Tuesday, October 26, 2010

Check it Out: a boy and his blob

I realize I didn't do a great job in my last post of explaining what a boy and his blob was like. To put it into an obligatory category, I suppose it would fall into the distinction of platform puzzler. You are generally trying to get from left to right, but there are always multiple and varied obstacles in your way. To overcome them, you give your blob different jellybeans which transform him into helpful tools. Black jellybeans turn him into a ladder, orange turn him into a trampoline, yellow - an anvil and so on. Sometimes, the solutions are obvious, while other times they're fairly obtuse and you could spend 5-10 minutes just staring at the screen and cycling through your different jellybeans.

Many people have memories of the old A Boy and His Blob for the NES. That game looked like this:


And while it may be true that if you've played the old one, you would have a good idea of what the new one is like - the new one is so much more elegant and enjoyable to play. In the old version, you explored a continuous world trying to collect treasure and stuff. The new one is a series of short, bite sized levels that lets you chart your progress much more easily. The old one also had the issue of limited jellybeans which meant when you ran out, you were screwed until you found more. The new one gives you unlimited jellybeans to allow for experimentation and exploration.

All of this talk still doesn't compare to seeing the game in action. Many of the reviews compared it to looking like a Saturday morning cartoon, and they couldn't be more spot on. Here. Set your eyes to "feast".

Monday, October 25, 2010

Up Next: a boy and his blob


This past Christmas, I asked my wife for a ton of games expecting only to get one or two. She wasn't sure which one I really wanted so she just got me all of them, which was so freaking exciting. Anyway, this was one of the games I asked for and I was very excited about it. Amid the releases of Modern Warfare 2, New Super Mario Bros Wii and Uncharted 2, a boy and his blob came out way under the radar. This is totally my type of game though.

Really unique art style with puzzle heavy gameplay - its totally up my alley. And I usually don't mention the graphics in my assessment of a game, but they are so charming, and so intwined with the overall experience that it's hard not to mention them. I mean look at this:

It's just so sharp, and there is a clear bond between the boy and the blob. I get the same feeling watching them interact as I did when watching Wander and Agro interact in Shadow of the Colossus. I mean especially when you consider that the original art for this game looked like this:
No.

OK. So this one is definitely within my reach. It's not too hard, the memory is built into the Wii, no risk of save file erasing, I should be good.

Why I Never Finished It:
Two reasons:
1) I got all those other high profile games for Christmas that took up most of my time
2) As good as the game is, it's very easy to put down. After every level, you're brought back to the hub world of the boy's tree house, so you have a lot of "good stopping points" as my parents used to call them when they were trying to get me to stop playing Zelda and eat dinner.

a boy and his blob for Wii - let's do it. 

Wednesday, October 20, 2010

Partial Review: Beyond Good & Evil


Note. This review is based on the first four hours of gameplay. My memory card erased the save data halfway through the game and I was unable to finish it. 


Beyond Good & Evil was a risk from the beginning. Despite having a stellar team behind it, and the production values wowing those who gave it a try, the game struggled to find an audience due to it's fuzzy target market. Similar to games like Viva Pinata, the graphical style presents the consumer with what appears to be a game geared toward children, when in fact the gameplay and story are very complex and aimed at a slightly older crowd. So people who would enjoy the gameplay are likely turned off by the art style and kids who are attracted to the art style are turned off by the challenging gameplay.

But that's all speculation. If a game is good, it will find a market. So is Beyond Good & Evil a true diamond in the rough, or is it a turd in treasure's clothing?

Story


The basic structure of Beyond Good and Evil's plot is one that is well worn in media as a whole. You have an oppressive government using their army known as the Alpha Sections to keep the population in line and obedient. The flip side of the coin is an underground rebel group known as IRIS. Both of these groups claim to be protecting the citizens from an alien invasion from a species known as the DomZ. In the middle of all of this you have your protagonist. The owner and operator of an orphanage, Jade and her pig-sidekick Pey'j (pronounced "page") are caught in the middle of the war on their homeland.

The game certainly has its own vocabulary and lingo and when you first start and the characters are screaming about the DomZ and the Alpha Sections, you sort of feel like you were dropped into the story mid-stream. In a way, it's nice that the story doesn't hold your hand and allows you to fill in the details for yourself based on context, but at the same time, it's a huge turnoff to potential players when they are already lost in the opening moments of the game.

Unfortunately, I was unable to see how the story concluded due to my memory card crashing, but once you get into the swing of the story (about an hour and a half into the game) you will find yourself compelled to continue and unravel who is behind everything and what it all means.


Gameplay

From the portion of the game I experienced, Beyond Good & Evil does not focus on action. This is an environmental puzzle/exploration game with some fighting elements mixed in. In other words, this is a game designed for my gamer sensibilities. I often complain that combat in games feels like a roadblock to the fun of exploring and puzzle solving. BG&E has the formula just right for the balance between the two. 

Similar to Zelda: Wind Waker, your entire homeworld of Hillys is water logged and cities and shops and structures sit atop the watery streets. Jade takes control of a hovercraft early on in the game and you are able to zip around from place to place fairly easily and quickly. There are little side islands to explore as well as the larger, mission based places. 

Explorable structures contain your enemies and your puzzles which I'll get to in a minute - but they also contain wildlife. There are dozens and dozens of species of animals and creatures in Hillys. At the very start of the game you are given the (seemingly arbitrary) task of photographing and cataloging every species in the world. Each time you snap a shot of a new animal, you are given money which you can use to buy things like upgrades and health packs. Taking photos feels like a burden when you're first told what you need to do, but the moments when I was most excited during my time with this game were when I found a species I hadn't photographed yet. It's a fun piece of the game that feels very cleanly integrated into the experience. But it's not just the docile creatures that need their portraits taken, it's also your enemies. 

Enemies tend to appear very suddenly. Instead of fighting your way through hoards of enemies just to get to a bigger boss character, you are often surprised by their sudden presence. You work through a complicated puzzle and feel a brief moment of mental victory when out pops 10 drones trying to squash your progress. The combat actually works well. The game auto locks on the closest enemy, but it's smart enough to know when you're changing your target. It's not "sticky" like other games with an auto lock - you always feel in complete control of your attacks - of which you have two. 



The first, basic attack is swinging a long bo like Donatello's. You attack by continually tapping the A button - not very deep, but this isn't a brawler. Each enemy has a weak point and you have to time your attacks accordingly to make sure they are disposed of for good. So it's not like God of War where you're just ripping through monster meat for 90% of the game, rather BG&E comes at you every five minutes with a physical struggle and you have to be quick enough to exploit the enemy's weakspot before they exploit yours. The second weapon is a disc launcher. This is your distance weapon and you go into first person view to fire this. This is used to take out distant enemies, but it's also heavily used in many of the games puzzles. 

Similar to the combat, the puzzles in the game feel very simple on the surface, but each one challenges you in a creative way. While you're not stretching your brain like you would in a game like Portal, your grey matter will certainly get a work out. There are a lot of "hmm..." moments which are usually followed by "OH DUH!" moments. The designers did a fantastic job of hiding the answer right in front of your face and this presents a perfect level of challenge. You're never stuck for more than one or two minutes, but you still feel smart for having figured it out. 

Just like the story, the gameplay's multiple elements can be a bit offputting when you first start playing. "I have to take pictures of EVERYTHING?" "How do I drive this stupid hovercraft?!" "I only get a stick as a weapon? Lame." But once you see how all the elements play together so seamlessly, you will end up loving it. 

Presentation

If you haven't seen this game in motion, do yourself a favor and look it up on youtube. For the generation it was released in, the game is a technical marvel. Certainly it's not realistic, but it achieves such a bright, vibrant look without resorting to cel shading or other trendy tactics. The characters faces express their emotions quite convincingly and while the voice work fell a little flat, you still got a sense of a long history between Jade and Pey'j just based on their banter from working together. 

The music is another high note for this game. Composed by French film composer, Christophe Héral, the music will hit you right from the beginning as something done by a pro. Just as an example, while walking around the orphanage, you are met with sad lingering piano notes that punctuate the melancholy feeling of the place which you work and are ultimately trying to save. This perfect-companion-for-the-scene aspect of the music carries over to every single area in the game. Music cues work well to add drama to a scene or to alert you to patrolling guards in the area. 

That's in game footage, son.


And here's a little bit of the fantastic music:


Stuff I loved:
  • Believable, expressive characters with unique motivations
  • Photography element
  • Exploration heavy, combat lite experience. 
Stuff I hated:
  • Why won't you read memory cards in slot B?!
I feel like I would love this game if I had a chance to finish it. It's being re-released and upgraded to HD for download on PSN and XBLA, I may pick it up there, or I may rebuy it for PS2 for $5. You, my friends certainly owe yourself this favor: pick up this game. It is well worth the few bucks you'll spend on it. I honestly can't wait to give it another go.

Review in Ten Words or Less:
Totally unique, succeeds on every risk it takes.


Critical Error: Beyond Good and Evil


A couple nights ago I started getting an error in my Gamecube memory card while playing this game. I was playing this on my Wii and it turns out that slot A was on the fritz. So every time I had to save or load a game, I had to get up, walk over to the Wii, and fiddle with the memory card in the slot until the connections were properly made and the game recognized the card. Slot B was fine, but unfortunately BG&E only accepts data in slot A.

After about an hour of playing tonight, I got to a save point and the card just wouldn't read, wouldn't read, wouldn't read. So I reset the console and I got it to read - but my save file was gone. Erased. Kablooey. Four hours of work gone.

So twice in a row I am met with failure and this is one that I think I'm going to have to give away. Maybe I'll pick it up again on PS2 or XBOX once this journey is over. So I offer it to you the community. Who would like my copy of Beyond Good & Evil for Gamecube? It's really good.

Even though I wasn't able to finish it, I am going to write a review based on what I've played - I really enjoyed it and the world deserves to know how good the first four hours of this game are.

Tuesday, October 19, 2010

Up Next: Beyond Good & Evil


Beyond Good and Evil. Take a look at any game blog or message board and you're bound to find a post or comment about this game. BG&E, despite have a hugely loyal cult following today, came out at a time that just wasn't right. A good number of high profile games came out that same season and unfortunately the game got lost in the shuffle. Critically, the game was an enormous success, generally scoring 8s and 9s across the board. 

The reason why it didn't catch on with the mass market is the same reason it has such a strong following today - it's different, and you can tell that right from the cover. First off you have a female lead who doesn't have an enormous rack, second you have a pretty sci-fi-esque geeky plot line, and third - is that a camera? I can't blow things up with a camera! OUTRAGE! 

Nevertheless, you can see why the game didn't catch on like, say, Halo 2.

Dude, armor, TWO guns, explosion in the background. Unfortunately, this is how you sell a game. 

Regardless of what the haters say, I'm extremely excited to play Beyond Good & Evil. I put in a couple hours tonight and it's been pretty great so far. The combat's got a bit of a Zelda feel, but you also have some elements of photography games like Pokemon snap as you're tasked with photographing every species of animal you come across. The characters are well written and their dialogue is believable, if a little stiffly acted. he plot is a classic sci-fi rebel-force-fighting-against-the-oppressive-government fare, but with the extra later of an intergalactic war with an alien race known as the DomZ (pronounced like Dom's as in Dom's Deli).

Reason I never finished it: (This is a new thing - get used to it)
To be honest, I fell prey to the trap that caused the game to sell like crap in the first place - it didn't satiate my gamer needs. The game is a slow burn and I had other stars to collect and other landscapes to blow up - I didn't have time to get my hovercraft fixed or take pictures of bugs. So it fell by the wayside. 

I'm glad I'm forcing myself through it now though. It shouldn't be too difficult, and I'm pumped to play through the underground darling starring a chick and a pig. 

Let's do it. Beyond Good & Evil for Gamecube.

.
 


Thursday, October 14, 2010

Screw It: Geometry Wars


I've never said the F word more times in my entire life. This game is f*^king impossible. While I have gotten noticeably better since I've started playing, I am probably a good full month's worth of practice away from reaching a million points. So I'm bending my own rules a little bit and taking the advice of a fellow blogger. I'm gonna put Geometry Wars back on the shelf for the time being, play a few more games and come back to it fresh.

I realized tonight in between cursing my head off and permanently damaging my controller (due to multiple spikes) that I wasn't having fun anymore. Up until now, I've had fun playing every game - even Donkey Kong Country in a kind of backwards sadistic way. Geometry Wars is enjoyable until you crest 100,000 - then it becomes a survival test. Like a real life survival test. Will you actually kill yourself due to frustration? That's what Geo Wars threatens you with.

So for now, I'm moving on. See you in a couple months Geometry Wars. You f&*king bastard.

Sunday, October 10, 2010

New High Score! Geometry Wars



I finally crested over my plateau. Last night, after playing for about two hours straight, I bested my previous high score. My new high score is 474,035 - almost halfway there. It gets so freaking intense at around the time you reach 250,000 points - like to the point where I can't even see my ship and I'm just hoping that I'm shooting in the right direction.

I do have to say that this is the only game I've ever played where my thumbs are sore afterward - not the tips but the joints. I just think because the game is so intense that I end up gripping the controller with such a ridiculously over tight grip that my joints take all the abuse.

I feel much better about my chances of reaching a million points. It may take a little longer than the 10 day average I've been pulling down with most other games, but I am confident now that I will make it.  If I don't get arthritis first.

Saturday, October 9, 2010

Still Playing...Geometry Wars


This game is freaking impossible. My personal best going into this was 340,000ish and after three nights of playing for two hours straight I haven't even beaten that.

I started looking into strategies online, and every guide is pretty consistent about the strategy of continuously flying in a circle around the board. I had honestly never played like this before - I would usually just kind of fly around and tried my best to avoid enemies. When I tried this new style, the game felt completely different - like a completely new game, and I actually found it harder. But - I can see how it's a necessary play style if I want to get to a million points.

When comparing it to Geometry Wars 2, I found that the enemies in Geo Wars 1 spawn much more randomly. And if they spawn right on top of you, you have about 1/4 of a second to react and get away. A lot of times, because I'm flying in a perpetual circle, I fly right into a spawned enemy that came up at just the right time. It feels completely cheap. As opposed to Geo Wars 2 where enemy patterns are much more predictable.

I honestly don't know if I'm gonna be able to do this one. I'll try a few more times, but this may be the first game I give up on...

Thursday, October 7, 2010

Enslaved...Wow

I haven't heard a single peep about this game until now. Enslaved seems like a fantastic homage to Uncharted 2's gameplay, set among the backdrop of post-apocalyptic New York City. The thing that I am most excited about is the motion capture and the voice work. I saw this review on Gametrailers and just from the few short clips they showed, I am sold on it. They hired a novelist to pen the story and the voice actors seem to be among the best in the industry.

I applaud the developers for putting so much care and money behind a completely unknown IP. Chances are they may not recoup their expenses on the game since there has been absolutely no press on it, but I definitely intend to check it out once this adventure is complete.

Brother Site - Purdy's Gaming Journey

Hey dudes. So my buddy JD started his own Game Adventure. It's similar to mine but his has an interesting twist that I think applies to a lot of gamers today: despite having a fairly diverse collection, he spends most of his gaming time playing first person shooters. So to retain his self imposed title of "Gamer" he has realized that he needs to branch out and spend some time with other genres.  There are some CLASSICS on his list of unfinished games - to put it in perspective, he's currently playing through Ocarina of Time. Yeah. It's that awesome.

Anyway, I dig it and he's a real cool dude. Check out his site here.

Check out his mug here:

Wednesday, October 6, 2010

Up Next: Geometry Wars


Ah, Geometry Wars. This was one of the first games available on XBOX LIVE Arcade when the 360 came out. I remember reading blogs about people who were dissatisfied with the system's launch lineup but were justifying their purchase because of this simple little shooter. 

For those who have never played a Geometry Wars game it's very similar to Robotron or Smash TV. Using two joysticks, one to move your character and one to direct your fire, you can very tactically take out your enemies. Here's a video to make it even clearer what this game's about:




 

That guy is insane. Anyway, this the first game that has a "Needs Assessment" label on it for completion. Geometry Wars doesn't have an end state, but rather just a high score like many of the older arcade games. There aren't even different levels - just one screen of consistently harder and faster enemies. So my goal for this game is to reach 1 million points. I think the highest I've gotten is about 300,000 so I have a long way to go. Luckily this is a game that I can space out to and play for hours. Hopefully I can get up there in a week or so. I just may not be that good...

Well, let's go for it!

Geometry Wars: Retro Evolved for XBOX 360. Let's do it.

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Monday, October 4, 2010

Review: Zelda II The Adventure of Link


The Zelda franchise is perhaps one of the most respected and well known in the video game industry. Everyone has played at least one Zelda game, and they are often the benchmark of quality for a generation of gamers. Zelda II is a bit of an odd bird though. It doesn't fit the mold of the top down, exploration friendly aspects of its brethren.  Zelda fans often denounce this one as rubbish and not part of the Zelda they know. And while I agree that it's a radical departure from the tried and true Zelda formula, that doesn't make it a bad game. In the same way that DK Country would be remembered as 10x worse than it was if it didn't have the DK license, Zelda II would have been more highly regarded if it wasn't a Zelda game. 

Story

As is the case with most NES games, the story is told almost entirely in the manual and very little happens in game. Here's the gist - Ganon is dead after the first game, but Zelda is in a deep sleep and you need to go outand find the Triforce again to wake her up. But the story isn't purely about exposition - it's also place and atmosphere. Zelda has always been about exploration. Miyamoto even said that the area around the first temple in the original Zelda game was modeled around an area he used to explore as a kid. Even though the method of seeking out treasures and secrets is slightly different in this game, you still feel that sense of adventure and exploration throughout. 

Like the first game, you meet people who give you help and clues as to some of the secrets in the world, but they are no longer cave dwellers - people now live in towns scattered throughout Hyrule. And while the writer of this dialogue isn't gonna win the nobel prize for literature, the limited text that was uttered from the townspeople was efficient and memorable. Who can forget "I AM ERROR" or "WHEN ALL ELSE FAILS USE FIRE"? 

Like most NES games, the story isn't super important to the overall experience but Nintendo did an admirable job of making the world of Hyrule feel like a real place inhabited by real people. 

Design
Zelda II is one of the more unique games in the NES library in that it borrows elements from a lot of different sources.  The overworld is structured like a Final Fantasy game where you fight battles on a separate screen from the map itself. Battles take place as side scrolling sword fights, combining elements of Mario Bros and Ninja Gaiden. The tiered temple structure is the one big similarity to the original game and to the games that followed it. And finally, you can level up your attack, life and magic power using experience points like other RPGs of the time. 

Now, that sounds like a mess, but it all fits together so perfectly that the experience just sings this beautiful four part harmony of game design. Most of the time. There are a few flat notes and missed cues to deal with as well. 

The beginning. Get used to this screen. You'll see it a lot.

As you probably know, the difficulty is insane - or at least the perception is that its insane. One of the most controversial elements of Zelda II is the fact that you only have three lives, and once you lose all three - you go all the way back to the beginning. Screw you. No mercy. Start over. Now, your progress isn't lost however. You retain all the items and spells that you've acquired, but you just have to walk all the way back to what you were doing. And while there are parts that are really challenging, I think the perception is that the game is much harder than it is, when in fact it's actually just annoying and monotonous. 

The other unnecessary and awful element was the bottomless pits. A bane on the design of almost every NES game, the bottomless pit spells instant death, and it was the worst part of Zelda II. Couple the threat of instantly losing one of your precious lives to a stupid hole with the stupid "get hit and get knocked back a foot" mechanic, and you have a controller spiking problem. 

As was already stated though, the sense of exploration and the feeling of place was absolutely perfect. One of my favorite things about video games is their ability to take you to a different world. I would love a version of this game where your only objective was to explore Hyrule. No fighting, no boss battles, just find everything you can. The exploration of the overworld and each of the seven temples was by far my favorite aspect of the game. 

The design may seem like a crockpot full of mis-matched ingredients, but even though there are annoying and frustrating elements, when the credits roll, you feel like you felled a monstrous beast, designed by gods.

Gameplay
The gameplay is the most interesting and unique element of the game. The main mechanic revolves around stabbing with your sword and blocking with your shield. By standing up or ducking, you can adjust the position of your sword and shield and the developers really optimized this aspect of the game by throwing tons of different enemies at you that both attack and block the high and low positions. The knights in the temples are the most well known and battles with certain types of enemies that took advantage of the high low mechanic could sometimes take an upwards of one or two minutes. 

 Sword fight.

In addition to stabbing high and low, you also gain access to an up thrust and down thrust later in the game. These allow you to attack directly above and beneath you and the attacks are extremely helpful in certain situations. And finally, your magic spells are the last part of your arsenal. You learn magic like SHIELD which reduces damage, FIRE which allows you to shoot fire from your sword, and LIFE which will restore a portion of your health along with a handful of others. And while you do acquire gadgets and gizmos throughout your journey like the raft and the power glove, they are used more automatically, becoming more of an upgrade to your character than a tangible, usable piece of equipment. The spells are where you will find yourself relying most heavily on. In the final temple, I was casting different spells in every room. Although I wish that some of the spells became permanent upgrades later in the game. The REFLECT spell particularly, which allowed you to bounce projectiles back at enemies, would have been a nice permanent upgrade to your shield. Otherwise in temples with a lot of projectile based enemies, you would constantly have to cast REFLECT in every room. 

The best thing about it though was when you were surrounded by enemies all launching projectiles at you from opposite directions, and you were able to take all of them out without sustaining a single scratch. It's the same thing I liked about Final Fantasy XIII - fighting is a skill at which you actually improve as you play. Your character not only gets stronger, but you get better and faster as you practice. It's a great sense of triumph when you take out a bunch of enemies, because you feel like you alone are responsible for their demise. 

Presentation
When this game was released, graphics were pretty much the biggest selling point of a game. No matter how great the game or story was, if the graphics were muddy or unimpressive, chances are people probably weren't going to buy it. I think the intention then, of making a side scrolling Zelda game was to give Link a larger sprite model which allowed the designers to give him a little more detail and make boss characters larger than life. 

And as far as NES games go, the graphics hold up fairly well. The animations are smooth and consistent. The enemies are well designed and extremely varied - to the point where each new region on the map had a different enemy type, which really added to the sense of place that's so important. But as good as the graphics were, the music is the real standout in this game. 

As with other Zelda games, the music is fantastic. But it's also a bit of an odd bird in the mix. The music from Zelda games have a consistent feel. A kind of woodsy, organic, exploration feel to them, but Adventure of Link had a completely different tone altogether. The midi instrument that was used in the composition of most of the songs is so distinctive that I can't hear that tone without thinking of this game. It's sort of a Middle East high pitched flute kind of sound that's hard to describe, but again - this distinguishes it from the first game and gives, yet again, a very strong sense of place to this other area of Hyrule. In fact if you look at this picture, you can see that the southern most tip of the Zelda II Hyrule is the entire Zelda I map:

Notice the graveyard on the left and the shape and position of the lakes in the middle.

All in all, this is certainly a strange Zelda game. It doesn't hold your hand the way other Zelda games do. The combat is fast and frantic and the lives system is strange and seemingly unnecessary, but if you play thing thing through from beginning to end, without comparing it to the other games in the Zelda pedigree, you will enjoy it. I promise.
 

Review in Ten Words or Less
Not quite Zelda enough, but definitely good enough.

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Finished: Zelda II The Adventure of Link

I did it!

Playtime: 7:15
Levels: Attack 8, Magic 8, Life 8
Found: Everything except one Heart Container. 

YES!!! This is the most excited I've been so far about beating a game. I've had Zelda II almost as long as I've had Mario Bros, so it has taunted me for just as long with it's obscene difficulty. But man, what a great game.

In the end, I beat shadow link using the cheap "duck in the corner and just keep stabbing" move, but I didn't care. I finally beat Zelda II. The Murray lineage will be proud.




 Thanks a million? Really? Well, at least it's spelled right.

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