Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Thursday, 18 December 2008

Sonic Unleashed: why the hate?

Sonic UnleashedImage via Wikipedia

Rarely have I seen a game so undeserving of the beating it's been getting, from reviewers and players alike (including from people whose opinion I usually share). So although I know it doesn't mean much, I decided to give my own feedback on Sonic Unleashed, if only to tip the scales ever so slightly back in balance.

Disclaimer: I am not a Sonic fan. I've never owned a Sega console (I've always been a Nintendo guy, even at the time of the Nintendo-Sega wars), although I did play the original Sonic the Hedgehog casually at my cousin's, who did own a Mega Drive (that's how the Sega Genesis was called in Europe), as well as the 8-bit version of the same game on my sister's Game Gear. They were both OK as games go, but that's about all I felt about them. They were OK platformers with a speed gimmick, and that was about it. As a result, I completely missed Sonic's transition to 3D (although I have enough anecdotal evidence to agree with the common opinion that the 3D Sonic games have mostly been terrible), and the very first Sonic game I ever bought was Sonic and the Secret Rings, which I actually enjoyed despite some flaws that spoiled the replayability of the game for me (let's just say that some of the missions were just not fun, and made earning medals a chore I simply decided to skip). So when Sonic Unleashed was announced, I was prudent yet interested, and eventually previews and game footage convinced me it was worth the risk. I actually bought the game for the Wii upon release, and this is the version I will refer to in this post.

So, what do I think about the game, now that I have had a chance to play it? (I actually played most of it, although I haven't seen the ending yet) In short, I like it. I like it very much. I'm having a blast playing it, far more than when I was playing Sonic and the Secret Rings. The game has lots of great parts:

  • The day stages are just fantastic, far better than what Sonic and the Secret Rings provided. The 2D sections in those stages are particularly fun.
  • The fighting in the night stages feels very good. I don't care what reviewers and players are saying about what a Sonic game should or shouldn't be about. There is just something exhilarating in using the Wii-remote and Nunchuck to punch your opponents silly and deliver bigger and bigger combos. The other motion-based actions also feel good and immersive.
  • The difficulty curve is nearly perfect. My main gripe with Secret Rings is that some of the missions were just impossibly difficult, frustrating, and sometimes felt even unfair. It was also far too difficult to get the medals necessary to unlock secrets and new stages. Sonic Unleashed is far better in that respect. Getting all the secrets and unlocking all the stages is far from an easy task, but it is not brutal in its difficulty curve, and there's no point where you feel that the game is playing dirty by providing you with cheap tricks and impossible challenges. I'm still far from getting perfect scores in the stages I've played, but at no time did I ever blame the game itself for this. In each and every case, the only one I could blame was myself and my lack of skill.
  • The music is gorgeous. The rock songs of Secret Rings just didn't feel appropriate, and going back to an instrumental style was just the right thing to do. The music really fits the various environments and complements the action nicely.
  • The graphics are lovely. The art style is very good, and the frame rate is smooth and solid, which is very important in the day stages. The camera works very well in the day stages as well.

Of course, the game is hardly perfect, and I have a few gripes with it:

  • The balance between day and night stages feels skewed. Although the number of stages is approximately equal, and their sizes are similar, the focus of the day stages on speed, and of the night stages on fighting and exploration means that one spends most of their time in the night stages. It makes the experience feel unbalanced, even though the night stages are fun as well. The great amount of replayability of the day stages (which all have multiple tracks and secret shortcuts) does somewhat make up for it, but Sega could have made the balance in player experience better by providing a few more day stages.
  • The menu-based hub worlds are a pointless waste of time that breaks the flow of the game (more than the so-called slow night stages). Even though reviews of the Playstation 3 and Xbox 360 versions of the game criticise the hub worlds they have as well, I still feel that 3D hub worlds would have benefited the Wii version. Those at least have some added value, unlike the menu-based thing that we got stuck with.
  • The camera in the night stages sometimes creates awkward moments. I remember a case where I had to quickly walk through a very thin bridge, but was hindered by the camera choosing to look at the scene from a weird angle, and constantly moving, making it very difficult for me to direct Sonic well. I've also had a few times during fighting sequences where the camera position made it very difficult for me to align with the opponents and get my punches to hit them.
  • Related to the previous point, the fighting in the night stages could have benefited from a form of Z-targeting. Maybe not full-fledged Z-targeting, but at least have Sonic follow its opponent during combos, even if that opponent is knocked on the side rather than in front of him, or have something like Ōkami's combat system, where Amaterasu will hit the nearest opponent if he is within range, even if alignment between them is not perfect. Sonic's Werehog form is supposed to have stretchy arms. Why should they only be able to stretch in front of him? As the combat system of Sonic Unleashed stands, Sonic will more often than not flail his arms in the air with nothing to catch his blows, simply because your weren't perfectly aligned with your opponent, or simply because Sonic completely passed through a group of enemies during a combo and left them all behind.

So Sonic Unleashed is hardly a perfect game, and it doesn't hold up to a chef-d'oeuvre like Super Mario Galaxy (but then, in my opinion the original 16-bit Sonic games don't hold a candle to the various 2D Super Mario games either). But does it mean that it's a bad game that deserves the treatment it's received so far? Of course not! Sonic Unleashed is a very good game, it's fun, has lots of replayability value, and looks extremely good. Its defaults are minor, and if people would stop with their prejudice that Sonic is only supposed to be about speed (those people would do well to replay the original games. All those platforming sequences and underwater sequences, were they about speed?), they would see that the night stages are actually enjoyable platforming/brawling sequences, and in no way spoil the game experience.

So relax, don't take it all so seriously. You have here a good game with various kinds of fun gameplay, a good-looking environment, great music, and good replayability. Enjoy it, rather than nitpicking about what it should or shouldn't be about. As for me, I will just keep playing the game, enjoying myself in the process, while keeping an eye at the horizon, where Sonic looms, a sword in his hand. What? Could Sonic Unleashed have made me a Sonic fan where the original games failed?

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Thursday, 6 November 2008

How Ōkami stole my heart

Before anyone freaks out, I am talking about Ōkami the video game, specifically the Wii version.

In previous articles, I've professed my love for Beyond Good & Evil. I am a big fan of Zelda-like action-adventure games, and BG&E was for a long time my favourite of the genre that wasn't a Zelda game itself. However, things change.

Now don't get me wrong. I still think BG&E is an exceptional game. It had a great cinematographic story, interesting characters that it made me care about (and a female main character that wasn't a superficial sex bomb), and an art direction that reminded me of the French science-fiction comic books of my youth. Interesting game mechanics, good voice acting and an unusual setting made it all the better. Of course, it wasn't perfect. It was far too short, and the stealth sections, although they made sense for the story (Jade is a journalist, not a soldier), just didn't do it for me. It could also have benefited from a better difficulty curve (the difficulty in that game was just erratic). But still, even with all the warts, BG&E was the best Zelda-like game I had ever played (that wasn't a Zelda game of course).

That is, until I discovered Ōkami. When I first heard about the game, it had just been released on the Playstation 2, and was being hailed as the best Zelda-like game for the PS2. Intrigued, I checked reviews and screenshots of the game, and fell in love with its style. The graphic style was expressive and really managed to emulate the style of Japanese ink and wash painting, the Celestial Brush gameplay technique (which consists of drawing various shapes on the screen to interact with the environment and perform miracles) really caught my attention, and the storyline (a mix of various Japanese legends, centred mostly around Amaterasu, the Japanese Sun goddess, who is also the protagonist of the game) captured my imagination. Hey, I am a sucker for traditional Japanese legends and style! In any case, Ōkami looked like a perfect match for my taste in games, and I actually said at that time that it was the only reason I ever regretted not buying a PS2.

The game, unfortunately, failed to catch the attention of most gamers. It was released only a few months before the Playstation 3 was released, and was not advertised in any way. Like Beyond Good & Evil, it was acclaimed by the game press, but was a commercial failure. Still, as the Nintendo Wii was approaching release, voices began to be heard among the game community asking for a sequel of Ōkami built for it, or at least a port. The Celestial Brush gameplay mechanic seemed like a natural fit for the Wii's motion controls (specifically the way the Wii remote can be used as a pointing device), and people felt that a Zelda-like action-adventure game would have a better chance of success on a Nintendo platform. Myself, I was not optimistic (at that time, no sequel of BG&E had yet been announced, and the general feeling was that it didn't matter how many people would petition for it, game companies wouldn't risk making a sequel, or even a port, of a game that hadn't been a commercial success), but I still decided to add my voice to the others. After all, there's no harm in trying! So imagine my joy when Capcom announced that they were porting Ōkami to the Wii!

So when Ōkami was released here in the Netherlands, I bought it nearly immediately. That was back in June, and last weekend I finally saw the end of the game. I have spent nearly 70 hours in the game (I'm a leisurely gamer. I only have time to play in short bursts, and even then I like to take my time in the game itself), and I've enjoyed every last minute of it! Ōkami is not only as good as I had imagined, it's better! Just to give you a taste of why I am so enthusiastic about the game:

  • Ōkami is long, but never boring. Moreover, it has lots of replay value (despite the time I've taken, I still haven't finished all the side-quests, and I look forward to replay the game).
  • The art direction is fantastic, and looks even better in motion and wide-screen. The environments are varied and lavish, and interact beautifully with the protagonist's divine powers. And seeing Amaterasu run around in those environments, followed by a trail of blossoming flowers, is just gorgeous.
  • The Celestial Brush's motion controls work really well and make it really fun to use Amaterasu's divine powers. I'm a big fan of gesture control (ever since the Opera browser introduced mouse gestures, which I'm still using now with the Firefox browser), and as a gameplay mechanic it works really well, and the Wii remote is indeed particularly fit for this kind of interface. The shape recognition can be a bit finicky (especially as you accumulate more Brush techniques with similar gestures), but it's just a minor gripe (and I'm known for having a particularly unsteady hand).
  • The storyline is just fantastic! Seriously, the writers have managed to take various bits and pieces of Japanese mythology and make them fit into an original, fresh storyline that keeps surprising you. You don't need to know Japanese mythology to appreciate the storyline, but knowing some of it makes you realise the attention for detail the writers had.
  • The characters are interesting, and well-fleshed out. And the game makes you care a lot for them. Hey, I'll stay vague in order not to give anyone any spoilers, but the game managed to make me care for a piece of paper! That's how good the writing is.
  • The music and sound effects are gorgeous. Based on traditional Japanese music and instruments, they flow naturally and set up the atmosphere beautifully.
  • And yes, before someone asks me, yes, Ōkami made me shed a tear. More than once, even.

So, dear Beyond Good & Evil, I know you brought me a lot, but you're no longer my favourite. Ōkami is my new sweetheart, and I feel like we are going to be together for a long time. Now let's petition for a sequel...

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Friday, 16 May 2008

Yes! Beyond Good & Evil Sequel is in the works!

In a previous post, I mentioned how much I enjoyed (to tears) the game Beyond Good & Evil. It was a marvellous game that unfortunately was a commercial failure. Still, it gathered a faithful fanbase that has been clamouring for a sequel for years (the game is from 2003). I know I've been one of those.

Well, it seems our plea has finally been answered! Gamespot has just published the news that Michel Ancel, the man behind the original game (and more well-known as Rayman creator) is working on a sequel! His team is still in preproduction, and Ubisoft hasn't even given the project the green light, but I don't believe the man would finally come out in the open about the sequel if he didn't believe Ubisoft wouldn't agree to it (unless he thinks releasing the news will create enough buzz that Ubisoft won't dare stop the project, in which case I can only applaud the cunningness).

Now, the project is still in preproduction, hasn't been green-lighted yet, and platforms haven't been announced, but I would still like to say what I would like to see happen for Beyond Good & Evil 2:

  • Include the Wii among the supported platforms! Ubisoft has been claiming to support the Wii since its release, but still has failed to give us anything better than mini-game collections. The core gamer on the Wii is dying for a good, cinematic, action-adventure title that is not a port. Marketed correctly, the game could be a resounding success (moreover, development on the Wii costs lots less than development on the PS3 or the Xbox 360. That gives Ubisoft a big margin for advertisement). I also don't believe the PS3 or the Xbox 360 install bases would be as much interested in that game.
  • Add content to the game! The original was superb, but far too short. The sequel needs to be at least twice as long, or people will wait until the game reaches the bargain bin, and Ubisoft will get itself another failure.
  • Time its release well! The original was critically acclaimed by critics and reviewers, but failed to gain traction among gamers. Why is that? I believe it's mostly because it was released at the same time as proven sequels, as well as Ubisoft's own Prince of Persia: The Sands of Time. Beyond Good & Evil is still a relatively unknown title. So Ubisoft, don't pit it against heavyweights, and please don't release it at the same time as another game of your AAA franchises. Treat that game as an AAA title itself!

This is the best gaming news I've heard in a long time, and something I've been waiting for for years. Now, let's just hope the game quickly goes into development, and that they don't mess it up! Ubisoft, this has the potential to be big. Don't miss that chance.

Sunday, 25 November 2007

Does Wehkamp know something we don't? (updated)

This is very weird. Wehkamp, the Dutch mail-order and Internet shop, still maintains that the Wii game NiGHTS: Journey of Dreams will be released on the 1st of December here in the Netherlands, while the rest of the world and its neighbour know that the game won't be released in Europe before January next year.

I would normally brush this off as a simple mistake. However, as maybe the biggest mail-order company of the Netherlands, you'd think Wehkamp would take those things seriously. Moreover, it's the only game that shows this strange release date behaviour. I've followed the release dates of quite a few games on the Wehkamp website, and they've all kept in sync with delay announcements.

So, what's going on here? Is this really just a weird error from Wehkamp? Or is SEGA organising some surprise early release? I frankly cannot believe either, but I guess we'll know within a week.

In any case, if SEGA does indeed pull up some weird trick out of its hat, I'll have the satisfaction of receiving the game early. After all, I've pre-ordered it an eternity ago (before Super Paper Mario was even released!).

Update: so it seems Wehkamp was just stalling to change the release date after all. It's now set to the 31st of January, more in line with other announcements. However, I find this rather unprofessional: not everyone is reading the specialised press, and changing the release date at the last moment when everyone else in the industry (and thus retailers as well, you'd expect) has known about it for one month shows lack of respect for the consumer. It seems to be a common trend everywhere nowadays and I don't quite like it (to say the least!). I need to keep an eye on it...

Thursday, 1 November 2007

Pass me the hankerchiefs, I'm watching the game's end scene

I've been very productive last weekend. Mainly, I've finished Super Paper Mario. OK, it was 2 o'clock in the morning when I stopped playing, but I just couldn't leave the game so close to the end.

One thing I've noticed though was how emotional I was becoming as I was getting close to the end. I didn't shed any tear, but my eyes were definitely wet. The game's story was very good, very involving, and very well told, and though the ending was not completely unexpected, it still managed to get me: I was caring.

SPOILER WARNING: the following contains spoilers from a few games.

I was caring for the characters, even Count Bleck. And seeing him and Tippi sacrificing themselves to save all the worlds was heart-breaking. Although they were finally together again, and the bucolic ending shows that they did find the place where they could live happily ever after, I was still sad that they couldn't share their renewed happiness with their new-found friends. And I was sad that my adventures with them were finished.

Few games manage to elicit this reaction from me, and each one of them ranks among my favourite games (yes, I do agree that there's a connection here). One of them is Beyond Good & Evil. I remember how I could not leave the room in the alien Moon base where Jade's uncle Pey'j was lying dead, how controlling Jade was difficult as my tears made it difficult to see things on the screen, and how my tears changed into tears of joy when Pey'j miraculously resurrected. That game was a wonderful experience of cinematographic proportions. Too bad it was so short (it won't surprise you that I am one of the many people who signed all those petitions calling for a sequel).

Another one is Chrono Trigger, on the SNES. Although I have actually never finished the game (more a lack of time than a lack of interest, to be sure. It's one of the only RPG I like. Most only manage to make me yawn), it already managed to make me cry twice (once when Robo gets beaten down by all the other robots, the other time when Crono blocks Lavos's attack and is disintegrated in order to save the other characters). I really hope it'll appear on the Wii Virtual Console, so I can play it again and hopefully finish it this time.

And of course there's the whole Legend of Zelda series, where each instalment manages without fail to transform me into a sobbing puddle of tears (except the very first Legend of Zelda for the NES, but that one didn't really have a story. I mean, it does, but the gameplay itself does not really reflect that). A Link to the Past is probably the very first game I ever played that brought tears to my eyes (proving, like Chrono Trigger, that 16-bit graphics are more than enough to depict engrossing stories. Take that graphic whores). Ocarina of Time is naturally the pinnacle, and I remember playing the last part at least three times in a row because I just didn't want it to end. Just thinking about it again is enough to move me. Majora's Mask made me care for the non-player characters like never before. The Wind Waker's big parting at the end brought a tear to my eye, as did Midna's farewell at the end of Twilight Princess (did you really have to destroy the Twilight Mirror, Midna?).

END SPOILERS: from there on the article is spoiler-free.

On the other hand, there's plenty of good games that I enjoyed playing and yet didn't elicit those emotions from me. For instance, I thoroughly enjoyed the Prince of Persia trilogy, but I didn't become attached to its characters like I am attached to the characters of Super Paper Mario. And it influences a lot the replay value for me: I have completed each of the Prince of Persia games only once, and have no wish to do it again. But I have replayed Beyond Good & Evil at least five times, despite getting 100% completion (including the Pearls) on the first try.

I guess that as much as I value a fun experience (which is why I love Wii Sports, when I normally don't care about sports games), an engrossing story with likeable characters is what really does it for me. Maybe that's why I like Nintendo games so much: they are good at combining both a fun experience and a story and characters I care for.

I wonder whether I'm not in a minority though. The majority of games released these days seem to be FPS clones with cliché stories, sports games, race games or the latest MMORPG. Those sell millions, while gems like Beyond Good & Evil end up in the bargain bin where they don't belong.

Is it so weird to wish for a game to make you care?