This review can also be found on Shadowlocked, here.
The BFI London Lesbian & Gay Film Festival
is something I truly appreciate. It warms my heart to know that there
are actually plenty of films out there that star more than just straight
white men as protagonists; and it's a shame that they end up relegated
to a single, yearly event.
There were a huge number of films
showing this year, almost guaranteeing a wide range of experiences on
offer - but I only got to watch one in particular. Out in the Dark,
filmed in 2012 and directed by Michael Mayer.
The
plot is something rather simple. Nimer (Nicholas Jacob) is a
Palestinian student who, on a risky night out to an Israeli nightclub
meets Roy (Michael Aloni), an Israeli lawyer. Their love blossoms
rapidly, but severe social standards (and gun-happy police) get in the
way. More on the plot later.
From a technical perspective, the
film is incredibly solid. Film production norms differ from country to
country, so one of the fun things about foreign film is seeing the
different stylistic rules they go by.
The cinematography was
nothing to hugely fawn over, but the wide shots of the skyline and city
streets did wonders for a loser like me who is obsessively urban. The
dialogue style definitely stood out - lengthy chats pierced with
succinct one word sentences, in a blend of Hebrew and Arabic that's
sadly lost on my monolingual self.
The decision to have the plot
heavily focus on the Israeli-Palestinian conflict is a harrowing, but
well-researched one. It assumes you know the basics of the issue, and
although you can understand all of the story without prior knowledge,
being aware of the background definitely helps add context.
What
it also adds is a marginally fresher angle on what would otherwise be a
tired love story. Straight romances in films are rather rote, but gay
(male) ones are more so in a slightly different way.
Star crossed
lovers, one humble and sexually introverted, the other metropolitan and
liberated have their love halted by the grim face of systemic
oppression (feel free to imagine those two words in a 72pt font and on
fire). It's a valid story, but it's one told a little too often.
As
such, the racial conflict adds some flavour to the proceedings;
juxtaposing cute intimate moments and longing stares with border
crossers getting shot in the head.
It's all a very well-produced
reminder of the social injustices in the world, both sexual and racial -
but we know this all already. That is, the people who would be inclined
to see Out in the Dark in the first place. Dudebro McHomophobe would
definitely benefit from watching something so well made (and with such
impact, too), but you'd have a better chance of actually ending
oppression than getting him into the cinema.
It's all very
'preaching to the choir', really. That's not the end of the world - we
all like to have our political opinions re-enforced, but in the end I
ended up not enjoying Out in the Dark as much as I could have done – I
was holding out for something more experimental.
I continue to
wait for the action blockbuster where Jake Gyllenhaal saves Ben Whishaw
from an exploding building, and they make out to the sound of helicopter
blades and gunfire. Now that would be progressive.
Showing posts with label Shadowlocked. Show all posts
Showing posts with label Shadowlocked. Show all posts
Thursday, 18 April 2013
Film Review: Out in the Dark
Labels:
Film,
LGBT,
review,
Shadowlocked
Wednesday, 23 January 2013
Paper Mario: Sticker Star (3DS)
This (at the time of writing) preview can also be found on Shadowlocked, here.
The Mario RPGs stick a hefty middle finger up at the stat-crunching of traditional RPGs – and I love it. Whereas in the Final Fantasy series, a large portion of the combat is aiming to reach 9999 damage per attack, Mario's quests (and the Paper Mario games in particular) make you put a lot of strategy and effort into dealing what damage you can.
Couple this with the ability to deal extra damage and dodge blows taken via 'Timed Hits', and the combat of Mario RPGs feel more like puzzles than a series of statistics comparisons. However, among the series, there are some variations and exceptions. The Wii instalment, Super Paper Mario, crammed the system into a (surprisingly loose) platforming game – which didn't really work for me. Its predecessor, Paper Mario: The Thousand Year Door on the Gamecube felt like the pinnacle of what a Mario RPG could offer me, and I was secretly hoping that Paper Mario Sticker Star would match that.
The setup is exact Paper Mario fare. Bowser interrupts the annual Sticker Fest of Decalburg by causing the Sticker Comet to explode, throwing the 6 Royal Stickers in all directions, and leaving Mario to clean up his mess. His only companion in his adventure this time is Kersti, a 'sticker fairy'. For the early sections that I played, Sticker Star definitely echoes Thousand Year Door in tone and style (which is excellent and a huge plus by itself), and the writing is as long-form and self-referentially goofy as you could ever want. However, mechanically, it takes a surprising step towards... the adventure game genre?
Mario-nostalgia
Yes, while the basic tenets of a Mario RPG are present and correct – with 'Timed Hits', enemies to be defeated in less-than-straightforward ways, and incredibly jaunty battle themes – battles are given slightly less of a focus to favour exploration and puzzle solving in the game world. Think Monkey Island, and you're on the right track.
You could reason this change as being related to Sticker Star's main theme and mechanical gimmick – all of your actions and abilities are powered by stickers. Littered across the game world are stickers depicting weapons and items, and these are your only means of attack in battle. This means that if you run out of stickers you're defenceless; but they are easily replenished, and will generally be tailored to the foes in the area. Other, more significant items found are also turned into stickers for use in combat.
This system is incredibly streamlined; and forces you to think in a way that's contrasting to many RPGs – you don't benefit from holding onto your strongest items. Why waste three stickers on winning a fight when you can do it in one? Unfortunately, it also means that the finer features of Thousand Year Door are no longer present. There's no audience cheering you on in fights, or Partner Characters. The loss of the latter is a huge shame, but begrudgingly accepted. Attacks do a lot more damage than standard for a Paper Mario game, and you're rewarded for finishing fights quickly without taking damage. You don't even gain experience after battle (which is honestly a good thing). It definitely feels like battles are being pushed out of focus, but not in a way that makes them irrelevant or poor.
Puzzle me this
And what of the puzzle-adventure aspects? The game world is broken down into many small acts spread across a map, as with Super Mario Bros. 3/Super Mario World/New Super Mario Bros./etc. Not only is this a sensible decision for a 3DS game (it makes it a lot easier to play in bursts), it gives a focus for each area having a main event or puzzle to solve.
As with battles, they are also sticker-related; the focus of your play will be on finding items to resolve requests and obstacles in your path. What would wake up a sleeping Wiggler? Can you replant a Toad's destroyed flower garden? Some of the puzzles even take an oft-criticised aspect from point 'n' click adventures, with very specific and arguably obtuse solutions. There will only be one item that will wake up that Wiggler, even if you have something else that would make sense. Fortunately, you can press the L button at any time to get a hint from Kersti.
While, from its opening hour or so, Paper Mario Sticker Star is not Paper Mario: The Thousand Year Door again, it doesn't really need to be (which is painfully obvious when said like that, but fans of a series have complicated feelings about sequels). It's mindful of the past in all the right ways, and the shift towards puzzle-adventure is a genre I actually like a whole lot (for whatever that's worth). The Mario RPGs continue to offer more than what's normally demanded of an RPG, and that's a very good thing indeed.
The Mario RPGs stick a hefty middle finger up at the stat-crunching of traditional RPGs – and I love it. Whereas in the Final Fantasy series, a large portion of the combat is aiming to reach 9999 damage per attack, Mario's quests (and the Paper Mario games in particular) make you put a lot of strategy and effort into dealing what damage you can.
Couple this with the ability to deal extra damage and dodge blows taken via 'Timed Hits', and the combat of Mario RPGs feel more like puzzles than a series of statistics comparisons. However, among the series, there are some variations and exceptions. The Wii instalment, Super Paper Mario, crammed the system into a (surprisingly loose) platforming game – which didn't really work for me. Its predecessor, Paper Mario: The Thousand Year Door on the Gamecube felt like the pinnacle of what a Mario RPG could offer me, and I was secretly hoping that Paper Mario Sticker Star would match that.
The setup is exact Paper Mario fare. Bowser interrupts the annual Sticker Fest of Decalburg by causing the Sticker Comet to explode, throwing the 6 Royal Stickers in all directions, and leaving Mario to clean up his mess. His only companion in his adventure this time is Kersti, a 'sticker fairy'. For the early sections that I played, Sticker Star definitely echoes Thousand Year Door in tone and style (which is excellent and a huge plus by itself), and the writing is as long-form and self-referentially goofy as you could ever want. However, mechanically, it takes a surprising step towards... the adventure game genre?
Mario-nostalgia
Yes, while the basic tenets of a Mario RPG are present and correct – with 'Timed Hits', enemies to be defeated in less-than-straightforward ways, and incredibly jaunty battle themes – battles are given slightly less of a focus to favour exploration and puzzle solving in the game world. Think Monkey Island, and you're on the right track.
You could reason this change as being related to Sticker Star's main theme and mechanical gimmick – all of your actions and abilities are powered by stickers. Littered across the game world are stickers depicting weapons and items, and these are your only means of attack in battle. This means that if you run out of stickers you're defenceless; but they are easily replenished, and will generally be tailored to the foes in the area. Other, more significant items found are also turned into stickers for use in combat.
This system is incredibly streamlined; and forces you to think in a way that's contrasting to many RPGs – you don't benefit from holding onto your strongest items. Why waste three stickers on winning a fight when you can do it in one? Unfortunately, it also means that the finer features of Thousand Year Door are no longer present. There's no audience cheering you on in fights, or Partner Characters. The loss of the latter is a huge shame, but begrudgingly accepted. Attacks do a lot more damage than standard for a Paper Mario game, and you're rewarded for finishing fights quickly without taking damage. You don't even gain experience after battle (which is honestly a good thing). It definitely feels like battles are being pushed out of focus, but not in a way that makes them irrelevant or poor.
Puzzle me this
And what of the puzzle-adventure aspects? The game world is broken down into many small acts spread across a map, as with Super Mario Bros. 3/Super Mario World/New Super Mario Bros./etc. Not only is this a sensible decision for a 3DS game (it makes it a lot easier to play in bursts), it gives a focus for each area having a main event or puzzle to solve.
As with battles, they are also sticker-related; the focus of your play will be on finding items to resolve requests and obstacles in your path. What would wake up a sleeping Wiggler? Can you replant a Toad's destroyed flower garden? Some of the puzzles even take an oft-criticised aspect from point 'n' click adventures, with very specific and arguably obtuse solutions. There will only be one item that will wake up that Wiggler, even if you have something else that would make sense. Fortunately, you can press the L button at any time to get a hint from Kersti.
While, from its opening hour or so, Paper Mario Sticker Star is not Paper Mario: The Thousand Year Door again, it doesn't really need to be (which is painfully obvious when said like that, but fans of a series have complicated feelings about sequels). It's mindful of the past in all the right ways, and the shift towards puzzle-adventure is a genre I actually like a whole lot (for whatever that's worth). The Mario RPGs continue to offer more than what's normally demanded of an RPG, and that's a very good thing indeed.
Labels:
Nintendo,
preview,
RPG,
Shadowlocked
Ape Escape (DVD)
This review can be found at Shadowlocked, here.
I'm not entirely sure what I was expecting when I popped Ape Escape into my DVD player. My frame of reference of the series was the original Ape Escape on PS1; the pioneer software for Sony's dual-stick Dualshock controller; a sweet soundtrack filled with poppy drum 'n' bass, and more ridiculous monkeys than you could count - trying their hardest to put their IQ-giving 'Pipo Helmets' to good use.
Plot-wise, the Ape Escape DVD provides the last of those three. A series of two-to-three minute episodes that largely focus on Specter - the villain of the Ape Escape series. He's an evil ape granted a genius intelligence though an experimental helmet. With his army of fellow apes (given helmets of their own), he intends to take over the world... but never manages to succeed.
At the very least, I expected an animation of the Ape Escape series to be an anime. Anyone would with such a 'typically Japanese' source material. But upon watching, these expectations were heavily subverted! Ape Escape is animated by Frederator, an American animation team, most notably responsible for The Fairly Odd Parents, but have more recently had a hand in the production of Adventure Time and Bravest Warriors.
A More American Monkey
There are two issues with this, one an outright problem and the other... more of a thinking point. The problem here is that Ape Escape was very much a side-project for Frederator. Written to fill Ad-break slots on the Nicktoons channel in 2009, the animation was produced in Flash, leading to a cheap and loose-looking finished product. That would be perfectly fine when watched on TV, but packed together like this, it stands out much more.
That's not to say Frederator didn't put in any effort into the production. The writers and directors of each episode shuffle around and are recognisable from the team's larger projects, and the voice cast (Greg Ellis as Spectre and Annie Mumolo as the kids out to stop him) are well-established in doing voices for cartoons and video games.
The show's writing is my second issue, but not necessarily a complaint. With an American studio handling the project, the writing is very typical of a Western show aimed at children, rather than a Japanese one. Since, as said before, the source material is full to the brim of Japanese-specific wacky humour, the absence of that is a surprise.
Here, you'll see slapstick reminiscent of Dennis the Menace; Sound effects just like a Hannah Barbera cartoon, and the visual gags of Dexter's Laboratory. All of it is aimed at someone at least a decade younger than me (I'm 22), but every so often a gag would be absurd and timely enough to get a chuckle from my cold, dead heart.
A Good Catch?
Still, the biggest question lingers: who should buy this? Animation fans aren't going to get much entertainment from a show that could be technically compared to Johnny Test. Fans of the Ape Escape games are likely to want the Japanese humour of the source material. Young kids would enjoy it, but Ape Escape is barely a recognisable name in the West these days, and as a kid your watching habits are very much franchise-driven.
For those who want to give Ape Escape a shot, the DVD will go on sale on February 18th for a reasonably cheap £7.99.
Labels:
Animation,
Comedy,
review,
Shadowlocked
Saturday, 15 December 2012
Preview: Ni No Kuni: Wrath of the White Witch
This preview can also be found at Shadowlocked, here.
I'll be honest here: I'm not a Studio Ghibli fan, and not of the works of Miyazaki in particular. His films are pretty, no arguments there. But as a jaded and bitter adult, the endless whimsy does little for me, and the ham-fisted environmentalist messages even less.
So on paper, Ni No Kuni, an RPG co-produced by Studio Ghibli (right down to Joe Hisaishi composing the soundtrack) would do little for me. Fortunately they are working alongside RPG masterminds Level-5 – and now I've had time to play the PS3 title, I can safely say that although the theme is pure Ghibli, the gameplay experience is totally my kind of game.
Ah, but why do I say the “PS3 title” specifically? Well, back in 2010, Level-5 and Studio Ghibli made Ni No Kuni: The Jet Black Mage for the DS. While a solid RPG in its own right, its main draw was that it came with a real-world grimoire, reflecting one that appeared in the game. Within it was information on every weapon, item and enemy, as well as detailed lore about the game world. Due to the hefty translation requirements of the book, the game was never localised.
However, the PS3 release, retaining the basic story basis and characters – as well as including the high quality graphical production as expected of any HD console – has the budget and the scale to get a full English translation, book included. Hisaishi's soundtrack (performed by the Tokyo Philharmonic orchestra, no less) is coupled with smatterings of fully animated cut-scenes from Ghibli; in a similar way to how Catherine had some scenes animated by STUDIO4°C.
The rise of a classic
The story is very familiar fare. You play as Oliver, an ordinary kid living in an ordinary (if somewhat 50's-ish) town. But due to a series of unfortunate events, his mother dies of heart failure. Distraught by his sudden loss, Oliver's tears transform a doll given to him by his mother. The now living doll (with a charmingly well-localised Welsh accent) calls himself Drippy, Lord of the Faeries. He tells Oliver of a mysterious evil plaguing his home land, and needs Oliver - as the Chosen One - to take up the role of a wizard to cure the spreading case of Brokenheartedness plaguing the population.
If you're familiar of the Hero's Journey story archetype, Ni No Kuni plays it line for line. And as a game designed for children (and written by Studio Ghibli), you would expect no less. The vast lush scenery porn of the Other World, its adorable denizens (enemy and ally alike), and how the game gently hand holds you from check point to check point ensures that Ni No Kuni is ideal for the son, daughter or young sibling in your life.
But don't take this as Ni No Kuni being unsuitable for older audiences to play. Level-5 shows some great mastery of game design, lending tricks from their previous RPG exploits. The battle system is that of a simplified action RPG (and a subtle call back to Rogue Galaxy on the PS2). You can freely run around the battle arena, but attacking and defending are on timers. Deciding the best time to attack is incredibly important, especially when Oliver's running speed is rather feeble.
When battles get too hot for him to handle, Oliver can summon a familiar to fight in his stead. Almost every foe in the game can be recruited to your side; all detailed in full within your magical grimoire. While the preorder version of Ni No Kuni will come with a physical copy, the entire text is available within the game itself. The translation and content echoes strongly of Dragon Quest IX (also produced by Level-5), right down to the punny names of foes. The Hog-Goblin line of enemies also features the Gobfather, the Gobspeed and the Gobforsaken. Christ.
When you're not battling monsters, you are puzzle solving...of the highest order. As a wizard, Oliver's task to cure Brokenheartedness requires him to borrow a little Heart from those who have excess to cure those who are lacking. A guard lacking a get-up-and-go attitude? Find him a little Enthusiasm! On paper they're little more than side quests; but it's a clever bit of attention paid to the game's theme. You're magically fixing broken hearts on a quest to save your mother... and what did she die of again?
I do always have a soft spot for games that include a bestiary; so the way Ni No Kuni encourages you to read as you roam, discovering new pages as you play, is incredibly compelling. The game reportedly has an around 50 hour play time, but finding all there is to see (and completing the huge number of side quests) will add on many more. For those who need to be won over (or just want to see the lush visuals in action), a demo is available on the PSN right now! Otherwise, the full game will be available from the 25th January, 2013.
I'll be honest here: I'm not a Studio Ghibli fan, and not of the works of Miyazaki in particular. His films are pretty, no arguments there. But as a jaded and bitter adult, the endless whimsy does little for me, and the ham-fisted environmentalist messages even less.
So on paper, Ni No Kuni, an RPG co-produced by Studio Ghibli (right down to Joe Hisaishi composing the soundtrack) would do little for me. Fortunately they are working alongside RPG masterminds Level-5 – and now I've had time to play the PS3 title, I can safely say that although the theme is pure Ghibli, the gameplay experience is totally my kind of game.
Ah, but why do I say the “PS3 title” specifically? Well, back in 2010, Level-5 and Studio Ghibli made Ni No Kuni: The Jet Black Mage for the DS. While a solid RPG in its own right, its main draw was that it came with a real-world grimoire, reflecting one that appeared in the game. Within it was information on every weapon, item and enemy, as well as detailed lore about the game world. Due to the hefty translation requirements of the book, the game was never localised.
However, the PS3 release, retaining the basic story basis and characters – as well as including the high quality graphical production as expected of any HD console – has the budget and the scale to get a full English translation, book included. Hisaishi's soundtrack (performed by the Tokyo Philharmonic orchestra, no less) is coupled with smatterings of fully animated cut-scenes from Ghibli; in a similar way to how Catherine had some scenes animated by STUDIO4°C.
The rise of a classic
The story is very familiar fare. You play as Oliver, an ordinary kid living in an ordinary (if somewhat 50's-ish) town. But due to a series of unfortunate events, his mother dies of heart failure. Distraught by his sudden loss, Oliver's tears transform a doll given to him by his mother. The now living doll (with a charmingly well-localised Welsh accent) calls himself Drippy, Lord of the Faeries. He tells Oliver of a mysterious evil plaguing his home land, and needs Oliver - as the Chosen One - to take up the role of a wizard to cure the spreading case of Brokenheartedness plaguing the population.
If you're familiar of the Hero's Journey story archetype, Ni No Kuni plays it line for line. And as a game designed for children (and written by Studio Ghibli), you would expect no less. The vast lush scenery porn of the Other World, its adorable denizens (enemy and ally alike), and how the game gently hand holds you from check point to check point ensures that Ni No Kuni is ideal for the son, daughter or young sibling in your life.
But don't take this as Ni No Kuni being unsuitable for older audiences to play. Level-5 shows some great mastery of game design, lending tricks from their previous RPG exploits. The battle system is that of a simplified action RPG (and a subtle call back to Rogue Galaxy on the PS2). You can freely run around the battle arena, but attacking and defending are on timers. Deciding the best time to attack is incredibly important, especially when Oliver's running speed is rather feeble.
When battles get too hot for him to handle, Oliver can summon a familiar to fight in his stead. Almost every foe in the game can be recruited to your side; all detailed in full within your magical grimoire. While the preorder version of Ni No Kuni will come with a physical copy, the entire text is available within the game itself. The translation and content echoes strongly of Dragon Quest IX (also produced by Level-5), right down to the punny names of foes. The Hog-Goblin line of enemies also features the Gobfather, the Gobspeed and the Gobforsaken. Christ.
When you're not battling monsters, you are puzzle solving...of the highest order. As a wizard, Oliver's task to cure Brokenheartedness requires him to borrow a little Heart from those who have excess to cure those who are lacking. A guard lacking a get-up-and-go attitude? Find him a little Enthusiasm! On paper they're little more than side quests; but it's a clever bit of attention paid to the game's theme. You're magically fixing broken hearts on a quest to save your mother... and what did she die of again?
I do always have a soft spot for games that include a bestiary; so the way Ni No Kuni encourages you to read as you roam, discovering new pages as you play, is incredibly compelling. The game reportedly has an around 50 hour play time, but finding all there is to see (and completing the huge number of side quests) will add on many more. For those who need to be won over (or just want to see the lush visuals in action), a demo is available on the PSN right now! Otherwise, the full game will be available from the 25th January, 2013.
Labels:
preview,
RPG,
Shadowlocked
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.
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.
Labels:
preview,
Racing,
Sega,
Shadowlocked
Tuesday, 2 October 2012
10 Features More Games Should Include
This feature can also be found on Shadowlocked, here.
Everyone has their personal likes and dislikes when it comes to game design, and when making games for the public, a developer can't possibly please everyone. That said, there are often trends and fashions when it comes to putting features in a game, and there are definitely some features that I wish would start appearing more often in current releases.
As a small disclaimer, these personal preferences aren't at all objective. There is a long time yet before I'm crowned Ultimate Overlord of Game Design. And I'm not saying all games have to include these features - they are the sprinkles on top that could make a solid game even better.

I grew up playing games designed for 'friends on the couch' style gaming. My childhood was filled with many evenings of Snowboard Kids and Mario Party on the N64. These days, because online play is incredibly prevalent, playing with strangers on the internet takes precedence over anyone in the room with you. It worked well for Journey, but when there are games like SSX that don't offer Split-screen play, something is horribly wrong.

So you're a paragon of virtue, and being attacked by thugs. Sure you could just impale them with three feet of steel, but you're 'the good guy', so simply cracking all their ribs and leaving them to the elements is the obvious humane choice. Batman: Arkham City and Deus Ex: Human Revolution both do this, and it's a little unsettling. If I'm to be given the option of non-lethal force, I'd like to not have to hospitalise half the population, thanks.

With the push for video games to be considered an art form and not just entertainment, games are going to have to be 'about' something. Not just "This is a game about being a cool guy with awesome powers", but actually discussing something relevant to real life. Better yet, let the player interact with a meaningful topic through the game play. The soon to be released Watch Dogs is very much about Internet security. By placing you as a character who's job is to hack into other people's lives, you're going to think a lot more about how you handle your real life internet affairs.

A popular inclusion in many games of this generation is character customisation. On paper it's a good idea - you can immerse yourself in a game even further by having a representation of yourself - but often the options are rather limited. Which isn't really a problem if you're an average-looking white dude, but it can be a bit disappointing for everyone else. The Saints Row series is very notable for how it accommodates all body types (and genders!) to a ridiculous extreme, and it's something other games with customisation should really look into.

I never grew out of my Pokémon phase. It's sad, but true. What kept me coming back was the immense number of team combinations I could come up with, and the effort put into all of the monster designs. It's the same traits that has me hooked on Magic: the Gathering, too. Collecting and customisation is a tried and tested way to hook an audience, and it's way less insidious than the Skinner Box techniques that games like World of Warcraft employ to keep you playing.

It's so stale when a game tells you that your actions are either unquestionably just or pure evil. It's a weird illusion of choice when really a better story can be told without forcing such Black-and-White morality. Catherine does a good job of having a personality quandary without it necessarily being about morality. Better yet, NieR is a title that at its very core is about subverting your feelings as to what's right or wrong.

It's something that plagues all media, not just video games, but endless sequels feel really restrictive and stagnating. Some of the best games have the benefit of not having to be tied to a canon. Platinum Studios (the guys behind Bayonetta and Vanquish) have deftly avoided making proper sequels to their own Intellectual Property; and it lets each game speak for itself.

Very circumstantial, but I just love it when, if a game has to source from world literature and culture, it goes all out in its adaptation. The menagerie of mythological beasts and deities in the Shin Megami Tensei series keeps me coming back game after game. Of course, shallow or lazy insertions are not favoured. More Okami and less Smite, please.

Sandbox games with large explorable worlds are definitely popular ('Skyrim' will show up in the Oxford English Dictionary at this rate), but I've always found them a little unsatisfying. For all the landscape, the inhabitants - especially ones that aren't plot relevant - feel weak and soulless. I'm not easily immersed in my video games, but the game worlds I hold the most dear aren't the largest, but put loving detail into every inhabitant and the lives they lead. One of the many things that made The World Ends With You my favourite game.

For real. Way cooler than zombies. You can't argue with Castlevania.
Everyone has their personal likes and dislikes when it comes to game design, and when making games for the public, a developer can't possibly please everyone. That said, there are often trends and fashions when it comes to putting features in a game, and there are definitely some features that I wish would start appearing more often in current releases.
As a small disclaimer, these personal preferences aren't at all objective. There is a long time yet before I'm crowned Ultimate Overlord of Game Design. And I'm not saying all games have to include these features - they are the sprinkles on top that could make a solid game even better.
1. Local Multiplayer
I grew up playing games designed for 'friends on the couch' style gaming. My childhood was filled with many evenings of Snowboard Kids and Mario Party on the N64. These days, because online play is incredibly prevalent, playing with strangers on the internet takes precedence over anyone in the room with you. It worked well for Journey, but when there are games like SSX that don't offer Split-screen play, something is horribly wrong.
2.The Non-Violent Option
So you're a paragon of virtue, and being attacked by thugs. Sure you could just impale them with three feet of steel, but you're 'the good guy', so simply cracking all their ribs and leaving them to the elements is the obvious humane choice. Batman: Arkham City and Deus Ex: Human Revolution both do this, and it's a little unsettling. If I'm to be given the option of non-lethal force, I'd like to not have to hospitalise half the population, thanks.
3. Theming With a Meaning
With the push for video games to be considered an art form and not just entertainment, games are going to have to be 'about' something. Not just "This is a game about being a cool guy with awesome powers", but actually discussing something relevant to real life. Better yet, let the player interact with a meaningful topic through the game play. The soon to be released Watch Dogs is very much about Internet security. By placing you as a character who's job is to hack into other people's lives, you're going to think a lot more about how you handle your real life internet affairs.
4. Beautiful in Any Body
A popular inclusion in many games of this generation is character customisation. On paper it's a good idea - you can immerse yourself in a game even further by having a representation of yourself - but often the options are rather limited. Which isn't really a problem if you're an average-looking white dude, but it can be a bit disappointing for everyone else. The Saints Row series is very notable for how it accommodates all body types (and genders!) to a ridiculous extreme, and it's something other games with customisation should really look into.
5. Gotta Collect 'Em All
I never grew out of my Pokémon phase. It's sad, but true. What kept me coming back was the immense number of team combinations I could come up with, and the effort put into all of the monster designs. It's the same traits that has me hooked on Magic: the Gathering, too. Collecting and customisation is a tried and tested way to hook an audience, and it's way less insidious than the Skinner Box techniques that games like World of Warcraft employ to keep you playing.
6. A Grey Matter
It's so stale when a game tells you that your actions are either unquestionably just or pure evil. It's a weird illusion of choice when really a better story can be told without forcing such Black-and-White morality. Catherine does a good job of having a personality quandary without it necessarily being about morality. Better yet, NieR is a title that at its very core is about subverting your feelings as to what's right or wrong.
7. In With The New
It's something that plagues all media, not just video games, but endless sequels feel really restrictive and stagnating. Some of the best games have the benefit of not having to be tied to a canon. Platinum Studios (the guys behind Bayonetta and Vanquish) have deftly avoided making proper sequels to their own Intellectual Property; and it lets each game speak for itself.
8. Mytholo-VG
Very circumstantial, but I just love it when, if a game has to source from world literature and culture, it goes all out in its adaptation. The menagerie of mythological beasts and deities in the Shin Megami Tensei series keeps me coming back game after game. Of course, shallow or lazy insertions are not favoured. More Okami and less Smite, please.
9. Micro, not Macro
Sandbox games with large explorable worlds are definitely popular ('Skyrim' will show up in the Oxford English Dictionary at this rate), but I've always found them a little unsatisfying. For all the landscape, the inhabitants - especially ones that aren't plot relevant - feel weak and soulless. I'm not easily immersed in my video games, but the game worlds I hold the most dear aren't the largest, but put loving detail into every inhabitant and the lives they lead. One of the many things that made The World Ends With You my favourite game.
10. Vampires
For real. Way cooler than zombies. You can't argue with Castlevania.
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Game Design,
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