I got a bonus at work for having been there 15 years (yay me). Don't worry, we're doing responsible stuff with the majority of it. But I also wanted to splurge a little and get something just for myself. So I, uh, got a Wii U.
I know, I know. By most accounts, the Wii U is the least powerful (and least successful) of the three current generation systems, and I worry that I might be buying a failing product.
But as I get older, I find that I'm just not connecting with modern gamers. I have no interest in the first person shooters that dominate the XBox and Playstation systems. And when I do see an Xbox/Playstation game I actually want (like Alien: Isolation), it's usually also available on the PC. But these days I'm more into playing retro-style games, and remakes/sequels of the games I played on my NES back in the 80s.
The Wii U is a really nifty system. The tablet-like controller works very well, and seems like something all systems should do in the future. They don't necessarily need to come with their own proprietary tablet controller like the Wii U, but I definitely think all future PS and Xbox systems ought to release apps that link the system to your iPad/Android/etc tablet (or even phone). Given how many things we do on video game systems now that don't even involve joysticks (Netflix, etc), controlling them with a tablet is a no-brainer.
A few minor complaints. Setting up the system took forever, what with downloading and installing updates, and transferring everything from the old Wii to the new system. And it is surprising that a new system in this day and age doesn't play DVDs or Blu-Rays. And of course the game selection isn't very good yet, but I can live with that. I only buy about one console game every six months anyway.
I got the bundle that comes with Mario Kart 8 and Nintendo Land. Mario Kart has never looked better, and the tracks are extremely creative this time around. I love the antigravity areas and the pretty underwater effects. Even the retro tracks have lots of new features to keep things fresh. The controls are spot-on perfect, and you can still use the wheel controllers from Mario Kart Wii. It has a robust selection of characters and vehicles, and the DLC makes the selection even better. I especially love the Legend of Zelda DLC.
Honestly, Mario Kart 8 has quickly become one of my top ten favorite games of all time. No, better than that; I believe MK8 is one of mankind's top ten greatest achievements. I'm not sure where it falls on the list, probably somewhere above the telephone but just below the Cheesy Gordita Crunch.
Nintendo Land, on the other hand, isn't exactly knocking my socks off. Like the Wii's "Wii Sports" disc, Nintendo Land is pretty much a tech demo - a collection of shallow mini games designed to show off what you can do on the Wii U Gamepad. I've only tried three or four of the games so far, and none of them made me want to play them again. However, some of the reviews rave about how fun it is as a multiplayer game, so I'll hold off judgement until I've had a chance to play it with others. I will say that all the tutorials are driving me nuts. Nintendo Land could very well be called "Tutorial: The Game".
So far I'm incredibly happy with the system. If you want to friend me on the Wii U or any other system, here's all my friend codes:
MiiVerse: Fury1958
3DS: 1306-5310-8353
Steam: 1958Fury
XBox 360: MattAndKJ
Sunday, November 23, 2014
Friday, October 24, 2014
Super Smash Bros 3DS (...and Almost Good Games)
I've noticed a pattern when I review video games; I tend to give more backstory than actual review. In my blog about Injustice: Gods Among Us, I spent as much time talking about the history of Mortal Kombat as I did about Injustice itself. In my Alien: Isolation blog, I wrote more about the Commodore 64 Alien game than I did about Isolation. I think this may just be my style. If a game reminds me of other games, I like to make comparisons. And don't get me started on ramblings where I talk about how I blog, such as this paragraph. So if you want to skip to where I talk about Super Smash Bros, just scroll down to the bolded part.
Anyway... Before I write about Super Smash Bros for the 3DS, I want to talk for a minute about games that are awesome... except for the "game" part. Games where the programmers went all-out in making the game as complete as possible, but still failed in the basic aspects of making it fun.
A lot of my examples are going to be from the Commodore 64. The C64 was a peculiar machine - it was a computer that wanted to be a game system, or possibly vice-versa. It had graphics that were a fair bit better than the Atari 2600, but not quite as good as the 8-bit Nintendo... except when they were. Some programmers managed to get more out of the graphics than others. Well, that's true of any system, but it was particularly glaring on the C64. But the C64 controls were even more erratic. It had ports for Atari 2600 joysticks, which aren't the most precise controllers in video game history anyway, but used on the C64 they were particularly mushy.
So anyway, the games:
Project Firestart (C64, 1989)
As far as I'm concerned, Project Firestart was the first "Survival Horror" computer game. If ever a game came out that could be called "Resident Evil in space", this is it, and it was released years before the first Resident Evil. You're sent to investigate a deep space research station, which sent out a distress call before going silent. You dock with the station, and the first few halls are completely empty. You hear nothing but your own echoing footsteps. Then you enter one room and see the mutilated body of a scientist, who used his last bit of energy to write a warning on the wall in his own blood. The game shows you a quick closeup of the body as the music plays a scare chord. As you continue to explore the station, you find many more bodies. You access computers to find clues. One one computer you find some journals that explain what's going on - the scientists had created some creatures for labor purposes, and those creatures got loose.
That's when you finally see the creatures themselves. These tall, green tentacled monsters show up and you have to run or fight. You encounter them several more times during your explorations, and several plot twists keep you from just running back to your ship and hightailing it out of there. All told it's not as long as Resident Evil, and it does resort to backtracking to prolong the length of the game. But for the time, it was revolutionary. The graphics may look ancient now, but at the time it was some of the best I'd seen. All in all, it was a brilliant game...
...except for the gameplay. While I loved exploring the space station, fending off the creatures was annoying because the weapons were terrible. There were a couple of different types of guns you could pick up, but they were really more like cattle prods. Instead of firing any sort of projectiles or beams, just the tip of the gun lit up and became lethal. Safety-wise, this actually makes sense not having weapons that could breach the hull. But gameplay-wise, it was way too difficult killing monsters this way. If you were close enough for your weapon to hurt them, they could hurt you as well. Now if the game were more of a run-and-hide style game like Alien Isolation, this would still be fun. But Project Firestart often put you in situations where you had to fight to survive, by putting monsters on both sides of you with no other ways out. This issue is the only black mark on a game that was otherwise years ahead of its time.
Mail-Order Monsters (C64, 1985)
Buy a monster. Customize him with bio-upgrades and weapons. Take him to the arena to fight other monsters. Use your winnings to upgrade your monster, or to buy more monsters. There's been a few modern attempts at similar games, but none of them have had the charm of MOM. It was so fun playing this game with my friends, each of us loading up our own monsters and making them fight. I spent hours cheating by playing the two player mode by myself, winning battle after battle so I could earn enough money to build an entire menagerie of fully-powered beasts. It was a wonderful experience...
...except for the gameplay. While the build process was well-done and had decent graphics, the actual battle part was pretty dull. Each player controlled a tiny solid-colored sprite, trying to get close enough to the enemy to hit the button for a melee attack, or trying to line them up for an easily-dodged ranged attack. I know I shouldn't expect much from the C64, but there were plenty of other games that managed to make this kind of combat exciting. I just wish the programmers had worked as hard on the fighting as they did the construction mode.
Autoduel (C64, 1985)
Based on the tabeltop RPG "Car Wars", Autoduel was an open-world vehicular combat game set in a Mad Max style future. The freedom was incredible - you're just a guy with a car, what you do next is up to you. Enter a demolition derby to earn more money. Or take a courier job, braving the lawless streets to deliver packages to other cities. Or go bounty hunting, living off rewards for the outlaws you defeat. Use the money to improve your car, buy better cars, and equip them with the best weapons. The game came with an instruction booklet as thick as the RPG itself, designed to look like a vehicle owner's manual. I'm not sure I've ever seen so much stuff you can do in a C64 game. It was an incredible sandbox game...
...except for the gameplay. The cars moved too sluggishly, making it very difficult. It was hard to practice enough to get better, because of the extraordinarily long loading times. The rules were as harsh as an RPG - if you died, you had to make a new character. So a typical game session might go like this: Wait 10 minutes for the game to load. Start a new character, spend several minutes making your first car. Several more minutes getting your first courier job. Leave town so you can drive to your courier destination. Wait 5 more minutes for it to load the area between the towns. Get attacked by outlaws. Try to flee, because the starting cash isn't enough to buy weapons that don't suck. Get killed because your car is slow and hard to control. Realize you have to start the entire game over because of the harsh death rules. Play a different game because this one is so frustrating.
WWE All-Stars (3DS, 2011)
But games that are almost perfect aren't limited to the C64. More recently I owned "WWE Wrestling All-Stars" for the 3DS, and it was nearly incredible. It had an impressive roster split between classic and modern wrestlers. The classic wrestlers included all my favorites from my teen years, with multiple outfits to represent different years of their career. We have Andre in his classic black on-strap leotard, but we also have him in his early years, with the long hair and the more traditional briefs. There were multiple rings, a create-a-wrestler mode, and all the match types I've come to expect from wrestling games (singles, tag team, steel cage, etc). In short, it is the perfect WWE game...
...except for the gameplay. The matches just feel slow and tedious. To be fair, I haven't had a lot of luck with wrestling games, even the ones that received great reviews. So this is probably just me. I haven't played a wrestling game I liked since the days of 2D sprites. Something happened when they converted to polygons - they stopped being fun arcade button mashers and started becoming wrestling simulators. Which is fine for a certain type of gamer, but I don't think I'm the target audience.
Super Smash Bros for the 3DS
Still reading this far? Cool. So anyway, the new Smash Bros 3DS game. I'm really enjoying this game. It has a lot going for it. For one thing, it has a huge roster of fighters (51 once all are unlocked), with several alternate looks for each. Some of those alternate looks are practically new characters. For instance, instead of alternate colors, Bowser Jr's alts are the other 7 Koopalings. A couple of the characters have male and female versions, Little Mac has both his NES look and his green wireframe arcade look, one of Peach's alts is Daisy, one of Fox's alts is Wolf, and so on.
The game has a ton of modes, and hundreds of unlockable things, so you never run out of things to do. If all you feel like doing is random fights, you can just go to the highly-customizable Smash Mode. But there's also Classic Mode where you fight a lot of different types of matches until you get to the boss. Not to mention Smash Run, where you run around a level fighting enemies like a traditional platformer, collecting powerup icons, until it ends with a traditional Smash battle using the powerups you collected. It even has a mode where you fight every fighter in the game, in the order their games were released. With characters like Pac-Man and Mr Game & Watch, it's practically the history of video games in the palm of my hand.
The addition of Miis is particularly nice. I always like Create-A-Fighter modes, so the ability to put myself into SSB is wonderful. You start with any Mii in your collection, then choose three basic fighting styles - fists, sword, or gun. Then you can choose from a few special moves, pick some stat-boosting icons to help you specialize your character, and pick an outfit and head accessories (more of which are unlockable). It's not perfect but it's a really great feature.
All in all, I'd have to say it's the perfect Nintendo fighting game...
...except for - you guessed it - the gameplay. Now to be fair, I enjoy this game's controls more than any other game mentioned in this blog. It is highly polished, and everything I dislike about it is just personal taste. I still think it deserves all the 9 star reviews it's getting. Unlike the C64 examples, this game's controls were not a casualty of limited technology; this is exactly the game the programmers were intending to make. However, I personally hate being forced to play 2D games with the circle pad. I have a firm belief that 3D games work better with analog pads, and 2D games work better with d-pads. Fighting games in particular should be mapped to d-pads because they require a lot of precise button-tapping, and often involve a lot of pounding that's harsh on the more delicate analog sticks. And before you think I'm being paranoid, there have already been a lot of reports of people breaking their circle pads playing SSB. I really hope these breakages cause Nintendo to release a patch that lets you use the d-pad.
I also have trouble keeping track of my character in the chaotic battles. The game does attempt to make this easier for you: it has a couple of options for putting an outline around characters, and it puts "P1" above your head at all times... but it's still easy to lose track of where you are. And while the game has a lot of different play modes, most of them aren't very good. I'm glad they're there, but after trying each once, I generally found myself going back to the plain old Smash mode over and over. Some of the minigames in particular are tedious - I've hated home run stadium since the last game.
But despite these shortcomings - most of which are really my shortcomings - it's a fantastic game.
Anyway... Before I write about Super Smash Bros for the 3DS, I want to talk for a minute about games that are awesome... except for the "game" part. Games where the programmers went all-out in making the game as complete as possible, but still failed in the basic aspects of making it fun.
A lot of my examples are going to be from the Commodore 64. The C64 was a peculiar machine - it was a computer that wanted to be a game system, or possibly vice-versa. It had graphics that were a fair bit better than the Atari 2600, but not quite as good as the 8-bit Nintendo... except when they were. Some programmers managed to get more out of the graphics than others. Well, that's true of any system, but it was particularly glaring on the C64. But the C64 controls were even more erratic. It had ports for Atari 2600 joysticks, which aren't the most precise controllers in video game history anyway, but used on the C64 they were particularly mushy.
So anyway, the games:
Project Firestart (C64, 1989)
As far as I'm concerned, Project Firestart was the first "Survival Horror" computer game. If ever a game came out that could be called "Resident Evil in space", this is it, and it was released years before the first Resident Evil. You're sent to investigate a deep space research station, which sent out a distress call before going silent. You dock with the station, and the first few halls are completely empty. You hear nothing but your own echoing footsteps. Then you enter one room and see the mutilated body of a scientist, who used his last bit of energy to write a warning on the wall in his own blood. The game shows you a quick closeup of the body as the music plays a scare chord. As you continue to explore the station, you find many more bodies. You access computers to find clues. One one computer you find some journals that explain what's going on - the scientists had created some creatures for labor purposes, and those creatures got loose.
That's when you finally see the creatures themselves. These tall, green tentacled monsters show up and you have to run or fight. You encounter them several more times during your explorations, and several plot twists keep you from just running back to your ship and hightailing it out of there. All told it's not as long as Resident Evil, and it does resort to backtracking to prolong the length of the game. But for the time, it was revolutionary. The graphics may look ancient now, but at the time it was some of the best I'd seen. All in all, it was a brilliant game...
...except for the gameplay. While I loved exploring the space station, fending off the creatures was annoying because the weapons were terrible. There were a couple of different types of guns you could pick up, but they were really more like cattle prods. Instead of firing any sort of projectiles or beams, just the tip of the gun lit up and became lethal. Safety-wise, this actually makes sense not having weapons that could breach the hull. But gameplay-wise, it was way too difficult killing monsters this way. If you were close enough for your weapon to hurt them, they could hurt you as well. Now if the game were more of a run-and-hide style game like Alien Isolation, this would still be fun. But Project Firestart often put you in situations where you had to fight to survive, by putting monsters on both sides of you with no other ways out. This issue is the only black mark on a game that was otherwise years ahead of its time.
Mail-Order Monsters (C64, 1985)
Buy a monster. Customize him with bio-upgrades and weapons. Take him to the arena to fight other monsters. Use your winnings to upgrade your monster, or to buy more monsters. There's been a few modern attempts at similar games, but none of them have had the charm of MOM. It was so fun playing this game with my friends, each of us loading up our own monsters and making them fight. I spent hours cheating by playing the two player mode by myself, winning battle after battle so I could earn enough money to build an entire menagerie of fully-powered beasts. It was a wonderful experience...
...except for the gameplay. While the build process was well-done and had decent graphics, the actual battle part was pretty dull. Each player controlled a tiny solid-colored sprite, trying to get close enough to the enemy to hit the button for a melee attack, or trying to line them up for an easily-dodged ranged attack. I know I shouldn't expect much from the C64, but there were plenty of other games that managed to make this kind of combat exciting. I just wish the programmers had worked as hard on the fighting as they did the construction mode.
Autoduel (C64, 1985)
Based on the tabeltop RPG "Car Wars", Autoduel was an open-world vehicular combat game set in a Mad Max style future. The freedom was incredible - you're just a guy with a car, what you do next is up to you. Enter a demolition derby to earn more money. Or take a courier job, braving the lawless streets to deliver packages to other cities. Or go bounty hunting, living off rewards for the outlaws you defeat. Use the money to improve your car, buy better cars, and equip them with the best weapons. The game came with an instruction booklet as thick as the RPG itself, designed to look like a vehicle owner's manual. I'm not sure I've ever seen so much stuff you can do in a C64 game. It was an incredible sandbox game...
...except for the gameplay. The cars moved too sluggishly, making it very difficult. It was hard to practice enough to get better, because of the extraordinarily long loading times. The rules were as harsh as an RPG - if you died, you had to make a new character. So a typical game session might go like this: Wait 10 minutes for the game to load. Start a new character, spend several minutes making your first car. Several more minutes getting your first courier job. Leave town so you can drive to your courier destination. Wait 5 more minutes for it to load the area between the towns. Get attacked by outlaws. Try to flee, because the starting cash isn't enough to buy weapons that don't suck. Get killed because your car is slow and hard to control. Realize you have to start the entire game over because of the harsh death rules. Play a different game because this one is so frustrating.
WWE All-Stars (3DS, 2011)
But games that are almost perfect aren't limited to the C64. More recently I owned "WWE Wrestling All-Stars" for the 3DS, and it was nearly incredible. It had an impressive roster split between classic and modern wrestlers. The classic wrestlers included all my favorites from my teen years, with multiple outfits to represent different years of their career. We have Andre in his classic black on-strap leotard, but we also have him in his early years, with the long hair and the more traditional briefs. There were multiple rings, a create-a-wrestler mode, and all the match types I've come to expect from wrestling games (singles, tag team, steel cage, etc). In short, it is the perfect WWE game...
...except for the gameplay. The matches just feel slow and tedious. To be fair, I haven't had a lot of luck with wrestling games, even the ones that received great reviews. So this is probably just me. I haven't played a wrestling game I liked since the days of 2D sprites. Something happened when they converted to polygons - they stopped being fun arcade button mashers and started becoming wrestling simulators. Which is fine for a certain type of gamer, but I don't think I'm the target audience.
Super Smash Bros for the 3DS
Still reading this far? Cool. So anyway, the new Smash Bros 3DS game. I'm really enjoying this game. It has a lot going for it. For one thing, it has a huge roster of fighters (51 once all are unlocked), with several alternate looks for each. Some of those alternate looks are practically new characters. For instance, instead of alternate colors, Bowser Jr's alts are the other 7 Koopalings. A couple of the characters have male and female versions, Little Mac has both his NES look and his green wireframe arcade look, one of Peach's alts is Daisy, one of Fox's alts is Wolf, and so on.
The game has a ton of modes, and hundreds of unlockable things, so you never run out of things to do. If all you feel like doing is random fights, you can just go to the highly-customizable Smash Mode. But there's also Classic Mode where you fight a lot of different types of matches until you get to the boss. Not to mention Smash Run, where you run around a level fighting enemies like a traditional platformer, collecting powerup icons, until it ends with a traditional Smash battle using the powerups you collected. It even has a mode where you fight every fighter in the game, in the order their games were released. With characters like Pac-Man and Mr Game & Watch, it's practically the history of video games in the palm of my hand.
The addition of Miis is particularly nice. I always like Create-A-Fighter modes, so the ability to put myself into SSB is wonderful. You start with any Mii in your collection, then choose three basic fighting styles - fists, sword, or gun. Then you can choose from a few special moves, pick some stat-boosting icons to help you specialize your character, and pick an outfit and head accessories (more of which are unlockable). It's not perfect but it's a really great feature.
All in all, I'd have to say it's the perfect Nintendo fighting game...
...except for - you guessed it - the gameplay. Now to be fair, I enjoy this game's controls more than any other game mentioned in this blog. It is highly polished, and everything I dislike about it is just personal taste. I still think it deserves all the 9 star reviews it's getting. Unlike the C64 examples, this game's controls were not a casualty of limited technology; this is exactly the game the programmers were intending to make. However, I personally hate being forced to play 2D games with the circle pad. I have a firm belief that 3D games work better with analog pads, and 2D games work better with d-pads. Fighting games in particular should be mapped to d-pads because they require a lot of precise button-tapping, and often involve a lot of pounding that's harsh on the more delicate analog sticks. And before you think I'm being paranoid, there have already been a lot of reports of people breaking their circle pads playing SSB. I really hope these breakages cause Nintendo to release a patch that lets you use the d-pad.
I also have trouble keeping track of my character in the chaotic battles. The game does attempt to make this easier for you: it has a couple of options for putting an outline around characters, and it puts "P1" above your head at all times... but it's still easy to lose track of where you are. And while the game has a lot of different play modes, most of them aren't very good. I'm glad they're there, but after trying each once, I generally found myself going back to the plain old Smash mode over and over. Some of the minigames in particular are tedious - I've hated home run stadium since the last game.
But despite these shortcomings - most of which are really my shortcomings - it's a fantastic game.
Thursday, August 28, 2014
Alien: Isolation
I didn't like scary movies as a kid. I was easily frightened, and didn't understand why people would want to feel that way for fun. Whenever I heard about the movie "Alien", I was curious because I liked sci-fi, but I was too scared to want to see it. I saw a doll of the creature on store shelves, and that alone was scary enough for me. When Aliens came out in 1986, I let that pass me right by. I remember thinking "Cool title", but that's about it.
Then my grandmother died, and we inherited a box of her old books. My Mom asked me to look through it to see if there was anything I wanted to read. I found a copy of the novelization of Alien, read it, and fell in love. I then went to the bookstore and picked up Aliens, and finished that just as quickly. Next I rented both movies, and they immediately became my two favorite movies. I picked up any other Alien merchandise I could find, which wasn't much at the time.
I bought games based on both movies for the Commodore 64. The one based on Aliens was an excellent (for the time) collection of minigames, with cut scenes that take you through all the events of the movie. Some of the minigames were better than others, but you could tell the programmers loved the movie, and really put their best effort into keeping it faithful to the source material. It would be almost unplayable today, with the primitive graphics, but at the time it was the best movie-based game I'd ever played.
The "Alien" computer game is another story. Graphically, this game was extremely simple. Your screen showed a map of the ship, with dots representing where different crew members were. You could highlight specific crew members, and order them to move to other rooms, pick up items, and so on. However, they didn't follow your orders right away, and would sometimes ignore you completely if you asked them to do something too frightening. Somewhere on the ship the alien was popping in and out of air ducts, occasionally killing crew members. Your job was to somehow kill it, keeping as many crew members alive as possible. Killing the alien was no easy task, considering there were no real weapons on board. Theoretically you could blow it out the airlock, though I never successfully managed to do that.
My preferred method was setting the ship to self destruct, then using the escape shuttle. However, there were a lot of rules that kept you from doing this right away. First off, it could only hold three crew members, and it wouldn't allow you to leave any crew members alive on the ship. So you would have to wait until there were only three crew members left to use this method (there was also a mode that let you start out with three crew members). Which leads to the next problem - the cat counted as a crew member. So before you could blow the ship, you had to get the cat carrier, find the cat, catch it, and bring it with you. Of course, chasing the cat all over she ship increased your chances of running into the alien. And whenever you saw the alien, the screen would change to an animated picture of the monster while alarms go off. The graphics weren't great, but the first time it happened it still made me jump.
The lack of action kept the game from being a hit with my friends, but I loved the psychological aspects of it. Whenever you highlighted a crew member, you could hear their heartbeat, while their current emotional condition (stable, shaken, etc) was displayed on the screen. If you kept them calm, they were more likely to follow your orders. These emotional conditions were affected by factors such as whether they were currently alone in the room, if they were holding something that could be used as a weapon, their location (being in the air ducts made them particularly jumpy), and whether they had recently seen the alien. Some of the crew members were more easily shaken than others. Lambert was particularly unstable, and could be killed simply by putting her in a situation so scary it gave her a heart attack. This could even be a useful strategy if you still have one too many crew members to use the escape ship.
So it wasn't a very pretty game, and it could be incredibly frustrating at times, but in my opinion it captured the spirit of the movie more than any action game ever could. This was years before Resident Evil coined the term "Survival Horror", but Alien easily belongs in the genre. I always wished the game could be remade with modern graphics and controls...
...And here comes Alien: Isolation, scheduled to be in stores October 7th. I have high hopes for this game. It takes place sometime between Alien and Aliens, with you controlling Ripley's daughter as a member of a crew investigating the disappearance of the original ship. Predictably, they end up getting an alien on their ship, and the plot runs similar to the first movie from there. But the big difference between this and the 50 or so other Alien-related games that have come out in the past couple of decades, is you're not blasting waves of aliens with a machine gun. Instead, Isolation is a tension-filled game of hide and seek, similar in some ways to Clock Tower. You have to look for different hiding places, from which you might see parts of the alien as it hopefully passes by. You even have a button to hold your breath so it doesn't hear you.
And they've even announced some DLC that adds scenarios based on the first movie.
This sounds just like what I've hoped for since the C64 game. I can't wait to try it out. Please-don't-suck-please-don't-suck-please-don't-suck...
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