Showing posts with label Racing. Show all posts
Showing posts with label Racing. Show all posts

Thursday, 22 November 2012

Preview: Sonic & All-Stars Racing: Transformed (WiiU)

This preview has also been released (in a slightly edited form) on Shadowlocked, here.

The Mario Vs. Sonic rivalry hasn't quite died yet. Sure, they get along just fine at the Olympics, but when it comes to Kart racing, Sonic is still looking to take the top spot.

Between Mario Kart and its long list of competitors across console generations, the genre has become incredibly refined. At this stage, in order to remain competitive, innovation and bold statements are definitely required. In the light of Mario Kart 7, All-Stars Racing Transformed has done both of those things; and it succeeds! Mostly.



What makes the All-Stars Racing series stand out is its use of Sega history. While Sonic's in the game title, it's not all about him. Characters and courses are sourced from all places, with surprising additions. Transformed features a Skies of Arcadia stage (and Vyse as a racer), and raceways born from Panzer Dragoon and Afterburner, of all things. For more contemporary cameos, the Starlight Carnival stage from Sonic Colours is included, which is just as mind-blowingly colourful as the original.

Transformed makes itself directly comparable to Mario Kart 7 by having the vehicles (you guessed it) transform. However, while the hang glider and submersible in Mario Kart handled in manners similar to the basic car, the planes and boats in Transformed handle noticeably differently.

On paper, this makes a lot of sense. In terms of... let's say 'gamefeel', having each vehicle type handle differently is logical; a plane controlling exactly like a car would feel terrible. At the same time, having the handling of your car change severely in the middle of a race can be very off-putting if you're not prepared for it.

The previously mentioned planes are egregious for this. Developers Sumo Digital realised that, in a game designed for all ages, having total free-flight would end in wayward chaos. As such, you can turn on a 'guiding path' that creates a friendly green guideline in the flying sections. It's also somewhat magnetic – flying too far away from the line will pull you back on track. You can turn this assist system off at any time, but after using it for a while, the full plane controls gave me the piloting skills of a drunken madman. I hastily turned the guides back on.

Like any self-respecting kart racer, All Stars Racing Transformed has weapons – but interestingly, they aren't the randomised game-changers that they are in Mario Kart. Equivalents to the Blue Shell and the Lightning are nowhere to be found. This, personally, is a glorious, well-judged addition. While, in close races, a well-timed firework will get you into the lead, the person at the back can no longer effortlessly ruin the person in first place.

What they have to challenge the leader instead are stage hazards. On some courses, like Starlight Carnival, enemies from the source material will hover ahead causing havoc. On all stages, there will be a sudden swarm of bees at set intervals during the race. The person in 1st place will have to deal with them, and poor driving at these moments can leave you fighting to hold position. While sudden, it never feels unfair – but having these obstacles be bees on every stage feels like a wasted opportunity for good theming. They could easily be ninjas on the Shinobi stage, or Rokkaku Police on the Jet Set Radio stage.

In terms of game modes, they've taken the time to go beyond the basic standards. There's the regular Grand Prix, versus modes, and battle modes – but there's also an extensive single player mode that acts as a sort of 'career', with race requirements, branching paths and challenge races. The challenge races are legitimately difficult, and are a great way to improve your skills in the game (don't know how to powerslide? Do the checkpoint challenge where you get bonus time for good drifts, and you'll learn fast). If you want to take things online, up to 10 racers can participate at once.

While there are additional functions that make use of the Wii U's assets, they're all rather incidental. That's no bad thing – labouring gimmicks into the control scheme would definitely hinder more than it would help. You can use the tablet controller as a steering wheel should you wish (you won't); the screen acts as a top-down map in single player, and your own personal screen in multiplayer.

It feels a little mean-spirited of me to continually mention Mario Kart while writing about a game that's legitimately solid and entertaining in its own right; but much of Sonic & All-Stars Racing Transformed wouldn't exist (or at least wouldn't be so refined) without the context provided by Nintendo's racing series. That Transformed has managed to take that context and make it its own this is definitely commendable, though. Until Nintendo release Mario Kart WiiU (and trust me, they will), Transformed is looking to happily be your kart racer for the next generation.

N.B. After the article went up on Shadowlocked, I had an error corrected. Rather than butcher the paragraph to fix it, and addendum was placed:

Since writing this, I've been corrected about the weapons. There is actually an equivalent to the Blue Shell in All Stars Racing Transformed: the bee swarms. During my (short) time playing, I never found them in item rotation, so I took them as a stage hazard. That this isn't the case is actually a huge shame, though the reality makes a lot of sense. I'd still enjoy it if the bees were themed to to stage they appeared in, though.

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.

Tuesday, 13 December 2011

Mario Kart 7 - Glidin' & Divin'

This review can also be found at The Yorker.



Nintendo are pretty smart businessmen. They're very confident in their intellectual property - on any given Nintendo console, you'd be had pressed to not find a Mario, Zelda, or Pokémon title. And yet, these releases aren't yearly. In a market where Call of Duty, Need for Speed and Tiger Woods titles see a yearly incarnation to remain relevant, many Nintendo titles are released incredibly infrequently, but still rake in the sales.
 
Mario Kart is the best example of this avoidance of over-saturation. Mario Kart games are released not once per year, but once per console; and the titles will sell consistently through the hardware lifespan. Mario Kart DS came out in 2005, and new copies are still being manufactured and bought!

With that kind consumer success, Mario Kart 7 - 3DS' bite at the apple - had some lofty expectations. Many complained about how Mario Kart Wii was 'imbalanced' from a competitive point of view, and lately Nintendo have had to go to lengths to get more 'dedicated' gamers on board the Nintendo franchise - most likely in preparation for the WiiU. In that light, Mario Kart 7 had a clear niche to fill.


Mario Kart 7 is 'balanced'. It has in no way shifted from the established formula set down by its predecessors - people flagging behind get better items, you can drift around corners to get speed boosts, and that little trick where you can get a boost from the start line are all intact. These notions that were once 'hints' are now codified laws written into the fabric of Mario Kart (excuse the pretentious phrasing).

Yet at the same time, it feels a lot more... technical. Don't worry, I can't make any comparisons to realistic racers like Gran Tursimo with a straight face - but you can now choose the chassis and wheels of your vehicle to fine-tune how you want your car to handle. The new courses featured have co-ordinated drifting in mind, and the trick from Mario Kart Wii where hopping off of jumps to get a free speed boost returns here.

To compare it directly to other games in the series, gameplay-wise this puts MK7 somewhere between Mario Kart DS and Wii; but at the same time it lacks key features from both that made those titles more well-rounded. Beyond the Grand Prix, Time Trials and some forgettable battle modes, there are no additional challenges, while MKDS had a Mission Mode. Even with all the different kart combinations, they all still function the same - the inclusion of Motorbikes in MKWii was very refreshing in that regard.

That said, I don't want to accentuate the negative, here. The nature of games like these mean that they lend easily to be compared to past editions, but that doesn't mean in any way that MK7 doesn't hold up on its own. The karts are satisfying to drive, the new tracks are either fun to burn around or interesting technical challenges. As with games preceding it, 16 of the 32 tracks available are remixed courses from previous titles, but whether that's a good or bad thing is incredibly subjective.


With the limited single player, the meat of the entertainment is to be gained from the multiplayer and online options. And like with the online modes of other games, its worth is valued entirely by how much you enjoy competing with people you can't physically interact with. For me, part of the Mario Kart Experience is having others in the room with you; to taunt when you win, and to punch in the shoulder when you lose. Mario Kart 7 does have local multiplayer - and the ability for other 3DS owners to play, even if they don't have their own copy of the game, but that relies heavily on knowing multiple friends that live close-by who have also bought a 3DS. At the moment, the odds of that being the case are somewhat slim.

The online functionality does have one neat trick, though. Daily, your 3DS will download new 'ghosts' for you to race against. These are the times achieved by other Mario Kart players, and competing against them is satisfying in a different way from normal multiplayer. With no bananas or shells to lob at opponents, it comes to finding the best racing lines and getting the best use out of the 3 speed-boost mushrooms given to you. With no pressure of being called rubbish by your friends, you ease yourself into actually learning how to play the game better - and knowing what you're doing will improve the enjoyment of any video game.

Lastly, I should mention the gliding and underwater sections. While they featured heavily in the promotion of MK7, they don't have too much of a serious impact on the game. On almost all of the tracks feature a body of water to plough through or a long jump to glide over (courses taken from older games have been retrofitted with these). These sections handle a little differently from normal driving, but they don't require too much finesse to work through. Though honestly, maybe they don't need to - the first time you glide over a gap or submerge yourself is fun, and repeated visits aren't too intrusive.

Nintendo have played very safe with their newest Mario Kart, which - although annoyingly bare-bones - is made with the high-quality the series is known for, and will definitely go towards supporting the presently flagging 3DS system. Just make sure your friends buy it too.

Have You Played: SSX Tricky

This article was done as part of The Yorker's Advent Calendar.



I don't like sport much. Or at all, really. Blame it on the cliché of being bad at football in primary school, getting stick for it, and the ensuing negative feedback loop resulting in me rather staying indoors reading, or maybe, shoving hot needles into my eyes, than running around on a muddy field.

That blind, irrational dislike of physical past times is reflected in my video game habits, too. I won't give FIFA the time of day, I still don't understand how we've managed to shift so many copies of Rugby World Cup 2011 at the GAME I part-time at, and the NBA has only ever been interesting if it precedes the word 'Street'.

But snowboarding? Snowboarding was cool Maybe it was the exotic factor, maybe it was the pictures and videos of people essentially flying through the air, or maybe it was just the cool reflective goggles that everyone wore, but I was totally into the idea of shredding and powder in junior school. I had Snowboard Kids for the N64, and although it was a great multiplayer title (that I may well gush about some other time), it wasn't capturing that level of sick air and kickin' rad attitude that I wanted. Then in 2001, my best friend had a copy of SSX Tricky for Playstation 2.

And swearing on the deity of your choice, it was awesome.


Aesthetically, the title oozed cool. The player characters were realistically proportioned, but the attention paid to how real life works stopped there. Every inch of every mountain slope in the game was designed to give you the biggest airtime, the fastest grinds, and the most ridiculous setpieces. The very first jump you encounter in the game is a massive free-fall off a cliff that would turn any mere mortal into a fine paste - but in SSX Tricky, you're controlling a snowboarding GOD.

Speaking of the people you're controlling, EA Sports BIG took the time to make them all solidly distinct. True, there's the designated eye-candy female lead, and a hyper-excitable Japanese girl, but taking on the slopes as the disco-obsessed Eddie, or chronically chill faux-hippy Brodi (my personal favourite) were far more interesting. As you played the game, you formed friendships and rivalries with the other racers, who trash-talk before and after matches to give way more character depth.

The sound design was also something special. While many of the songs were taken wholesale from the prequel, SSX, the game had a clever trick of fading the audio levels in and out as you went off jumps, leaving only the bass behind as you aimed for the stratosphere. Audio cues were synced up to the beat, so doing enough tricks to fill up your boost bar all the way layered in a riff from It's Tricky (SSX Tricky's theme song, natch) in a perfectly natural manner, signifying it was time to let loose an Uber Trick.

The Uber Trick is what elevates Tricky over its predecessor - the ability to let fly super stylish and entirely impossible stunts. Each character had five Uber Tricks at their disposal, along with a signature move unique to them. Working up to performing one of these, landing it, and watching all the points pile in was the game's main joy.

Though, that's not to say such payoffs were easily handed out. SSX Tricky was a hard game to master. The surreal architecture of the courses meant that you needed to know the levels well - very well - to have optimum routes for speed or score. Shortcuts were everywhere, surrounded by pits and hazards for a palpable risk/reward factor. Aside from that, knowing when you have the height and the time to land the bigger moves took practice and precision, which honestly, I'm still not very good at.


The imposing level design and somewhat complicated controls mean that SSX Tricky may be a mite too technical for some, and frustrating for people who want to be able to do the biggest and best stunts right from the get-go. But there were few games at the time that made you feel the thrill of the spectacle in every aspect of its design.