Archive for the ‘Games’ Category

The Legend of Zelda: Phantom Hourglass

Friday, August 27th, 2010
The Legend of Zelda: Phantom Hourglass

The game retains the cel-shaded visual style from Wind Waker on Gamecube

I had a minor epiphany while playing The Legend of Zelda: Twilight Princess on the Wii, and it was this: all of the Zelda titles are essentially the same game with different puzzles. About three-quarters of the elements are common to all of the games in the series: Link, the boy with the green clothes and pointy hat (mostly referred to as Link); the eponymous princess; the various races (Gorons, Zora, etc.); the weapons (the sword and shield, bombs, boomerang, hookshot/claw – which tend to accumulate from sequel); and of course the sound effects. The remainder are innovations in either the puzzle design or the interface. As the first Zelda title on the Nintendo DS, it should be patently obvious which way The Legend of Zelda: Phantom Hourglass leans.

Gorons from Phantom Hourglass

Gorons... check.

The question is, are these differences enough to make the game fun? Happily for me, the answer is a resounding “yes!” but I now have a vector for understanding why others might not like it. Zelda is not the franchise for you if the story matters, or you find that familiarity breeds contempt. The Zelda framework here – because that’s what it boils down to – is but the thinnest veneer of gloss holding a bunch of random puzzle elements together, making Twilight Princess seem like Lord of the Rings in comparison. At least it’s better than the Professor Layton games where they make almost no attempt to hide the fact that the “story” is an inconvenience that gets in the way of the game’s brain-teasers*.

Fairies in Phantom Hourglass

Fairies... check.

Phantom provides a fresh take on old favourites, for instance the ability to draw paths for the boomerang, and lots of drawing and tapping puzzles making full use of the stylus interface. The cel-shading graphics style borrowed from Link’s Gamecube outing, Wind Waker, is a love-it-or-hate-it affair but are at least functional and reliably consistent in quality throughout.

The puzzles aren’t at all taxing, and if weren’t for the baffling decision of the game designers to make you play through one of the key dungeons several times throughout the course of the game, would be a rather short adventure. The side quests do provide some challenge for those interested enough to pursue them (I did a few of the easier ones and then gave up).

When all’s said and done, I greatly enjoyed the light intellectual diversion provided by Phantom Hourglass, but came away from it with an empty feeling. I do like my stories, after all.

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* I’m not saying that these games are bad, by the way. I actually have both the original and the sequel, and hope to get around to reviewing them soon.

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God of War 3

Sunday, August 22nd, 2010
God of War 3

Kratos is one angry dude...

A quickie review of God of War 3 to finish off the week. This game probably deserves slightly more verbiage than I’m willing to dedicate to it, but suffice to say that there are many ardent supporters of this ground-breaking series (often literally) that blends together 3D action platform gaming, excessive violence and Greek mythology.

The game borrows heavily, but largely successfully, from other genres: there are bits of Shadow of the Collossus, Street Fighter, and even bits of Echochrome, all seamlessly integrated into the overall narrative structure. This game closes off the the storyline from the previous games, which sees the “Ghost of Sparta” exacting revenge on the Olympian gods for causing him to accidentally kill his own family.

The plot is driven along by crappy, but mercifully sparse, dialogue and finishes with a climax that leans quite heavily on existentialist claptrap. But the point of the God of War series was never the story; it’s about dishing out retribution with extreme prejudice, and in that sense the game delivers in spades. In this final instalment Kratos is not content with  taking down monsters and gods, but also Titans of such immense proportions that they form entire game levels by themselves.

By the way, was it just me, or did the lyrics for the Ominous Latin Chanting in the final battle sound a lot like “Kratos, Kratos, Kratos, ha ha ha…”?

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Call of Duty: Modern Warfare 2 (PS3)

Saturday, July 17th, 2010
The PS3 cover of Call of Duty: Modern Warfare 2

Awkwardly, they've dropped the "4" from "Call of Duty" for this sequel

Imagine somebody put a gun in your hand, and ordered you to kill innocent civilians. Could you do it? The latest game in the Call of Duty series asks the player this, and other tough ethical and moral questions, as it propels you through a narrative of conflict in the context of today’s society. It’s a continuation of the plot originally kicked off in Call of Duty 4: Modern Warfare, which paints the US as the saviour of the barbaric ways of Russia and the Middle East.

American hyper-patriotism and ethnic clichés aside, Modern Warfare 2 isn’t merely a game, it’s another example of the new breed of games that offers an interactive experience. The main difference between the two is that while previous video games simply used story as a device to explain a game mechanic or to give the protagonist a raison d’être, these new, more mature offerings are beginning to layer in complex emotions and philosophical considerations, integrating them directly into the gameplay in a more fundamental way, than the odd rhetorical poser in the cutscenes between levels.

The example touched upon in the beginning of this review is a stage, early on in the game, in which the player takes on the role of an undercover agent posing as a Russian terrorist, and on order to progress, must participate in the slaughter of innocent civilians. Even the player refrains from firing and simply watches, he or she will still see their collaborators shooting stragglers, execution style. It’s a heavy moment, and highly controversial.

Having only recently arrived in the world of First Person Shooters through Transformers: War For Cybertron, the pedigree of the Call of Duty series is evident. MW2 takes the spit and polish up a big notch – the interface is well thought out and snappily responsive; the graphics are impressive and the sets amazingly detailed (e.g. in one scene set in an airport, you can shoot pieces of luggage that are strew around, and random pieces of clothing and underwear come flying out); and the game mechanics much more refined.

In multiplayer, there are a wealth of game modes (Free-For-All, Search & Destroy, Demolition, Sabotage, Domination, Team Deathmatch, and Capture The Flag) and several players can play together on a single TV in split-screen mode. Along with the downloadable map packs, MW2 offers exceptional replay value.

I’ve never been a big fan of FPS – especially anything war themed – but I found Call of Duty: Modern Warfare 2 so imaginative and stimulating that I barely noticed. Definitely one for the collection.

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Super Paper Mario (Wii)

Friday, July 16th, 2010
Super Paper Mario

2D Mario up to his usual tricks...

I’ve been a keen follower of Paper Mario since the original first appeared on the N64. What’s unusual about this franchise is that it’s developed by a third party, Intelligent Systems – unusual because Nintendo is as fiercely protective of its core characters as Disney is of theirs. It’s a pretty smart move though, because the outsider’s perspective gave the designers the ability to poke fun at the parent franchise (the core Mario games), and as a result there’s plenty of hilarious references at the expense of the source material.

For those of you who haven’t heard of this series before, the basic conceit and the primary gimmick is that the characters are essentially flat 2D sprites. Therefore when Mario turns from left to right, he literally flips over like a piece of paper. It’s also different to the parent franchise in that the story plays a much more important role in the proceedings (as evident in the Japanese title of the original game, being “Mario Story”).

Super Paper Mario is the third game in the series – with a single appearance on each of the key Nintendo platforms thus far: Paper Mario on N64, Paper Mario: The Thousand Year Door on Gamecube and now this. Sadly, third time’s not the charm here. The usual schtick has become tired, and is even starting to look a little bit cynical. For example one of the levels pokes fun at geeks – talk about biting the hand that feeds you!

The game suffers greatly from a lack of freshness and innovation – the characters are a bit thin on personality, and the plot was flat (har har). The new gimmick is that now Mario can flip into 3D – at the press of a button the flat 2D background turns into a full 3D world. Except that it isn’t full. It’s sparse, empty and largely devoid of interest or gameplay value other than to force the player to do so at various points just to get past certain obstacles. The game is divided up into sections, mimicking the original Super Mario Bros. “world 1-1″ style of level design, resulting in the majority of the game being a bland and uninspired 2D platformer.

Enemy character designs are unimaginative to the point of being downright bad, and the highly repetitive and very short background music grates after a short time. It also contains a bunch of recycled side-quests from earlier incarnations (e.g. recipes), which are completely superfluous for all except the most obsessive-compulsive fan – it’s a serious step backwards from the fresh, funny and exciting Thousand Year Door.

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Transformers: War For Cybertron (PS3)

Monday, June 28th, 2010
Transformers: War For Cybertron PS3 cover

The "coming soon" cover with Cybertron in the background looked cooler. Oh well...

I don’t know when or why, but I took a wrong turn somewhere on my gaming journey and fell out of line with the First Person Shooter – a genre that I had sacrificed many a sleepness night to, at LAN parties not all that long ago (or so it seems). I just can’t play FPS games any more – my last attempt was Half Life 2, and I dry-retched my way through the entire game as my brain fought back the waves of nausea brought on by motion sickness. As a result, I’ve passed on some of the biggest gaming franchises in recent times such as Call of Duty, Gears of War, and their brethren.

Hence it was with great sadness that I discovered that Transformers: War For Cybertron was an FPS, because Transformers is one of the things that I love (to the point where I fought the bureaucracy to import a Megatron toy that is classified as a restricted firearm). To rub salt into the wound, the Intarwebs reported that WFC was more more than just a competent welding together of the Transformers lore with the war gaming mechanics, it was actually a decent game. So it is with great thanks to the Contagious Network that I’m able to give the game a go in spite of the fact I would never have purchased it for myself for fear of the barf monster.

The planet Cybertron

When you first hear Peter Cullen say "Cybertron..." in the game's intro, you know it's gonna be good

Since I’ve divulged my shame, I won’t pretend familiarity in talking about the gameplay. All I can say is that using the Sixaxis controller to run-and-gun is more difficult than I thought it’d be. Flying in particular, is a brain-melting exercise in hand-eye co-ordination. This is also the first game I’ve played where you see the character that you’re playing in 3rd person, but they’re off to one side so as not to obscure the action, which leaves me with a “lopsided” feeling after playing, like I’ve been craning my neck to see over somebody’s shoulder the entire time. Surprisingly though, I’m not getting motion sickness from playing, huzzah!

Anyway enough whining – this is the good stuff. War For Cybertron positions itself as a sort-of-prequel to G1 (for the uninitiated, that’s the original Generation 1 cartoon from the 80′s), so in the Decepticon single-player campaign we get to see when Megatron and Starscream first meet, and why there exists the thinly veiled animosity between them. On the Autobot side, we have the story of how Optimus takes on his role as leader of the Autobots after the death of their leader, Zeta Prime.

A scout class vehicle

At one point, Megatron goes "Ooh a car, I'm scared!"

The voice acting is superb, with the inimitable Peter Cullen again providing his mellifluous tones as Optimus. The dialogue is snappy, obviously written with great care by folks who know and understand the franchise. I LOL’d at this little exchange between the Seekers:

Starscream: These guys are as dumb as Skywarp!
Skywarp
: I’ll show you dumb, Starscream!
Starscream
: You always do, Skywarp.

While you couldn’t mistake this for G1, being that all of the characters appear in their Cybertronian modes, they still carry a very strong G1 vibe about them. My only criticism is that because both the characters and the environments are metal or metallic, everything tends to blend in and makes things hard to see*, especially when the action gets frenetic.

Speaking of which, the multiplayer action is supposed to be where this game is at. The game is able to create matchups locally or globally, and even in the late evening, there were still around 1600+ people online, so it was pretty easy to find a game to join. The good old Deathmatch and Team Deathmatch modes are there, plus a plethora of options that I don’t claim to understand, which probably involve some other tactical manoeuvring that I’m not yet brave enough to try (I’ve come last in every match I’ve played so far; pity the poor sods who ended up with me on their team).

Concept art for Starscream, from Transformers: War For Cybertron

Not everybody will like the aesthetic, but many agree that it's better than the live-action movies.

Sadly, the PS3 version of the game suffers from bugginess. I’ve fallen through the floor for no reason a few times, and the game occasionally crashes the system (requiring a hard reset). Hopefully, commercial success means that patches will be quickly forthcoming – even as I write the first patch has already been released, taking it to version 1.01.

Seriously, I could go on all day. I haven’t even mentioned character classes, weapons, unlockables, G1 homages, etc. – there’s a LOT here for die-hard fans and newcomers alike, and considering that the launch price at JB is $59, you’d be hard pressed to find better value for money.

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* Take a look at the thumbnail pictures of the game here and tell me you wouldn’t use the word “dark”.

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