Thursday, 4 October 2012
Mini-impressions: Elite Beat Agents
Saturday, 4 August 2012
Kingdom Hearts 3D – Dream Drop Distance: first playthrough thoughts
Monday, 12 March 2012
Bioshock
Tuesday, 7 February 2012
Arcana Heart 3
Thursday, 26 January 2012
Project Diva: Dreamy Theater 2nd
Project Diva: Dreamy Theater 2nd
Dreamy Theater 2nd is more of the same, perhaps unsurprisingly – but also everything its predecessor was but much more. Indeed, every song from the first game is included in this one as an extra, which is nice (though makes the trophies take longer to get) – the only reason for me to keep the first game, which unlike this one still needs the PSP attached to even start, is that I have a nice collection of edit songs on it.
The gameplay is much the same, only now there are doubled notes and held notes. The doubled ones require you to not only press the right button but also the d-pad button that is its equivalent – up with triangle, right with circle and so on. The held notes were the bane of my life getting perfects in this game – they not only register your timing when you press down but also when you release, which for whatever reason I found that much harder to do accurately, making for many an annoying moment. If there were one part of this game I would change, it would be this.
The graphics are even nicer than before, and of course there are more characters, with more outfits, and the chance to have two on the screen at once, which the first game lacked. Edit mode is thus more fun to play with and this time I really enjoyed making a video of my own.
The game is also much more fun because it’s much more challenging. The first game was really too easy, with only the Christmas Song’s fiddly solo proving hard to perfect. This one has an ‘extreme’ mode that is way more fun than anything the first game offered, and though some tracks were frustrating and needed several tries, the thrill of getting through a tough song and getting a perfect on your first attempt was as much fun I’ve had with a rhythm game since Technika.
It took two long sessions to get a perfect on the very last song, the 32nd-note-plagued ‘Hatsune Miku no Gekishou’, and the reward, criminally, is only a gold trophy and not a platinum, but it’s a challenge I’m very pleased I undertook and managed to overcome. It was the hardest gaming challenge I’ve tried in a very long time, certainly harder than hidden RPG bosses or ‘Through the Fire and Flames’ on Guitar Hero 3 (though if the challenge were to get a perfect on that it would have been much harder). That’s enough now, until Extend goes to PS3, if it ever does. My next rhythm game will probably be Rhythm Thief on 3DS!
Thursday, 19 January 2012
Professor Layton and the Lost Future / Unwound Future
I thought that Unwound Future was likely to be my least favourite of the
And yet – it’s actually turned out to be my favourite of the trilogy. The essential gameplay is of course the same – you go from place to place solving puzzles that are by and large only tricky enough to divert the player for a few moments, but still hard enough to give a sense of satisfaction. So that leaves the overall story.
I like the setting the most of the three – the first’s village was cute but limited, the train of the second rather repetitive, leaving a strange but very much recognisable
The series continues to be one of the best handheld games around, and obviously for a relatively low budget – I’m annoyed at the next game excluding ‘London Life’ for the
Monday, 9 January 2012
Super Mario 3D Land
The 3DS is now generally considered a success after a difficult period after its launch where there weren’t really many games to play. In
First impressions were great – lovely slick graphics, smooth gameplay and the charming old world full of things that remind me of the first time I turned on my SNES with the Super Mario All-Stars bundled with it in the cartridge slot, and I was forced to accept that it was much better than The Great Giana Sisters. The 3D effect, still somewhat iffy in the cinema, works superbly on my 3DS and the subtle ways it enters into the gameplay pleased me. I spend a while around Christmas getting through a world each evening, and though it was all a bit easy, I felt sure that there would be harder levels to come.
Unfortunately, it was the bridge between silly, hand-holding casual game to challenging brain- and reflex-tester that let the game down. I’m happy that the whole game wasn’t easy, but where the game became more challenging, I found it only irritating to play, fiddly and with many instances of artificial difficulty.
The last Mario game I played with any seriousness (at least as a platformer) was probably Super Mario Bros. 3 in that compilation, when I was still a pretty small kid. Since then Mario has always been there on the gaming scene, but I’ve paid little attention. Super Mario 64 was heralded as a great advance in gameplay, one magazine I read keenly back then going so far as to award the game an unprecedented 100% in the reviewing system of the time, which made a bit of a mockery of percentage reviews thereafter. I never had an N64, so played the game only a few times, and thereafter wasn’t very interested in the likes of Sunshine or Galaxy, which dispensed with the open level design, preferring more direct and clear-cut level goals, which carried over to this version. It wasn’t that I disliked the games, I just never felt very attached to the properties and had started to prefer games with very strong plotting and characterisation – most of Nintendo’s in-house titles, including the Zelda games, have an archetypal plot and extremely simple characters, focusing on gameplay, and at the time that just didn’t appeal.
Well, this copy came with my 3DS, and it seemed a great way to get used to the system. As usual, Mario discovers that Peach has been abducted by Bowser, so goes to get her back with the use of various mushrooms, fire flowers, super leaves and little boxes. During the easy first half of the game, if you die five times you get given a power-up leaf that makes you totally invincible, while after ten deaths you can be teleported directly to the end of the level.
It’s totally understandable that games reviewers give the game such high praise – they have deadlines, and the first few days of gameplay, even if intensive, are going to be incredibly good fun. This game is excellent for people who don’t care to finish what they’re playing and casual gamers. The problems come much later on, when a bit of precision is needed, or an evil Mario clone three times your size is chasing you all through the level.
It’s then that the inadequacies of the controls are highlighted: you are expected to perform jumps with great precision, to land on little platforms and get moving before your clone lands on you, or to land on little ledges that switch every time you jump. Sometimes the fake difficulty is ramped up by making you jump towards the camera, especially if you want to collect all the bonus coins that give you starred ratings. And the controls are just made that bit too fiddly. The amount of run-up it takes for Mario to jump farther never seems well-defined. Often it’s just very hard to see where he’s going to land. The collision detection is often highly suspect, especially when it comes to the large Mario shadow clone, and generally making little corrections to your jump as a 2D platformer may be used to will ruin your momentum and result in pathetic little jumps that end with you dying horribly. If there’s a use for that stupid backflip move Mario does if you change your direction after running and press jump, I have no idea what it is, but all it ever did was get me killed by my clone.
Ultimately, it held my interest almost long enough to get me to the very end, where your only reward for perseverance is a final level that’s just the (spectacular) final level of the first half again, only with no chance of getting the items that make it incredibly easy, and then the same ending with one extra image of Peach in a Tanooki outfit. It just got that bit too annoying at the end by being tricky in the wrong way, by testing my luck rather than skill, or simply annoying me by killing me off when I didn’t feel it had any right to. It was also bad when a level was very hard without a super leaf but could be breezed through in moments with one, especially since they were almost always readily available in toad huts.
This is a Mario game with a whole lot of charm, with great 3D effects, a beautiful world, great use of familiar Mario elements and a few inspired bits of level design, especially when it came to levels with Boos and large rotating platforms. But it just wasn’t quite as playable as it ought to have been when the second half of the game, the game actually aimed at people who like a challenge, opened up and made things that little bit more difficult.
Tuesday, 3 January 2012
Mario Kart 7 (3DS)
It’s often hard to know when to consider the one-player part of a game like this finished, but now that I’ve got 3 stars for every cup, including the mirror ones, and now that I’m a little sick of it, I think that’s enough time. It’ll remain a fun multiplayer game, but that’s the only way I’ll need to play it now. It got a lot of hours of play out of me in a short time, though, and is definitely the racing game I’ve enjoyed the most in many years…probably since the first WipEout.
Though I’m not a big racing game fan, the original version of Mario Kart was a fixture of my life on the SNES, one of the few fun things that brought all the boys in my least fun secondary school together. The older boy who had brought it with him was a real expert, knowing all the shortcuts and having a grasp of the powerups that still amazes me today. He could hit you going around corners with a thrown banana every time, he could shoot you backwards with a green shell while going around a corner with perfect aim and red shells almost never worked against him because he knew exactly when to hop. I learned from someone very, very good.
And then I never liked another Mario Kart game until this one. The N64 one was fine, but the controls felt so different. The Gamecube one I only just tried and utterly hated, expecially how you cannot hop. The Wii one with its wheel controls is a totally different thing. And I just got my DS too late to be very into that version.
This one, though, I played at just the right time thanks to a timely gift, and got a bit obsessive over. It has its significant differences from the SNES original – on the negative, there’s no feather for super-jumping, you can’t hop over shells if your timing is great and the infamous blue shell is of course an element of random luck that ruins many a three-star run on a cup. On the plus side, the tanuki tail you get from the feather is useful, the drifting mechanic works well and it’s nice to be rewarded rather than penalised for longer, sharper drifts, coins are no longer necessary for maximum speed and of course the thing is beautiful to behold, especially in 3D.
I have to say I’d like a version that plays exactly like the SNES version. I’d like to be drifting only in short, sharp bursts. I’d like to be able to hop red shells and bananas again with good enough timing. I’d like to be able to hop over the right brick wall with a feather if I had it at the right time, and I’d like to no longer drop from first to fifth moments from the finishing line because of a lucky blue shell. But this comes much closer than any other version, and I’m very happy with it.