Friday, 20 May 2016

Mario Kart Memories

Since getting my Wii U I have been playing a lot of Mario Kart 8. A heck of a lot. It is the online mode that is the most addictive, especially as you can join and play with friends and family so easily on the quest for VR points. Anyhow, it got me thinking about my experiences with the Mario Kart series over the years. 

Being a Sega boy the SNES game passed me by, so it was only when I went to University and my neighbour in my halls of residence had a new Nintendo 64 that I was introduced to the series. The graphics were impressive (for the time) and I loved the 4 player split-screen mode. I still remember what an impression having to dodge traffic on Toad’s Turnpike - or all the multiple directions of Yoshi’s Valley - had on me at the time. My neighbour who owned the N64 was head and shoulders above the rest of us who played - even getting hit by the blue Spiny Shell in first place never stopped him from always winning races. He was merciless.

The next time I really got into a Mario Kart game was Double Dash on the GameCube. I have a real fondness for the GameCube controller and it just seemed to suit the game so well, it was one of the few games that could tear me away from Resident Evil 4. Me and my friend really played this game to death, the ability to choose different pairings and karts made the choices seem endless. I loved the absolute chaos of Baby Park. Maybe it was because I had not played many of the earlier games that it felt quite fresh. Another friend who came over to play multiplayer was disgusted with the game - saying it had nothing on the original SNES version.

Anyway, back to Mario Kart 8 and to slowly creep towards 99,999 VR points…

Friday, 13 May 2016

When The Dreamcast Died In The UK

I’m recently been reading Service Games: The Rise and Fall of Sega by the ever-enthusiastic Sam Pettus and it got me thinking about my experiences working in video games retail in the early 2000s, and the fate of the Dreamcast. I worked in two different video games stores between 2000-2002 and saw first-hand the dramatic change in the fortunes of Sega’s final console.

Back in 2000 at the Nottingham independent video games store I worked at for 18 months the Dreamcast was flying high, despite being a little dead in the water internationally by then. It was really eating into the original PlayStation’s market and had the prominent display position in our store. However being an indie store we also sold import games, and the ominous arrival of the Japanese PlayStation 2 was a sign that Sega’s time in the sun was about to end, all due to the PS2 hype. And that’s what it was at the time, mainly hype - a lot of people tend to forget how lacklustre the PlayStation 2’s original games line up was. I remember people paying £600 for a Japanese PS2 and £80 on something like the underwhelming Ridge Racer V or FantaVision and ending up sheepishly trying to return them a few days later. The Dreamcast was so going strong at this point, with so many great games and the internet enabled play of games like Chu Chu Rocket and Phantasy Star Online offered something completely new for console gamers.

When the PS2 was released in the UK people went mad for it, they went crazy for it… as it was a cheap DVD player. And that was what the Dreamcast was lacking, I saw so many people agonise over which system to buy and in the end the DVD factor always won out. Reading Pettus’ Service Games it is interesting to see the reason why Sega did not incorporate one in the Dreamcast and opted for GD-ROMS -  in short: money. They just could not afford to include one and thought it would not matter for a dedicated games machine, but I saw first-hand how many sales they ultimately lost to this gamble.

A year later I had switched towns, moving south and eventually getting a job at a nationwide games retailer. Inside just those 12 months the fortunes of the Dreamcast had changed greatly, in this new store the display section for the Sega Dreamcast was relegated to the back of the store. The new releases were drying up, limited releases like Cannon Spike and Evil Twin that failed to energise sales. The second-hand market was pretty buoyant for the console then, but that was because so many people were trading in their Dreamcast for either the PS2 or Xbox. The GameCube was also just around the corner too.

In this store we still had an official Dreamcast pod for people to play on, which was seldom used. To generate more interest I started to bring in some of my import Dreamcast games from home to play on the pod, stuff like Treasure’s incredible shmup Ikaruga. It proved really popular and shows the mistakes that publishers seem to make regarding which games to localise. It was the end of Sega as a real market force, and its shelf-space continued to evaporate. Most customers I saw opted for the Xbox when trading in their Dreamcasts, seemingly unable to side with either of the bitter enemies of new and old that Sony and Nintendo represented. It was the end of the Dreamcast for the UK retail market, I will never miss their terribly flimsy boxes though.

Wednesday, 4 May 2016

Adventures in Wii U

I have been waiting a long time to get a Wii U, yet the timing has never seemed right. However, the recent aura of doomed console chic – akin to the Sega Saturn – really sold me on getting one. Well… that and also because my fiancĂ© also really wanted one too. So now we have a Wii U. 

The only Nintendo home console I owned before this was a Gamecube (mainly for Resident Evil 4 and Mario Kart: Double Dash). I’m not a massive Nintendo fan as I’m a Sega Boy at heart - Nintendo will always be the “enemy” in some weird way. But with Sega a shadow of its former self it seems it is only Nintendo left who offer that kind of gaming nostalgia in a next gen platform.

So far I am adoring the Wii U. Between Mario Maker, Mario Kart 8 and Yoshi’s Wooly World I am having tons of fun. Mario Kart 8 especially is the best version of that racer I have ever played, and the online mode is fiendishly addictive. The amount of courses, characters and vehicles make everything feel so fresh.

The Wii U has become the prime console too, being the main hub for watching Netflix/iPlayer. The GamePad I thought initially seemed like a gimmick, but it is vital in designing levels in Mario Maker. I like how as well some games don’t try to force using it, sometimes the excellent Pro Controller is a brilliant alternative.

So yes, so far my Wii U experience has been great. It may be dying, but it is dying with style.

Tuesday, 2 February 2016

I Have A Good Feeling About This

I was overjoyed when Super Star Wars was released for the PS Vita before Christmas - perfect timing after the coming of The Force Awakens. As a Sega Mega Drive owner growing up it was one of the SNES games that filled me with envy, but at last now a few decades down the road I finally get to play Super Star Wars!

And it’s hard.

Real hard.

So hard it takes me back to days of 8-bit and 16-bit games that were relentlessly difficult. Yet fair. That’s an important thing with a hard game, as long as there are no glitches, poor collision detection or slow controls, a game can still be incredibly fun and addictive. I played it solidly over Christmas and felt really proud when I finished it in the New Year. I really felt like I had achieved something.

Super Star Wars is beautiful looking run and gun platformer that follows Episode 4 quite closely. Playing as Luke, Han or Chewie you fight your way through many stages – mostly taken from the first half of the film. There are some decent mode-7 3D sections too where you fly about like Soulstar on the Mega CD or something. The levels are tough and without a strong power-up progress is slow. Inside the Jawas’ Sandcrawler was the absolute most torturous level I played – why do the Jawas have so much lava inside their Sandcrawler - it’s a moving vehicle!!! (heh - well I guess maybe it was actually molten metal thinking about it).

This was a game was so well suited to PS Vita, and there are quite a few options to change the screen and save progress. It’s a great challenging game and I hope the Super Star Wars sequels on the way.

Sunday, 31 January 2016

Nothing is True, Everything is Permitted

Letting things slide again due to exams and moving, so it has been many many weeks ago since I finished Assassin’s Creed Revelations. My forth Assassin’s Creed game and the last feature Ezio. Going into this I was feeling a little fatigued with the series, however a friend of mine said this game did not last so long and was a fitting end to Ezio’s story.

I liked the fact that my jaded and weary feelings were captured well by the older version of Ezio, no longer the hot-headed punk he was of his youth. The game plays out very in a refreshingly simple yet familiar way. The major game changes - the hookblade and the bomb creation - don’t really alter things much, therefore if you are well-versed in the series you can fast make progress through Constantinople (the Turkish location is different enough to make the game look distinctive, especially after the two previous entries set in Italy). The heavily-armoured Janissaries also gave a bit of challenge to the normal hack and slash melee battles.

The sections featuring the welcome return of Altair from the first game are easily the strongest, and seeing how the rest of his life story played out was really touching. Ezio too gets to explore his softer side too with the relationship with Sofia providing an interesting contrast to how things develop with Altair.

I am really glad I did not skip this entry in the series, the fact it can be played through quite rapidly is a great bonus. I am now really looking forward to the next game with the fresh new setting and characters, but a part of me will miss Ezio.

Friday, 6 November 2015

Braiding

Well it sure has been a while. Whilst I’ve had time for gaming this summer I’ve had little chance to catch up with my thoughts on the games and put them into writing. If only I had more time… which leads us quite nicely to something I played over the summer, Braid.

I’ve have wanted to play this game for a long time, ever since seeing the entertaining documentary Indie Game: The Movie. The Prince of Persia games for the PS2 and their time manipulation were one of my favourites from that era, so Jonathan Blow taking that idea and making time manipulation an essential component of a game was always going to appeal to me. I’ve seldom played a game where the sheer level design makes me shake my head and laugh in appreciation of the genius at work.

It would be enough with the first world’s time rewinding mechanic, but each subsequent world comes up with a fresh take on how the time mechanic works. Making Braid into a original platform and puzzle hybrid, with loads to discover and wonder at. The music, the visuals, all elevates Braid to such a high level and whilst I could endlessly gush over the game there is something else at play here. That these is something more, the story and game left me feeling I was recalling the plot of a half-remembered dream.

I cannot praise Braid enough, it is a wonderful game and an experience seldom like any other.

Tuesday, 28 July 2015

Serve the Cerberus

I was really looking forward to Mass Effect 2 following playing the first game earlier this year. I did love the original but it was clearly showing signs of its age. I think with older games of the seventh console generation it’s not the graphics that date the game, more the usability and functionality of the game - such as save systems and upgrade systems and such.



This sequel starts with a bang and is instantly gripping, it has a novel way of resetting Shepard’s abilities so that you don’t start the game with too strong a character. The set-up for Mass Effect 2 works well on the whole, but being a stooge for Cerberus was something I never grew comfortable with. I couldn’t help but shake the feeling they were Space Neo-Nazis – at least The Illusive Man was an intriguing character and that made up for not having to report to the Citadel Council in small way.



The thing I can most commend Mass Effect 2 for is it has such a strong opening, but unfortunately for me this momentum started to evaporate when the game attempted to become more open world. I think this juxtaposition is the main flaw of this game’s narrative, whilst there is supposed to be an imminent threat/danger to the whole galaxy you are still free to dawdle and go about mining distant planets for some element zero or shoot the breeze with a Elcor. I mean who cares if the fate of all civilisation is at stake when you just have to go a drink on Omega, right?



I’m being a little unfair here as I did enjoy the freedom of the varied missions, especially the loyalty ones which proved great backstories and added depth to your teammates. But it was also the point I started to feel a little aimless and my attention started to drift away from the game. In a way I felt like it lost a bit of the urgency and focus of the first game, and there started to be too many third-person shooter elements that became repetitive. Whilst I enjoyed the simplified equipment modification the choices of attack felt all the more limited.

My favourite mission was Project Overlord, I really liked the unethical experimental research storyline and the twisted ethics of merging a human mind to a VI. It felt unnerving and like something out of a David Cronenberg film and had a lot more variety to the mission than most others.

In all I did really enjoy Mass Effect 2 a heck of a lot. Maybe I started it too soon after the first Mass Effect to really appreciate it, but don’t let that take away from what is a fantastic game. It’s a phenomenal space opera with great ambition, imagination and freedom.