughs, familiar faces and science jargon for any self-respecting ‘Busters fan to keep ‘em from rioting in the streets, which very well might’ve happened had the game sucked.

Aykroyd and Ramis pulled out all the stops to make Ghostbusters an entertaining experience.

Surprisingly, you don’t even play one of the original four—rather instead a rookie the boys hired to essentially do their dirty work and test new proton pack modifications. Missions generally involve splitting off and teaming with one or two of the crew at a time; “Lassoing” spooks into ghost traps is a surprising amount of fun, and even when you’re using one of Egon’s new proton pack toys, a lot of which have different gun-style effects, the classic Ghostbusters tone and feel never goes away. In short, this is about as close to being as Ghostbuster as you’ll ever get. Oddly, despite Bill Murray’s insistence on only doing the game if everyone had an equal part, Venkman’s part in the game seems somewhat limited, which is a goddamn shame (since Bill Murray is in fact a god among men). Still, the anticipation had been building so much for Ghostbusters that it could have ended up a total disaster. Thankfully, it didn’t.

Best use of Tokyo:

Shin Megami Tensei: Devil Survivor
Atlus
Nintendo DS
4.5 out of 5 stars

Ahh, Tokyo. Next to New York and, uhm, Neo-Tokyo (or some approximation thereof) it’s probably the town most often used in games as a site for plague, famine, nuclear war, post-apocalypitca and of course, demons. Devil Survivor, unlike most MegaTen games, is set inside central Tokyo, or more specifically within the Yamanote line circle that encloses the area. Basically, if you’ve ever been to the Tokyo, the gang of COMP-packing teens you play is going to be running around in all the hip places you’ve likely spent time in, from Shinjuku to Roppongi. Only there’s a cataclysmic event that’s going to happen in a number of days, everyone’s walking around with a death clock and there are demons everywhere.

That's Omotesando in the background, in case you were wondering.

In the gameplay department, Devil Survivor takes a different tack than Persona or Digital Devil Saga, (though it’s closer to the former) by acting as a strat-RPG more than anything else. Battles are set up in a fashion similar to Front Mission, meaning you move your units (consisting of a demon handler and up to two demons in their possession) and enter old-school Persona-style battles upon enemy contact, rather than simply trading blows a la Final Fantasy Tactics (additionally this means health items and special summoned demon abilities can be used outside of skirmishes). Like any Atlus game, it’s challenging, the art style is great but you’ll have to grind a lot. The story, characterizations and localization are, as usual, up to Atlus' extremely high standards, however. And who doesn’t like saying, “Hey, I’ve been there,” when they’re playing a game?

Best idea that didn’t quite come together:

Cross Edge
NIS America
PS3
2 out of 5 stars

Cross Edge seems like it started out as a good idea. It has characters from Disgaea (Prinnies!) and Darkstalkers, as well as the, uhm, more obscure Ar Tonelico, Mana Khemia and Spectral Souls games. All mished mashed together, like an ultra-hardcore-niche version of Namco X Capcom (whose import-only status should tell of its own decidedly less-than-mainstream appeal). Still, for fans of these RPG (and…fighting?) series, seeing your favorite characters join forces together should be exciting. Right? Maybe. But then you start playing. What might tip you off first is that despite being HD as hell, Cross Edge looks like a damn PS2 game. The sprites are tiny and don’t show much movement. Even the character portraits aren’t terribly exciting, with only one major expression to each character. The story revolves around everyone from their respective universes getting amnesia and ending up in a magical realm where there’s an evil force trying to destroy all existence. In any case, you’ve heard it all before.

What a fucking nightmare.

Then the battles start. Oh, lord, the battles. Cross Edge has, without a doubt, one of the worst battle systems of any RPG I’ve played. And I’ve played a lot of RPGS. It’s kind of like a four-ally quasi-real-time system similar to Valkyrie Profile or Xenogears, on a broad level. But then the nitty gritty basics start. There’s a gauge for taking actions. All actions take AP (even using items). You’re only allotted a certain amount of AP per turn, and there’s a gauge that measures it. In addition to basic moves mapped the Dualshock’s face buttons, you can also perform EX moves, but they take as much AP as three regular attacks do. There’s a level measuring that. On the defensive side, there’s overkill and guard break meters, as well as no less than four different measurements of defensive power that are depleted with enemy attacks. Then there’s combo attacks. Following all this? I sure as hell can’t. After about hour you’ll probably give up—between the nuclear physicist degree prereq and the tepid story and gameplay, Cross Edge just wants to be too many things for too many people, which ultimately ends up destroying any fun you might have had with it to begin with.