Showing posts with label Test Drive Unlimited 2. Show all posts
Showing posts with label Test Drive Unlimited 2. Show all posts

Monday, January 16, 2012

The Year That Was 2011: Games Edition

Now that we have looked back at what took place on the blog, let’s shift focus and talk about the games that I played during 2011. It was a quiet and subdued year for me, the intention right from the beginning being to hold back on purchases and only really buy the games that I deemed to be ‘must-have’. This led to a focus on just a handful of titles that I eventually began referring to as the “Big Four”. Ultimately that figure decreased to three as one title didn’t come out at all (The Last Guardian), but the sentiment as a whole describes the year that I had perfectly, and it alludes to the approach that I had throughout it. It should also be noted that this post is replacing any ‘Games Of The Year’ posts I would have otherwise done, as I do not feel that I played enough of 2011’s range of titles to truly offer an informed opinion or to highlight the things that were done right. So, without further ado, the videogames that I got to play in 2011.

Test Drive Unlimited 2

Despite clearly being a massive fan of the racing genre, I always felt a little guilty for having this title so high on my anticipation list for 2011. For whatever reason it just felt ‘wrong’ to be excited for this game when better titles (supposedly) were on the horizon like a new Zelda and Forza Motorsport 4. Yet high it was and the reasons for it were simple: I absolutely adored the original game because it enabled me to just pick a car and drive it, wherever and however I wanted to. To be able to experience that pleasure again with improved visuals, new additions like weather and off-road racing and on a much larger scale thanks to the inclusion of two islands rather than one was incredibly enticing for me, and I simply couldn’t wait to try Test Drive Unlimited 2 when it released in February. It was the first of my “big four” games and, in hindsight, it was the right choice as it absolutely delivered on the expectations I held for it.

Having said that, however, it was also a huge disappointment -- not only was it flawed it was incredibly inconsistent, too, making for an insanely fun game when it got everything right and a horribly frustrating one when it got everything wrong. It took far too long to be able to play the game as I intended -- using it for the pleasure of just driving -- thanks to a ridiculous (not to mention unnecessary) story mode; the dirt races and routes felt tacked on despite still being rather fun; and new features such as weather were nothing more than superficial add-ons at best. I have still lost countless hours playing it and just driving freely, so my experience with it has been mostly positive, but there are some serious issues with the game, too, and for the most part they are inexcusable.

I will be covering Test Drive Unlimited 2 in a little more detail in the near future, so keep an eye out for that.

L.A. Noire

The second of my “big four”, L.A. Noire was easily my most anticipated game of the year. Sure, Rockstar’s involvement with it was certainly a big factor but I was more intrigued by how different it appeared to be, and by Team Bondi’s overall ambition with the title. A meticulously recreated 1940s version of Los Angeles to inhabit; a protagonist who is a cop rather than the usual criminals leading other games; and a game in which conversations and discovery (IE: the interrogations and investigations) are the most prominent parts, not shooting or driving or any of the usual suspects? Yes please!

Unfortunately my excitement didn’t pay off as much as I would have liked as the game was somewhat of a let-down. It was still good and I am still very glad that I got to experience it, but it definitely has its problems and some of its main components conflict with each other more than they should, too, which is unfortunate. And the game’s rendition of LA, the feature I was looking forward to the most? Very impressive, no doubt about that, but also very redundant as it is nothing more than a dull and empty space.

Ultimately the game was overshadowed by the controversy that followed its release involving Team Bondi, Brendan McNamara and the eventual (perhaps even inevitable) closure of the Sydney-based studio. Despite these real life dramas and the inconsistencies that L.A. Noire exhibited, I still enjoyed the game and still firmly believe that it was an important title and certainly one worth investigating. It could have been so much more than it actually was, but what was there was still worth the time I put into it.

I plan to revisit L.A. Noire in the near future to try and knuckle down on my thoughts, as it definitely comes across as a game that I need to discuss here on the blog.

Portal 2

In all honesty I wasn’t expecting to be playing Portal 2 this year. It’s not that I wasn’t interested in it or didn’t want to play, it just happened to be a game that I was prepared to wait for like so many of the other big 2011 titles. However, shortly after I purchased my gaming PC I was lucky enough to get the game and, in typical Valve style, it delivered on all expectations.

How do you surpass perfection? By continuing to be perfect, that’s how -- precisely what Portal 2 did. There’s no denying that the sequel had some big shoes to fill and I am sure it would be fair to say that most people out there had their doubts, despite the game being made by Valve, and yet it nailed everything that it set out to do. Objectively, it is the game of the year purely because of how skillfully and elegantly it achieved its goals, but subjectively it would be a strong contender for that nod because it is just simply fantastic. I had an absolute blast playing around with the new mechanics and found myself, once again, baffled by some of the genius level design and clever puzzles. It has one of the best videogame endings of all time, I think, and personally one of the best openings, too -- I was absolutely hooked as soon as I heard how much Wheatley had to say when I left the game idling, and when I was ready to actually play I couldn’t because I was in hysterics. Humour in videogames is still seldom seen, unfortunately, so I absolutely cherish the funny moments that the entirety of Portal 2 gave to me.

F1 2011

After being blown away by F1 2010 and inspired to do things like my Living The Life series, it was inevitable that this game would be a key title from 2011’s lineup. What you might not have known, however, was that I was prepared to hold off buying it until perhaps even this year due to the aforementioned desire to hold back on my purchases. That was until I found myself in possession of a review copy, anyway.

F1 2011 is hard to comment on because, aside from playing it enough to be able to write the review, I have barely touched it -- not when compared to the amount of hours I have put into its predecessor F1 2010, anyway. What I did play, however, demonstrated to me that the game was absolutely an improvement with some great refinement being made by Codemasters, and key new features like the inclusion of the Safety Car being thoroughly welcome. It wasn’t just an annual release ready to cash-in on the brand or license, it was a genuine successor that illustrated that F1 2010 wasn’t just a one-trick pony, and that Codies had a direction that they wanted to go with the series. Whether it can sustain everything in its current form for another go with F1 2012 later this year remains to be seen but, right now at least, F1 2011 is another fantastic Formula 1 and racing game, and the franchise as a whole is well on its way to being one of the genre’s finest.

I will be covering F1 2011 extensively this year, as well as using it for the second season of my role-playing story. I refuse to focus on the title until I have covered F1 2010, however, so expect musings on that game in the very near future. 

Uncharted 3: Drake’s Deception

The third (and final) game of my “big four”, Uncharted 3 was absolutely high on my list because it was the follow up to the impeccable Uncharted 2: Among Thieves, and because it was being made by one of my favourite developers in Naughty Dog -- a studio I firmly believe deserves to be considered in the same light as Rockstar, Nintendo, Valve and the other behemoth names of the industry. Most of all, however, I was eagerly anticipating Drake’s Deception because it meant another journey with some of my favourite characters in the medium, meaning I could share more adventures with Elena, Chloe, Sully and, of course, Nathan Drake.

Interestingly, now that I have played it, I feel like Uncharted 3 was a bit of a let-down. A feeling that actually bothers me because there is nothing inherently wrong with it and because it exceeded what Uncharted 2 brought to the table back in 2009. The graphics were sublime; the set-pieces were absolutely amazing; the levels and locations were incredible; and the continuation of the story and the ability to see more of the characters was brilliant. Yet, somehow, I feel like I enjoyed Uncharted 2 more and I find that fascinating to contemplate because on an objective level Drake’s Deception is better in every way. I’m sitting on my thoughts about the game for a few months so I can revisit it and really understand them, so when I play it again I will cover it here on the blog. In the meantime it absolutely is a fantastic game (despite what some of the backlash it is receiving might suggest) and ultimately it ensures that the Uncharted franchise as a whole is one of the best to have come out of this current generation.

Forza Motorsport 4

Like F1 2011, commenting on Forza Motorsport 4 is difficult for me because I have barely played it and, once again, I wasn’t expecting to have access to it, either. For whatever reason a very generous friend decided to buy two copies and lend one to me, and now we’ve made a deal in which I will be buying the game off him once I am ready to do so. Being the Collector’s Edition means that I am rather grateful to be in a situation like this, but either way it is interesting because it was totally unexpected.

The first thing I noticed was how much better overall the sound quality was: cars sound absolutely fantastic now, and the environmental ambiance and general aural performance has been improved immensely. Physics, too, have continued to be refined to remarkable levels, something I won’t fully get to understand until I have played it for some time. The graphics are also better -- that’s obvious from screenshots alone, as demonstrated above -- but, as a simulation game, I don’t pay too much attention (okay maybe a little bit) to that.

Unfortunately, however, I just haven’t played it enough to give you any decent summary of how good it is. Why haven’t I spent time running it through its paces or driving lap after lap after lap? Because I am still working on Forza Motorsport 3 and I am trying to wrap that up before fully transitioning into FM4. Look out for some coverage on the game later in the year once I have given it a proper go.

The Elder Scrolls V: Skyrim

Another game that I wasn’t expecting to play and thus, can’t really comment on, The Elder Scrolls V: Skyrim is a hard one because I both like it and don’t think it is as fantastic as everyone else makes it out to be. I realise having played very little I can’t speak to it like everyone else can, but the brief sessions I did have with it illustrated to me that whilst it was a massive improvement over The Elder Scrolls IV: Oblivion, it is also full of the issues that have plagued the series for years, too. It looks and sounds better, has a more interesting setting and features a world that looks like a joy to get lost in, and yet it still has wooden (and fairly uninteresting) characters, the same goddamn voice-overs and repetitive quests and/or dungeons. I don’t know, the game just had (and continues to have) such incredible hype surrounding it and yet that’s what the final product is? Really?

I just don’t see it, but then as I said I have barely played it so it isn’t right to judge. I am sure it is a fantastic game (I did enjoy what I played, honest!) and that I will enjoy it when I can finally play it properly, but at the same time I just don’t think the series as a whole is right for me, or that I am just missing what everyone else sees in it. I guess time will tell on that one.

Oh, and for the record: I was able to play it due to another generous friend. I don’t own it myself yet, unfortunately. 

Mario Kart 7

Yet another game I wasn’t expecting to play because I wasn’t expecting to own the platform you find it on. It wasn’t until last month, December, that I got my Nintendo 3DS (yes, as a Christmas present) and as such this game only barely scrapes onto the list. Despite this it already stands out as one of the year’s most interesting and enjoyable games, and I definitely look forward to playing it some more in the very near future.

The fact that Retro Studios had a hand in its development is also something I find fascinating, not just because of their own pedigree and what it means for the game but because of what it may suggest for Nintendo (and thus, the medium) going forward, too. By collaborating with Retro to design some tracks and environments, EAD Tokyo have indicated that they are not against the idea of working with other development teams; western development teams. This is significant information and could be very interesting to keep an eye on as the Wii U comes out and Nintendo enters the High Definition race -- Retro may not have released any HD games themselves yet but, being a Western team, they would absolutely be familiar with it. Will they be leading the charge, so to speak, when it comes to the approach Nintendo ultimately have with their upcoming console? Probably not, but it’s still an intriguing thing to observe and contemplate.

Super Mario 3D Land

As with Mario Kart 7 I wasn’t expecting to own this and because the purchase was so recent I haven’t played it enough to really comment on it. What I did see was impressive and I look forward to playing more, but having said that it also didn’t grab me as much as I was perhaps expecting it to.

Regular readers of Raptured Reality would be aware of the fact that I am not as into Mario or Zelda as most Nintendo players are, my series of choice instead being Metroid. They would also be aware, however, that Super Mario Galaxy captivated me and surprised me with its genius level design and fantastic use of perspective, so my reaction to that wonderful game definitely played a key role in my interest for Super Mario 3D Land. A mix of Super Mario Galaxy and old-school Mario platformers, in 3D, on a handheld? It almost sounds too good to be true and, if I’m honest, it is… What is there is seemingly a really well made, fantastic title, but by being an amalgamation rather than a unique experience I also feel like the game might ultimately fall a little flat for me personally. But, again, I have barely played it -- let’s revisit this subject once I have given it a proper chance.

Minecraft

What can I say about Minecraft that I haven’t already said countless times before? The game is a marvel, quite literally, and if hours played were a defining factor behind choosing a game of the year the thing would win hands down. Featuring it for two years in a row is also a little weird, as no other game (except maybe World Of Warcraft?) can remain as important and as prominent as Mojang’s indie sensation has. Of course, the game ‘officially’ came out late last year by finally leaving Beta status, but no matter what state the game is in one thing has remained consistent and abundantly clear the entire time: Minecraft is on this list because it is inspiring, mesmerizing and because it unleashed a creative side to my personality that I didn’t even know I had. It is one of the best games I have ever played and I fully expect that I will be playing it for many more years to come, too.

This may be a touch hyperbolic so early into a new one but, Minecraft isn’t just one of the games of the year, it’s one of the games of the decade. I eagerly look forward to seeing what other developers can do with the new genre that Mojang have created.

*****

So there you have it, the games that I was lucky enough to play during 2011. As suggested above it was a rather quiet year for me and I didn’t get to play everything I wanted to, including The Last Guardian which was unfortunately delayed for whatever reason. I missed Batman: Arkham City, The Legend Of Zelda: Skyward Sword, Bastion, Deus Ex: Human Revolution and so many more games that I definitely wanted to play. Unlike 2011 my aspirations for 2012 aren’t restricted in any way so I definitely will be catching up with all of the titles that I missed throughout the year. I will also be playing a whole host of games due to come out, too, but I will have more on those in a preview for 2012 in a couple of days.

Finally, I suggested in yesterday’s post that I found the year to be disappointing. The reason for this is because I felt like all of the titles that had high expectations and immense hype either underperformed or failed to deliver. It’s not that the year’s best games weren’t great experiences and worth waiting for but, rather, that after looking so strong for so long the final outcome for each of these titles was a little… lackluster. A similar thing happened with 2010’s range of titles but I definitely feel like that year was a better success (if you will) than 2011 ultimately was. Was the year yet another example of hype reaching unrealistic and unattainable levels? Maybe, but either way it is an interesting thing to observe and contemplate. Here’s hoping 2012’s line-up has a better chance.

Thursday, October 13, 2011

F1 2011

Pixel Hunt, an E-Zine and online website, recently posted their review of F1 2011... meaning that after many years posting here on the blog, I have finally been published elsewhere!

Yes, it's true, I wrote the review of Codemasters' latest installment in their rather wonderful Formula 1 series, and it was an absolute pleasure to try my hand at writing a review rather than whatever I feel like here on Raptured Reality. Writing a review means that you're writing for an audience, basically, so with that in mind I tried my best to keep things simple and cover a variety of things about F1 2011 that I thought would be beneficial to anyone who may end up reading it. F1 being what is, however, it was rather challenging as the sport is just too complex to be able to describe without venturing into motorsport jargon territory, or at the very least areas in which only automotive enthusiasts would understand. Still, I thought the review came out pretty well considering it was my first, so do let me know what you think.

While we're on the subject of Formula 1 games, I suppose I should address a few things. First of all, reviewing this year's title suggests that I have moved on from last year's F1 2010 and, by extension, that I might be done with my Living The Life story or, indeed, covering that game from an analytical point of view. Not true! Whilst I have slacked off, again, with coverage for the game and my story, I don't consider myself to be finished with either and will continue to focus on that game until I am. This means that you can expect the story to resume (sooner than you may think, too!) and that I am still dedicated to seeing it through to the last round, in Abu Dhabi. You can also expect me to start posting about why I fell in love with F1 2010 so much as well as pick up on some of the issues I think the game has -- some of which I actually mention in my review of F1 2011

Once I have done that, then I will shift my focus over to F1 2011 and begin discussing what makes that game worth playing, as well as why it is so different (surprisingly) from Codemasters' first effort with the license.  I will also elaborate on some of the things I covered in the review, and point out some of the things I left out. Then I'll begin the second season of my Living The Life story because I'm interested in what it would be like to experience another season using that mentality (or persona) and to then convey those findings, once again, here on the blog. 

As far as other content is concerned, both the Metroid Marathon and Red Dead Ruminations posts will continue (apologies for the delays) and I will also be taking a look at both L.A. Noire and Test Drive Unlimited 2, finally, as I am now ready to think about my experiences with them.

It was an absolute pleasure to try something new and do a review of F1 2011 for Pixel Hunt. I'd like to take this opportunity to thank my editor for the review, Dylan Burns (if he's reading this), for giving me the chance to experiment with my writing. Will I do more reviews in the future? I'm not sure yet but considering this experience was nothing but positive the entire way through, I am certainly willing to consider it if the chance arises once again.

Anyway, if you're interested then by all means give it a read and let me know what you think. Thanks again for reading my work, everyone, and happy gaming.

Saturday, May 28, 2011

Behind The Wheel Of GT5: Racing Rivals

I’ve talked about how Gran Turismo 5 fares as a product and where it sits in its franchise; now let’s look at how it stands amongst its competition.

For years the Gran Turismo series was king of console racing simulation, sitting untouched at the throne for over a decade and remaining the pinnacle of graphical fidelity. Sure, there were imitators -- it’s quite similar to the GTA III open world issue, actually -- but Gran Turismo stayed on top due to its sheer quantity of cars and tracks, incredible production values and, most importantly, superior physics and handling model. Most copycats were content to cash in on this success -- it might not seem like it now with the likes of Call Of Duty and Uncharted around, but the Gran Turismo franchise is one of the biggest sellers in the industry -- or use it as foundation to go in a different direction, but GT’s presence on top was significant and defined the racing genre for years, much in the same way as Burnout did for Arcade racing. Microsoft’s increasing success and presence in the industry, however, brought with it a new challenger, one that in my eyes eventually overtook Gran Turismo for the lead.

There’s no denying that Forza Motorsport found success pretty quickly (after Forza 2 in particular) and soon became Gran Turismo’s main competitor. More significant, however, was just how serious of a rival Forza ended up being, and how, indirectly, it challenged not only GT but the entire genre to lift its game. Like previous attempts, the original Forza was mostly a copy of the PS2 generation Gran Turismos: GT3 and GT4. It took what worked from those games, added customisation, and focused on tire physics specifically rather than weight and momentum as I described in my last post. It had similar tracks -- including the obligatory New York street circuit and notorious Nürburgring Nordschleife (which I’ll cover in more detail soon) -- and a comparable range of vehicles; showcased a similar dedication and respect to cars and Motorsport to that of Polyphony’s franchise; and delivered on ideas of precision, consistency and accuracy just as Gran Turismo did. It was a competent game and a remarkable introduction to a new series, but it had nothing on its inspiration and, combined with various flaws, mostly underwhelmed the audience it was chasing. It was Forza Motorsport 2 and the transition into the HD generation of consoles that saw things change, and it is here where it passed Polyphony’s baby and took the chequered flag.

The reasons Forza 2 took the lead are simple to list but complex to understand. On paper we have improved graphics thanks to a generation change, a stronger emphasis on customisation and (importantly) community, and refinement in every facet of the production, making it an extremely well made game. Under the hood, however, we have the physics and handling engine which saw remarkable refinement and alterations that didn’t just deliver an improved level of control, but one with nuance and subtlety that, in hindsight, Gran Turismo was lacking. That’s not to say that GT’s achievements weren’t impressive or that it didn’t contain complexities to its own engine, but rather that its position on top for so long allowed Polyphony to become complacent with their handling model, so much so that only minor improvements were considered necessary. Forza 2 demonstrated what could be done and, crucially, why it should be, and the disparity between it and Gran Turismo 4 (the last game since Gran Turismo 5 was taking so long to develop) was so strong that it was almost unfair.

And it is unfair, for the most part, comparing a current generation game -- long since outclassed, yet again, by its sequel Forza 3 -- to one from the last generation, but on console racing simulation terms these two games were the only respectable ones and Polyphony’s pursuit for perfection allowed their competition to reach the top of the podium. The release of Gran Turismo 5, after years of delays and uncertainty, was supposed to be when the series retook first place and sat on that throne once again but, after playing it comprehensively, the Forza series still has it beat. Now this opinion is obviously mine and, I’ll quite happily admit, is debatable depending on how you approach the two: in terms of features, graphics (for the most part) and content Gran Turismo 5 is the clear leader as I described in my first post, but approach it from a driver’s perspective (so to speak) where the handling is crucial, and it’s another story. That nuance and subtlety I mentioned in Forza exists in Gran Turismo 5, too, which is commendable and pleasing to see, but it still lacks a lot of the small details -- the stuff most people wouldn’t notice -- that Forza has. I will do my best to articulate these and describe in detail why both Forza 3 and GT5 are what they are, but for now the level of depth that Forza 3’s physics/handling model has keeps it in front. There’s simply more that you can do with Forza’s system and now that Polyphony have indicated that they understand that (by including some of Turn 10’s innovation in their own game), it appears that it will take some refinement and the release of Gran Turismo 6 before the two will be on par, if it can’t retake its position as the leader altogether.

Move beyond the inevitable comparison between Gran Turismo and Forza -- preferably before the fanboys bring both games down with their immature insults and obvious ignorance -- and you find that other games have stepped up to the plate too, making the present day even more interesting and the past domination a relic of videogame history. Need For Speed: Shift, another mainstream and relatively popular title, delivers impressive graphics that match Gran Turismo 5’s beauty; Codemasters’ GRiD tapped into what it was like to race rather than drive (meaning techniques for executing passes and avoiding crashes mattered, rather than aiming for apexes and judicial use of the accelerator); and even a game like Race Pro -- one that definitely flew under the radar for most people -- matches the big two franchises when it comes to handling. I will explore all of these games (and many more) in future posts but the point is that while Gran Turismo might have been king for an incredibly long time, now it’s just another pawn fighting to get noticed and struggling to win, and Polyphony’s blissful ignorance of this fact makes Gran Turismo 5 even more disappointing than it needs to be.

It’s a fantastic game, I’ve already explained that, but it’s no longer the clear winner and has been surpassed by its rivals even though Polyphony (and Sony, for that matter) would suggest otherwise. What it brings to the table is wonderful -- if long overdue -- and it’s great to see that, for the most part, Gran Turismo 5 delivered on expectations, but in the time it took to do so everyone else ended up doing it first, ensuring that the title was left behind even though it thought it was ahead. As a fan of the franchise, that’s a little discouraging, but as an even bigger fan of genre competition (because it means I get to play more games), this result makes the race fascinating to watch, and even better to participate in.

Next time I will take a look at Gran Turismo 5’s licenses, break down the various features I’ve constantly made reference to in these recent posts, and also look at the handling system a little more closely. Before that, however, I turn my attention to Test Drive Unlimited 2, and how it fares in this incredibly competitive genre.

Monday, May 16, 2011

Behind The Wheel Series: Overview

It’s no secret by now that I am a racing game fanatic and play practically any racing game I can get my hands on. Whether it’s a simulation like F1 2010 or an arcade racer like Burnout, I play these games because I enjoy them and because they satisfy my appetite for speed. Even a bout of Mario Kart is worth the drive, in my opinion. It’s also no secret, however, that I believe that the genre as a whole doesn’t get the critical attention that it deserves, seemingly acting as a fun diversion for the majority of players while the big-name shooters and RPGs of the world get all the attention. This bothers me, as I’ve expressed before, and part of my motivations for Raptured Reality these days is to try and change that perception and give the genre the investigation, analysis and dedication that it deserves. Enter my newest series, Behind The Wheel, in which I’ll discuss racing games thoroughly, and where (almost) anything goes.

I’ve played around with the idea of writing in depth about racing games before, approaching it from a variety of angles but not really finding one that meets the desires I have when it comes to covering the genre critically. My Friday Night Forza series lasted only two posts because I felt like it focused on one game far too much, and wasn’t really discussing the actual game in any analytical sense. What I did cover in those two articles, however, was important because they highlighted how racing games can go beyond the simple act of going fast and become so much more, teaching players, indirectly, experiences that they might not have been aware of previously. My F1 2010 Living The Life series, on the other hand, demonstrates the genre’s potential to -- again -- go beyond the act of going fast and tell stories, even if those stories are created out of a particular approach to playing. I’m proud of a lot of what I have written in the three years I have been blogging here -- stuff like my Heavy Rain and Fahrenheit coverage comes to mind -- but I can say with confidence that the Living The Life series is the best thing I’ve ever done, not necessarily due to its content but because of how it enlightened me to so many things that I was oblivious to. From the aforementioned storytelling to the emotions playing it in that way has inspired in me, the approach has been invigorating and I hope to use that experience to enhance not only other games in the future, but possibly other aspects of my life as well.

But it’s not criticism, is it? Playing F1 2010 with an intentional “I’m the driver, here’s how my races fared” approach isn’t taking the actual game, analyzing it, and discovering why it’s so good, what flaws it has and where it should go in the future. Talking about driver mentalities or hard to describe phenomena in relation to a simulation like Forza Motorsport 3 isn’t breaking that game down, investigating what it does and doesn’t do within the franchise it exists in, or the competition it aims to overthrow. Hell, even answering the question as to what my favourite racing game ever may be isn’t doing anything substantial other than offering my opinion and explaining why. This annoys me because it goes against my intentions for covering the genre here on the blog: it’s not discussing them in depth and offering a perspective that others cannot, because they don’t have the same experience with the genre as I do. It’s fine to experiment the way I have in the past if it’s alongside these genuine criticisms and analysis of individual racing games, but if doing one is to the exclusion of the other then I am doing it wrong (so to speak) and this is something I’d like to change.

So that’s what this new series is about. Instead of experimentations that could go anywhere or discussion on subjects that mean little to anyone other than me, I’ll actually be focusing on games like Gran Turismo 5, Wipeout HD, Blur (etc.) to understand them and explain, to you guys, why they are what they are and why I find them so enjoyable (or not). I’ll still continue to experiment as I find ways to articulate the many thoughts I have about the genre, but it will be tangential to the criticism and analysis and, hopefully, enhance the discussion rather than control it. I will also continue my F1 2010 story because, as I said before, I find it fascinating and want to relay that to you, but I will also analyse the game so it is clear as to why I love it so much, and why it has enabled me to tell my story to begin with.

First, however, I’m going to turn my attention towards Gran Turismo 5 -- a controversial and inconsistent racing game -- and the recently released Test Drive Unlimited 2, as a nice (and intentional) contrast of styles within the racing genre. Join me again tomorrow for the first of these posts, looking at where GT5 stands as a product (as opposed to a simulation, or to its competition).

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.

Wednesday, February 9, 2011

Preview Power: Test Drive Unlimited 2

[Part of a series of smaller posts that I'll be doing about various upcoming games. I don't jump on board the hype train too often, but when I do I like to think that there's a pretty significant reason for why, and in this series I will attempt to explain my anticipation for each game.]

The original Test Drive Unlimited, believe it or not, remains one of my favourite games to have been made in the current generation. In an era where the likes of BioShock, Uncharted and Mass Effect have also been created -- not to mention smaller pleasures such as Braid, Limbo and Geometry Wars -- that’s no mean feat. To put it simply, I loved Test Drive Unlimited because it enabled me to just drive: to go wherever I wanted, at whatever pace I wanted, and in whichever car I happened to choose. Sure, I could just as easily go for a cruise in real life, exploring the real world as opposed to the virtual, but then I’d have to follow the rules that the real world has in place to ensure things like safety, well-being and fairness -- not quite the relaxing experience I’m after. Test Drive Unlimited 2, then, is high on my anticipation list, for the exact same reason I enjoyed the first game, as well as many more.

First of all, new additions such as a day/night cycle and weather should enhance the drive, a trip home from the dealership in my new car of choice as the sun begins to set presumably quite relaxing, not to mention beautiful. A gentle coastal cruise as a storm closes in, however, could be at once stunning and a little bit unsettling, the paint job of my incredibly expensive set of wheels about to be drenched whilst my ability to stay on the bitumen now uncertain under the increasingly slippery conditions. Perhaps venturing off the beaten path wouldn’t be so bad after all, the new off-roading sections of the game enhancing the variety of places to go whilst simultaneously adding yet another thing to do within the game’s gigantic islands.

And perhaps it’s that plural that excites me most: it took almost five (!) hours to drive around the outskirts of Oahu with a friend in the first game; the fact that it returns and sits alongside new addition Ibiza in the second is both daunting and delightful. New places to go, new areas to visit and new locations to explore, combined with the familiarity of an island I came to call home during my time playing Test Drive Unlimited, certainly makes for an enticing prospect.

The game’s new rewards system also seems interesting, the different modes of play invented in the emergent spontaneity of online play in the original now a prominent selection in its sequel. Handing out the rewards regularly as players explore the islands or demonstrate their talent behind the wheel in the ubiquitous races should make for a nice mix of discovery and victory, while getting together with friends -- or strangers -- for a casual cruise or a competitive chase should give the thrill and excitement of other racing games in an environment that, hopefully, is a joy to inhabit.

Most of all, however, I’m just looking forward to grabbing the keys off the table, entering the garage and vehicle of my choosing, and heading out for a nice and relaxing drive. If I happen to discover something cool or win a few races along the way, perhaps even meet some new people, even better.