Archives For March 2010

Originally published in The Daily Toreador.

When the original “Red Steel” launched alongside the Nintendo Wii back in 2006, it was highly anticipated. Marketing and hype made it seem like a potentially genre-changing first-person shooter, brilliantly combining swordplay with gunplay.

Unfortunately, it sucked. Pretty badly. The disappointment stung a lot of new Wii owners, and we felt as if a dream was shattered.

Now, I want you to forget that game ever existed, because “Red Steel 2″ is absolutely nothing like it.

The only thing connecting “Red Steel 2″ to its predecessor is the concept you use both a sword and a gun regularly. Everything else, from the art style, gameplay, story and quality, is totally different.

While the first game tried to utilize realistic (for the Wii) graphics and a super serious story about a stolen fiance and the Yakuza, “Red Steel 2″ takes a much more artistic approach with cel-shaded graphics. Rather than bouncing between Los Angeles and Tokyo, the game takes place in a sort of fantasy/science-fiction Western environment, where the East meets the Old West.

This setting actually turns out to be quite interesting, but unfortunately we don’t get to learn a ton about it. The story, although present, definitely takes a back seat to the action, and only average voice acting performances don’t help move the plot along.

Since the bulk of the game is devoted to action, the good news is the gameplay is actually really good this time around.

I should start off by saying the game requires a Wii Motion Plus peripheral for the Wii Remote. If you’re like me, you already had a couple of these lying around after purchasing “Wii Sports Resort,” but if you don’t already have one, you can buy a bundle that includes “Red Steel 2″ and a Wii Motion Plus for $60, only $10 more than the game by itself; a good value, considering a Wii Motion Plus on its own costs $20.

The developers at Ubisoft really put the Wii Motion Plus to good use, delivering a gameplay experience superior in every way to the original. Shooting is smooth, allowing all the accuracy you need to pull off tough shots, and the swordplay is frantic and accurate. In fact, I never felt like I struggled with the controls at all.

I will say, though, the first thing you should do when starting up the game is mess with the control settings. There’s a large array of customization options &- from rotation speed to sensitivity to the size of the bounding box &- but they make it easy to mess with them until you get everything the way you like it. I had to change everything quite a bit from the default settings (I like a really small bounding box and a fast rotation speed), but once everything was customized I was extremely happy with the controls.

You point and shoot just like you would in any other Wii FPS, but you can also swing your sword at any time by simply swinging the Wii Remote. It’s extremely intuitive and works really well. Your arm might get tired, but I had a lot of fun even when playing for hours at a time.The mission structure is surprisingly open, and is somewhere between a linear shooter and an open-world experience. You’re still confined to moderate-sized levels, and once you finish them you can’t go back, but you’re given quite a few options as to which direction to head in, which mostly encourages you to do side missions.

You don’t gain experience or level up, but you do collect money which you can use to improve your skills and buy new weapons, so there’s certainly some character progression throughout the game that keeps things interesting. Some of the later moves you learn, for example, look really cool and make combat even more fun.

“Red Steel 2″ is a game very set in its fantasy ways. Late in the game, you even have a few battles underwater, in which you’re not only just as fast as always, but you’re also still able to fire your guns. But the ridiculousness really plays to the advantage of both the gameplay and the story. Your character acts the part of an anime-Western badass, and you love him for it.

The main game will probably take you between eight and 12 hours, and after that there’s not much to do. There’s no multiplayer whatsoever, but that’s probably for the best. It allows for a more polished single-player experience.

All in all, “Red Steel 2″ is far and away a better product than the original, and a darn good Wii game to boot. If you have a Wii and have been at a loss lately for what to play on it, “Red Steel 2″ should definitely be a contender for your next purchase.

Originally published in The Daily Toreador.

When it comes to politics, I tend to be pretty conservative. When it comes to life and learning, I tend to be very Christian. C.S. Lewis is my hero, and I don’t care who knows it.

But a lot of recent events, including this fiasco with the new Texas curriculum, almost have me embarrassed to call myself a Republican.

The Texas State Board of Education has approved large changes to our state’s public school curriculum, which has been severely criticized for being extremely right-leaning. The entire situation is controversial to say the least.

After the vote, Don McElroy, a Conservative member of the board, said the board is trying to add balance to our nation’s curriculum, stating “academia is skewed too far to the left.”

Now, I wouldn’t necessarily disagree that a lot of things in our country, from school books to media networks (Fox News excluded, obviously) lean to the left at least every now and then. However, trying to balance that out by making more things lean way to the right (a la the afformentioned Fox News) just seems absurd.

More than anything, I disagree with the extreme measures being taken to create this lean in the first place. For example, in what appears to be an effort to cast doubt on the idea the Founding Fathers wanted the United States to be a secular nation, former President Thomas Jefferson is not included among a list of influential intellectual writers. Jefferson was a deist (believing in a god but not necessarily the Christian God) who helped spur the idea of separation of church and state.

Jefferson is being replaced by the likes of Catholic philosopher St. Thomas Aquinas and anti-Catholic law scholar William Blackstone.

According to a New York Times article on the subject, there also will be a more positive spin on anti-communism during the Cold War, with Communist witch hunter supreme

Joseph McCarthy seeing at least slightly more positive light than he has in the past, stating the later released Verona papers “confirmed suspicions of communist infiltration in U.S. government.”

So a man for whom we’ve coined a term for reckless accusations (“McCarthyism,”) and who no doubt falsely accused many people of being communist, ruining their careers, will now be supported and treated as something of a fallen hero? Seriously?

Look, people from both sides of the political fence are going to screw up sometimes. You don’t see many Democrats trying to defend the affair of Sen. John Edwards by saying, “It’s OK, because his wife was crazy and paranoid.” Republicans should not try to defend McCarthy by saying, “There were at least some real communists inside the U.S.” It’s a bad strategy.

There will also be changes to terminology. “Capitalism” will be replaced with the term “free market,” for example, as it has better connotations.

The problem with all of this (well, OK, one of the many problems) is that it reeks of desperation and fear. Conservatives in high places are worried about the direction our country is taking, and so they’re panicking by making textbooks as Conservative as they can. Want to raise future Republican presidents? Make sure they believe that conservatism is the best choice.

What they don’t understand is that they’re only going to end up raising ignorant children.

It’s the same problem we face when trying to force the theory of evolution out of schools. If children don’t know about arguments from all sides, then they’re going to be much more easily influenced than if you try to keep them in a bubble.

If we &- both Democrats and Republicans, Christians and non-Christians &- don’t allow for other views in our society, then we become the church in the 1600s, notorious for trying to enforce the geocentric view of the universe. Never mind the fact Galileo, defender of the heliocentric model, was a Christian, or the fact rival geocentric scientists were ultimately more responsible for Galileo’s fate than the church, the church is made the enemy purely because it was, as a whole, stubborn.

History, science, theories and fact aren’t always going to support our views as much as we would like. But the only way to truly better ourselves in the long run is to not try to sweep unwanted ideas under the rug. If your view is the right one, is should stand the test of time in the end. I know I, personally, am confident enough in my ideas that I don’t need to run from conflicting theories. I don’t need to alter science or history in order to make my arguments stronger.

As someone who was homeschooled in high school, I already was considering teaching my future children at home, purely because I believe it can (though doesn’t always) lead to a better learning experience. Now, however, I have another reason to do so. Apparently, if my children are going to learn real history in Texas, I’ll have to teach it to them myself.

Originally published in The Daily Toreador.

I come to you today with a confession: I’m a point addict.

Part of it may be my Y chromosome, but I love competition. I used to strive to have the highest grades in class not just because I like being smart, but because I liked knowing I could do better than everyone else. I love high scores, and I’ll sometimes play Xbox 360 games longer than I would like just so I can pad my oh-so-precious Gamerscore total, which is thousands of points higher than most people on my friends list.

There’s a part of me that seriously wonders: if life were more of a game, would I be doing better at it?

Let’s face it; I’m not the healthiest guy on the planet. I can blame growing up with an auto-immune disease for some of that, but I certainly don’t eat as well as I should or exercise as much as I could. Thing is, I often find it hard to find enough immediate incentive for doing such things. Sure, in the long run I’ll live longer and keep my girlfriend happy by looking better, but in the short term eating an entire box of Thin Mint Girl Scout cookies sounds really good right about now.

Several months ago I was flipping through an issue of Wired when I came across an article about Nike+iPod, or just Nike+. It’s an interesting Nike “smart shoe” that connects to your iPod and calculates things such as your distance, pace, time and calories burned as you run. When you’re done running, you can upload all that data to the Nike+ server where you can set goals, attempt challenges and compare data with friends.

Now, I actually liked running already. For as nerdy as I am and as much time as I spend indoors, I’m proud I can run a mile in just more than 10 minutes. But these Nike+ features threatened to turn running into something more for me.

Nike was going to turn working out into a game.

This shouldn’t sound entirely new to anyone, even if you aren’t familiar with Nike+. Chances are you’ve at least heard of “Wii Fit,” which did something similar. And sure enough, “Wii Fit” had me doing push-ups and yoga poses in front of my TV for awhile. But Nike+ boasted some more interesting features.

For example, the Wired article talked about how certain businesses were going to start offering bonuses to their employees who met certain Nike+ goals. You could earn points and exchange them for, say, gift cards. Why? Well, think about it. A lot of businesses provide health insurance to their full-time employees. If their employees are healthy, and require less medical help year-per-year, rates might go down. The insurance company sure isn’t complaining.

During the weekend, The DT’s tech critic, Timothy Poon, directed me to a video from this year’s DICE summit &- a sort of symposium for game developers to talk about game design. The video in question was a half-hour talk by Jesse Schell, a professor at Carnagie Mellon University. The presentation was titled “Design Outside the Box,” and it discussed gaming beyond Facebook, beyond “FarmVille” and “Mafia Wars.” Where is gaming going? His answer: life.

He theorized a world where you score points from toothpaste companies for brushing your teeth for a full three minutes. A world where Dr. Pepper gives you bonus points for drinking their product five times in one week. A world where you unlock achievement points after reading 500 novels or helping the environment by using public transportation. After all, technology is getting so small and so affordable that it will soon be pretty easy to keep track of all of this and more.

On one hand, this paints a rather scary picture. It’s not hard to envision a corporate Big Brother where our every move is monitored and influenced. Schell used examples like tattoo ads, that if placed on your body with e-ink and always visible, could earn you revenue as well as bonus points in the game of life. Kind of a scary thought, that humans might be tricked into becoming walking billboards.

But on the other hand, he says, what if such “game” systems could make us better people?

The advantages of incentivizing things like exercise and recycling are fairly obvious &- any method that could encourage people to do things like these should be examined. But Schell also considers this: Would we be better people just because we know we’re being tracked, measured and judged? That our children and grandchildren might have a record of all our stats? Of where we were in the ultimate global high-score board?

I think there’s definitely a line somewhere, and we’ll have to figure out how far is too far when it comes to tracking our lives. However, I know that I, personally, would be healthier, stronger and maybe even smarter if there was a greater incentive of some sort. Maybe there’s something to the idea of turning life into a literal game, so long as we don’t go overboard.

Originally published in The Daily Toreador.

For fans of RPGs and Greek mythology, “Glory of Heracles” for the Nintendo DS seems to have a lot to offer. After all, Nintendo is known for publishing some fantastic games on their handheld, and the “Heracles” series has been around in Japan for some time now (although this is the first game to make it to North American shores).

The story begins when a young boy washes up on the shore of Crete, with no knowledge of his past or even his name. However, he soon discovers he is immortal and bands together with a few other immortals to try to discover why they all seem to have been gifted by the gods of Olympus. The story can be incredibly generic at times, but it also has some nice touches of humor, and the mythological setting could appeal to a lot of gamers.

The gameplay is competent enough, boasting a rather typical turn-based system with a few twists thrown in as an effort to differentiate itself from other RPGs. At the start of each round of a battle, you select actions for each of your party members to perform &- be it simply attacking, using a magic spell, etc.

This is standard RPG fare, but the way magic works is a little different. In addition to a character’s person pool of MP, you must draw on a set amount of ether that is present in each battle. Different types of ether relate to different types of elements (fire, water, etc.) and the ether totals change as magic is used and the battle moves forward. If there isn’t enough fire ether to cast your fire spell, for example, you may pay for it with a serious blow to your health bar.

In addition to this, you have the option of playing a sort of mini-game every time you cast a spell. These are extremely simple exercises that use the DS’s touch screen and stylus, and mostly relate to you tapping symbols in a specific order or furiously hitting a circle in order to charge up power. Successfully complete a mini-game like this and your spell will be more powerful than normal.

These sorts of touches can be interesting and provide some good depth to a fairly technical combat system. However, much of the first half of the game is so easy that a lot of it feels moot. It isn’t until later that the difficulty ramps up &- particularly in boss battles &- and you find yourself really needing to watch things like ether levels.

But “Glory of Heracles” has a rather major flaw in that it doesn’t do a good enough job of standing out amongst the RPG greats that the DS is populated with.

Even as a big fan of Greek mythology, I often found it hard to care about the story. And although the gameplay does its job, it doesn’t feel fresh enough to keep me coming back. I found that when playing it, I would sometimes get addicted to leveling up my characters and optimizing their equipment, but after I set it down, it was hard to convince myself to pick it up again.

The problem isn’t really with “Glory of Heracles” itself. The game does a lot of things right. But the DS market is so full of great RPGs, many of which are also published by Nintendo. “Mario and Luigi: Bowser’s Inside Story,” for example, was one of last year’s top games across all platforms. And with the promise of more huge games, such as a new “Golden Sun” title coming soon (hopefully by the end of this year), it’s as easy as it used to be to care about RPGs that are anything less than superb.

“Glory of Heracles” feels a bit average, but there’s still some stuff to be liked here. If you’re a huge fan of Greek mythology, or if you absolutely need a handheld game to satisfy your RPG lust, this should satisfy you. But if you’re looking for one of the best RPG experiences you can have with your DS, this probably isn’t it.

Originally published in The Daily Toreador.

So you liked “Avatar” in 3-D, right? A lot of people did. And it’s partly for that reason many companies are doing their best to bring 3-D viewing into the living room. Most upcoming 3-D-enabled TVs seem heavily problematic, partly because of their requirement of special 3-D glasses.

What if you could have that sort of 3-D effect on a handheld gaming system, though?

Better yet, what if you didn’t need glasses to get it?

In a somewhat weird move, Nintendo is going in that direction with its upcoming Nintendo 3DS.

Announced via Japanese press release while most of us were sleeping Monday night, the 3DS, which is assumed to be a working title, is expected to launch sometime during

Nintendo’s next fiscal year, which runs from April 2010 to March 2011. It will have a display so that games may be “enjoyed with 3-D effects without the need for any special glasses.”

It will also be fully backwards compatible with the current DS games, meaning all the games you own now will work on this new system.

From this, we can obviously assume the system has two screens, and we should probably assume it will have two cameras as well, like the current DSi hardware.

It’s important to stress, however, this will be an entirely new line of Nintendo hardware.

Meaning this will not be just another DS with new features in an effort to make you spend money again (a la Apple’s iPod Nano approach of redesigning existing hardware).

The most recent reports as of this writing &- particularly coming from Nikkei.com &- also indicate the new hardware will have a “3-D joystick” (so, analog stick?) and force feedback.

There’s also a good chance it will have an accelerometer built in so the system can detect your tilts and movements, similar to the way certain Wii and iPhone games work. The system will also have better wireless capabilities and battery life.

This is important to note because Nintendo is launching a new version of the DS, dubbed the Nintendo DSi XL, in North America a mere week from now. That’s right, Nintendo is announcing the technology they’re releasing next week will likely be obsolete this time next year.

The DSi XL, which is really just a DSi with much larger screens (think Kindle DX. For some reason people still assume bigger immediately equals better), wasn’t a sell for me anyway.

Now I definitely have to advise against purchasing it, considering new hardware is on the horizon.

The fact a new generation of handheld hardware from Nintendo is coming surprises no one. We’ve been expecting such a confirmation for a while now. But there are a couple weird things about this particular announcement.

The first is the fact it uses 3-D. Nintendo has notoriously shied away from including high-definition display into their gaming hardware, even today. So it’s funny they’re deciding to emphasize the fact their new device will be 3-D. Nintendo isn’t generally known for jumping on technology bandwagons.

It does, however, harken back to Nintendo’s abysmal failure of the past &- the Virtual Boy &- which boasted amazing 3-D graphics viewed in a visor-like system. However, the device did more to burn out people’s retinas than give them a fun experience.

The second weird thing about this announcement is how minimal it was. We’re a few short months from this year’s Electronic Entertainment Expo, which is where this device will apparently make its grand debut. But Nintendo felt the need to send out a press release saying, “Our next handheld will be 3-D. Think about that for awhile, because we’re not telling you anything else.” It’s just a sort of weird move.

Some have speculated the field of depth Nintendo will offer won’t be like a 3-D movie, where images pop out at you, but rather will trick your eyes into seeing depth that goes down, into the screen rather than out of it. I guess we’ll have to wait and see exactly what Nintendo has up its sleeves. Considering these are the people behind the Wii, anything is possible.

All that said, there’s plenty of reason to start getting excited about Nintendo’s next big thing. Even with strong competition from the Sony PlayStation Portable and Apple’s iPhone, Nintendo still reigns supreme in the world of handheld gaming. I’m really excited to see what the future of portable gaming holds.

Originally published in The Daily Toreador.

Let’s get something out of the way right off the bat: If you only like video games with lots of action in them, you are going to hate “Endless Ocean: Blue World.”

“Endless Ocean: Blue World” for the Wii is actually a sequel to the 2008 original “Endless Ocean,” and I would say this new product is an improvement in many ways. However, the core concept is entirely the same. You are a scuba diver intent on exploring the sea and examining the various underwater landscapes and wildlife.

The game, like its predecessor, has a major selling point of being incredibly relaxing. You can play the entire game with one hand, using only the Wii Remote (no Nunchuck required, though you can use the Classic Controller peripheral if you’re so inclined). The lack of action means you can just sit back in your recliner and chill out for a while, swimming with dolphins without ever having to leave the comfort of your home.

Now, this may sound boring to you, and for a lot of people it probably will be. However, there’s something extremely compelling about the exploration aspect itself.

I’ll be honest when I say I didn’t really care much to read about the many, many varieties of fish I encountered, though the game is filled with tons of educational information if you care to learn anything as you play. But I enjoyed sitting back and exploring my surroundings, getting a little excited if I found a sunken ship or anything else interesting.

I say there’s no action, but I guess that’s not entirely true. You have to worry about a couple of things. One is air, as your scuba tank can only hold so much and you need to resurface before you run out.

However, as you progress through the game the amount of air you are able to take gets significantly larger, and resurfacing is a mere menu option away even in the worst cases, so you never have to stress much about drowning.

The other worry is more dangerous creatures, such as sharks and killer whales.

Occasionally they won’t be too happy to see you, and will try to attack. But even this sort of encounter isn’t met with violence or frantic chase scenes. Instead, you merely pull out a gun-like device that will not only calm down hostile ocean life if hit with enough shots, but will also heal sick or injured fish you may come across.

The game is obviously pro-ocean, and it shows. On top of being extremely educational and entirely lacking in cases where you cause harm to living creatures, you even run into a few environmental sermons, telling you about some of the awful things humans sometimes do that end up killing fish.

That said, there is a definite improvement over the original “Endless Ocean” in that it is, in fact, more of a game this time around. You immediately are thrust into a somewhat fantastical storyline about potentially magical necklaces and sunken castles.

This “Tomb Raider” of the sea style adventure is coupled with a variety of side-missions you can take on, such as guiding tours and collecting gold coins that give you very clear goals and direction. This is perfect for the people who would never be content with merely swimming around aimlessly for hours.

All told, “Endless Ocean: Blue World” surprised me in a lot of ways. I don’t typically care too much for the ocean (though let’s be honest, dolphins are awesome), and games that are slow-paced can be rather hit or miss, but I really enjoyed my time with this one. The exploration aspect was just too addicting.

It’s definitely not a game for everybody, but if you’re looking for something relaxing to help pass the time, this might be a solid choice. It may appeal more to the casual gamer or to the sort of person who loves games like “Myst.” Or maybe it would be something enjoyable to do when you’re smoking hookah by yourself on a Thursday afternoon. You know who you are.

Originally published in The Daily Toreador.

Many students appear to have the idea that because they’re paying for a class, they have the right to try to shape it as they see fit, regardless of what the professor says. I’ve noticed a lot of freshmen with this mentality, but it would be wrong to lump all newcomers together &- students from all classifications have this problem.

It’s a flawed way of thinking. Just because you pay to rent a house doesn’t mean you can knock out all the walls and turn it into a small parking garage. That right isn’t given to you in the terms of the contract you signed when you started renting.

Similarly, as soon as you are handed that syllabus during the first week of class, you’re entering into a contract with the professor, and you need to respect it.

I’ve had the misfortune this semester to be in a class that’s filled to the brim with people who are testing the limits of the professor and TA. It’s a basic class with a review session requirement, and I’m sorry to say the reason I’m in there is because I suck at the subject in question. It is far from my forte, and as such I was forced into a class that teaches the most basic of the basics.

Thing is, almost all my fellow classmates are in the same boat as me &- we really don’t know what’s going on. If they were good at the subject, they wouldn’t be in that class with me. But despite this, many of them think they’re too good for the class, and act accordingly.

Early into the semester, our normal professor was out sick, and our TA was forced to teach the class. Now, I’ll admit, this guy was far from the best at teaching us the subject, but he was trying, and he deserved our respect as the acting professor.

At least three quarters of the class walked out. They just stood up and left in a mass exodus.

The next class day, we had a substitute professor instead. Now, this guy knew what he was doing. I might even argue he was better than our normal professor. Yet again, people decided they didn’t have to respect the rules of the classroom and decided to leave. When the substitute got on their case about this (he even wrote one woman’s name on the blackboard), the rebels complained, furious a mere substitute would dare try to tell them how to behave in their class.

If this was the whole story, it might not be a huge deal. Sure, the disrespect some of these students have for people in authority made my blood boil, but it didn’t really affect me, and thus wasn’t really my business.

During quizzes, some of these students have the audacity to complain they were never taught the material covered on the quiz and ignore the simple fact that the material was taught. They just don’t remember learning it because they walked out of the lecture.

One guy flat out refused to take a quiz. He turned in a blank sheet of paper just because he did not believe that he had been taught how to answer one of the questions (by the way, he had. I was there). Rather than trying his best, he decided to storm out and make a statement.

Half the class cheered as he left. I said nothing, but shook my head at the audacity and idiocy of those who were celebrating. Is that truly what our society really values here at Tech? “Sticking it to the man” by refusing to do your work?

For no less than three weeks, fellow students sitting next to me kept asking extremely simple questions that they would know the answers to if they would just come to class.

One student in particular asked the same question every Thursday for a month. The information just never sank into his brain.

At that point, their behavior wasn’t just affecting themselves or the professors &- it was annoying the crap out of me.

I can understand if you’re not fond of certain professors or their teaching styles. That’s perfectly fine. But you usually can tell if that’s going to be the case within the first week or two. You have plenty of time to drop the class, even receiving a full refund if you’re quick enough to do so.

Yes, the professors on this campus are here to serve you, but not to be your slaves. You do not have the right to complain about required attendance or the lack of flexibility of due dates. Your professors have the right to teach as they see fit, whether you like it or not. If enough people don’t like it, that will be reflected in the semester-end evaluations and something will be done, but for goodness sake, people, be reasonable about stuff.

If you don’t like the way a class is being run, drop it. If you decide to stick it out, then be respectful, come to class, pay attention and remember your place. You’re not the one in charge in that classroom, no matter what your ego tells you.

Originally published in The Daily Toreador.

“The Legend of Zelda” has been around for a long time, and although the series always has been known for extremely high quality and great innovation, its formula hasn’t really changed in the 20-plus years it’s been around.

Playing as the iconic Nintendo hero Link, you explore, you find dungeons, you solve puzzles, you get items, you fight bosses and you save Princess Zelda, if not the entire world.

Long-time fans of the series usually can predict exactly how certain aspects of a “Zelda” game will go, and “The Legend of Zelda: Spirit Tracks” for the Nintendo DS is no exception.

However, “Spirit Tracks” tries to build some of the innovations introduced in its Nintendo DS predecessor, “Phantom Hourglass,” and it manages to trump that game in many ways.In both games, you use the DS stylus almost exclusively, touching the screen to make Link walk, run, interact with objects and fight monsters. This still works surprisingly well, and it’s a great showcase for why the DS is a great portable gaming system.

But one of the greatest flaws in “Phantom Hourglass” was it could get repetitive, and Nintendo thankfully has solved much of this via better pacing of the main adventure. The story and action move along well, and things usually manage to remain fresh.

The story takes place 100 years after “Phantom Hourglass,” which was a sequel to “The Wind Waker” on the GameCube back in 2003. As such, this is a completely different Link and a completely different Zelda, thus making the “Zelda” series timeline even more weird and confusing.

But in the end, that’s OK, because Nintendo manages to tell a good story in this world.

You’re just probably better off not trying to find out how it fits in chronologically with the original game on the NES from the ’80s. All you need to know is you’re trying to stop the resurrection of a demon king, and you can only do that by restoring train tracks across the world.

Yes, weird. But surprisingly effective.

There are a few neat innovations in the game here and there. One of the most notable is the fact the titular Princess Zelda actually accompanies Link throughout most of his adventure across the land of Hyrule.

She often shows up to speak her mind or offer some advice, but in certain sections of the game you actually can direct her movement with the stylus, allowing her and Link to work together to battle enemies and solve puzzles.

It’s sort of amazing that in all these years, Zelda never really has had such an active role in the games that bear her name, but at least she gets to shine a little in “Spirit Tracks.”

The “Zelda” series has also been notable for its use of musical instruments, especially since “Ocarina of Time” on the Nintendo 64, which prompted many nerdy children worldwide (myself included) to purchase an ocarina.

“Spirit Tracks” lets you play the Spirit Flute, and although its songs aren’t quite as catchy as those from the series’ past, the way you play the flute tops anything that came before it.

You actually blow into the DS’s microphone and slide the flute left and right using the touch screen. It feels far more like playing an instrument than pushing buttons does.

But the game sadly isn’t without its flaws, and ironically the biggest flaw is the thing that was supposed to be the biggest deal: the train.

Sure, it’s cool to see Link riding a train around this fantasy world, but it makes moving around the world far too constricting. “Zelda” games of old had huge, fascinating world maps full of secrets and little side things to occupy yourself with when you weren’t on your main quest.

In “Spirit Tracks,” you have no such freedom. Your movement is limited to where the train tracks can take you. And riding around on these tracks can be slow and incredibly tedious.

As such, I hardly spent any time doing side quests or “exploring” Hyrule, as it was more of a pain than anything else.

Everything else is great. The dungeons are fun, the puzzles are tricky and the combat works well. But the entire method for traveling to dungeon to dungeon is a huge bummer.

In addition to the sizable single-player story, there’s a multiplayer mode for up to four players with only one copy of the game required. However, I will probably never touch it again. It’s honestly nothing to write home about.

But even with these blemishes, “Spirit Tracks” is a great experience, particularly for a handheld system. It definitely will please series fans and is easy to recommend to a large variety of gamers.

Originally published in The Daily Toreador.

If you bought “Resident Evil 5″ when it launched in March 2009, you probably played your fill and already shelved it.

It’s almost certain the game’s first piece of downloadable content &- an ill-conceived and poorly executed “Versus” mode &- didn’t draw you back in, especially when better online hits like “Modern Warfare 2″ showed up later in the year.

But there may be a good reason to dig out your copy of the zombie-themed survival horror game, as Capcom’s latest attempts at downloadable content seem to be a big improvement over the last.

Capcom’s newly released “Lost in Nightmares” downloadable chapter is filled with fan service for long-time followers of the “Resident Evil” franchise. The episode takes place during what was a flashback scene in the main “RE5″ campaign, featuring heroes Chris Redfield and Jill Valentine paired up, just like the good old days.

Whereas “Resident Evil 5″ featured a lot of outdoor African landscapes and relatively high-octane action, “Lost in Nightmares” takes things back to the beginning, taking place in a dark, creepy mansion very reminiscent of the Spencer mansion from the original PlayStation classic.

The nods to series veterans don’t stop there. In the roughly hour-long chapter, Jill picks a lock, plays “Moonlight Sonata” on a piano to open a secret passage, you turn cranks and place plates to open doors, and there’s a hidden Easter egg that allows you to play the entire chapter in fixed camera angles. And that’s not all.

If any of the above sounds familiar, “Lost in Nightmares” probably was developed with you in mind.

The chapter requires a copy of “Resident Evil 5″ to play, but it stands entirely on its own.

No items or weapons from the main game carry over, and you can’t even save your game &- not that you’ll need to, considering the length.

It’s a short experience, but you can replay it to earn achievements and trophies, as well challenge yourself with higher difficulties. It’s also light on the wallet, costing a mere $5. If you’re a diehard “Resident Evil” fan, it’s probably worth a look.

“Lost in Nightmares” is available now on both Xbox Live and PlayStation Network, and has just been followed by another episode, “Desperate Escape,” released this week.

If you don’t own “Resident Evil 5″ (or already traded it in), Capcom will be releasing a “Gold” edition of the game Tuesday that includes both episodes, as well as the multiplayer “Versus” mode. A good deal if you like killing zombies but haven’t played “RE5″ yet.