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".
Tuesday, October 26, 2010
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.
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.
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.
Subscribe to:
Posts (Atom)






