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.

Friday, February 20, 2009

A Brief Look At Midnight Club: LA


For a couple of months now I have been mentioning my intent to take a look at all the games I have been playing recently. As you are already aware, this has not happened due to my poor time management skills of late last year, the fact I was playing all these games and that I had not finished them yet. Things are different now with some games being finished and progress being made on the ones that are not. I still fully intend on taking an in-depth look but for now I thought I would take a brief glimpse at some of them..

It begins with Rockstar's racing game Midnight Club: LA. Despite being such a big racing fan, this is the first game in the Midnight Club franchise that I have been able to play and well, it was not surprising at all when I realised that I loved the game. Say what you will about all their controversial stuff but Rockstar certainly know how to make a fun game and Midnight Club: LA is no different. The handling took a while to get used to and I didn't like it at first, but the more I drove around LA the more it grew on me and now I think the handling is exactly what you would want for a game like this. It's Arcade, of course, but has subtle hints of realism that makes it feel like you are driving a car instead of floating around on nothing. Visual aids help this cause with things like the in-car camera view adding to the experience. I'm pedantic about making my racing games as realistic as they can be (within their context, of course) so as soon as I found out about the in-car view I refused to use any other. This applies to manual transmission as well which is also something I try to use if it is available. Other graphical things that impressed me were the full day and night cycle and the weather effects. The former because it was great to be racing down one of the freeways and see the sun rising up over a mountain, the latter because I love rain and wish it was in other games.

Around the time of release a lot of people were claiming that the game was hard but I didn't think it was. Sure, some races were and the AI punished you if you made a mistake, but I didn't have too many hassles progressing through the career or finishing the many (there's 72 in total) Goal Attacks. I was surprised at how long the career actually was too, though I never found it to be repetitive or annoying. There's a decent selection of tracks across the city that sees you having variety while also the ability to learn their layouts. It made for a nice balance. Online is a blast too with all of the various modes providing decent fun with friends, though the most fun I had was definitely just cruising around the city in whatever car I wanted with them.

Well, that's a brief look at my thoughts on Midnight Club: LA. As I mentioned before, more in-depth thoughts are on the way but for now, stay tuned for tomorrow's post on another game I have been playing recently.

Sunday, February 15, 2009

Always Connected: Racing Games


Always Connected is a series of posts about online gameplay with today's post taking a look at my time with some racing games.

Last week I took a look at my time playing both Gears of War games online and detailed how I was disappointed in the community that surrounds the two games for generally being disrespectful and inconsiderate of you as a player. Whenever I compare that experience with the other games I have played online, specifically the various racing games, I always find myself confused and curious as to why they have been so different.

It's not always different though as bad multiplayer sessions can happen in any game. Naturally it depends on who you end up versing, something that you have no control over when using a game's matchmaking system. The racing games that come to mind when I think about my bad racing experiences are the Project Gotham Racing series. I have been playing the series online for as long as it has been offered, beginning with Project Gotham Racing 2 and finishing with the last game to be released Project Gotham Racing 4.

I can't say I am surprised when I think about the bad times I have had with the game, because the more Arcade nature of the handling system and racing means that it is easier to be an idiot and crash into people on the track, with no repercussions to penalise the players who do it. Braking for corners can result in eager players behind you smashing into you to use you as their brake, with the end result seeing you slamming into the wall while they pass for the position and carry on to do it to the next unlucky person. Racing side-by-side with someone may see them purposefully swerve into you with the aim to make you spin out. Hell, some people even drive around the track the wrong way with the sole intention to slam head-on into whoever they see first. Like Gears of War before it, it's disappointing but you have to expect it with any game really. I won't deny that across all the racing games I have played online, the PGR series has been the most prolific with bad multiplayer sessions but despite that I still firmly believe that it is one of the most fun games I have ever had the pleasure of playing against other people. With perhaps a touch of irony, I would argue that the reason is again because of the more Arcade-like nature that the game has allowing it to be more accessible to a wide variety of players with different levels of skill. Car damage is cosmetic, it doesn't affect the performance of the vehicle at all and means that if a player was to crash they wouldn't suffer too badly in a race and may only lose a few positions rather than be forced to retire. This is a good thing because it means less players get frustrated if they aren't doing so well and have a desire to press on due to the unpredictability that comes with racing. Combine that with the reward of Kudos (points) for pulling off daring maneuvers like power-sliding around the corners and getting up on two-wheels and you just have a damn fun racing game.


Another racing game I have played online heaps is Forza Motorsport 2. With it being a simulation game and therefore a more serious racer, I was expecting it to be another game where players act like fools, only worse due to the game featuring damage that can affect your car's performance to a point where a snail would be moving faster or that I would be forced to retire. Much to my surprise I found the game was fantastic to play online with the community surrounding it being open to all levels of skill and more importantly being respectful of other drivers. Apologies were offered over the in-game chat if someone caused an accident unintentionally; people helped out with car setups if players were struggling; offered tips for people who couldn't take a particular corner right and it was just generally warm and welcoming. Now I'm no slouch when it comes to racing games and didn't need the help being offered but I still observed it happening and was definitely impressed. Of course there were still some races that weren't as fun as they could be which is again due to the nature of being matched up with randoms, but my time with Forza 2 was very pleasant. I even met a group of people who I'm now friends with in the game who also happened to be on par with my skill level, something that made it even more fun for me as the racing was close, competitive and a real blast to participate in. To put it simply, there is nothing like sharing a common interest (cars, racing) with a group of people who are also on the same page as you and who are happy to race just to have a race. I can only hope that other people that are into racing games can find a similar experience to share because it has certainly influenced my opinion of playing games online.

Moving onto some other racing games, the Burnout franchise has been another great series to play online although I can't really offer any comments about playing it with anonymous people because I have only played with friends. Each of the three games that offer online play in the series (Burnout 3: Takedown, Burnout Revenge and Burnout Paradise) have been great fun to play online and each offer a different experience. The recent Midnight Club: Los Angeles is also quite fun to play online with it reminding me of an old favourite, Test Drive Unlimited. Both games allow you to just simply cruise around their locations (LA for Midnight Club, Oahu for TDU) and as you would expect that can be fun when chilling with your mates.

As you can see my time playing various racing games online has been a positive one both with friends and people I don't know. It's nice to be able to say that because anonymous people are unpredictable and I can only hope that the positive experiences continue to happen in the future. Whether it is Arcade games like Project Gotham Racing or Burnout, or a more serious racer such as Forza 2, it is nice to be able to fire up a racing game and enjoy some races online. Simbin's first console game Race Pro is next on my agenda and it comes out next week. Here's hoping that playing it online is also something I end up enjoying.

Thursday, February 12, 2009

Through The Tubes

The good side of downloadable content...

In the recent months downloadable content has become a much more popular thing for developers to use to extend the life of their games. In the first couple of years of this generation the balance of content was nice with some games receiving new content and others not, with developers instead choosing to focus on their next game. In recent months however, downloadable content has become more prolific across most games and as a result I am starting to feel a bit exhausted from it all.

Some of that exhaustion comes from the fact that the games receiving the content are the very same games I felt pressured to play, leading me to feel continually overwhelmed with it all and desiring a much slower pace with which to play everything. The rest of it comes from the fact that, well, the content is coming rather soon after the games' releases and despite loving the games, I would like the chance to play something else as well.

This means that I have mixed thoughts about downloadable content now and I am a little worried with where the concept will head in the future. I have always appreciated the idea of having incentive to return to games thanks to new content and I still do, but I feel that if more and more content gets released to keep players playing, the more it will inspire developers to take advantage of the idea. There have already been examples of developers adding quick and easy content to games to make a few extra dollars, with Oblivion's infamous horse armor coming to mind as well as unlocking content in a game like Need for Speed: Carbon - content that can be unlocked in the game if a player actually played it in the first place. Hearing about this stuff annoys me but it goes even further than that. Now I am one of the first to admit that I am an Achievement (and now Trophy) whore, with my reason for chasing them being the fact that I am a completionist. Already there are examples out there of developers adding Achievements/Trophies to their downloadable content to try and gain a few more sales. While I like the idea of having new in-game accomplishments to go after, the more it happens the more I can see developers putting together a lazy list of things to achieve or obtain with easy scores just so the people out there who like increasing their Gamerscores can get a few extra points. It's a win-win situation for both the people who enjoy boosting their scores and the developers who make money out of the idea. Even I am guilty of it, playing games like Dash of Destruction (although granted it was free) from the Xbox Live Arcade to quickly increase my score despite claiming to obtain Achievements because of my desire to complete everything. Basically, my fear is that if downloadable content continues to become more popular then we will see consumers be taken advantage of.

... and the bad.

It also excites me, bringing the other side of my mixed thoughts to mind and indeed this blog post. As I mentioned above, I appreciate the idea of having new incentives to return to an old game and play it some more. Games like Burnout Paradise and Grand Theft Auto IV -- both with upcoming content -- are providing decent reasons to play these games again and I look forward to racing around Big Surf Island and getting a new, biker's perspective on Liberty City. I also look forward to playing Operation Anchorage in Fallout 3, having new Time Trial events in Mirror's Edge and visiting Knothole Island in Fable II. No doubt when I finally get around to playing a game like the new Prince of Persia, I will also be interested in playing its upcoming DLC once I am finished with the main game.

This is all well and good, but we are also lucky so far that the content -- both released or upcoming -- has remained decent enough to justify a purchase. How long will the consistent quality (that is of course, subjective) of downloadable content last? More importantly, is the concept something that can evolve and really do some interesting things for the medium as a whole? Can episodic content change and evolve because regular downloadable content might? It's an interesting subject to ponder and good or bad, I look forward to seeing where we go next.

Friday, February 6, 2009

Always Connected: Gears Of War


Always Connected is a series of posts focused on online gameplay. Today I take a look at my time with Gears of War.


The Gears of War series can be great fun to play online but unfortunately also one of the worst, with a community comprised of people who are more interested in ruining your experience than playing the game for fun. A generalised view perhaps but one that I feel is necessary after the time I have spent playing the series.

Looking at the original game first, my time with Gears of War has been a mixed affair. In the first few months I was able to cooperatively beat the game's hardest difficulty setting, Insane, as well as play a lot of Warzone multiplayer matches with a group of my friends. I really like the way Gears of War plays as a multiplayer title, with the game's matches feeling much more up close and personal than a game like Halo 2. Eventually my completionist side took over though and as a result, I begun to play Ranked matches so I could work towards the multiplayer Achievements. It was there that my perception of the game changed.

At first playing the Ranked matches was okay. I was doing it with a couple of friends and it wasn't too long before we found out that there was a particular search criteria we could use to get into Australian matches and eliminate the lag. Playing with Aussies was great but then something changed and the matches against them were not fun anymore. These same Australians had a sudden change of attitude and turned into the sort of people that give a bad name to the rest of us. They became the type of people who verbally abused you if you killed them, used glitches such as the infamous Crab-Walk to make the matches unfair and just generally became arseholes. I apologise for the language but it is an apt way to describe their attitudes. It ruined the game for me and made the quest for Seriously, an Achievement obtained by killing 10,000 people in Ranked matches, much harder than it should have been.


Moving onto the second game, I found it to be a much better experience than the first. Partly because the Achievements for the new game don't require much online play but also because of the new Horde mode. Horde in Gears of War 2 is a cooperative mode where a group of up to five players get to take on an onslaught of Locust, with difficulty increasing after every wave of Locust that is defeated. It is immensely fun to play and working together with other players -- friends or randoms -- means that there is no competition between players. This suggests that cooperative play is always going to be more enjoyable than competitive, but even if that is true I still wish that playing a game like Gears of War online could be fun regardless of whether it is with friends or not.

I can only speak from my own experiences so perhaps someone else has found their time with the game's multiplayer to be more enjoyable than my own. I also had a choice to stop playing the original at any time but instead allowed my desire to complete everything take control, something that is entirely my fault. I'm aware of that but even so it disappoints me that a community of players who clearly enjoy both games can take pleasure in ruining the game for everyone else.

Monday, February 2, 2009

Geometric War, Again


Ah Geometry Wars. It doesn't matter whether it is the first or the second game, all I have been playing in the past few days is the series that still remains my most played on the Xbox 360.

Sometimes I will spontaneously fire up either game for a few quick sessions here or there, usually when I am unable to decide what game to play but this time it is different. This time, my addiction has returned and to be honest I would not have it any other way. I am not sure what triggered the desire to play these games so much again nor do I really care, just playing them has been entertaining and exactly what I have needed after focusing so hard on trying to manage so many games at once and failing.

I am, in a word, rusty at the game. It has been a few months since I last played Geometry Wars: Retro Evolved 2 and the lack of play has definitely seen my skills go and hide on me. That is okay though because it has sparked a desire to reach my peak with the game again, a nice simple challenge that I can commit to while also slowly finishing the other games that have been on rotation recently. High scores factor into this of course, with personal goals to beat both my original scores and the two people who have now overtaken those. Working on the scores of these friends will see a reasonable increase for my scores but for me, that is not good enough. In the original game for example, I have a score in the early two million range. I aim to have a new score of six million (or higher) in the game and because I am confident I can do it, I won't stop playing until that score is mine. The sequel's scores are a bit different due to it having six different modes so I am uncertain about what the goal for the game should be, but I will figure it out as I continue to play and reach my overall skill level again.

So in a nutshell, the Geometry Wars series has overtaken my gaming habits for the foreseeable future and it shall be interesting to see how long this current addiction will last. Chewing my food has turned into having a second helping of something I have enjoyed before. Nothing wrong with that though right?