Showing posts with label Platformer. Show all posts
Showing posts with label Platformer. Show all posts

Tuesday, 2 October 2012

Don't be a stranger - gaming with new housemates

This article can also be found at the Yorker, here.

Dealing with new housemates is difficult. They probably won't clean, they're going to keep you up all hours with music you hate, and lord help you if you let them borrow anything of yours. But unless you can bank on getting your daily dose of human interaction elsewhere, you'll probably want to get to know your housemates better.
And what better means than with video games? (Well, there are lots of better means, but I digress.)
It's very easy to default to FIFA, Call of Duty or similar when thinking about multiplayer household gaming, but those options are a rather limiting - not everyone has a taste for football or first person shooters, so here are a few suggestions to add strings to your friend-making bow.

Mario Kart - Multiple Nintendo Systems

An obvious suggestion, but a good one. Available on any and every Nintendo console post-SNES, you'll struggle to not find it in one form or another. The quality between games is variable (Mario Kart DS is the best one), but in the context of just playing with friends, it matters little. As a bonus, it's incredibly easy to turn it into a drinking game! Personally I like this rule set (should work with all incarnations, works best with Mario Kart: Double Dash!! and onwards):
  • Start a multiplayer race, with 4 tracks picked at random.
  • While racing, any time you are hit with a Red Shell or better, take a drink.
  • At the end of the race, the person who came first (out of the players, computer racers don't count) does not take a drink, 2nd and 3rd place drink once, and 4th place drinks twice.
  • Repeat for all races in the set. At the final standings, 2nd and 3rd place drink twice, 4th place finishes their drink.
  • Drink responsibly. If you end up throwing up I have lost all respect for you.

Marvel Vs. Capcom 3 – PS3 & 360 (Or just fighting games in general)

Fighting games work out to be perfect group entertainment (since it's interesting to watch as well as play), but player skill can be a problem. Two good players competing is dramatic, and two beginner players competing is a great laugh, but if a skilled player is pitted against someone new, the inevitable curbstomping is satisfying to no one (unless the skilled player is a sore winner). MvC3 is a good bet for its easily recognised cast, bright, frantic aesthetics, and a 'simple mode' control scheme for those who aren't confident in their fireball-throwing ability. If it's a game with a large cast, select characters by theme (and take suggestions from those watching to be inclusive!) Some suggestions:
  • Pick a character who went alone to the high school prom.
  • Pick a character who has less than £50 in their savings.
  • Pick a character who has a low tolerance for alcohol.

Kirby's Adventure Wii

Yep. The cutest video game mascot to ever exist is entirely made for Co-Op play, and Kirby's Adventure Wii is the most recent and splendidly made addition to the series. While not a difficult game, it's built around being played by 4 people of any skill level - so anyone can have a blast. And if you're so inclined - enough means to be an evil dick to the other players (not recommended for friend-making). Plus, Kirby is both super cute and super violent in equal measures, so everyone has something to love!

Borderlands & Borderlands 2 – PS3, 360 & PC

If you absolutely must play a game where you ventilate everyone you encounter, Borderlands is enough of an accessible and unusual choice where you can rope in those who would be less likely to play a shooter. Taking on concepts of stats and skills from RPGs, you can work your way across the wasteland with a good weapon, even if your aiming isn't up to snuff. The sequel (released September 21st, just in time for the start of the University year) even has a 'Best Friends Forever' mode that offers skills and special abilities to aid those who are new or terrible at the genre. Personally, that's a godsend.

Free-To-Play Online Games

Okay, hear me out. In situations down the line where you don't have the space at your place to host a gathering, your schedules don't often sync with your friends, or you just don't feel like getting dressed; online gaming is a great way to unwind and still connect with your friends. You need not play a game so demanding of your time and money like World of Warcraft (not that it needs saying); there are plenty of easy to download and play free titles to play in a weekend or a week of free time. The gaming service Steam has a range of free-to-play games (my personal favourite being Spiral Knights), but there's always some cheerful, freshly translated Korean title to try out; and if you can co-ordinate a few friends to join you on your safari, you're bound to have some memorable experiences. MMO Grinder does in-depth reviews on free-to-play games if you need detailed info.

Thursday, 5 April 2012

Riding on Ribbons - Journey Review

With the current state of Video games retail, games enthusiasts have never been moree money concious - services like Steam have regular sales that set a precedent on what 'the worth of a game' is, and yet when new console games release for an average of £40, it constantly feels that any game that isn't on sale is out of a sensible price range.

Journey, being a 2 hour-ish game for £9, as such doesn't feel like a great value for money. After all, why spend that money on such few hours of entertainment?

Because, dear reader, those two hours are so compelling and content-filled, you'll definitely be leaving satisfied. Developed by thatgamecompany, the team behind the PSN-only game Flower, Journey is their next attempt at meshing game design and aesthetic artistry together.

The premise is wordlessly straightforward - you are on a pilgrimage to a distant mountain, with nothing but a scarlet cloak and the ability to shout at your disposal. The desert you're in the middle of is scattered with ruins and mysterious artefacts, most notably sapient red ribbons that grant you the ability to jump and float.

The 'rules' of the game work out to be incredibly intuitive - at least for those who have played a platformer game before. Considering how Journey refuses to spell out its rules for you, it's never difficult to work out what to do or where to go. The level design is incredibly subtle with it gently guiding you to where you should be heading, with rewards hidden just out of the way of your main objectives.

With the peak of mountain almost always in view, it's easy to keep things pacey even with the relaxed feel and no time limit. Your adventure is split into segments, bookended by visions of where you'll be heading to; and explanations of what these ruins once were.

Although Journey is entirely playable solo, at each stage of your adventure, you are randomly paired with another player. They have all the same abilities you do (including not having any way to communicate aside from a wordless shout), and can help solve puzzles, but their presence isn't as important as the developers advertised it as some years ago. They're never a hindrance (Which is definitely for the best), but an inclusion of bonus puzzles that required teamwork would make that aspect of the experience far more powerful.



Journey's aesthetics (when compared to its neat but very basic mechanics) are where the game shines. It's involving, bright, and the tone and colour pallet subtly changes from scene to scene, leaving you excited to see what the next area holds. The music stays carefully low-key, biding its time for huge swells at the right moments. It's definitely impacting, but not what I'd call catchy or memorable. I played through with two of my friends watching, and they were both glued to the screen as much as I was.

Journey is better off compared to DVDs rather than other video games. Not because it lacks interactivity, but in buying a new DVD, 2 hours of new-release quality entertainment for £9 is a definite purchase.

Tuesday, 29 November 2011

Sonic Generations - Gotta Follow My Rainbow


Back in the days of the Super Nintendo and Sega Mega Drive, the idea of 'Mascot Platformers' were incredibly popular. Mario and Sonic were the kings of the genre, and their success introduced many imitators; most of them nowhere near as popular. Some may have heard of Sparkster or Pulseman, but you're an odd bird if you've heard of - let alone played - Awesome Possum (You're not missing anything if you haven't).
Moving on to the era of 3D games; Crash Bandicoot, Jak and Daxter and Banjo Kazooie had entered the scene, and Super Mario was still going strong. Sonic the Hedgehog on the other hand had changed greatly with his foray into the 3rd dimension with Sonic Adventure, a point which die-hard enthusiasts of the side-scrolling experiences claimed was the point that Sonic had gone downhill. Today mascot platformers have largely disappeared, with Mario, Kirby, and Ratchet and Clank series holding out as the last bastions. Sonic has persisted through the ages, but the general quality of his games haven't managed to quite keep up with his peers.

More recently Sonic Team have managed to pull the franchise out of its funk with the bright and charming Sonic Colours for the Wii last year, and this winter they've released Sonic Generations - an honest attempt at taking the best of what made the old and new Sonic games fun, stripping away the additional mechanics that didn't work out, and wrapping it all up in a package that will get knowing smiles from fans of any age.


The set up is a complete throwaway excuse. A purple eldrich abomination made of purple fog and gears - the Time Eater - has ripped through Sonic's timeline, turning levels from his past into grey husks. This abuse of the time-space continuum also lets the Sonic of the modern day meet his younger self; shorter, chubbier, and (maybe thankfully) mute. Together they run through select stages of all the main-series Sonic games in order to get things back to the status-quo.

What this means in gameplay terms is that the game is bifurcated - half of the game is a smoothed-out, high resolution rendition of the 2D Sega Mega Drive style; the other half a tweaked and refined engine taken from Sonic Colours. Both styles of play are all about reaching breakneck speeds and good reaction skills, but the Classic Sonic stages are a lot more straight-forward in terms of controls than the Modern variant.
While this made the Classic stages easier to complete, they also felt a little less involved to me than the Modern versions. Modern Stages add in the ability to do aerial tricks, wall-jumps, and other neat acrobatics that feel incredibly satisfying when done correctly. All stages in the game have a certain rhythm to them that aren't easy to notice when playing for the first time, but as I progressed and retried a few stages, the quality of the level design became more apparent. That's not to say that all of the levels are great - late game stages Crisis City (from Sonic 2006) and Planet Wisp (from Sonic Colours) cause many deaths due to the level pitting the game physics directly against you. Even with the rest of the game's quality, these moments will easily wear your patience thin.

Aesthetically, Sonic Generations is a real treat. Not competing to bring about super-realistic environments, the developers focused on bringing all the stages to the current generation with as much authenticity as possible - and they definitely succeed. Green Hill Zone will be familiar to many, but when I started up the City Escape stage from Sonic Adventure 2 (The first Sonic game I ever played!), seeing how they managed to capture the feel of the stage without just copying the level wholesale brought on waves of nostalgia, and the widest smile.

The boss fights against choice final bosses from the series and against Sonic's rivals are both energetic and done with more creativity than I was expecting. The final boss, however, is lengthy and rather boring; a weak way to tie up the game. Just beating the game will only take a few hours, but there are over 80 Challenge Stages split evenly between Classic and Modern Sonic. They feature some interesting variations, and many are honestly a real challenge to beat. Those who like to chase after the highest ranks and full completion will find Sonic Generation a lengthier and more complete experience. But they might see some hair loss when they come to the hardest ones.


Sonic Generations is available on Xbox 360, Playstation 3, and PC (360 version reviewed). Please note that the 3DS version of Sonic Generations is developed by a different team, and may differ wildly from this version.

Wednesday, 16 March 2011

The Happiest Game on Earth - Kirby's Epic Yarn

Yes, I know the US got this game months before we did, but this is new and fresh to me at least!
The Kirby series has something of a reputation. The design has always been cute and endearing; and the game play undemanding, but fluid and enjoyable.

Over time, the games have varied in quality and difficulty, but we just can't hate the little guy, nor the games he appears in. Kirby's Epic Yarn doesn't buck that trend, but instead refines what makes Kirby games so charming and enjoyable, with a unique difference.

Everything is made from yarn. Or felt. Or cotton wool. Justified through a somewhat contrived plot line of Kirby being turned into yarn and whisked away to Patch Land by the wicked Yin Yarn (groan), the developers have gone wild with the art direction, and seamlessly blended it with how the game plays. The levels themselves scrunch up, unzip and unravel as Kirby progresses through each stage, accompanied by the angry looking Prince Fluff as a second player. Each stage is scored by the number of beads you collect, awarding bonuses for not taking damage and collecting items, with a bonus roulette of beads at the end. The score goes towards a ranking at the end of the stage.

Kirby's Epic Yarn is essentially one giant bedtime story - and that goes beyond the alternate interpretation of the game title. The pastel colour scheme, the light-hearted and whimsical concept and a soft spoken narrator for the cutscenes gives the entire package a feel like you're acting out the next Gruffalo or Very Hungry Caterpillar.


This stylistic choice seeps into the game play too. It's impossible to fail a stage in Epic Yarn. While all the staple platforming hazards are present and correct - enemies (adorably animated), crushing ceilings (denim constructed), rising lava (orange silk) - if Kirby collides with them, he'll reel back as his hard earned collectables go scattering. This means that Kirby's story will always end as intended; stages will be completed and bosses beaten. The effect of this is twofold - players who aren't much used to platformers will eventually finish their quest without much frustration, and more experienced gamers can pursue 'perfect runs' of each stage, racking up the highest scores.

As I played, I found that the game provided far more challenge than I had expected. Simply beating the game was a fun, but undemanding experience, so I felt compelled to try something that I almost never do with my games - a 100% completion. The check list of items heading to full completion was a lengthy one - unlocking all the stages, getting a Gold rank on every stage, collecting all the hidden items, beating the bonus challenge levels, filling in the encyclopedias of characters, enemies, and music tracks...

Playing the game in co-op feels like a much more rewarding experience than playing alone. Picking up your ally and throwing them up to new areas or into enemies can make some areas a lot more fluid; though you could argue it makes an already easy experience even easier. Then again, as both players can be damaged, some stages will rob you of all you hard-earned beads as Kirby and Prince Fluff get crushed, burned or battered. If there's a gap in skill between the two players, it can get a bit heated, as one player lags behind, or drops gems often. Go in with a relaxed attitude, or let the soothing piano soundtrack do it for you.

Kirby's Epic Yarn is a very different way of handing a 2D Platformer, but by no means a bad one. The experience may be too cheerful or too unchallenging for some; but hating this game is equivocal to hating fun. Fact.


This article has also been hosted at The Yorker, and can be found here.

Tuesday, 7 December 2010

Vision Issue 211

Note: My articles were a good deal longer, but ended up being compressed to fit the guest article on the page. Thing is; I didn't save the extended versions. I'm a idiot! =D

Reach For the Stars Tonight - Sonic Colours (Wii)
The modern gaming era has not been kind to Sonic. Depending on whom you ask, some will say the day the blue hedgehog appeared in 3D was the day the Sonic franchise died. Though you could argue that Sonic in his Sega Genesis days was far from perfect (but offered a certain polish the later games lacked); recent games have undeniably been dancing around a general theme of "enjoyable, but mediocre".

So when Sonic Team's newest project - Sonic Colours was announced at last year's E3 - the responses of Sonic fans and regular gaming enthusiasts alike were just that little bit tepid.

Previous Sonic games had generated a large amount of hype in the developmental stages; often claming to recapture some of that elusive game design magic the Genesis games were said to have; but upon release smacked of disappointment and missed opportunities. This happened with such regularity that the process was dubbed by fans as "The Sonic Cycle".

Now that Sonic Colours has been released into our anticipating - yet wary - midst; I can say with relief that it's finally a solidly-made and fun to play Sonic game. Which doesn't sound like overwhelming praise; but it's definitely a good step in the right direction.

This time around Sonic has gatecrashed a gigantic outer-space theme park; created by evil genius Dr. Eggman. Refusing to believe that his long-time rival has actually turned over a new leaf; he finds out that among the rollercoasters and ferris wheels is a plot to capture alien life-forms called Wisps - who hold the secret to an incredible power source.

As cheesy as the plot is; it results in a game that relishes in not taking itself seriously. The planets the theme park's made up of are vibrant and expansive (an aesthetic lovingly lifted from the Mario Galaxy games); and utterly breathtaking to dash about in. There's nothing like tearing around Sweet Mountain - a planet made entirely of cake, gingerbread, and oversized doughnuts - while the jazzy, upbeat soundtrack accopanies.
When it comes down to gameplay ideas, Colours has that covered too. Stages frequently switch between speedy into-the-screen dashing and slower, more methodical side-scrolling. Some levels require more planning and forethought to complete in one piece; not to mention a decent score.

The Wisps also add to how the game handles; certain colours of Wisps transform Sonic to allow him shortcuts. The Cyan Laser ricochets off enemies and through wires; the Yellow Drill plows through soft ground and underwater; the Green Hover serenely drifts you to high-up areas; with more powers besides. It's a great system - experimenting with your Wisps rewards you with collectables and adds longevity to the game; as does the intentionally retro Co-Op mode, complete with chiptune music remixes of the soundtrack.

As for downsides, Sonic's floaty physics can make him hard to control initially, until you get the hang of things. The game's intentionally childish nature make some cutscenes overly camp. Many deaths can occur from an awkward jump, or a Wisp power not working as intended; which can be frustrating. But persevere - Sonic Colours is well worth your time. The Sonic Cycle has been broken.


Nerds only? Not really...
"I'm such a nerd," he said as we sat in The Courtyard, both of us munching on burgers. "I've spent so much time playing Pokémon HeartGold; my house mates totally don't approve."
I blinked in surprise. I wasn't expecting the conversation to turn to video games. Outside of a certain crowd, bringing up gaming often feels like some kind of filthy taboo.
"I get what you mean," I replied. "Ever since Fable III was released, I've just burned so much time on it." An awkward pause hung in the air; and a puzzled look crossed his face.
"What's 'Fable'?"

Maybe I expected too much - even if he did self-profess to be a "nerd"; it's now cool to identify as one - whether it's true or not. I guess we have Scott Pilgrim to thank for that. It sounds incredibly pretentious to assume that only a special few can discuss your hobby; but despite the best interests of many, gaming (as compared to books or movies) is still something of a niche interest. And that's just a little bit unfair.

Enthusiasm for a film you've watched or an album you've listened to - even when the listener hasn't - isn't a conversation breaker; but an attempt to discuss a game can often be swatted aside with a "Sorry, I'm not into games," leaving the conversation cold, and the speaker feeling like more than a bit of a loser.
It might be something of a pipe dream to picture a world where games are treated socially the same way as any other media (though let's not get into a "are games art?"-type discussion here, they don't end well); but there has to be a solution we can use.

Firstly, it's up to us gamers to talk about interesting games. No one is going to care about your World of Warcraft raid, nor know what "Kill:Death Ratio" is. If talking about different games assists in you discovering new genres or old classics - so much the better.

Secondly, all you non-gamers out there: please don't run a mile when someone brings up their PS3, or new favouite game. We're sharing it because you might find it interesting! If it's something new to you; take comfort in learning something new about pop culture.

Finally, it's down to the game developers and producers to release interesting games to play. Call of Duty: Black Ops is a good game, but it has little in the way of discussion scope for people who haven't played it. Remember when The Sims was a new phenomenon? There was near infinite potential to chat and laugh about the TV Drama-like events that the game offered - and it was so accessible that near everyone played it.

So take my advice - be proud of your hobbies and interests, if they're as worthwhile as you feel they are; others will take interest. And please don't feign 'gamer-cred' by calling yourself a nerd. It's a bit embarrassing.