Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Monday, December 12, 2011

Guitar Hero



Summary

Guitar Hero is a series of video games where players use guitar-shaped game controllers to play music. They read the frets and notes on the video screen or television and simulate playing bass, rhythm guitar, and lead guitar to popular music. They must match notes that scroll across the screen to matching fret positions on the guitar controller. By doing so, they are strumming the guitar. A player’s accuracy earns points. Different modes of play allow players to make music by themselves or in a group as a band. Games can also be played competitively.

Evaluation

Having a video game like Guitar Hero in the library is a way for members of the community to have fun consuming content at the library and socializing with staff and each other. Guitar Hero is a rhythm game, and there some studies have suggested that rhythm games help improve the reading skills of ADHD students, as well as strengthen neural networks involved with reading and paying attention. The game requires hand-eye coordination and following directions to create rhythmic movement and sound. The selection of music varies widely, but most music would be considered pop and rock. They are songs instantly recognized by players. The players can customize their on-screen appearance, and the scenes change as the “band” plays different venues. Guitar Hero can be played on Playstation 2 and requires additional guitars; for this reason, Guitar Hero is a rather expensive game for a library to purchase. However, the benefit of involving young people with library activities is great.

Guitar Hero video games are often available for checkout at libraries.

Why I included this game

Guitar Hero is a lot of fun. While it takes a little while to get used to playing the “guitar” game controller, once you get the hang of it, it can be quite addicting. I am happy to see libraries embracing the idea of providing rooms to play such video games and setting up tournaments for their patrons.

Sunday, December 11, 2011

Burnout 2: Point of Impact


Summary

The beginning of the game is a driver’s training, which shows players how to drive and play the game. Then, the game offers a large selection of fast-paced races, chases, and crash courses. Players learn how to boost, which is the turbo charge shown on the lower left side of the screen with a meter. Players also learn how to manage burnouts, which is when you lose all turbo power. This training prepares players to play the game. The purpose of the game is to drive as fast and as recklessly as possible. Players then play a series of courses before engaging in a head-to-head race against a car. Then, a chase session begins. Points are accumulated by how many things players collide with.

Critical Evaluation

The game’s special effects and graphics are excellent. The variety of scenes and courses is wide and interesting. However, players complain that while some races offer exciting episodes of drifts and close-car traffic jams, the game lacks opportunities for jump and crash sequences. Players are allowed to customize their car’s color, but the ability to custom tune and modify car parts is lacking, and as a result, many of the cars’ driving performance are alike. Sound effects, such as changing gears, hitting turbo, and crashing, are realistic. The background music parallels the intensity of the driving. There are many ways the game could be improved, but for players seeking the thrill of driving fast and crashing cars, Burnout 2 is an entertaining game to play.
 
Burnout 2 is available at many libraries for play or checkout.
 
Genre

Video Game
Action

Why did I include this title?

I found an article about the New York Public Library (http://www.nytimes.com/2008/03/22/books/22games.html), and how this game was being played in the lobby on Friday afternoons. What?! The NYPL? With the lions in the front? Yes. And it has received positive attention. It is a positive way to get young adult patrons into the library and to see the library making an attempt to reach them.

Saturday, December 3, 2011

Super Smash Bros.


Summary

Super Smash Bros. is “a brawling, battling, action-packed video game that features a varied roster of characters for four-player simultaneous melee,” according to its official website. Players choose their characters; some choices are classic Nintendo characters such as Mario, Link, Zelda, and Peach. When players hit their opponents, their damage meter builds up and is represented by a number in the bottom corner. When more damage builds up, the opponent flies farther back each time he or she gets hit. Eventually, players are flying around the screen and can fly off in any direction. There are different modes of play, and in some modes, when you KO (knock out) an opponent, you earn points. The bouts are timed and the purpose of some modes is to see who can shoot their opponents off the screen the most times during a timed interval. There are different worlds or stages where players can choose their battle settings to be. For example, there is a desert, space, castle, and summit. Libraries with Wii systems can set up an event through a gysystem site (like http://aadl.gtsystem.org) so players in their library can play with others around the world.

Critical Evaluation

While setting up a gysystem site and creating an event is free of charge, the library must purchase a Nintento Wii system with controllers and have a screen available. A Super Smash Bros. Brawl Tournament most recently took place on November 12, 2011, which was designated as National Gaming Day @ your library by ALA. Information about this day can be found at http://ngd.ala.org/. While some people might argue the relevance of video games in libraries, this site explains, “what comes through loud and clear is that National Gaming Day @ your library continues to strengthen communities and bring diverse groups of people together. As the heart of the community, the library remains the most viable institution to bridge generational gaps, enable new social interactions, and reinforce positive connections in a truly inclusive environment.” According to this site, 27,767 players participated in NGD11, and 39 libraries participated in the 4th National Super Smash Bros. Brawl tournament. One benefit that excited players was playing with others across the country. A librarian at Commerce Township Community Library in Michigan commented, “The teens LOVED it when I could look at the Smash screen and tell them 'Your opponents are in (insert state name here).'  It opened up a whole new world for them. Also, there was one boy who attended with an older sibling and had special needs.  He was neither chronologically nor developmentally a teen, but the teens adopted him as one of their own, allowing him to have his turn and play alongside them.  I was so proud of my teens!!" Therefore, while Super Smash Bros. is not a book, it is serving as a way to bring people, especially teens, into the safe harbor of a library and letting them see their libraries in a new light.
 
Super Smash Bros. is also available to patrons for check-out.
 
Genre

Video Game
Action

Why did I include this title?

Before researching this topic, I had no idea that the ALA had an initiative to celebrate and promote gaming in libraries. Obviously, libraries are much more about books. I found this information at http://ilovelibraries.org/gaming/ and http://ngd.ala.org/. There is a library press kit with downloadable posters and other information to promote the event, and libraries of all types are invited to participate. I wish I had known about this event this year so my library could join in the fun.