I had a nice visit with the folks from Majesco yesterday and got a hands-on look at some of their upcoming handheld titles. The two standouts, arbitrarily listed in descending order by number of gore-spattering zombie explosions, were Infected for the PSP and Bust-A-Move DS. We covered Infected at E3, and the demo I saw yesterday is the same one they had on the show floor, albeit without the accompanying lines of impatient, unshowered attendees.
The best part of Infected's deathmatch, which I tried out against one of the game's principal developers, was an innovative combo system that rewarded me for taking out large numbers of enemies at once (it's not just you versus your human opponents--there are also zombies). The worst part of the deathmatch was that this dude totally hosed me. It wasn't even close.
Which got me thinking: developers spend literally thousands of hours coding--and more importantly, testing--their game. Plus, Infected isn't out yet, so this guy was also one of the few Earth humans to have played it for any length of time, at all. Which means that there's a very, very good chance that he's currently the best player in the entire world. Put in terms that any deathmatch veteran can understand: he knows where the rocket launcher is, and I'm trying to remember which button lets me cower.
That said, I've played my fair share of Bust-A-Move. And I put up a pretty good fight before that producer took two games out of three.