Showing posts with label Brief Impressions. Show all posts
Showing posts with label Brief Impressions. Show all posts

Thursday, February 17, 2011

Brief Impressions: Test Drive Unlimited 2

It has been a week since Test Drive Unlimited 2 released here in Australia and in that time I've played it every night to get a good sense of what it is like, how it compares to the original game and whether it delivers on the expectations I had for it. Part of the games that I deem to be my "big four" of 2011 -- the rest of which will be revealed closer to their release dates (though if you know me, it wouldn't be hard to guess) -- TDU 2 was, naturally, high on my anticipation list. So does it deliver?

In terms of what I was interested in it for -- that of going for a simple drive in any car of my choosing and going wherever I may have wanted -- yes it does meet my expectations. What surprised me, however, was how long it took for TDU 2 to achieve that. The game's opening segment, to put it nicely, is mediocre, the various cutscenes that make up the filler story (complete with horrendous voice acting) and the many tutorials and licenses that follow combining to bring the game down, not to mention misrepresent what it's actually about and why that can be so great. Instead of great open roads and fast cars you have silly introductions and linear tasks with annoying people telling you what to do. Instead of freedom you are restricted to missions -- take someone to work while she insults (or praises, depending on your skills) your driving style or talks on the phone to four different people; slide around corners and get dangerously close to other vehicles to build up your F.R.I.M (free ride instant money) device’s meter -- that are boring, mindless and definitely not what you want to be doing in the game: driving fast cars, however you see fit. Combined with the need to participate in races and random missions early to get established and build up some funds to enjoy the freedom that comes later, it’s grating and unnecessary, and I wouldn’t be surprised if the initial hour with the game turned a lot of people off. I’ll have more on this opening segment soon but, needless to say, I wasn’t impressed.

A much more pleasant surprise was the off-road races and routes in general. I went in expecting nothing more than a temporary diversion, a simple distraction to break up the pace of the game and give players something new to do for a while. Instead, I got dirt roads that flowed really nicely and took me to some interesting landmarks; handling that reminded me of the various rally games I have played over the years (hand-braking around a hairpin never gets old); and even more incentive to explore the game’s two large islands. This is something I have embraced with open arms and, when combined with the day/night cycle -- it’s a delight to cruise down a highway with the stars in the sky and the piercing glow of headlights coming and going as traffic passes by -- and dynamic weather, creates the kind of experience I wanted Test Drive Unlimited 2 to bring: an enhanced version of the original game, maintaining everything I loved about it while also adding new things for me to play with.

It isn’t perfect, it contains a lot of unnecessary filler, and it takes too long to get to the good stuff, but TDU 2 does deliver -- eventually -- and as such I can’t help but think of my next drive: where I will go, what I will find and, of course, how fast I will go. If that’s not car enthusiasm as its finest, nothing is.

Tuesday, September 28, 2010

Columbia's Call

Yeah, you knew this was coming.

With the gameplay footage for BioShock: Infinite finally revealed for all to see, it was only natural that I’d have some things to say about it. But surprisingly, for me at least, it didn’t inspire as strong a reaction as I was expecting, instead piquing my interest for what is to come but leaving me satisfied that I can forget about the game until its release in 2012 -- I don’t think I have ever had that feeling about a game that I’m highly anticipating.

When the footage starts and it seamlessly transitions from what appears to be a picture into the perspective of player character Booker De Witt looking at a banner, I couldn’t help but sit back and just watch the footage on its own terms, letting whatever was demonstrated occur and not caring too much about what I may or may not think. Approaching the footage so casually was a smart thing to do as it meant I could just enjoy it for what it was rather than analyse it for what it could be -- something I won’t know until the final product hits. I chuckled when I saw the mechanical horse trotting down the path; watched in awe at the large, looming tower in front of us, clearly damaged and about to collapse, the birds chirping in the background an amusingly cheery contrast to the destruction. I pondered quite why someone would be sweeping while the surrounding building was on fire; I viewed with interest as I saw various posters, features and elements of Columbia pass by as the demonstration continued, curious as to what they could mean in the context of the game. I smiled with delight as I realised that the characters seemed to not only be more varied than in previous BioShocks, but also a lot more disturbed and insane, reminding me -- strangely -- of Zeno Clash’s unique inhabitants. And I didn’t know what to think when the Skyline was used for transportation in pursuit of an enemy, though was happy to know that it wouldn’t be a passive ride from one place to another and that combat could take place during momentum. I appreciated the fact that upon entering the bar, the denizens weren’t hostile, and then laughed when the shotgun was turned against its original owner. I recognized the strong BioShock elements in the combat scenarios that occurred afterwards, seeing Infinite’s interpretations of everything from Telekinesis to Electro Bolt and beyond, curious about the new dynamics that would be offered by the cooperation with Elizabeth. I was reminded of the Brute Splicer when the Big Daddy-esque figure appeared, then the Big Sister when the cry of Elizabeth’s pursuer, Him, was heard.

It was there the trailer ended. I was impressed to be sure -- how could I not be with such a fascinating and intriguing idea for a game setting -- but also quite nonplussed: here is a game with a city that is the complete opposite of my beloved Rapture, contains familiar elements from the two previous games, and appears to be trying new things both in narrative terms and with the characters that drive it. It’s a game that should and does appeal to my tastes supremely well, but still seems so vague that I just can’t get on board the hype train yet. Perhaps its distant release date correlates with this feeling but either way, my response to the footage was positive yet subdued.

But enough about my response, what did the trailer show that I’m personally interested in?

The first and perhaps predictable aspect is the game’s space, Columbia. I spoke briefly about my thoughts towards it when the game was first announced but now that I have seen it, I’m excited. It still appears to be quite linear, with each building and surrounding areas seemingly limited by the fact that something can only be so big when it is floating in the sky. The fact it’s amongst the clouds, though, gives it a sense of openness that the confines of the Pacific Ocean couldn’t, despite Rapture’s sprawling metropolis always plainly in sight. The aforementioned Skylines open Columbia up even more, traversal around the city seemingly interactive rather than segregated by Rapture’s districts and its bathyspheres or the Atlantic Express. Whether these are interactive or not, whether combat takes place during travel or not, is almost irrelevant: instead of exploring room by room as you would in Rapture, in Columbia, you can do that and go and visit that building in the distance. Instead of being teased by what could be, you can instead go and investigate at will (seemingly) and for someone who really likes exploring and just being in a space, that’s extremely enticing.

Another thing I noticed was the way the sky got darker as the footage progressed. Sure, that was aided in part by storm clouds Elizabeth summoned to help Booker in combat, but even so I thought it was getting darker which suggests to me that Infinite will have a day/night cycle. It’s a small thing and probably won’t mean much for the game other than the opportunity to view Columbia in a new light (literally), but it’s a welcome and appreciated feature after the artificial light that permeated Rapture. As an extension to this, the fact that Columbia exists amongst the clouds leads me to speculate that it’s also quite plausible that there would be some kind of weather system in the game, either scripted or dynamic. If I’m right then that is also awesome as I think it’d be great to be overlooking the city as the sun slowly disappears and a thunderstorm rolls in. Aesthetically, the setting opens up a lot of possibilities that Rapture just couldn’t have: a nice contrast to the ubiquitous but beautiful ocean surrounds.

It also comes across as more natural, the aforementioned birds just a small example of what we might be able to see. It did seem odd to see a horse up there, as well as hear the sounds of a barking dog -- though if humans can live up there why can’t animals? -- but plateaus littered with trees, fountain displays and visible farmland below will provide a nice ambiance that, again, Rapture couldn’t have.

Last but not least, I’m intrigued by the game’s narrative. Obviously the footage doesn’t reveal much other than particular hints towards how characters might be or why they may behave the way they do, but even so I’m interested in the game’s story because of the new dynamic the duo of Booker and Elizabeth will bring, as well as the fact it is set well before the rise and fall of Rapture. Columbia is clearly heavily influenced by American ideals and culture, its purpose to extol the virtues of the country internationally, but it’s not all that meets the eye, either, and I’m definitely eager to learn more. Combine that with the idea that the game is set around the same time that cars, film and other things were enjoying their infancy-- not to mention around the same time that Red Dead Redemption’s Wild West epic took place -- and you have a baffling but blissfully enticing set up for a story that, for now at least, really could go anywhere. Columbia, the residents who call it home, the ideals and emotions it’s based on and what our role within it will be, is a mysterious city with the same allure that Rapture once had before we entered it for the first time, and when you think about it, it’s rather amazing that Irrational Games have managed to captivate us like that not once, but twice.

So overall, BioShock Infinite is a game that is at once foreign and familiar, mysterious and mesmerizing, and something to get excited about, just like Rapture and the original BioShock was way back in 2007. The wait may be long and arduous, the many other amazing games that will release during that time will be quite the distraction, but when it’s time to enter Columbia I’ll be ready. Will you?

Friday, September 24, 2010

Brief Impressions: F1 2010

When it comes to a first attempt at something, most games play the safe card and try to provide the most serviceable, coherent experience possible, letting future sequels -- if successful -- take care of necessary refinement and new additions. These games nail the core experience but do so without the bells and whistles, all in an attempt to prove that they can achieve what was intended. Race Pro, way back at the beginning of 2009, is a great example of this: its driving model is almost on par with the likes of Forza and Gran Turismo; its car selection and track variety decent enough to be enjoyable but nothing spectacular; and its impact on the market subtle but significant.

F1 2010, the newly released game based on the current Formula 1 season, is a game that should do as described above: it should be a decent enough first attempt that isn’t amazing, but is alluring for those interested in the sport, its spectacle or just racing games in general. Instead, F1 2010 is quite possibly one of the best racing games I have played in a long time, and this is after just a few hours with it.

Before I get into why it is so amazing, let me quickly explain its status within the market. F1 2010 is not the most beautiful racing game around but its visuals are solid. The expected mundane appearance of most tracks (as in real life) means that for the most part, everything looks decent but the reality is, when you’re playing the game proper it is something you are not going to notice. Anything that may stand out visually -- birds flying above you, a nearby lake, etc. -- is largely ignored as you hurtle on by and focus on what you need to be doing. Character models -- what few there are -- are average at best and animation is adequate but inconsistent. Aurally, the soundtrack is minimal (though the inclusion of Pendulum is welcome) and the voice acting is moderate. That’s a good thing though given that the engine note of a Formula 1 car is a better tune to be listening to anyway, and it’s here that the game does a pretty remarkable job. Everything from the different rev ranges an F1 car can hit to the sounds of the other cars as they race at different points of a track, drive down the pit lane or change gears too late and over rev the car, is featured in the game, the sound playing an integral part in forming the experience. Lastly, the physics engine is astonishing for a first attempt, but perhaps not as nuanced as something like Forza.

It doesn’t have to be, though. Why? Because driving a Formula 1 vehicle is unique and certainly isn’t like driving anything found in that game, or its closest rivals. The best thing I have enjoyed about the game so far is how nicely Codemasters have nailed everything that I have heard, everything I knew from watching the sport for years, with their physics engine. Things like how an F1 car becomes easier to turn, easier to steer, the faster it is going; or how late you can brake into a corner, still hit the apex and accelerate out of it early, all in a matter of seconds and yet still smoothly and efficiently. Gas up the car too early out of a corner and you’ll spin out; accelerate too slowly and you don’t get to take full advantage of the car’s power, force and speed. Enter a corner casually and you take it slowly -- despite being cautious -- because the tires aren’t running at their maximum grip levels; enter it too fast and you’ll meet the grass, the gravel or worse, the barrier, hampering your progress if not halting it completely. Racing in this game and indeed, the sport in general, is a different beast to most other forms of racing or racing games and it shows. Your approach needs to be different, your mind needs to consider completely different things than you may expect, and your consistency? That needs to be earned, not delivered, through practice, understanding and confidence.

More amazing, potentially, is how faithful the game’s atmosphere is. The first time I drove out of my pit garage I had a giant grin on my face. Not because I was playing an F1 game, not because I was driving on a track I hadn’t done so before, and not because this was a new game -- I had a smile because instantly, at that very moment, I felt like I was in Formula 1 and that’s the kind of thing that can’t be replicated easily. The tracks looked like they do on TV, with the width, barrier placement and general aesthetic of the locations (I’ve tried so far, at least) seeming like an exact replica; the sound of my car bouncing off the walls as I sped past was exactly as I imagined it would sound were I in the cockpit in real life; and as explained above the feel was unbelievable. Throw in the 23 other vehicles and I was -- as a Motorsport fanatic in real life -- in heaven. The AI seems to be quite good (this is on the hardest difficulty setting) and their approach to the various sessions seems to mimic those seen in real life, exactly as it should be. In Practice they take short stints, exiting the pits for a couple laps before returning, running at a reasonably fast pace but nowhere near maximum and backing off or moving to the side if you are near. In Qualifying they go for the three lap stint I’ve explained before, using the first lap to get warmed up and prepared to set a flying lap, the second to achieve their lap time and the third to either calm down again to return to the pits, or have another attempt at a time. And in races, they duck and weave as they try to get past, slipstream behind you to gain a slight speed advantage and take risky dives down the inside. They also make mistakes such as dipping a wheel in the grass or going too wide around a corner, meaning that they are competitive but not unbeatable. When you consider that this all occurs with a great sense of speed that is really intense and requires a lot of concentration (more on this soon), you have a game that can really take you for a ride, should you let it, and the end result can leave you exhausted. But you know what? It’s all worth it, because if you put the effort in you will be rewarded with a game that doesn’t just simulate Formula 1 superbly, it gives you a racing experience that is arguably unmatched.

High praises to be sure but entirely justified. Codemasters haven’t just brought us an F1 game; they’ve delivered the F1 experience. There can be no better use of a licence than that.

Thursday, June 3, 2010

A Trio Of Impressions

Three brand new videogames have held a firm grip on my attention lately, two of which are all the rage right now -- Alan Wake and Red Dead Redemption -- and another which is seemingly praised by the community but has otherwise been overlooked (perhaps because of the supposedly bigger titles) ModNation Racers. All three were anticipated by me for various reasons and now that they are here, it has been interesting to not only see if my excitement was justified, but also how I have responded to their remarkably different but thoroughly compelling approaches to entertainment.

All three have inspired some thoughts I will elaborate on in future posts but in the meantime, here is what I have gathered from my initial hours of play.

ModNation Racers

It saddens me, in a way, to admit that I have barely played this, but simultaneously sounds absurd as I've already played it for well over five hours. The first of the three to arrive, ModNation is perhaps the quietest of the bunch: a nice combination of racing, creativity and personality that is easy to enjoy in short bursts or in longer sessions, but doesn't seem as significant as the other two. Observing the general response people are having to these games reveals that, but I suppose I'm guilty of it too as I haven't touched it since that first session.

But what a session it was! Not only did firing it up allow me to discover a riveting kart-racer, it also pleasantly surprised me with just how easy it was to explore and, more importantly, enjoy every facet of its offerings. Sure it was heavily marketed as an accessible game, its track design tools yielding results far quicker than level creation in LittleBigPlanet, but even so I underestimated the game and perhaps as a direct result I'm enjoying it a lot more. It has already been neat stumbling across recreations of real-world race circuits as well as ones yanked straight out of other games, plus it brought a smile to my face to see Mario and Luigi standing on the podium of the game's ModSpot, where all of the game's modes are accessed and, when online at least, interactions with other players can take place. All in all my first time with the game showed me that it is right up my alley -- as I suspected back when it was announced -- and I definitely look forward to spending more time with it in the future. If only I could pry myself away from...

Red Dead Redemption

One of the reasons I listed as key in my anticipation for this game was the way it could potentially use its space to convey an immersive, believable world, and after spending a decent amount of time with it, I'm happy to report that it has achieved that and has done so with ease. But I suppose I shouldn't be all that surprised; Rockstar are renowned for their attention to detail and intricate design when it comes to capturing a theme, period, era or all of the above. Whether it's in the school yard or a bustling city, they always manage to achieve a certain atmosphere and ambiance, and it's certainly no different in Red Dead Redemption. I realise that might sound a little hyperbolic but I definitely think that is one of the company's best attributes, regardless of whether the games that exist within those spaces are any good or not. Speaking of which, being such a large game, I hesitate to try and grasp my opinion on it until I've played more, so more thoughts in the future.

One thing I will admit though is that the game has been incredibly overwhelming. Not only have I had to learn new mechanics, dynamics, characters and locations as you would in any new videogame, I've had to do it all whilst also learning about what a Western is all about. As I also mentioned in my anticipation post, I am completely new to any thing and all things Wild West, having never experienced the genre before playing Red Dead Redemption. Living under a rock as I do, everything Rockstar's latest game has presented to me so far has been completely new, and that's why it has been a touch overwhelming. I've handled it -- it's not the kind of thing that you can't handle -- but it has still been interesting as I've reflected on everything I have experienced so far. The good news is that my curiosity for the Western has been piqued and I'd like to play more, so that's precisely what I will do. For months, I suspect; because games like these are more like secondary lifestyles than simple experiences -- but I'll elaborate on that in another post.

Alan Wake

Despite my intrigue with Red Dead Redemption and indeed the incessant conversation, praise and post-hype that surrounds it at the moment, Alan Wake has been the most enjoyable game of the trio so far. I'm reluctant to think about why that is, however, as I'm uncertain if my desires to play it -- lasting as long as the game was in development -- are influencing my opinion or not, but that's something to contemplate once the game is finished.

What I can say is that I really appreciate the more realistic characters I've come across so far; the sheer beauty that Bright Falls exudes (at least, during the day) and the genuine scares it has induced in me thus far. If you will recall, I wanted it to scare me or keep me on the edge of my seat, to tell me a compelling story, and I wanted Bright Falls to be a place that I enjoyed visiting -- omnipresent darkness be damned. So far, at the conclusion of the game's third episode at least, Alan Wake has achieved all of this, but we'll see how things go as I continue on.

Despite my messy, rambling impressions of each game so far, there's one conclusion I can offer after spending time with these games: I have a good understanding of what I want in the videogames that I play, and these three have delivered that superbly so far. I'll explain what I mean by that after I've played the trio some more.

Friday, April 30, 2010

Split/Second Demo Impressions

Earlier this week the demo for Black Rock Studios' upcoming racing game Split/Second was released, and after running it through its paces I thought I'd offer you some impressions on it.

Within moments of loading the demo I was impressed by its subtle, minimalist presentation; the shards of glass floating across the game's menu screen effective in conveying a sleek yet destructive appearance that I would soon go on to discover is prevalent in the gameplay, too. Split/Second looks nice, its graphics on par with what you'd expect from a current generation racing game though they will mostly go on to be ignored due to the sheer speed you will be traveling at and the countless explosions happening on screen. The HUD is implemented subtly, with it appearing at the back of your car as opposed to the corners of the screen like in most racing games. Displaying your position, current lap and whether you have any 'Power Plays' (I'll get to that in a second), it communicates crucial information to you discreetly and it's not long before you don't even notice that it's there.

The game feels exactly like Burnout does in the Takedown or Revenge style, straight down to the (optional -- you press a button if you want to see them) replays highlighting the destruction you have caused by using a Power Play, the main mechanic of Split/Second. Obtained by performing maneuvers such as drafting and drifting (again like Burnout) and filling up a bar at the back of your car, a Power Play allows you to open up a shortcut or attack your opponents with an object around the track, such as causing a petrol station to explode or blowing out a piece of wall. The bar has three sections, two blue and one red, each representing the status of your Power Plays. The blue sections represent tier 1, reserved for the short and less powerful actions described above as well as for shortcuts, while tier 2 is more powerful and allows you to cause absolute mayhem. Ranging from blowing up a building and having it fall on the track to a plane crashing right down onto your opponents (and you if you're not careful), tier 2 is where the most fun of this main mechanic comes from and is, as you would expect, longer and harder to obtain. Tier 2 has another ability though, as it allows you to alter the route of the track, opening up new obstacles and corners to deal with, and more potential Power Play moments for your disposal. Combined with the opponent's own Power Plays, the end result is a crazy, fun experience where the explosions are seemingly ubiquitous and there is always something cool to see.

I can, however, see it getting old, the track in the demo fully exploited by yours truly within just three races. I saw every attack, shortcut, change of route and scripted setpiece it had to offer, and the fact that this happened so quickly leaves me curious to know if it will apply to the remaining tracks in the full game. It's a small criticism yes, but perhaps one that will go on to drag down the overall game if there isn't more variety over its tracks. Overall it's a game I definitely intend to get but since it releases around the same time as certain other games, it has to wait for now.

Monday, March 29, 2010

Bully: Initial Impressions

As some of you may know, Heavy Rain impacted on me heavily, resulting in a fortnight or so where I only played Forza Motorsport 3 as I just wasn’t interested in nor ready for a game with a narrative of any kind. In some ways, this is still the case, so I think I was right to choose Bully -- also known as Canis Canem Edit -- as my next game. While it does have a narrative of some sort, it’s mostly irrelevant to the overall experience of playing as an aggressive, rebellious child who loves nothing more than a little -- sorry, a lot of -- mischief.

And that’s perfect, as I enjoy some mayhem in my gaming from time to time too. What Rockstar’s school-based game brings to the table is a form of shenanigans that you wouldn’t normally find in most videogames, and centers the absurd antics around a theme that pretty much everyone is familiar with: school, and the various cliques, situations and frivolities that come with it.

Reflecting back on my own real life schooling, I realise that despite some unfortunate factors, the majority of it was rather fun, and Bully reflects that experience through the antics that you can experiment with during play. Want to scare a group of students by setting off some fire crackers behind them? You can do it. Want to watch others kick someone because you planted a “kick me” sign on their back? You can do it. Want to hit some people with pelts fired from your slingshot? Yep, you can do that too. But despite the instantaneous fun such activities can provide, these moments haven’t stood out to me in the way I was expecting. Sure, they’re fun, and it’s great being able to think about what I can do next to have a bit of a laugh, but they are also mostly predictable, too, and as a result I feel like they will get old quickly.

Something that has already gotten old, quickly, is the style of gameplay that Bully immerses itself in. Within moments of playing it, I realised that, mechanically, this was a last generation game. That’s not to say it’s bad -- quite the contrary actually -- but you could tell, despite playing it on the 360 (yes, I realise it was a port), that it was a reinterpretation of the old Grand Theft Auto formula, where fun and insanity are emphasised and where careful maturity and realism need not apply. In fact, it feels so much like GTA III and company that you could almost get away with calling it a re-skin, and while going with such a popular formula is not a bad thing, I can’t help but think about all the potential the game could have, or would have, were it to have its own identity -- so to speak.

This also applies to a more broad thought I’ve had while playing the game, in relation to Grand Theft Auto IV and the way its two downloadable episodes changed up the original game just enough to provide a fresh, unique perspective on a familiar place. I can’t help but imagine -- and I’m sure I’m not the only one to do so -- what a ‘Bully’ episode set in Liberty City would be like, the city’s size and methods of transport drastically changing due to the difference in being a child versus the adults we’re more familiar with.

In fact, I’d like to explore this idea a little more, so expect a few more posts on Bully in the near future. In the meantime, my time with Bully so far leaves me thinking about what could have been rather than what is -- I’ll let you decide whether that’s a positive or negative impression, though.

Tuesday, February 16, 2010

A Brief Look At BioShock 2

Big Sister is angry with you...

It was inevitable that I would buy this game. Not only is it the sequel to what is easily one of my favourite games out there, it also gives me the chance to return to a videogame space unlike any other: one so unique in its theme and appearance; filled with attention to detail and personality; and set somewhere where few other games, if any, have explored, that I can't help but be excited to explore it once more. As far as I am concerned, Rapture is BioShock, so any opportunity to return to the underwater utopia is going to be taken immediately.

My first impression of BioShock 2 was one of relief. Within moments of loading the game, it felt like I was home, and while that sounds incredibly ridiculous or perhaps even hyperbolic, it's true. Those initial moments of control, when I (as opposed to who we play as: the Big Daddy original prototype known as 'Delta') was finally playing the game, were strangely calming, and I stood there for a few minutes, surveying my new surroundings and just taking it all in. This was undoubtedly Rapture, and I had undoubtedly returned, and the relaxing moments those two facts had inspired was exactly the kind of reaction I wanted from not just the sequel, but any installment of the franchise: prequel or sequel.

To take my fanboy approach to Rapture and thus, the BioShock franchise, out of the equation for a moment, it has been incredibly interesting to observe the reactions to the game that everyone else is having and correlate them with my own.* Personally, so far at least, BioShock 2 is delivering on the expectations I set upon it: it allowed me to return to Rapture, it maintains the atmosphere and personality that was so prominent in the first game, and continues to flesh out the narrative of both the city and those who populate it. Admittedly, I'm still fairly early into the game so it remains to be seen if things will change or continue, get better or get worse -- but in the meantime my impression of BioShock 2 has been positive and, more importantly, I'm glad 2K Marin, Australia and China (as well as Digital Extremes) were able to justify its existence and show that it wasn't just a cash-in but a genuine attempt to iterate on a remarkable game. It goes without saying that I'll have more about BioShock 2 soon -- this blog's name is influenced by the series after all...

*I'll have more on these observations in my next post as they have been rather intriguing and, I think it's fair to say, quite mixed too.

Thursday, February 4, 2010

A Brief Look At Yakuza

A year ago I wrote some brief impressions on the variety of games I was trying to play as a way of offering my thoughts on them without going any further, thinking that once I wasn't so overwhelmed I would be able to return to them with a more focused perspective and discuss them thoroughly here. Clearly, save for a few titles, that didn't really happen and all those posts ended up being was filler while I was trying to deal with my situation. I disliked that idea and regret the lack of exposition, but it was necessary at the time. Despite all of this, my intention was always to take a brief look at each game I play, offering my initial thoughts about the title before writing about it properly once I had finished it. My post on Uncharted 2 is perhaps the best example of what I want to do with these brief looks but, obviously, I'm yet to write about that game due to wanting to cover the original game first (which by the way, I haven't finished doing).

So it begins with another game I have been playing lately, Yakuza on the PlayStation 2.

My interest in the Yakuza series is inspired by other people's opinions on the game. Everything I've heard over the past couple of years, particularly about Yakuza 2, has piqued my curiosity and with the purchase of the original Yakuza, I can finally see what all the fuss is about.

The first thing that surprised me about this game is its combat. The moves you can perform aren't anything I haven't seen from other games, but what impressed me was how relatively simple and accessible it is. With the press of just a few buttons I can knock an enemy to the ground, giving me the advantage to continue pummeling him while he's lying there in agony; attack him as soon as he starts to get back up; retrieve a weapon (example: a sign post) for extra assistance; or, in the case of multiple opponents, turn around and focus on someone else. This makes the various fights with the game's enemies rather easy and if there is any challenge to be had, it's derived from the game's poor camera as opposed to enemy difficulty, which is disappointing but arguably expected from such an old game. For now it's something I can overlook, but it can be frustrating at times. Aside from that, the frequency of combat situations is already starting to grate which is a shame given the fact I'm still in the initial hours of the game.

Luckily the characters and narrative are compelling enough to keep me playing, which is partly the reason I was interested in Yakuza in the first place. Despite the abundance of fights, the game appears to be telling a mature story that isn't told with over the top dramatics or unnecessary humour. The characters so far are a mixed bag, with the key ones maintaining my interest and a lot of the others, particularly the various clan leaders, all going over my head. I'm not sure if it's my lack of insight into Japanese culture or their reasonably similar names, but I am finding myself confused at times when some characters are being discussed in conversation and I'd be lying if I didn't say that it was affecting my experience of the game somewhat. It's a little niggle that I might overcome as I continue playing and familiarize myself more with it's tale, but for now it's something I feel warrants mentioning.

Speaking of culture, that's the other main reason I'm interested in Yakuza. I'm curious to see if it can teach me about Japanese culture, or at least elements of it, during my time with the game. Part of the reason I enjoy a good story is because of how they can provide insight into something I might otherwise not be aware of, and Yakuza seems a good a place as any when it comes to learning about a lifestyle that is very different to my own. Whether it succeeds in providing this insight remains to be seen, but regardless of the outcome it will certainly be an interesting experience.

Precisely then, why I'm looking forward to playing it some more, so stay tuned for future thoughts once I've spent more time with the game. In the meantime, the next game to receive a brief look will happen next week with the release of BioShock 2. And we all know where I stand as far as that franchise is concerned...

Saturday, December 5, 2009

Uncharted 2: Among Thieves

Recently, I had the absolute pleasure of playing through Naughty Dog's magnum opus, Uncharted 2: Among Thieves. Critically acclaimed and well-received by the majority of PlayStation 3 owners, Among Thieves is one incredible game and deserves every accolade and ounce of praise it gets.

This post isn't meant to be a review of the game, however. There will be no analysis or in-depth discussion of the game -- that will come later -- instead, this post is a simple overview of my thoughts on Uncharted 2: Among Thieves.

Design, Attention To Detail And Quality

The first thing I noticed while playing Uncharted 2 was the ubiquitous quality of the product. It's so good that it feels like Naughty Dog have thought of everything while developing the game. Of course, no game is perfect and when Uncharted 2 does show its flaws, it instantly breaks the immersion and jerks you out of the experience. With any other game, this would be a defining aspect of our impression and thoughts of it, to the point that it is absolutely plausible for a player to stop playing it -- not so with Uncharted 2. While it is sudden and obvious, it's seldom seen and within moments of having your immersion broken, the game has already drawn you back in, the slight hiccup a distant memory as you explore a new area, take out some enemies and advance the plot. This is aided by the enthralling attention to detail seen throughout the game. From the layout and inclusion of objects within the many environments Nathan Drake finds himself in, to the amazing texture work and draw distance -- it once again feels as if Naughty Dog have considered everything. Characters react to, comment on and engage with the events that take place; exposition on the story and its details can be found if you, as the player, choose to search for it; even simple combat is improved by the littlest touches. The best thing about this attention to detail and quality, though, is not that it exists in the game, but that it remains consistent throughout the entirety of it. Not many other games can lay claim to such a feat and for that alone Naughty Dog deserve to be commended.

Location, Location, Location

Wow, what a holiday Uncharted 2: Among Thieves is. Sounds ironic doesn't it? Drake and company find themselves in situations that are constantly intense, thrilling and unpredictable, but even so the locations visited throughout the game manage to be breathtaking in the same way that a trip to The Himalayas or Egypt might be. Despite being a linear adventure, these locations convey a reality that few other games manage, making Drake's presence feel foreign whilst revealing a culture, history and personality that begs to be explored. The insane pace with which the events of Uncharted 2 travels can mean it's hard to focus on these places at times, but the brilliance is that you will always have your chance. Naughty Dog were extremely clever about how they paced the game, but it's up to you to recognise when to stop, take a breath, and take it all in. If you don't, well, it is you who is missing out, no one else.

Don't I Know You?

If there was an element of the Uncharted franchise that I would pick as the reason anyone should play the series, it would be the story and its characters. I am so enamoured by Nathan, Elena, Victor and Chloe's story that I can't articulate -- yet, at least -- how awesome it is to be able to participate in, and be an audience to their story. Despite the insane situations they find themselves in, these characters are so compelling because they seem to be real. There's no overly dramatic stereotypes here; there's just a bunch of characters taking things one step at a time, reacting to and approaching everything if and when they have to. It's their improvisation that usually gets them out of their sticky situations, while the humourous banter and witty dialogue distractions are just the icing on the cake. They are archetypical whilst also being believable, and that's a breath of fresh air in an industry that is still defined by space marines, alien invasions and fantasy creatures.

You might have noticed that despite the above praise, I didn't really speak about particular examples. There's two reasons for this: the first, easy one is that I do not want to spoil the game for potential readers who may not have had the chance to play it yet; the second is that I'm saving the in-depth examples for a future series of posts I will have on the game. Needless to say, Uncharted 2: Among Thieves was one hell of a thrill ride (literally) and one of the best gaming experiences I have had in recent years. It was a pleasant surprise, but then, Naughty Dog had already demonstrated with the original game just how talented they are, and just how awesome their new franchise is. With this in mind, I'd like to take the time to speak about the original game, Uncharted: Drake's Fortune, before I delve into my proper thoughts on its sequel.

Look forward to my first post on the game next week.

Saturday, September 5, 2009

Digital Games Round-Up

Second round-up then, this time focusing on the other three digitally downloaded games I have been playing recently. I originally intended to write about each of them in separate posts, but I figured I'd lump some thoughts together in one post and then move onto the other posts I've been intending to do lately.

Wipeout HD -- I don't even know what to say about this game, I simply love it. First and foremost, it looks absolutely gorgeous. The tracks are packed with incredible detail that is largely unnecessary when you consider how fast you'll be flying past, while the environments are futuristic but realistic in that game sort of way. Put simply, it's a visual treat, but the ears also get a work out with the sound being, in a word, amazing. This is one of those games that you would use to show off your new sound setup to your friends, it's just that good. And while I don't have a decent sound setup of my own yet, I want one because of this game. Throw in an electronic soundtrack that really compliments the game's aesthetic and represents the intensity of the racing and you have a game that really plays to your senses. Thankfully, it's not just the superficial side of the game that is fantastic as it plays really well too. The racing is fast, frenetic and at times, strategic (via the inclusion of weapons Mario Kart style) and it makes for one incredibly intense experience. It's my first Wipeout game so I can't speak about the others in the series, but I have played F-Zero GX and consider that to be my favourite racing game ever. So when I say that Wipeout HD is pretty much on par with that game in terms of enjoyment, well, I think you know how much I love it. Look out for a more in depth post on it in the future.

Super Stardust HD -- It would be very easy to class this as Geometry Wars in a different skin. It plays in a similar way, is as addictive as that game is and can get insane with the amount of enemies and obstacles around to shoot, but fortunately it has enough of its own unique features to justify looking at it on its own merits as well. Taking place on a variety of planets and a spherical game space, the main objective is to shoot a bunch of asteroids that continue to land around you. Three different weapons add a bit of strategy into the mix as more points can be obtained if you use the right weapon for the right kind of asteroid. Enemies appear intermittently and are usually used as a way to finish a level. There are five levels per planet, with a boss to defeat at the end of the fifth level. The short break between levels gives you information on your score, any bonuses you may have received and of course a breather from the action. Tokens for bombs, shields, weapon upgrades and points can be obtained after breaking up the asteroids and have the ability to entice you into taking risks -- Do I go for those extra tokens over there amongst the massive rocks, or do I leave them in favour of focusing on this bunch of asteroids instead? -- keeping gameplay interesting and unpredictable. Put simply, the game is great for short, quick and fulfilling bursts but can be as addictive as Geometry Wars too, so bare that in mind when preparing to play.

Trials HD -- This fits in the same category as Super Stardust and Peggle, which I wrote about the other day. It's simple in nature, accessible and immediately enjoyable, but contains an incredible level of depth that comes almost out of nowhere. Being a physics based motorcycle game, the depth comes from the physics system and how the tracks' various puzzles use that to their devious advantage. Beginner, Easy and Medium stages are all relatively easy to complete and obtaining Gold medals on each track is a breeze, but then you get into the Hard (and then after that, Extreme) stages and it's like a completely different game. Every section of a level contains a tricky puzzle that really challenges your skills, both with the mechanics of the game and your wit in solving it, and multiple retries are guaranteed. Thankfully, it never gets frustrating. Sure, it can be annoying when you realise you're retrying a section for the 200th time, but the 'just one more go' mentality prevails over any form of anger, dissatisfaction or disgust that you'd assume such a game would have. It's very addictive.

There you have it, some brief impressions on three games I have been playing recently. The three are, along with Peggle, perfect for when you are in-between games thanks to their accessible nature, but they're also worth playing for hours on end, too and it's for this reason I can see myself playing them for many more months to come. Look out for in-depth posts on each game in the future, once I've had the opportunity to focus on them individually.

Wednesday, August 26, 2009

Demo Round-Up

As is probably obvious from the relative silence that has featured on the blog lately, August has been a busy month for me. As a result I haven't been able to dedicate any time to the things I want to do, including, unfortunately, playing videogames. The bulk of my August play-time has been with digital offerings: downloadable titles and previews that are quick and easy to jump in and out of, and don't require hours upon hours of time to enjoy. I have managed to play Tomb Raider: Legend and make a return to Fallout 3, but generally speaking my game time has been with games of the digital variety. Trials HD, Peggle, WipEout HD, and Super Stardust HD have all been on the menu lately and you can expect some posts on them over the next week or so.

I've also played quite a few recently released demos, here's some brief impressions of them.

Shadow Complex -- I'd own this game if I could afford it but as my wallet is empty (the reason for which you will find out very soon) I had to settle for the trial version. I'm glad I did because it answered a question I already knew the answer to: would my incredible bias towards all things Metroid mean that I'd love Shadow Complex? You bet it would. Favourable reviews, unexpected controversy and my bias aside, what Chair Entertainment and Epic have done with this game is impressive if the trial is anything to go by. It looks great, makes a particular type of game rarely seen these days relevant again and directly appeals to the type of player I am: a completionist and explorer. Definitely looking forward to buying this as soon as my wallet allows it.

Wet -- I decided to download this demo on whim and well, what a pleasant surprise. It's not going to be a classic but then, it doesn't need to be either. The B-movie, grainy aesthetic was done well and while it does look rough, it works for the highly stylised experience it's trying to convey. Really, it's all about the combat and versing the game's enemies was surprisingly enjoyable despite the sometimes floaty-like feeling the controls would deliver. Its use of quick-time events concerns me a little, and the demo's transitioning between the different gameplay elements Wet will provide was blunt, but this latter point is probably irrelevant to the final experience and as such, is nothing worth discussing further. There isn't much else to say as I still don't know too much about it. It was a pleasant surprise and while I won't be buying it on release, I wouldn't say no to it sometime in the future either. Make of that what you will.

Section 8 -- Another game I knew nothing about. It started off well enough, appealing directly to my sci-fi interests with ships up in space, technologically enhanced suits and a very interesting way to drop into battle, but then when I landed on my feet I realised that the demo was playing out like a multiplayer game. In fact, the main portion of the demo seemed to be multiplayer based, with the option to search for matches over Xbox Live being very prevalent in the menu screens. I chose the other option provided, Instant Action, and entered a game against bots instead. For what it was, it was enjoyable with some nifty features like a hover jump included to spice things up a bit, but I can't deny that it wasn't what I expected either. I don't know what I expected, but it wasn't a multiplayer-type game. I'm not sure if it has a single player campaign that plays out differently so I will reserve judgement for now, but if it does then it strikes me as a little odd that they didn't include some portion of it for the demo, because at the moment it seems like a Shadowrun or Unreal Tournament type of game -- in other words, not really my thing.

Mini Ninjas -- My interest in this game piqued after reading an EDGE article about it recently, as well as seeing the gorgeous art direction in the article's pictures. Finally seeing it in motion was nice, but playing the demo was better. I can't quite pin-point why, but the game gave a Zelda or Okami vibe to me while playing it, something totally welcome in my book. The combat was satisfying and seems to have enough depth, especially if you include the other playable characters. That said, it was only a small portion of the game so it remains to be seen if the combat will become repetitive or not. The little bits of included humour seems like a welcome touch and yeah, I'm quite keen on playing this now. It comes across as a title that should be distributed digitally and it's unclear if it will be worth the full retail price, but regardless of that I suspect I will be buying Mini Ninjas at some point in the near future.

Batman: Arkham Asylum -- I have a confession to make, I don't really know much about the Dark Knight other than the basics and as such, have no real interest in the Batman universe. Horrible, I know, but for whatever reason Batman (and most comic book/superheroes) has never really been on my radar. That said, the mild hype surrounding the newly released (as of today) title was enough to sway my decision when it came to checking the demo out and, like Wet above, I was pleasantly surprised. The game does a fantastic job of empowering you as Batman and it feels great to control and play as the character. Combat was accessible yet enjoyable, as was sneaking around and making silent kills. Performing glide kills, using the Batarang and grappling to various objects feels as you would expect a game about Batman would, and by the end of the demo I actually had an interest in chasing the Joker throughout Arkham Asylum. Not a bad impression for someone who isn't invested in that world like many others are. Potential purchase in the future, absolutely.

DiRT 2 -- Day one purchase for me, but that doesn't surprise you does it, given my racing influence? I loved the original DiRT and this latest demo showed me that I will love this game, too. It still looks absolutely gorgeous and the presentation for the menus is impressive as well. Handling took a bit to get used to and felt a bit floaty at first, especially in the point-to-point event, but as I continued to play I realised that it felt very similar to the original game which is not a bad thing. I'm still not sure how I feel about the mix of events included in the main game and suspect that, like the original, the X-Games styled events won't really interest me all that much, but the overall experience should be great fun. I look forward to playing it next month, and I also look forward to seeing how they've offered their tribute to the late Colin McRae, may he rest in peace.

Killzone 2 -- Sony's big blockbuster FPS franchise was, well to be frank, uninteresting. It felt like just another shooter to me, which makes me feel slightly guilty given it's popularity and, of course, the insane hype that surrounded it before release. Don't get me wrong, it looks great, feels like a competant shooter and what I did play in the demo was fun, but yeah, I dunno, maybe I am just over so many shooters these days? I wouldn't say it was generic, but it was familiar and that, I have to say, was disappointing. Won't be buying it, sorry Sony.

There you have it, all the demos I have played recently. Aside from that last one, all were released within a few days and were perfect for the quick and easy gaming that seems to be the only thing I can manage lately. I'm glad I was able to check them out and in doing so, I now have some games on my radar that weren't previously. Can't go wrong with that.

Wednesday, July 15, 2009

Finally, Wii Can Play


Okay sorry, Wii puns are old. I didn't mean to remind everyone of something that was popular, and overused, over two years ago. It's just that, I live under a rock and have only just recently gotten my hands on a Wii so I hope you'll forgive me for not being able to resist the temptation to use a pun on the console's name. It won't happen again, I promise.

Yes it's true, I got my hands on Nintendo's popular console this week, completing my current generation collection and allowing me access to games that I have been wanting for a few years now. These include the expected titles like Mario Kart and Super Mario Galaxy, but it also includes the lesser known gems that I've had my eye on after reading about them such as de Blob and World Of Goo. The most important game I want to get my hands on though is Metroid Prime 3: Corruption, a game I have been craving ever since it was announced. I have no shame in admitting that I am a massive Metroid fanboy and as such, playing through another of Samus' adventures is one hell of an enticing prospect. Surprisingly, I have been able to contain my desire to play it quite well, mostly because I viewed the game as irrelevant to me while I didn't own the console. I do now, so as soon as I can afford it you can guarantee the game will have another purchase.

Moving along, my impressions of the console are brief. Including Wii Sports with the console is a no-brainer and I'm glad Nintendo chose to, as it is the best introduction to the Wii Remote and how to use it. Wii Sports demonstrates to you how fun it can be to mimic the on-screen action using motion, but more importantly it hints towards the potential that the Wii Remote can be used for -- some of which people have already seen, some of which is on the horizon using peripherals like Wii MotionPlus. For me, I get to start at the beginning, experiencing things that others have already forgotten about for the first time and finally getting to understand where and why they have gained their views on the various games out there. I look forward to it.

The most important thing to come from my short time with the console, I think, is something that doesn't involve me. The simplicity that the motion controls, coupled with a game like Wii Sports can provide means it's very easy for anyone to pick up and play the Wii. Everyone knows this already, but even so I found it very exciting to watch other people play it. One person in particular, my four year old sister, was very interesting to watch. As she is such a young age, she has no history with the medium like I do -- she doesn't know the difference between a PS3 or Wii and she certainly doesn't know the difference between 'normal' controls and motion controls. Naturally, her view is going to be different to mine and won't be influenced by the history and knowledge of the medium that I have, and so it was when she played it for the first time. Her reaction? A simple "WOW!" as she realised she was in control of the pointer on the screen and then subsequently the tennis racquet, baseball bat, bowling ball and golf club. Her elation as she experimented with the motion and hit the ball back across the court in tennis is something that I can't even describe. Instead of analyzing the experience like her older brother would (and did), she was instead just simply content to enjoy Wii Sports for what it was, a simple and fun video game.

Watching that right there, was what showed me what the Wii is about and I instantly understood why Nintendo chose to pursue the direction they have. While I was right to assume that motion controls or the direction they took wasn't going to interest me for too long, I am very glad that Nintendo chose to pursue it anyway. The result is, as we've now seen, an expanded audience but more importantly it is also a console that really can be played by anyone. How is that not a brilliant thing for this industry?

Monday, March 2, 2009

A Brief Look At Fable II


Similar to the situation I have with LittleBigPlanet, Fable II has been neglected while I played the other games I have posted about recently. Before delving into them however, I managed to play a decent amount of Fable II and therefore know what I think of the game.

If I were to take a guess, I would say that I am about halfway through Fable II. I have seen a significant chunk of the game's narrative, experimented with the game's social aspects, tried my hand at the various jobs you can do and I have thoroughly explored every location I have been to so far. I have loved every second of it too. Is that a cop-out given the praise I have given every other game I have written about lately? Maybe, but I believe it to be true. The consistent quality across all of the games I have been playing lately is astounding and I feel privileged to have been able to play them all, especially as it was such a different experience for me.

The neglect I gave Fable II disappoints me -- I loved every second that I've played and yet I suddenly stopped playing? -- yet it also inspires me. It inspires me because the neglect is a constant reminder of a game that I have enjoyed playing and would like to return to, inspiring motivation to see it through to the end and maybe even play through it again. To say I am looking forward to it is an understatement. I have many thoughts swirling around in my mind regarding Fable II and I cannot wait to compose them into some posts on this very blog. In the meantime know that I love what I have played so far and highly recommend it to anyone who enjoys RPGs, you won't be disappointed.

That concludes the brief impressions I have given to the games I have been playing lately. In future any brief look I take at a game will be about one that I am playing at the time instead of reflecting on what I should have written about ages ago. Now it is time to actually do what I've been intending and look at these games in more depth. It is also time to look at what I have been playing in the last fortnight so expect to see a post on that in the next few days.

Thursday, February 26, 2009

A Brief Look At LittleBigPlanet


I am not sure why but before I purchased my Playstation 3 LittleBigPlanet was not a game on my radar. Like all of the PS3 games, it just seemed irrelevant to me at the time and because of that I didn't pay attention to previews or get on board the hype express. I am pleased to report that I was pleasantly surprised the first time I played the game, coming away from it impressed by the game's charm and in a very happy mood.

Unfortunately for me I got the game at the wrong time and it was not long before both LittleBigPlanet and the PS3 were neglected in favour of the many other games I had to play, with the holiday rush of titles overwhelming me and a feeling of disappointment in myself for neglecting a newly purchased console. As much as I would like to play every single game I want at once, it is simply impossible. Why else would I be writing about all the games I have lately two or three months after their release?

All was not lost however as my lovely girlfriend took to the game's charm not too long after seeing me play and she has been playing it regularly ever since. She has finished all the game's levels, played a great deal many more created by other users and is even attempting to build her own level. Her interest in the game doesn't surprise me because she is a gamer as well, but I can't deny the fact that I was expecting to take to the game more than she did. I don't think it is a matter of not taking to the game though; I've certainly loved what I have played so far and have an extreme desire to continue playing it in the future, I just haven't been able to yet due to playing everything else. Maybe it wasn't just time management issues that I had late last year, maybe I also failed to prioritise the things I wanted to do. It doesn't matter though as I have played it a little, watched my girlfriend play it a lot and formed an opinion of the game. One of the things I liked immediately was the simplicity of it. It is very easy to pick up and play yet maintains a level of depth for the times when I may be craving it. I appreciate this a lot as it's a nice contrast to some of the more intense games I have been playing lately. It has also taught me a little about level design, especially after seeing how people have created their levels and watching my girlfriend build hers. I love checking out other people's creations, admiring their creativity and enjoying the different experiences the user-generated levels already contain. To put it simply, the game makes me happy when I play and any game that does that will always have my respect.

That's all I can really say for now as I feel that I need to play it a whole lot more before I can form my final opinion and look at the game in more depth. I also am curious to know if watching my better half play it has influenced my opinion in any way. Now that I don't have as much to play, I look forward to spending more time with it and discussing the game on here. Until then, happy gaming.

Wednesday, February 25, 2009

A Brief Look At Gears Of War 2


Mindless entertainment. I could use those two words only as my post today as it describes my thoughts on Gears Of War 2 quite nicely. It wouldn't be much of a post though so allow me to offer some thoughts on the game.

Gears Of War 2 was exactly what I expected a sequel to the original to be. It didn't evolve too far beyond Gears Of War with only slight improvements to the gameplay, graphics and narrative. It didn't really need to evolve though, as the core experience that the series provides remains in tact and that is fine by me. As I mentioned before, I see the games as mindless entertainment - the series I can go to when I want to see massive amounts of gore or satisfy any sadistic urges I have to kill something. I mean, I can't help but smile when I hear the satisfying pop of a Locust's head as it gets sniped from afar, nor can I resist a smirk when I chainsaw one of the ugly monsters in half. It's a guilty pleasure, what can I say?

Interestingly enough I haven't played it as much as I did the original so I wonder if that is because the Achievements were easier this time around or because I am getting tired of how the game actually plays. I stand by my opinion that Gears Of War's multiplayer is more enjoyable for me than other games out there, but then I also can't help but think of all of the bad experiences I have had while playing the series online as well. Perhaps the easier Achievements this time around were a blessing because I didn't have to play the game online as much, keeping me away from the possibility of getting into a frustrating match or having to listen to anonymous idiots and their foul-mouths? Another reason could be simply that getting the game finished faster allowed me to play the many other games I have been playing lately? Who knows, who cares? What I do know is that the game was a good enough sequel to me and gives me the mindless fun that I crave sometimes. Nothing wrong with that, is there?

Monday, February 23, 2009

A Brief Look At Gran Turismo 5: Prologue


I am cheating with this post in a way as this little mini-series was meant to be about games from the holiday rush of last year, not games I only got a couple of days ago. I can't help myself though with Gran Turismo 5: Prologue on my mind after a long Saturday afternoon spent with it.

I have always been a fan of the Gran Turismo franchise with each game in the series being 100% completed (and beyond - Gran Turismo 2 went to 105% if I recall correctly) and thousands of races under my belt. The franchise has taught me more about cars in general, allowed me to drive some of my favourite cars around some of my favourite tracks and also continued to impress me with its visuals with every new release.

Gran Turismo 5: Prologue is no different and I was amazed with how beautiful the cars, scenery and even the menus looked. Taking a Mazda RX8 for a spin around the Suzuka track, I was instantly back in my element with my experience with the track and of course the franchise easing me straight back in. I was blown away when I tried the in-car view for the first time, as it was animated a lot better than I expected. I have mentioned on this blog before how I try to make my racing games as realistic as they can possibly be and using an in-car camera view is one of the ways I can make this possible. Other things I found impressive include Gran Turismo TV, a service that provides car related videos such as the famous BBC show Top Gear. I also imagine that playing Gran Turismo online would be quite fun though I haven't been able to try it just yet.

It is essentially a demo though, so naturally it isn't as good as it could (or will?) be. Handling has improved since Gran Turismo 4 but still feels, well, Gran Turismo. After playing Forza 2 for the past two years it feels like a step back to be playing with a system that hasn't evolved all that much. That is something I will look at in an upcoming post, though. There is still no damage modeling in the game nor any dynamic weather effects or things like that. As a long-time Gran Turismo fan, it is disappointing but Polyphony Digital are known to be perfectionists so it still remains to be seen as to whether they will be in the full game or not. Track selection feels limited with only six tracks to choose from and it's another thing that feels like a step back. I can overlook it though as Gran Turismo 5: Prologue is, after all, just a taste of what is to come and after enjoying my time with the game so far, all I can say is bring on the full game!

Sunday, February 22, 2009

A Brief Look At Banjo-Kazooie: Nuts And Bolts


I couldn't hide my excitement when the original trailer for Banjo-Kazooie: Nuts And Bolts was first unleashed into the wild, with my face being covered in one big massive grin. I watched the very short trailer five times in a row because of this excitement, but in hindsight I also wonder if it was because I couldn't believe it was happening. A new Banjo, two generations on from the last game Banjo-Tooie? Yes, please.

That trailer just announced the game though and no actual information about it was revealed. As more trailers, previews and the like came to fruition, people started to get an idea of how the game would play and well, a lot of them were disappointed. As soon as the vehicle-based gameplay was revealed people immediately jumped to conclusions and became very skeptical of it, having their interest and anticipation in the game wane while they complained on forums about it not being "Banjo". Perhaps they were right to do this, perhaps not, but I refused to get involved and decided to take a step back from it all and wait until I had played the game before deciding what I thought of the new direction.

The decision was a good one, with the game being a lot better than the vocal community would have had you believe on the lead up to its release. It was different, yes, but it still retained the old Banjo humour and charm that was present in the two predecessors. I actually believe that while flawed, the new vehicle direction the game took was a good move on developer Rare's behalf because if they released a game similar to those before it I dare say it would have gotten stale fast. I have my reasons why I feel this way and will outline them in a future post, but for now let me just say that I am definitely pleased with Rare's decision to go down this path.

Catchy tunes including remixed versions of tracks taken from the previous games; vibrant and colourful graphics and the aforementioned Banjo humour all combine to make a game that is laid-back in nature but can be quite complex if a player wants it to be. Unfortunately it can be frustrating, especially with a reliance on building vehicles to suit a particular challenge but the good far outweighs the bad.

Wow, so much for brief impressions. As is obvious from this post, I am quite the Banjo-Kazooie fan so I suppose it is no surprise that this post ended up being longer than I originally planned. As with my previous two posts, more in-depth thoughts of Banjo-Kazooie: Nuts And Bolts is on the way so stay tuned for those and for tomorrow's post on another game I have been playing recently.

Saturday, February 21, 2009

A Brief Look At Mirror's Edge


I took a brief look at Midnight Club: LA yesterday offering some small thoughts on the game. Today I continue with a brief look at Mirror's Edge.

The first word that comes to mind when I think of Mirror's Edge is, well, different. The reason for that I think is fairly obvious too; it is different. Whether it is the game mechanics, graphics or even just the concept of the game; it is unlike anything we have seen before. It redefines what can be done with the first person perspective and for that alone the game's developer, DICE, deserve to be commended.

Nevermind all that though, what is important here is what I thought of the game. I am happy to say that I thoroughly enjoyed it. It has its flaws, naturally, but even with those I still thought it was an exhilarating game and an awesome first attempt at a Parkour title. It is however, something you need to engage with as its best elements -- finding the best path through a series of obstacles -- are almost hidden within the game. Not until you learn the levels and play through the Time Trials watching a ghost from another player, will you learn how to spot alternate routes and the ability to see them on the run. Enemies only pose more of a distraction from spotting these routes and it is those kinds of things that makes the game frustrating unnecessarily. On the first run through you will find yourself in situations where you don't know where to go next or where you need to take out enemies and to me, it just contrasts with what the game should be about.

Everyone else has made these criticisms before though so what I will say is that the game was certainly a lot better than I was expecting it to be. Before release people were anticipating it, but were also skeptical and I believe that influenced how I approached it. After playing I came away thinking that the game provided me a new experience and was entertaining. What can I say? I loved it and really hope that DICE can learn from their first attempt and improve upon it for the inevitable sequel.

Again, these are just some brief impressions of the game. I have more in-depth thoughts on the way. Stay tuned in the next couple of days for a brief look at another game.