10 - The Michigan Daily - Friday, December 3, 2004 ARTS 'March Madness' Final Four worthy The first rule of fight club ... don't wear white after Labor Day. 'Friends a d apoints in latest DVD release By Nlamh Slevin follow in the vein of "Seinfeld", has Daily Weekend Editor tried to cram far too much seriousness and substance into basically a sub- stance-free storyline. There is some semblance of the good When "Friends" first aired more than ole days in "Season Eight." When Joey is 10 years ago, its quirky, unusual charm interviewed for an article in Soap Opera filled the void left when series like Digest, the producers splice together a "Cheers" said their final farewells. The couple quick flashbacks from the first few cast members were goofy, the story was seasons to remind the audience why they indescribable and the issues were inane, ever felt hooked at all. Unfortunately, but the popularity was immense. All over even the most faithful audience member the nation, viewers were pledging to be can see through the cheap ploy to avoid there for their "Friends" through thick paying their million-dollar stars to com- and thin. plete an actual episode. The season lasts We were there a mere 18 episodes; the flashback only for them when Friends: highlights a waning, lackluster storyline. Ross found out Season Eight Even the special features fall below his pregnant wife Warner Bros. the standard fare for TV show releases. was a lesbian. We The "Friends of the Friends" segment were there for them offers bland, lovey-dovey commentary when Rachel left her dentist at the altar from bit characters, only one of whom and moved in with Monica. We were actually appeared in " Season Eight." there for them when Phoebe gave birth The gag reel presents clip after clip of to her long-lost half-brother's triplets inside jokes and actor screw-ups that and thought she deserved to keep one. always fail to make the audience laugh. We were there religiously for a half It even included a preview for the next hour every Thursday night to see what DVD's gag reel, as though that were the next wild problem would bring the enoughtomakeussalivate formore. But, Friends closer together. Unfortunately, it did provide the most accurate quote to the newest DVD release in the "Friends" sum up the "Friends" downward spiral. franchise proves these memories have At one point, Jennifer Aniston laughs, fallen far beyond the viewer's reach. "What happened to you? You used to be "Friends: Season Eight" manages to able to act." murder all the livelihood and original- At least this season packs in more of ity that used to be so endearing. Phoebe, the half-assed attempts at special features whose signature naivete used to elicit the than other recent releases. The producers majority of the show's laughs, has turned tried to make the consumer's $40 some- to bitter sarcasm or overstated silliness how well spent. Sadly, messed-up mock to force a chuckle. Ross has morphed trivia games and trite cast and crew com- from the boy-next-door dinosaur nerd mentaries can't save this former must-see into a screeching caricature of his for- favorite. mer self, and Monica, perhaps worst of all, has added a relentless emphasis on Show: *1 her shrill, obsessive-compulsive neat- Picture/Sound: **** freak nature. The show, which used to Features: ** By James V. Dowd Daily Arts Writer While it still lags behind its "NCAA Football" counterpart in perfecting the roaring, ground-shak- ing ambiance that is college sports, EA Sports's "NCAA March Madness 2005" will win gamers over with a more in-depth dynasty mode and eas- ier on-court control. EA Sports's main selling pitch is its new "Floor General" play-call- ing mode that allows the user to call plays with just a touch of a button or two. As the ball comes out of the backcourt, a tap of a button brings up the team's NCAA March main offensive Madness or defensive sets, 2005 and another but- Xbox and PS2 ton tap calls a play quickly and EA Sports easily. The "Floor General" mode also creates an over- lay of the play diagram on the floor, so even a casual basketball fan will know where to go and where their teammates are headed. On-court controls also include an improved EA Sports's Freestyle controls that give crossover dribbles and spin moves a more realistic look. Along with one-touch calls for alley- oop passes, new mid-air rebounding controls give the gamer an opportu- nity to capitalize on great offensive rebounding. "March Madness 2005" is the best yet when it comes to real- istic basketball. The main shortfall of "March Madness 2005" is EA Sports's effort to create an Arena Pulse counterpart to "NCAA Football 2005's" Stadium Pulse. While the Stadium Pulse fea- ture was effective in recreating the feel of college football venues, the Arena Pulse becomes so overwhelm- ing that gameplay can be difficult. During a game at Duke's Cameron Indoor Stadium, the game's toughest venue to play at, the screen appropri- ately shakes. But at the set frequency, it's more likely to induce dizziness than intimidate the opponent. There are also instances where the on- screen shaking does not coincide with the controller vibrations. Moving off the court, "March Madness 2005" continues its upward swing, featuring an impressive Dynasty Mode. This mode gives gamers a chance to act as head coach of their favorite team and now fea- These digital characters are playing basketball. tures an even more realistic simula- tion of the coach's position, requiring in-season recruiting. Recruiting works just as it does in "NCAA Football 2005." The coach has the option of recruiting in any state if he wants to peruse the top-100 "EA Sports Blue Chip" prospects or simply talk to interested players. The process is more involved than in foot- ball. Throughout the season the coach must actively pursue players for next year. He's given the chance to scout or watch games of prospects, send out recruiting packages, and invite pros- pects to games. Dynasty Mode also includes a Coach's personal digital assistant. School officials, NCAA officers, doc- tors and boosters can all'call to com- municate their news. After a game, the coach will receive feedback on his PDA, including coaching report cards and injury updates. Throughout the season, family and friends also weigh in on certain recruits, helping to ease the burden of bringing in next year's class. During Dynasty Mode the coach also earns Campus Challenge points for on-court performance, and is given the option to spend them on training or coaching sessions to pre- pare for menacing opponents. Gainers also have the opportu- nity to try their hand at Pontiac College Classics, a collection of col- lege basketball's greatest games and moments. From playing the overtime period during Michigan's 1989 upset of Seton Hall in the national cham- pionship game to recreating Cham- inade's shocking victory over No. 1 Virginia in 1982 to Duke's two-sec- ond miracle in the 1992 Elite Eight against Kentucky, the gamer can do their best to come out on top. After winning each moment the teams from that game are unlocked for use at any time. Overall, EA Sports "NCAA March Madness 2005" is once again much improved, and its ability to put con- trol of the game in anyone's hands will win more casual gamers over. In other games, play calling is difficult and was left to hardcore gamers or die- hard basketball fans. The "Floor Gen- Fr ,lli'. .v~v. ' s Game version of hit film By Ryan Guerra For the Daily VI D OG;A MI:R EV IEW** Traditionally, videogames inspired by movies always seem rushed in order to capitalize on the "hype" that goes along with the movie. Game designers think that they can throw the gamer into the movie world with- out the necessary tools needed to enjoy completing the game. Sadly this is far from true. Games are more than just story, cinematic scenes and cool characters. The enjoyment factor for many games often comes down to something as simple as control. The THQ game "The Incredibles" illus- trates this point. "The Incredibles" game mimics the movie world exactly. It tells the story through the The various levels and Incredibles several animated PS2, Xbox, cut scenes. These Gamecube and PC scenes, though at THQ times a little dark and grainy, are on par with the film itself. The graphics of each level actually look, and more i4 We are The Toyota Technological Institute at Chicago, whose mission is to achieve international impact through world class research cHIcAGO ' and education in fundamental Computer Science °cAL and Information Technology. We are now accepting applications for programs leading to Master's and Ph.D. degrees in Computer Science. Programs begin Fall Quarter 2005. Located on the University of Chicago campus, students are able to cross- register for University courses. Tuition assistance/stipends for living expenses are available in the Master's program. Ph.D. students receive full support without teaching requirements. The Ph.D. program is highly selective - only a small number of positions are available. 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Furthermore, there are many extras, such as charac- ter artwork, that can be unlocked by finding them in each level. This pro- vides a little more incentive to explore the linear, yet large, levels. But the real appeal to this game is the chance to play as the "Supers" themselves. Playing as Mr. Incred- ible and family provides an endearing experience that any fan of the movie will love. Sadly Frozone is a nonplay- able character. The characters retain their screen personality through the use of their various superpowers and witty tue-liners. However, this enjoyment ecomes short lived when the super- powers and quips become overly repetitive. Similarly, the "hack and slash" gameplay grows redundant and overly simplistic. Although they hamper the overall experience, these are small problems that can be played through. While there is nothing particularly difficult to understand about the con- trol scheme, the camera and targeting system are lackluster. The game targets enemies automatically and only those enemies that are on screen. While this may not seem like a problem, it becomes irritating when the game is target-locked on an enemy across the room rather then the one actually punching Mr. Incredible. The camera follows the game character even at the expense of losing an enemy off-screen. It's especially frustrating during boss fights, making them too hard to beat for average 9-year-old, or in this case, 22-year-old, is capable of. Also, sim- ple puzzles like swinging and jumping to platforms becomes frustrating due to the horrible camera. This problem really makes for an unentertaining and downright frustrating time spent with the game. Yet another movie game with poten- tial falls short, not because of lack of movie content, but rather because the foundation the game engine is built on is flawed and unrefined. 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