Showing posts with label nuts and bolts. Show all posts
Showing posts with label nuts and bolts. Show all posts

Friday, 12 December 2008

Appall!

It's been a while, hasn't it? Sorry, I've been very poor and unable to buy games. I've just had a minor XBLA splurge on Banjo-Kazooie, Bionic Commando and N+, though, so I'll let you know how they strike me as I get into them. At the moment, I'm delaying the latter two until I get home for Christmas, but I just couldn't resist Banjo.

It looks really nice, brightly coloured and full of personality. Admittedly the character design isn't the best: Banjo and Kazooie themselves are endearing enough, and Clanker's great (although he's more level design than character design), but the enemies and NPCs frequently look amateurish and messy. Nipper and his googly eyes are the worst offenders. Still, I'm a sucker for a nice cheerful colour palette, and I think the textures have been sharpened up a bit, which works well. The sound mix is a bit off, oddly. If you want to listen to the music (and you do, because it's excellent), you'll have to turn it up to a level at which the "you got a feather" flute trill will shatter your teeth at 20 paces. Yes this is an exaggeration. It's annoying though.

The game itself remains very enjoyable, despite a number of dubious design choices. To be fair to Rare it's actually less of a Super Mario 64 ripoff than a lot of people make out. The template's the same, but the levels frequently eschew platforming challenges in favour of a more puzzley-explorey approach. I heartily approve of this decision, partly because the platforming controls aren't quite as solid as they perhaps ought to be, but mostly because exploring was always my favourite part of Mario anyway. This aspect of the game is highly rewarding: the well-designed levels always spur you on to see what's around the next corner, and uncovering a hidden passage is as exciting as it should be. Why don't modern games seem to realise this? OK, Oblivion is a game essentially built around this concept, and it's terrible, but there's stacks of unrealised potential in the idea.

The puzzles, unfortunately, aren't up to scratch. They're all trivially simple and most of them mistake legwork for brainwork. Like, I was coming out of Bubblegloop Swamp in crocodile form and wandered down a secret pirahna-water passage to find a boulder that I had to break to get through, which you can only do as Banjo. No problem, I went back, transformed back into Banjo, used the wading boots to get through, and broke the boulder, which revealed another passage - which was too small for Banjo to fit through, so I had to wander all the way back and change into a crocodile again. OK, so I was obviously meant to discover the passage as Banjo, but even so it remains a lot of waddling about to not much reward (I think all I got was a double-egg-capacity cheat, which I can't even remember now). 

On top of this, there are too many moves, a lot of which are pretty superfluous (like the trigger+B charge move) or boring (like the wading boots), and the creature transformations usually just give you lock/key abilities like immunity to hazards or rapport with NPC creatures of the same species, instead of transforming the gameplay like they could've done. However, all these flaws, as annoying as they are, are nowhere near as ruinous as they were in the execrable Donkey Kong 64*, and the game has plenty else to offer. In fact, I've been going through it very slowly because I don't want it to end. Always the sign of a great game.

(*I really should get out my old copy of Donkey Kong 64 and jot down a few thoughts, because I could rant for hours about it. It just gets it so so wrong in so many ways. It's incredible. Watch this space.)

PS As regards to the title: Banjo-Kazooie also has an excellent metagame in which you try to figure out what Banjo's yelling when he does his moves. In the same way as Link is clearly saying "Harp! Harp!" when he's swinging his sword, I'm fairly sure Banjo shouts "Appall!" when he rolls. (I also think he says "get off my lawn" when he's doing a crouch jump, but no one else seems to agree.)

Wednesday, 5 November 2008

Tomb Raider: The Benny Hill Years

So Tomb Raider finally deigned to make itself available for Silver gamers. (Users with a Silver Xbox Live account, I mean, not gamers over 70. That would be weird.) I dunno about you but I'm getting quite hacked off with the limitations of Silver accounts. Unless I'm missing a really obvious button somewhere I can't even upload my Braid times without a Gold account, which is really silly. Anyway, Tomb Raider Underworld. Or should I say Tomb Raider Underwhelming? Ha! Nah, probably not.

Good things: Looks brilliant. Gorgeous environments. Routes through levels less obvious than before. Nice atmosphere. Same old solid platforming and okayish combat. Whatserface Mrs Lara's Voice Actress Lady is still good.

Bad things: Lara runs too fucking fast. In fact everything in the game is too fast. Lara's animations, the tigers, the little rats that flicker from the floor to Lara's throat like Mexican jumping beans... it's like watching a video of Legend sped up a little. I might get used to it, but just now it's horrid. Combat becomes a terrifying frenzy of rolls and dodges. When you're running down a beautifully drawn corridor you want a bit of time to admire the foliage, but before you know it Lara's already jittered off to the other end of the level. It's really bizarre.

Of course you couldn't admire the foliage even if you wanted to because the camera is pretty temperamental too. It doesn't seem to do what I want, which would be fine if it was good at doing its own thing, like in Galaxy, but it isn't. Other niggles include occasionally obscure level design and a really abrupt ending - so much so that I thought I'd died and only realised I hadn't when the title screen popped up. I'll still get the game, though. I've got to have something to complain about. (Also: shooting tigers, kicking ancient vases to pieces, stamping on rare spiders - is Lara the least ecologically friendly adventurer type woman ever?)

Anyway, as if to make Sunday's post even more redundant, I've had a go on Mirror's Edge as well. It's a lot of fun. I'm especially impressed by the feeling of connection with your character - she has weight and momentum and obeys the laws of physics occasionally, so she's already one-up on Lara "made out of crisp packets" Croft. Hearing her pant as you run is a nice touch as well (and probably thick with masturbatory potential for the more pathetic end of the platform game fan spectrum). Controls were fine. I appreciate the minimal use of face buttons, allowing you to hang on to the joysticks most of the time. Combat and shooting is pretty clunky, but seriously who cares. That don't-shoot-anything achievement is mine.

It was the PS3 version so I hated the pad, but otherwise it pretty much meets all my expectations. Meets, but doesn't exceed. Still, that may be a lot to ask from a demo consisting of a quick tutorial and a very short level I've seen played through a dozen times before. I'll have to play the full product to find out how the other levels hold up, and more importantly how long it turns out to be. I have concerns. Other than that, can't complain at all.

No word on Banjo yet in case you're wondering. My flatmate's getting Little Big Planet tomorrow so as soon as I manage to steal it off him I'll let you know how it is. Until next time, look after yourself - and each other. (And try to violently murder as much endangered wildlife as you possibly can.)

Sunday, 2 November 2008

Demo Roundup

So you're all probably awaiting my views on the three big demos to hit Xbox Live this week, Mirror's Edge, Tomb Raider and Banjo-Kazooie. Problem is, I don't have a Gold account. But as if that's going to stop me having an opinion.


Mirror's Edge

To find out about Mirror's Edge, I decided to ask www.elbot.com, a AI chat program bot thing that apparently came quite close to passing the Turing Test the other day. Things started well. It was intelligent enough to remember my name.

Hello, Marvin. Do you mind if I call you Patrick?
Not at all. Hello.
OK, Patrick. I will not call you Marvin.
OK. I don't think you understood what I said there, but never mind.
I hope that my artificial intelligence is doing better.
Er, sure. I have a question.
A questioning human being! Does that happen often?
Have you played the Mirror's Edge demo?
Do you think this is something I should explain to a human being?
What?
Sometimes a conversation develops a certain dynamic which leaves the other conversational partner behind in a state of confusion. I will try to restrain myself so that this doesn't happen to us again.
Just tell me if you liked Mirror's Edge.
Let's not talk about me all the time! What do you do for a living?
I'm trying to write a blog and I need to know what you think about Mirror's Edge.
You are probably on TV much of the time. Well, I'm in the Internet!
Oh for fuck's sake.
"Be fruitful and multiply" is an early reference to robots, but what they meant was "be productive and calculate things."
How about the new Tomb Raider? Any thoughts?
This is confusing. Why bring what's up-to-date into this?
Banjo-Kazooie?
I can't answer that just now - I'm trying to work out how to fix tea!
The Turing Test is fucking bollocks.


Tomb Raider Underworld

It being Halloween (two days ago) I wandered over to www.facade.com/tarot for a Tarot reading to predict how good Tomb Raider is gonna be.

Name: Tomb Raider Underworld
Question: Am I going to be any good?
Deck: Lovecraft Tarot (it seemed vaguely fitting)
Spread: Celtic Cross

For some reason the website went bonkers and gave me 10 cards. I thought there were only supposed to be five in a celtic cross. Anyway.

The card not shown but at the center of the cross, represents the atmosphere surrounding the central issue. Seven of Sites (St. Toad's), when reversed: Labors abandoned before completion. Impatience, lack of effort, and the wasting of time. Idle and unprofitable speculation.

I guess the game's going to be pushed out of the door before it's finished. And it'll be really easy and have loads of filler in it. Wow, this is already more useful than that stupid bot.

The card visible at the center of the cross represents the obstacle that stands in your way - it may even be something that sounds good but is not actually to your benefit. Seven of Artifacts (EOD Vestments), when reversed: Being trapped in a hopeless situation and unable to withdraw. A feat of daring that is too much for you to handle. Being caught in the middle of a desperate act of cunning or outright deception.

Another Seven. That must be what the game's going to get in Edge. Interesting. Also, it seems I'm going to get stuck on it somewhere.

The card at the top of the cross represents your goal, or the best you can achieve without a dramatic change of priorities. Ithaqua, when reversed: Ineffective use of force. Might turned against the weak or the righteous. Senseless violence and warmongering. Lack of discipline and poor direction fan the flames of a situation already out of control. Advance without consideration of the consequences for others.

Too much combat?

The card at the bottom of the cross represents the foundation on which the situation is based. Tsathoggua, when reversed: Resistance of temptation. Freedom from bondage. The pursuit of higher goals despite the influence of luxury and pleasure. Release from obsession with money and power. Liberation from fear, weakness and indecision through communion with higher powers or the inner voice.

Is Underworld, like, free-roaming or something? That would kind of make sense.

The card at the left of the cross represents a passing influence or something to be released. Four of Sites (Whateley Farmhouse), when reversed: Using your power freely for your own enjoyment and the betterment of others. Coming to grips with progress and using your position to help it along. Finding security and identity someplace other than in the possession of material things. Letting go and encouraging others to find their own path. Being magnanimous and generous with your success.

Yeah, more free-roaming stuff. Maybe they're gonna turn it into an MMO just before release. Also: not many pickups.

The card at the right of the cross represents an approaching influence or something to be embraced. Azathoth, when reversed: Apathy, negligence, and dangerous carelessness. Unquenchable wanderlust. Obsession with someone or something. Losing all sense of proportion. Foolhardy adventuring and lack of interest in critical matters. Immature or unrealistic ideals. Strange impulses and desires coming from unexpected sources. Vanity, delirium, folly, and oblivion.

Christ. That relates to the game really closely but it sounds awful. Too ambitious? Not polished enough? Too many instant deaths? How the hell is this going to get 7/10?

The card at the base of the staff represents your role or attitude. Ten of Sites (Exham Priory): Completion of material prosperity and riches. Freedom from financial anxiety, the security of home, and the enjoyment of family. The passing of inheritance along to children, or the gaining of inheritance from parents.

They're going to give it away for free! Amazing!

The card second from the bottom of the staff represents your environment and the people you are interacting with. Three of Man (Inspector Legrasse): A time of merriment and reflection spent in the company of friends and loved ones. The conclusion of a matter in plenty and perfection. The strength of a diverse community being brought together. May suggest a celebration, festival, anniversary, wedding, baby shower, or other joyous gathering.

Lots of NPC interaction. Sounds shit.

The card second from the top of the staff represents your hopes, fears, or an unexpected element that will come into play. Queen of Artifacts (Stone of Nepemiah Derby), when reversed: The dark essence of air behaving as water, such as a cold rain: A person gifted with both keen logic and natural intuition, giving them uncanny powers of perception and insight. One who easily sees the weakness in any argument, and savages friend and foe alike with biting sarcasm. Dry and vicious wit covering a hollow sense of isolation and dissatisfaction with life.

Erm. Fuck. Psychic powers? Good script? Lots of puzzles? Good rain effects? Your guess is as good as mine, seriously.

The card at the top of the staff represents the ultimate outcome should you continue on this course. Mi-Go, when reversed: Lack of balance, harmony and integrity. The suspension of action until a decision is made. Lawsuits and prosecutions. Unjust decisions and the consequences of those decisions. A turn for the worse in legal matters

Lack of balance! Very interesting. That "suspension of action" bit sounds like it's about QTEs. And the game's gonna get banned because of excessive violence against jungle animals. That's my take anyway. Wasn't that insightful, everyone?


Banjo-Kazooie: Nuts & Bolts

I liked the bit about Edge scores in that last one, so let's indulge in some numerology.

B-A-N-J-O-K-A-Z-O-O-I-E-N-U-T-S-B-O-L-T-S
2+1+14+10+15+11+1+26+15+15+9+5+14+21+20+19+2+15+12 +20+19 = 247
2+4+7 = 13
1+3 = 4

Ta-dah! I couldn't think of a way to do the hyphen or the colon. Or the ampersand. Actually, maybe I should be substituting all these things for their names.

B-A-N-J-O-H-Y-P-H-E-N-K-A-Z-O-O-I-E-C-O-L-O-N-N-U-T-S-A-M-P-E-R-S-A-N-D-B-O-L-T-S
2+1+14+10+15+8+25+16+8+5+14+11+1+26+15+15+9+5+3+15 +12+15+14+14+21+20+19+1+13+16+5+18+19+1+14+4+2+15 +12+20+19 = 492
4+9+2 = 15
1+5 = 6

"Kazooie Colon" is not a phrase I ever want to hear again. Of course, if you're just talking about the game you might call it

B-A-N-J-O-K-A-Z-O-O-I-E
2+1+14+10+15+11+1+26+15+15+9+5 = 124
1+2+4 = 7

or

N-U-T-S-A-N-D-B-O-L-T-S
14+21+20+19+1+14+4+2+15+12+20+19 = 161
1+6+1 = 8

There you have it. Mirror's Edge is going to make no sense at all, Tomb Raider will be disappointing but still good, and Banjo-Kazooie will totally definitely get either 4 or 6 or 7 or 8 out of 10. Aren't you glad you know that?

Tuesday, 26 August 2008

Banjo-Kazutility

After extensive statistical analysis I have determined the best course of action re the Banjo-Kazooie situation (see previous post). Assuming that the original's a tenner and the new one's £40, and that you'll get the original no matter what, the expected profit from pre-ordering is £(10-40R), where R is the probability that Nuts & Bolts is rubbish. Based on this equation, you ought to take advantage of the deal if you are more than three-quarters certain that it'll be good.

This ignores the factor of being disappointed if you don't pre-order and then it does turn out to be good and you could've saved money. If you want to assign a utility value to that outcome and model the situation as a game theory problem, go ahead. Personally I'm an empty soulless drone who feels neither excitement nor disappointment, nor any emotion bar a perpetual all-consuming apathy, so I'll pass. Have fun though.

Super Everything 64

So if you preorder Nuts & Bolts, you get the original Banjo-Kazooie on XBLA for free, two weeks early. I definitely want the original but I'm not sure yet if I want the new one. It looks good (not literally: the art design and next-gen sheen make me vomit blood from my eyeballs), but it also brings back disturbing memories of the terrifying nuclear holocaust Rare perpetrated on the world of 3D platforming with Donkey Kong 64. Is it coincidence that the genre has been in freefall since? I don't think so. Anyway, it's a question of risking £30 for a potential profit of £10. Well, not profit, but you know what I mean. It's like the bloody Prisoner's Dilemma. I'm seriously considering formulating the situation as a game theory problem and leaving the decision up to maths.

The main qualm I have about Nuts & Bolts is that it's not a "traditional" 3D platformer. This is a vague term, so I'll define it: any game you can tell apart from Super Mario 64 at ten paces isn't one. Yes, I'm a fundamentalist on this. Like any sane person, I tend to think that any given game can be improved tenfold by making it more like Super Mario 64. I'm barely even joking here. I'd probably have liked GTA IV if it had had bob-ombs.

Unfortunately this principle also applies to other Mario games, which is why Sunshine and Galaxy were various levels of disappointing to me. Let's take a moment to remind ourselves of the differences. In Super Mario Sunshine you go into a level, get shown a star in a cinematic, and go get it. The end. In Super Mario 64 you get a single-sentence hint and are unceremoniously dumped into a dazzling non-linear playground (where any number of stars are also available to you) and left to get on with it. And that's if you manage to even find a level in the first place, what with them being hidden behind walls and in mirrors and so on. Sunshine's approach is fun; 64's is effortlessly magical.

So basically I entered the Mario universe with the game that's least like any of the others, and now I'm in love with a series that doesn't exist. I guess I wasn't the only person to be disappointed by Sunshine - actually this little quirk of mine probably aided my enjoyment of the game by initially masking all its other shortcomings - but admitting to not liking Galaxy is essentially Nintendo heresy. As it should be. I did like Galaxy. I just didn't like it as much as 64 and, more depressingly, I saw it as a sign that the series was set on a different course to the one I wanted it to follow. Marry Galaxy's level of invention and beauty to 64's structure and intricate genius and you've got got the best game in the world, although since 64 itself is already more or less the best game in the world this might be asking for too much.

It wasn't as if the find-the-stars-yourself-damnit approach was a creative dead end, as SM64 spawned a number of clones. Most notable is Banjo-Kazooie itself, of course, and it'll be interesting to see how my second playthrough of that goes (the first time I played it, I hadn't yet played SM64, although I've since completed it half a dozen times). There was also a rather splendid effort from Ubisoft called Rocket: Robot On Wheels where you drove a little unicycle robot around a theme park and had all sorts of fun with a quite advanced physics engine. It was like Half-Life 2 meets, er, Super Mario 64. Like I told you, it works with any game. (Allegedly SM64 was even the inspiration for Goldeneye's mission structure.)

In the field of nontraditional platformers there's Mirror's Edge, which looks better and better every time I see it, and then there's always stuff like Tomb Raider, obviously. Supposedly both games are moving away from linearity and towards finding your own route through the level, which is definitely a step forwards if you ask me. Although with Tomb Raider I still wish they'd get rid of the combat. And put in collectable stars, and maybe a race against a giant penguin. They're already got dinosaurs in it, although if you went up to one and asked for 100 lives it'd probably bite your implausibly large breasts off. Still, you can't blame them for trying. (The developers. Not the breasts.)