Thursday, 28 February 2013

Game Review: Enslaved: Odyssey to the West

Developer: Ninja Theory
Publisher: Namco Bandi Games
Genre: Action/Adventure
Platforms: Xbox 360, PS3 (Reviewed on)

Re-imagining classic stories is hardly new in any form of media. The Lion King was loosely based on Hamlet, Too Human was looser still based on Norse mythology (and was rubbish, if you're interested) and if you squint hard enough (or look in the other direction), the Mass Effect trilogy does have a few parts of the story of Jesus mixed in.

2010 game Enslaved’s sub title pretty much screams the story’s inspiration, the ancient Chinese fable Journey to the West with a little bit more ‘west’ thrown in for good measure, what with a chunk of the game based in a ruined New York City with plenty of tattered American flags dotted about. Beyond main character names and the fact they have to stick together, Enslaved has nothing to do with its ‘source material’, especially as it’s set over 150 years in the future after a global war with the world now dominated by mechs (robots) and humanity reduced to scattered remnants who are constantly being hunted (though this future world is at least more colourful then Terminator’s future world). I'm not even certain they're defiantly heading West, they could be going to Florida for all I know.

Throughout the game, you play as Monkey, for whom both voice and motion capture was provided by Andy Serkis (Gollem in Lord of the Rings). Rather appropriately, he is effectively ‘enslaved’ to help Trip (who I refer to as Cleavage, thanks to her overly tight tube top) who was captured by the Mechs and needs Monkey’s help to return home, though he was really just the overly muscular, unfortunate mug Trip/Cleavage happened to find rather than a mischievous god being taught discipline. Throughout their journey, Monkey keeps seeing visions of the past thanks to the head band Trip/Cleavage uses to keep him helping her, many of which look like they were pilfered from Andy Serkis’ holiday photo album and hint to a later revelation.

Gameplay wise, Enslaved is primarily an action game with a slightly simpler fighting system then the likes of Devil May Cry or Darksiders, lacking a combo meter but keeping the light and heavy attacks, dodge rolls and blocks such games sport. As well as that you’ll frequently find yourself clambering up and down the terrain a-la Uncharted or Prince of Persia (if slightly less smoothly and clearly directed as anything you can climb on flashes) as well as shooting sections from stationary turrets, carrying a gun taken from a mech or using your staff to fire energy blasts and skating over water using your energy board ‘The Cloud’.

Chunks of the gameplay hold up well. Basic combat can be fun but your shield and dodge rolls aren’t always responsive and trying to fight ranged and melee enemies at the same time is an exercise in frustration while exploration is held back by a huge number of invisible walls and contextualised jumping which prevent you from deviating from the pre-defined path, not to mention leaving you rolling against walls or refusing to jump down 3 foot because you’re not quite in the right place. The head band Trip/Cleavage put on you also occasional decides to kill you if you weren’t meant to go off in one direction when Trip/Cleavage is waiting for you to do something for her, though that particular pain disappears later in the game.

Speaking of which, the entire game’s plot ultimately revolves around what Trip/Cleavage wants to do or does to get herself in trouble. You really have no choice in the matter and the fact you die if she does due to the head band at least gives you a good reason to stick with her, rather than throw her in the nearest ravine (there are sections where you have to throw her across gaps, but you can only throw her directly at whatever she needs to get to, much like normal jumping). Throughout the adventure you do warm up to both her and Monkey and Pigsy when he’s introduced later in the game and they are all well characterised  voiced and animated and help bring the post-apocalyptic world to life. Even simple things such as what they call things help make you realize that they can’t quite cope with the scope of what used to exist. While there are plenty of cut-scenes (some of which are awkwardly right after checkpoints so you have to re-watch or skip them if you die), the game never goes nuts on its exposition as the now silent, overgrown landscapes convey enough of the story and if they do need to talk, there’s plenty of times when Monkey and Trip/Cleavage just converse while traversing the world.

As you progress, you’ll have the opportunity to upgrade Monkey’s abilities, though they mostly consist of slightly more damage, health and shields with only a few additional attacks and the game’s difficulty can practically be broken if you upgrade your health regeneration to max as soon as possible. Along with these extra abilities, Trip/Cleavage comes in use to solve puzzles or distract enemies with a hologram so you can get in closer to deliver a killer blow if they’re pinning you down with gun fire. These semi-stealth sections are among the game’s best moments as they’re quick, frantic and easy to play with Monkey automatically taking cover if near something that can provide it, though it can be blasted apart if you don't hurry.

Sadly, Enslaved does have plenty of faults, such as the already mentioned visible walls and occasionally awkward level geometry, but there’s also the camera which draws in too close during combat so you can’t keep an eye on enemies that might be circling you and even glitches out completely sometimes and remains in a place where you can’t see yourself. Combat isn’t exactly perfect and the shooting can be a little clumsy, but these faults can be overlooked to a degree thanks to the story and characters.

If it’s a good action game you’re looking for however, you’re better off looking elsewhere as the combat, as well as many other aspects of the game such as the shooting, are completely lacking in any polish. Story wise, Enslaved is worth playing as it’s a good example of it in gaming.


Verdict: Rent it



Image Credits: nerd appropriate, Monster Vine, Heavenly Nariko, the NextLevel

Sunday, 24 February 2013

New Console Announcement: Sony PlayStation 4



Back in 1995, Sony released something that took the world by storm (in Europe before anyone gets confused) and left little nine year old me in a bit of confusion. At the time, I didn't see the appeal of the original PlayStation, but a later debate I had at college opened my eyes a bit more to it when I realized just how many varied games there were on the platform. True, they weren't all classics but the PlayStation really had something for everyone.

Move forwards eighteen years following the amazingly successful PS2 (PlayStation 2) and the turned around joke the PS3 (PlayStation3) and Sony has officially announced the imaginatively named PS4 (PlayStation 4) and have shown they still don’t really have a single original thought in their heads, but at least they’re getting their act together after the PS3’s desperate attempt to push a difficult to work with chip set.

From a technical stand point, the PS4 seemingly is a very high end gaming computer in both terms of architecture and specs, making up for the PS3’s faults by being easy to develop for and having much more memory to play with (a full 8 GB, which for the non-techies is a hell of a lot). It will also utilize the same Blu-ray discs the PS3 used with up to 50 GB of storage.

Despite all the talk of the console’s specs, the machine itself was absent from the announcement, but the controller wasn't  Displaying Sony’s spectacular imagination for naming, the Dual Shock 4 controller is are modelled version of the Dual Shock 3/SixAxis controller with a few new functions. My main gripe with the old controller has been addressed with the‘R2’ and ‘L2’ trigger buttons now becoming concave and the control sticks have been lowered slightly, though Sony are sticking with the layout of the buttons and control sticks. Joining them is a multi-touch touch pad (akin to the one on the back of Sony’s PS Vita handheld) in the middle of the controller, a small speaker and a‘light bar’ which gives the control some pointing functionality from the PlayStation Move controllers.

Speaking of Move, which can be used with the new system, the PS4 will come with a new version of the PlayStation Eye. In Sony’s usual complete lack of subtlety, the new PS Eye will have some of the functions of Microsoft’s Kinect (nothing’s officially confirmed, but it looks that way), but with the Dual Shock 4 controller’s light bar being watched by the new PS Eye and giving you control of an on screen pointer, it could turn out to be very clever indeed. If the light bar is used in such a way, however, then I struggle to see the point of the controller’s touch pad.

All the techie stuff’s all well and good, but what you really want a video game console for is the games. Just to be awkward, I’ll hold that off for another two paragraph and tell you something else Sony’s added to their new system which they claim is unique but has already been demonstrated by someone else, this time Onlive. Actually, there are two things(and it’s a little unfair to say the second was purely Onlive), but I’ll start with the ‘share’ function. As you play, the PS4 will record the last fifteen minutes of play. If you do something you want to share, you can press the handy‘share’ button on the Dual Shock 4 controller, crop your recorded footage and post it online for your friends to see either on the PS4’s online services or social media sites like Facebook. You can also allow friends or other users to watch you play and, if you really want to, you can hand control over to one of your observers if you’re having difficulty (To give Sony credit, the handing over control thing is actually new, so far as I know).

The next ‘thing’ is the promise of cloud streaming. Sony acquired Onlive’s rival Gaikai in 2012 and are planning on using their streaming technology to not only stream PS4 games to the PS Vita (if you really want to play the game on a hand held which has fewer controls then the game needs) but also stream PS3 games as the PS4 will not run any of your PS3 games(disc based or downloaded). With such a recent acquisition, not to mention the likelihood of people not using the feature much in future, I can’t see many games becoming available through such feature, though I could be proven wrong(PlayStation, PS2, PSP and PS Vita games are going to be available as well at some point, so that could mean no native backwards compatibility at all).

Now the important bit, the games. With every new generation of systems, the fans look forwards to not just new entries in their favourite franchises, but all new games as well. Last time we had the likes of Uncharted, inFamous, Assassin’s Creed, Gears of War and Modern Warfare to name but a few, yet in Sony’s two hour presentation only one totally original game was shown.

While Knack looks like it could be fun, reminding me of my favourite Xbox 360 launch title Kameo: Elements of Power in terms of gameplay, the fact it was the one and only original full scale title worries me. There was The Witness as well, a puzzle game from the same man who made the Indie darling Braid, but that’s a downloadable game, but when even Sony themselves only show off a singular original exclusive title, there’s always cause for concern. The rest of the presentation consisted of the impressive looking (and this time not ‘target footage’) Killzone: Shadow Fall, a trailer for inFamous: Second Son,some sort of creation tool from Media Molecule (who made Little Big Planet), demos of Epic Games’, Square Enix’s and Capcom’s new graphics engines and games that are either already out or coming to current consoles (Watch_Dogs and Destiny). Square Enix also quickly threw in a reminder that a new Final Fantasy title’s in development, though after Final Fantasy XIII and the fact Final Fantasy XIII Versus never seemed to materialize (god only knows what they were actually ‘versus’), I don’t hold a huge amount of hope for it.

Blizzard also came and did a presentation, expertly raising our hopes of a return to something like Starcraft Ghost before revealing they were just porting the behind the times and stupid DRM (Digital Rights Management) equipped Diablo 3 to PS3 and PS4, dashing everyone’s hopes. Bravo, Blizzard, you’ve just lost what little respect I still had for you, though I have a feeling your buddies Activision may have had more of a say in this then you. Mind you, when Bungie was talking about Destiny the guy was flanked by three others who just watched without saying a word, so maybe Activision doesn't trust any of its‘partners’ with original thought.

As I said, Killzone: Shadow Fall looks impressive and to prove it was genuine, the guys from Guerrilla Games showed it off on an American talk show Late Night with Jimmy Fallon after the presentation and let the host Jimmy Fallon have a go (which involved a lot of screaming and shooting air vents). However, as impressive as it looks, it doesn't look like much of a step forwards with only slightly more detail, slightly larger crowds and slightly better lighting then recent PC and console games. Going from PS1 to PS2 was a fairly big leap in terms of system capability, PS2 to PS3 less so but still pretty clear. PS4 games so far and in some cases actually are possible on current systems, the fact the likes of Watch_Dogs, Destiny and Diablo 3 are having simultaneous releases on the previous generation systems as well as a PS4 release prove that point.Development costs will continue to rise, even with the easier to use architecture and that will mean companies will be less willing to risk new ideas and we’ll likely continue the current trend of several big games getting annual instalments with no real improvements.

Sony didn’t mention anything to do with system pricing, though it seems retail games are going to stay at pretty much the same price asthey currently are (a range of $0.99 to $60 was mentioned after the presentation). Free to Play games were also suggested and the rumour of used game blocking was put to rest after the presentation when it was confirmed the PS4 will be able to play pre-owned games. However, we’re not looking at some revolutionary device, merely an evolution on what was already available. I'm certainly interested in seeing more of the PS4 and what games comes out for it, Sony is more likely to take a punt on something unproven then their main rival or most third party publishers after all, but I'm not feeling any real excitement or hype for it just yet. We shall have to see as the vague 'November 2013' release date approaches

Your move Microsoft.




Image Credits: BBC, Engadget, Gamefreaks, Gamerant, theweek.com

Friday, 22 February 2013

Game Review: Star Wars: The Old Republic


Developer: Bioware
Publisher: EA
Genre: MMORPG (Massively Multiplayer Online Role Playing Game)
Platforms: PC

It’s been difficult to avoid Star Wars since the release of the original movie back in 1977. The simple fantasy/sci-fi story of a farm boy facing an evil dark lord to become a galactic hero while accompanied by a roguish smuggler and a sassy princess coupled with one of the best plot twists ever executed are still a joy and wonder to watch today, even if we do have to acknowledge the prequel trilogy’s existance.

With that particular area of the series canon stuffed to the brim with movie, book and game stories which range from the brilliant (Dark Forces and Episode I Racer) to the utterly pointless (The Force Unleashed 2), Bioware opted to try something different when they threw their hat in the Star Wars ring with the original Knights of the Old Republic. Set thousands of years before the films (though to be honest not much has changed), you can explore the galaxy as the Sith Empire and the Galactic Republic continue to plot against each other while pretending there’s a peace.

The Old Republic, the third of the ‘Old Republic’ games is an online game in the vein of World of Warcraft to the point of wondering if Bioware did any original thinking at all (or more likely EA didn’t let them). Anyone who’s played Blizzard’s behemoth will immediately feel right at home to the point of wondering if someone’s just slapped a new coat of Star Wars themed paint on their normal game.

I have to admit, I found I could only tolerate WoW (World of Warcraft) for about a month and fourteen levels, not really enjoying having to battle with others for mission pickups, trying to navigate the not exactly intuitive GUI (Graphic User Interface) and looking like everyone else in the same armour and it seems Bioware lifted almost every element of design and put it in SWTOR (Star Wars: The Old Republic) without considering why it was there or how to improve it. City of Heroes could have taught Bioware plenty of lessons in accessibility and the fact the Global Friends list and Side Kick features of City of Heroes haven’t become mainstream (so aren’t in SWTOR and I even had to make a spread sheet to track all my friends and add them to a new character’s friend list) is criminal. Want to team with a friend who’s ten levels lower then you? First you have to find them on the right server and the right side (Imperial or Republic) and then you have to tell them to level up to your level as you’ll just over power everything they have and they’ll get slaughtered in anything you have.

Standard questing, again, is very much like WoW and most other MMOs (though I suppose WoW wasn’t the first to give you these sorts of quests), consisting pretty much exclusively of killing X number of Y enemies in Z location or collect X number of Y item from Z location/enemies. Disguising the monotony somewhat is SWTOR’s main gimmick, full voice acting of contacts and player characters. NPCs (Non player characters) will vocalize their quests in various quality voices (ranging from well-acted to badly acted to odd alien languages which in one case sounds like the voice actor’s gargling himself to death) and your own character will be able to respond to them at certain points in the conversation with a few different remarks like you can with other Bioware games. Choices here can affect your light side/dark side alignment (clearly flagged) but if you’re having a conversation while on a team, each player makes their choice of response and a virtual dice is thrown to determine who gets to speak. Thankfully, that doesn’t affect your own light/dark choices so even while your teammate is doing something kindly you can still get your dark points for thinking of all the devious things you would have done.

Despite the light/dark choices, you can’t actually change alignment to join the Republic if you’re sick of the Imperials. These choices ultimately just determine if you can use certain equipment, much like your normal attributes and class. Speaking of class, there’s eight standard classes to start off with including Jedi Knight, Sith Warrior, Smuggler, Bounty Hunter, Trooper and Sith Inquisitor. Four classes are available to each side and the opposites are really just mirrors with slight differences (Jedi Knight and Sith Warrior basically being the same thing while Imperial Agents are similar to Smugglers but with Rifles as their main weapons). Once you reach level ten, you’re given the option of training into one of two ‘advanced’ classes for each class, such as Jedi Guardian (Jedi Knight tank with heavy armour and energy shields), Sith Maurader (Sith Warrior with dual lightsabers for damage) and Gunslinger (dual wield pistols for Smuggler), bringing the full total of classes up to twenty four. You can also choose different species depending on your side and class though they don’t bring any significant changes to the game besides appearance and a few dialogue changes. Each ‘base’ class has its own story arc to follow to the maximum level, which are reasonably well written and keep you going in the right direction and towards the right planets (There’s plenty of planets to explore, including the city planet Coruscant, the Sith Empire capital Dromund Kaas, the homes of the Jedi and Sith Tython and Korriban and the planet that appears in pretty much everything Star Wars related Tatooine).

To try and differentiate itself from the crowd further, SWTOR also gives you computer controlled companions to aid you, making some slightly more challenging missions more manageable. They will speak as well and dialogue choices effect there ‘affection’ for you which could eventually lead to romance if you really want it to.

There’s a lot of bad things I have to say about SWTOR, including the clumsy movement that more occasionally then I’d like leaves you stuck on geometry or unable to climb small ridge, the lack of level or team scaling, waiting for mobs or pickups to respawn if someone got to it first, the fact maps are in some cases simply too big and take ages to run around if you haven’t found a taxi, fairly regular crashes (though if you get disconnected while in a team your place is reserved for a while, giving you chance to return) and the utterly pointless space battles, but for some reason the game is compelling to play and with friends it can be quite a bit of fun.

With the game currently being F2P (Free to Play) with the usual cash shop for equipment if you can’t be bothered to play the game for it, that compulsion might just help it keep a few players and maybe get a few subscriptions in the face of all its flaws (and better games getting shut down). However, for an alleged $200 million budget, this should have been far better than it is. If you want to get a good look at an entertainment industry stagnating, have a look at this and consider that it’s aping an 8 year old game because it’s popular when better examples have been available for just as long, if not longer.

Verdict: Worth a go. It’s F2P, after all.

Monday, 18 February 2013

Game Review: Sonic & All Stars Racing Transformed


Developer: Sumo Digital
Publisher: Sega
Genre: Racing
Platforms: Xbox 360, PS3, Wii U (reviewed on), Nintendo 3DS, PS Vita, iOS, PC

 Even though I never owned a Sega Megadrive when I was younger, I used to love Sonic the Hedgehog. I had Sonic bed sheets, lamp shade, curtains, watched the cartoons and read the UK Sonic the Comic for some time, yet I only ever had a single Sonic game, which was arguably the best one: Sonic CD.

Before people think I'm seeking sympathy, I’ll get on with the actual review of the game. Sega’s been in an odd position since they stopped making consoles, always sort of there in the middle distance as they make people excited for the joys of yesteryear making a return before the release of a new Sonic game. Sega’s history is so much broader and more interesting than just its high speed blue rodent and thankfully Sumo Digital stepped in to prove that with this Sega crossover racer.

As the game’s title suggests, Sonic & All Stars Racing Transformed is based on Sega’s many properties with a slight bias towards that hedgehog, letting players take control of Karts driven by Sonic, Tails, Knuckles, Amy Rose and Eggman/Dr Robotnik or if they really must, they can play as characters like AiAi (Super Monkey Ball), Beat (Jet Set Radio), Amigo (Samba de Amigo), Ulala (Space Channel 5), Vyse (Skies of Arcadia) and Joe Musashi (Shinobi). Depending on the platform, there are also exclusive characters such as the Nintendo Miis, Xbox Avatars and even a few of the Team Fortress 2 characters along with spontaneous additions of Wreck-it Ralph from the Disney film of the same name and former Indycar and current NASCAR driver Danica Patrick (likely because she’s the only person to lead the Indy 500 and possess a pair of tits).

So we have the characters and we have the environments covering everything from Panzar Dragoon to Golden Axe to Jet Set Radio mixed in with about five Sonic the Hedgehog based tracks. But next to the mighty Mario Kart, what does Sonic Transformed have that Mario doesn’t? Well, it has three things:

First, each character’s vehicle has three forms that it’ll automatically shift into depending on the track. First is the normal car with the usual abilities to power slide around corners to gain speed boosts and do flips over jumps to gain even more speed boosts. Then you dive off the end of the track and the car will transform into either a plane or a boat depending on the environment ahead. Each form handles differently, with planes rolling, banking and diving all over the place to attack and avoid attacks while boats have to handle dynamic waves though handle slightly sluggishly. The handing over all is very responsive and easy to pick up and enjoy.

Next is the tracks themselves. Think you’ll do three laps over the exact same track? In a number of cases, the tracks will actually change between laps, flooding areas that were dry the previous lap or blowing up bridges and forcing you into the air. Keeping up with the track is every bit as much of a challenge as racing and fending off your opponents.

Speaking of fending off, number three reason. Mario Kart has become a bit bloated with power ups that screw up anyone who dares to lead for more than a minute. While I’m as unhappy about the likes of Bizarre Creations (Project Gotham Racing and Blur) and Black Rock Studio (Split Second) got shut down, what I am pleased about is that the developers there found work with Sumo Digital and brought their expertise and capacity to balance powers to this game. Power ups in Sonic Transformed are balanced almost perfectly, quite similarly to how they were in Blur, with no one item being dominant or capable of ruining someone’s day to the point of being completely uncompetitive. Snow balls can be fired individually or all at once to freeze an opponent, rockets bounce off walls as the Blowfish mine does if it’s fired forwards and rather than the ever annoying ‘leader aimed blue shell’, you can summon a swarm of wasps ahead of the leaders which can be navigated but requires a lot of skill and luck to do so. The power ups aren't perfect though as there’s literally no warning to incoming attacks in a number of cases and the AI takes massive advantage of that fact, but I’ll get to that in a moment.

Sonic Transformed supports plenty of options to play, including a career mode which consists of races, head to head matches, drift challenges and running battles with tanks which reward you stars to progress through the career and unlock new characters. There are also Grand Prix, single race and time trial modes a long with online and split screen multi player.

There are four difficulties to play in the career and grand prix modes, with ‘C’ and ‘B’ class being a bit on the easy side while ‘A’ and ‘S’ provide a greater challenge, but sometimes at the expense of feeling a bit cheap. For example, I normally play as Vyse for his speed and reasonable handling, yet on ‘A’ difficulty I've found myself beaten in a straight line by Amy Rose, whose car stats clearly show she has low top speed. I asked a friend of mine who worked on the game’s balance and it turns out I'm a bit of a namby pamby according to him.

The online play on the Wii U version was a bit spotty for me, occasionally dropping connection midway through a race though that could ultimately be down to rural broadband. The split screen player for Wii U however is excellent, giving players not four but five player action with the use of the Gamepad.

Overall, Sonic & All Stars Racing Transformed is a very good, solid game with plenty to see and do. It is disappointing there’s no gallery for environments or music (I could listen to the remixed Golden Axe theme all day), but it is the perfect example to hold up to Nintendo and show them that Mario Kart isn’t the only game worth playing in the Kart genre.

Verdict: Buy!


Images sourced from BRCU Computers, IGN, Sega and Gamexplain

Wednesday, 13 February 2013

Console Impressions: Nintendo Wii U


And now for the standard farce that comes up on these kinds of blogs of reviewing stuff. Actually, reviewing may be the wrong word as some of these will be based on my impressions of the device or game after a few days.


Anyway, let’s get cracking though first I'll just say I'm a bit of a Nintendo fan boy  Out of all three major console manufacturers, Nintendo remains the only one willing to forge a totally new path and go their own direction, usually followed by their fellow Japanese rivals. You could debate that the Wii U, which is a ridiculous name if you ask me, isn't really treading new ground as it’s basically the same concept as the Nintendo DS, but it’s how they use the concept that gives me plenty of hope for the system.

Looking at the system, you’d be forgiven for thinking it’s just a HD Wii, with the system itself being about a third longer then the original Wii with rounded edges. Unless you buy the Premium pack or a separate stand, you’ll have to lay the system horizontally. Speaking of ‘packs’, there are three available in the UK, the first being white with 8 GB of internal storage, the others being 32 GB with several items packed in such as stands, a Wii sensor bar, a charging cradle for the Gamepad and different pack in games (Nintendo Land or ZombiU). I’d suggest one of the 32 GB for reasons I’ll get into shortly.

The much talked about Gamepad is at first glance a fairly intimidating beast. It sports a 6.2 inch touch screen, sadly without the ability to do ‘multi touch’ stuff like the iPad, as well as gyroscopes, accelerometers, dual analogue sticks, D-pad and face buttons and shoulder buttons, though curiously a lack of analogue triggers as the Xbox 360 and PS3 controllers have. Despite all this, it’s not actually very heavy and is quite comfortable to hold and use, but it is a bit bigger than the iPad Mini by some distance. Whenever the system’s on, the Gamepad is also on and that will drain it’s batteries within a fairly alarming 3 hours. The Gamepad can’t be charged directly by the system like Xbox 360 and PS3 controllers, instead needing to be plugged into the wall with its own power supply. One of the rather nifty little features of the system is that you can move game play from the TV screen onto the Gamepad screen almost instantly and continue playing in a number of titles if someone absolutely insists on watching something on the TV you’re using.

Moving onto the system’s main menus, when you turn the system on you’ll be greeted by the Miiverse Plaza, showing about 10 different game icons with Mii characters from all over the world grouped underneath them, dropping remarks and pictures the players have made on the various communities set up on the Miiverse social platform attached to the system. The idea’s nice and simple, allowing players of games to share hints, advice and some pretty impressive artwork with each other. Depending on the title, Miiverse can be fully integrated so you can get remarks from others as you play, such as in Nintendo Land when you finish or fail a game you’re given some comments from players who have been playing the same thing (Not Nelson from the Simpsons pointing and laughing at you, just general remarks about the game and occasionally advise).

Sadly, in order to get those features to work on a launch model you have to sit through a lengthy download which takes up a whopping 6 GB of the available space, which is the main reason I suggest you get a 32 GB model.

The Wii U does have it's own fairly simple eShop, which isn't integrated into the system as well as something like Xbox Live’s but that could actually be a blessing in disguise. Available are demos, download only titles, a new Virtual Console in the near future and even full priced games available for download, though prices for retail games are set at the highest end of the potential price range (Ubisoft’s ZombiU was £54.99 when the system launched for example). Downloads are reasonably quick but you do then have to ‘install’ anything you download in much the same way as the PS3 which can be a minor annoyance.

By now you’re probably wondering how on earth you navigate all this stuff, or at least I hope you are or I’m writing this paragraph for no reason whatsoever. The Gamepad is used for all this navigating, displaying all the icons for downloaded software, Miiverse access, options and all the other features. You can swap the Miiverse plaza onto the gamepad if you want to interact with it for a bit, but there’s not an enormous amount to see.

Now, moving onto the thing that Nintendo always does best: Games. As I have the Premium pack, I’ll just discuss the pack in title Nintendo Land for now. Nintendo Land has 12 different mini games, ranging in complexities and based on different Nintendo properties such as Metroid, Yoshi, Animal Crossing and (squee!) F-Zero. Each use the Gamepad in some way, such as drawing a path for Yoshi to follow to eat fruit and find the level exit and tilting the pad to steer and move in F-Zero and Donkey Kong, but the best examples come from Metroid, Mario and Zelda.

The Mario Chase game is very simple but enormous fun. Using Wii Remotes (You can use any Wii Remote with the Wii U, though motion plus ones are more ideal or in some cases required) four players take on the rolls of four Toads (the little mushroom men) as they for some reason hunt down Mario, played by whoever has the Gamepad. Mario has full view of the arena on the Gamepad screen while the Toads can only see directly in front of them, making for an insane game as the Toads work together to corner and tackle Mario.

 Metroid Blast, by far the most ‘feature rich’ of all the mini games in Nintendo Land, makeing use of a similar concept for Mario Chase for one of its game modes. Each player is effectively Samas Aran, but either the ground based, Wii Remote and Nunchuk using players (has to be Motion Plus enabled Wii Remotes for some reason) have to battle the Gamepad user who is flying a ship around attempting to take out the other players (using the gyroscope to aim and the sticks to manoeuvre) or, alternatively, all five players can work together to battle hordes of computer controlled enemies. While not as simple as Mario Chase, it’s every bit as fun.

Finally, Zelda: Battle Quest has five players again working together to defeat waves of enemies, four Wii Remote (Motion Plus again) using players swinging swords and the Gamepad user firing arrows using the gyro to aim. Players automatically walk but the combat and teamwork play well together.

After experiencing Nintendo Land, I have plenty of confidence in Nintendo’s ability to deliver. As for the other big third party companies, I have about as much faith in them as I’ve always had (practically none), though with game development likely getting FAR more expensive on the next Xbox and Playstation 4, I can see it likely that there may be a few more decent third party exclusives on the Wii U, which system power wise is pretty much in line with the Xbox 360 and PS3.

So, now to the bit most people would probably scroll down to without reading a word I've said. It’s ok, I'm guilty of that too, but I can’t be bothered to think of a 0-100 score, so I’ll rate these things differently. I’ll simply say if you should buy it or not, and here’s my answer:

Verdict: Buy!


That’s not a bad rating at all. In case you’re wondering, I’ll be rating these with remarks like BUY NOW!, Rent and Avoid Like The Plague. Nice and simple and slightly open to interpretation as well. In full truth, I’d say you should buy a Wii U, but not necessarily at this exact moment. There are plenty of games available, but many are ports with additional functionality. Of course, if you don’t buy one then that’s likely all you’ll get in future so I’ll leave it up to you.

Until next time, chaps and chapettes!


Random Note: Images sourced from Gamasutra, Paste Magazine, Nintento, Wikipedia, Baby Soft Murder Hands or Technologies Cutting Edge

Wednesday, 6 February 2013

10 Top Games!


Seeing as this blog is going to content plenty of articles about video games before long, I may as well start with a list of some of my favourite games. You can agree or furiously disagree with these, but they are ultimately my opinion so shouldn't affect you too much.
This list will only be made up of games from previous console generations, so don’t expect Call of Duty, Forza 4 or Uncharted. Actually, don’t expect Call of Duty at all.

Half-Life 2 (PC, Xbox, Xbox 360, PS3)

Let’s get the main one out of the way. If I was going to do these in an order, there’s no doubt in my mind that Half-Life 2 would sit proudly in that number 1 position.

Valve has done something only id Software has done before, which is push the first person shooter genre forwards massively with two different releases. Whereas Half-Life showed that shooters could be more than just run and gun affairs by integrating a well-executed and subtle story, it’s sequel really made you feel like the catalyst of significant events with believable and well-crafted characters with a full range of facial animations and fully implemented physics.

Taking place years after the first game you take on the role of Gordon Freeman again, being sent to City 17 after spending time in an unknown location and state. You soon find yourself joining a resistance against the oppressive regime set up by the mysterious ‘benefactors’ and desperately running from the sinister Overwatch, followed by sneaking through a zombie infested town with nothing but the famed gravity gun before breaking into a high security prison and finally assaulting the Sentinel that towers over City 17. The whole thing is a well-paced, exciting ride that never actively pushes you down one path in the way most modern games do, allowing you to organically find the way and mess around at your leisure.

Even now, Half-Life 2 looks gorgeous with realistic faces that truly look human, beautiful water effects and fantastic animation (Aylx’s pet robot ‘Dog’ is something to behold), making the game highly likely to stand the test of time from a graphical perspective as well as a game play perspective.

These days, the Modern Warfare bug has almost fully infected the first person shooter genre, but if you ever want to get away from the continued madness of those games, just step back and play this gem. You’ll then know just how amazing a shooter can be.

Metroid Prime (Gamecube)

Samus Aran deserves to be more of an icon then she is. Seeing as the Playstation was the first major hit mainstream console, Lara Croft became the female icon of gaming. Samus, however, was the lead of what is considered one of, if not the best Super Nintendo game there is: Super Metroid.

Samus missed the N64 before it was announced the young Retro Studios was developing an entry on the Gamecube. Confusion quickly spread throughout the fan base (which I wasn't part of) over the idea of this unproven American studio handling one of Nintendo’s big franchises, followed quickly by rage when screenshots showed Metroid Prime would utilities a first person viewpoint, causing many to jump to the conclusion they were turning the claustrophobic, lonely exploration series into a full blown first person shooter.

Metroid Prime came out to well-deserved critical acclaim as Samus joined her Nintendo comrades in making the successful jump from side scrolling 2D action to a fully realized 3D world.

Playing in a manner I find akin to a first person Zelda game, Samus finds herself on the planet Talon IV, a former home of the Chozo alien race and the current home for both the sinister Space Pirates and the mysterious mineral Phazon. With no assistance but her wits, skills and power suit, Samus must explore the world to find out what she can of these elements and put a stop to the Space Pirates’ plan. The whole game is beautifully executed, retaining everything that made Super Metroid great such as its claustrophobic and lonely nature, bombastic action and epic boss monster encounters and effortlessly brings it into a new, expansive world that genuinely feels huge.

If you’re ever sick of NPCs telling you exactly where to go and want to be left to your wits alone in a huge, beautiful yet hostile world, there’s no better place to go.

Mashed: Drive to Survive (PC, Xbox, PS2)
 
Micro Machines was one of the best multi player racers ever made back in the days of the Sega Megadrive (or Genesis, if you've found your way here from the States). Several players looking down on their cars as they raced around kitchens, gardens and pool tables was every bit as fun as playing with toy cars as a child.

Step forwards to the naughties (a name I can’t take seriously) and step in Mashed, a game with the same premise by the same guys who made Micro Machines, now blown up to full size with a mean variety of weapons. Use missiles, mines, flash bangs  barrel bombs and machine guns to get ahead of your opponents to win the round and go onto win the race if you can, but watch out for your opponents ganging up on you and sending air strikes your way if they’re knocked out of a round.

While not all the tracks are winners (I almost exclusively played the icy oval track), the laughs and cries of four people sat together as they attempt to screw each other over can’t be rivalled, especially when you find yourself hit just enough to spin you around, forcing you to reverse up the track. That particular revelation will go down in my best gaming moments ever!

F-Zero GX (Gamecube)

Although I never owned one, the N64 was the first console I really wanted. Nintendo’s third home console had so many great, revolutionary and genre defining games, but there was only one game I truly wanted one for: F-Zero X. Zipping along at a smooth and crisp 60 frames a second through twisted and rolling roller coaster like circuits with 29 other racers was a thrill beyond belief, made even more awesome by the fantastic rocking soundtrack.

Jump forwards to the Gamecube and Nintendo got together with former rivals and masters of the Arcade racer Sega to make F-Zero GX. Whereas X had to sacrifice quite a bit in terms of graphics to keep up with the game’s pace, GX could go wild with the increased power of the Gamecube, combining the fast pace and number of racers with dazzling environments and even more complex tracks that shot by at supersonic speeds. Keeping up with everything was as much of a challenge as the actual racing.

With the lack of weapons that WipEout and Mario Kart boasted, F-Zero GX had a difficulty that was more reasonable than its competitors. If you failed, it was due to your own mistake rather than getting hit by a leader seeking power that costs you the win on the last bend. The story mode was the highlight of that difficulty, with even the ‘normal’ mode proving a hell of a challenge and if you wanted to unlock the F-Zero AX content without finding the arcade cabinet, then you’d have to beat everything on the highest difficulties.

F-Zero GX was packed with other features, such as a simple car builder and the aforementioned story mode, but it’s the racing that keeps you coming back again and again. Hurtling through a futuristic city with cranes working and space ships flying around as you race at supersonic speeds never gets old.

Dungeon Keeper 2 (PC)

Before the glut of shooting games that currently makes up mainstream gaming, there was a variety of strange, quirky games. Bullfrog, one of the UK’s greatest game developers, was famed for its ‘god games’ which are basically management games on fairly large scales. Populous, Theme Park and Theme Hospital stood as fantastic examples of PC gaming, but Dungeon Keeper 2 is my favourite out of all of them.

Your goal is simple. Build an underground dungeon, lure monsters to your employ and then send them against the goody goods on the surface or against rival dungeon keepers. Nice and simple but still beautifully deep as not only do you need to protect your dungeon and build new rooms, you need to keep gold coming in to pay your monsters and make sure squabbles don’t break out between creatures that don’t like each other.

A sense of twisted humour also infects every aspect of the game, ranging from the Mistresses who love to have themselves tortured to the farting Bile Demons and your constant ‘Mentor’ dropping quips and remarks as you go (voiced by Richard Ridings, who’s appeared in Who Framed Roger Rabbit? and Red Dwarf, one of my favourite films and TV shows respectively. Funny how the world works sometimes).

Since EA ‘merged’ Bullfrog with their UK studios, effectively shutting the legendary studio down, the Dungeon Keeper Intellectual Property has been sat in whatever vault EA has for IPs they have no intention of using or selling. Thankfully, they did go so far as to allow sale of both DK games on GOG.com, so if you ever want to see what management games were like before the current glut of smartphone and Facebook games with a million hidden charges, go and check this out.

Sam & Max: Hit the Road (PC)

Lucasarts was very different in the 90s. While they did make Star Wars and Indiana Jones games, they also dominated the market for the point and click adventure game genre with zany games such as Day of the Tentacle, Secret of Monkey Island and the infinitely bizarre Sam & Max.

The adventures of the anthropomorphic dog in a suit Sam and his insane rabbity thing partner Max range from the downright ludicrous to the totally insane as they track down a missing pair of circus freaks across various tourist traps in America while also perusing the plot of a power mad country and western singer. The World’s Largest Ball of Twine, an Alligator infested driving range and a vortex controlled by underground magnets became the backdrops to the lunacy as the adventure continued to get stranger and stranger.

Despite its success, Lucasarts cancelled a planned sequel to focus on Star Wars, almost bringing an end to the point and click adventure genre until the mid naughties when Telltale Games, a company built up of former Lucasarts developers revived the series with a new, equally mad set of ‘episodic’ adventures that made up a full, equally insane story line. Even with such a small number of products within the franchise, it goes to show how far a quality product can go with fans.

Chrono Trigger (SNES, PSone, Nintendo DS, iPhone, Android)

Square-Enix is best known for one series of games: Final Fantasy. The most popular Japanese RPG series has made it to 14 numbered entries and a mass of spin-offs, but only one or two reach the heady heights that this SNES wonder of theirs reached and remains at.

Created by both the creator and composer of Final Fantasy and the creator of Dragon Ball, Chrono Trigger follows the almost fairy tale quest of Chrono and his friends as they travel back and forth through time to stop the intergalactic parasite Lavos from destroying the future.

Like Final Fantasy, the core game play involves roaming an over world to find the next objective or opponent, but rather than jumping into random encounters on a separate battle screen, you take part in deliberately placed battles that keep you on the over world screen as you fight which at the time was quite a technical marvel. The combat system itself is very simple with various normal, magical and team based attacks to use against a wide range of enemies but retains a level of complexity that keeps you challenged against the many challenges the game throws up across its 7 expansive time zones.

Graphically, the 2D sprites still look wonderful and the musical score is among the best in the business, bringing the world to life in a way many modern games simply can’t match. Chrono Trigger did gain a sequel on the original Playstation in the form of Chrono Cross and the three lead developers worked on a sort of spiritual successor Blue Dragon on the Xbox 360, but nothing really stands up to the original.

Soul Reaver 2 (PC, PS2)

Story telling is an interesting beast when it comes to video games. Some of them just hang the story, hand you a massive gun and set demons on you, while others can spend hours filling you in on exposition.

The Legacy of Kain games walk an interesting tight rope where your aims are always reasonably simple, but the world around you contains so much wonder and history that your character is learning of along with you as you play, making you consider your mission and what destiny truly is.

This entry in the series which marked the middle part of the journey of the wraith Raziel as he seeks revenge on his former master Kain, bringing to light the manipulated destinies of Nosgoth and its inhabitance by the mysterious Elder God. Throw in some intense combat with demons and vampire hunters as well as mind twisting puzzles that take advantage of Raziel’s ability to shift into the twisted spirit world and you've got a game that could offer everything.

While there are games with better combat and exactly where you need to go can be as clear as mud, Soul Reaver 2’s well executed story keeps you coming back to see what happens next every time.

Carmageddon 2: Carpocalypse Now (PC)

Some people may think there were no games that allowed you to aimlessly drive around a large world, occasionally running over some pedestrians if the mood struck you before the Grand Theft Auto series (or GTA3, if you want to be awkward). In the 90s, a team from the Isle of Wight of all places developed what was originally going to be a title based on the tongue in cheek Death Race 2000 movie before the license was taken away and they had to do their own thing.

The original Carmageddon was at the time a step forwards in its open world racing and destructive driving, but as one of the potential methods of winning a race was to run over every pedestrian in the level (quite the task as there’s usually 200 of them) brought the attention of the tabloids and the house wives with little to do and the game very nearly got banned before the pedestrians were replaced with zombies.

While fun, the tracks felt dull and unimaginative after a while and the method of unlocking cars was a chore (destroy an opponent and cross everything hoping it was one you were allowed to unlock), but Carmageddon 2 came and fixed not only that but a few other annoyances with the original. Whereas before you had a few city blocks, an industrial plant and a few valleys to explore, Carmag 2 gave you better realized cities and industrial plants, a theme park and a fully functional airport to name but a few locations. Refinements to the car physics and general career design with additional challenges to break up the normal races made this sequel everything a sequel should be.

Thankfully, the Carmageddon IP has returned to the rightful hands of the original creators and they’re busy remaking the original game, though they’d have to go a long way to top their second creation.

City of Heroes (PC)

I'm going to set you a challenge. When you wake up tomorrow morning, try and recite as many of the games on this list as possible. You’ll likely remember the first entry on the list and maybe one or two games you love yourself, but hopefully you’ll also remember the last entry on the list. Why? Because in the Massively Multiplayer Online Role Playing Game genre, a brand of games that’s dominated to the point of stagnation by an almost endless stream of fantasy games all trying to be the next World of Warcraft, this absolute gem did its own thing and forged a path into brave unknowns other developers simply refused to.

Based on its own super hero mythology that became as expansive, interesting and slightly plot holed as anything Marvel and DC can create, City of Heroes allowed you to be just about any hero and later villain you wanted to be. Want to be a fire ball throwing pixie? Go ahead. Want to be a muscle man who can throw chunks of the ground at enemies? You can do that too. Want to be an anime inspired, spikey haired, enormous sword swinging angsty type? To each’s own, but go ahead. Want to be a permanently grinning, hulking clown man in a bright pink leotard who heals his allies with hugs? You’re really messed up but you can do that as well, just don’t expect many people to come near you.

With City of Heroes pre-dating World of Warcraft by about half a year in the States, the then developer Cryptic went its own way in terms of character power and game design. While in WoW and most other MMORPGs your general effectiveness is mainly dictated by your gear, in City of Heroes your powers and how you enhance them dictate your strength. Other features included a wealth of badges to collect for exploration, defeating enemies and completing tasks, scalable difficulty so any mission could be attempted by anyone with any character build, genre leading ‘sidekick’ system that allowed players of vastly different levels to play together in the same team without either being penalized and a mission creation tool for creating and sharing your own.

City of Heroes had its fair share of faults. The huge number of indoor ‘instance’ missions were in some cases lengthy and repetitive and made the city itself feel a bit empty, Player versus Player combat was very much an afterthought (though I've never been into PvP myself), most of the powers caused the player to be rooted to the spot during its animation and the graphics engine was dated even before its release, but the developers at Cryptic and later Paragon Studios worked wonders within its limits to give the players all sorts of new features, including a massive graphics overhaul and the ability to change alignments as well as one of the better examples of in game stores.

Sadly, despite 8 years of continuing success, the game was shut down very suddenly by its publisher, NCSoft. City of Heroes made enough money to support itself very well but not to satisfy NCsoft in the face of Aion, Guild Wars and Lineage, CoH’s age and the fact it was rarely to never advertised beyond word of mouth not helping. When the servers were shut off without even a thank you for playing from NCSoft, the genre lost something truly special in not just an accessible and imaginative world, but it also lost an inviting and caring community of players. For the time being, the Intellectual Property has been resigned to the same dark vault as Tabula Rasa, Auto Assault and Exteel, but I still hope there will be a day when NCSoft realizes that sitting on properties that people want only makes them look like clueless fools. While I’m at it, I also hope for a device that will instantly generate a Full English Breakfast on demand at any time of day.


Random note: Images scrounged from sources on Google Images

Welcome to my Realm!

Ladies and Gentlemen,

Welcome to... well, my corner of the internet. If you've somehow stumbled across this, then I guess you've had to indulgent the less savoury parts of the world wide web. If not, then I recommend you don't look up Rule 34.

Anyway, in this corner of teh 'tinternet, you can enjoy my own views on some of the goings on in Games and Motorsport , likely along with the occasional rant on something more important if I can think of anything new and/or witty to say.

Hope you enjoy!