Showing posts with label Local Multiplayer. Show all posts
Showing posts with label Local Multiplayer. Show all posts

Thursday, September 29, 2016

Duck Game

Landon Podbelski - 2014 - PC 

I am a sucker for a good local multiplayer game. Local multiplayer is one of my favorite experiences in games growing up with a Nintendo 64 and playing titles like Mario Party, GoldenEye and Mario Kart 64. It's an experience that's been getting more and more rare in recent AAA games especially since the advent of the internet and online multiplayer. I'm happy to see that indies and other small studios have noticed this absense and have picked up the mantle of developing awesome local multiplayer experiences. Duck Game is one such title, although it also has an online component. It's an arena combat game much like Towerfall: Ascension, another game I really loved. 

Duck Game takes those short and fast rounds from Towerfall and makes them even faster. For those not familiar with Towerfall, Duck Game is a 2D arena combat game. Think Super Smash Bros, but all weapons are a one hit kill. Levels are small and weapons are deadly, so rounds go really fast. Often times you're not even done laughing about the crazy thing that happened in the previous round by the time the next round starts. 

Another way Duck Game distinguishes itself from other games of its ilk is through its wacky sense of humor. It's a game published by Adult Swim games and I can't think of a more fitting publisher for this game's sense of humor. I mean you're controlling Ducks shooting each other with automatic weapons. There is a button on the controller mapped to "quack". That's it. That's all it does is make a quacking noise. That's the type of wacky humor that is on display here. 

The soundtrack, which strongly channels the sounds of the Sega Genesis, is another highlight. Like its gameplay, the tracks are short but sweet and pack a lot of punch. My favorites are Synth Rock, Steelmill Sunset and Butt Spin. Great stuff if you like the iconic electronic buzz of the Genesis sound chip.

Summary
If you're looking for an awesome and wacky time with some friends on the couch, you're looking for Duck Game. If you have no one to play with, it also features an online mode and a pretty fun single player challenge mode as well. Sometimes I just want to have a stupid and goofy time when I sit down to play a video game. And when I do, I'll be looking at Duck Game

Sunday, June 26, 2016

Star Wars: Battlefront (2015)

DICE (EA) - 2015 - PC/PS4/XboxOne

My self imposed policy for writing about games here is that I've tried to complete or at least get close to completing every game I review. For the most part, I've attained that goal with most of the games I've written about here with just a handful of exceptions. Other than I think DOTA 2, this is the first multiplayer-only game I've reviewed so I really can't finish this game. Yes I know, Star Wars Battlefront 2015 has a few training missions you can play offline, but let's be honest. No one is playing them. Just like no one plays DOTA 2 offline. I'm not a huge multiplayer shooter guy, but I am a big Star Wars fan, so I feel obliged to discuss this game a bit but before we begin - Full disclosure - I haven't played THAT much of Star Wars Battlefront 2015 which I will now refer to as just Battlefront for convenience, even though that causes confusion since there is also another game called Star Wars Battlefront that came out in 2004 (I guess we have to call that Battlefront 1 now...?). Anyway, I've probably only played about 5 hours of this game but I still feel like that's enough time to talk about it and have an at least somewhat informed opinion.

First of all the good - this game is gorgeous. EA and Dice have nailed the audiovisual presentation here. I usually play most of my games on PC as I have a fairly high end rig, but even playing on console (Battlefront came bundled with my PS4), this game still looks amazing. The way the sparks fly out of surfaces when laser blasts hit them, the sound effects of the different vehicles, everything combines to make this probably the most accurate and high fidelity recreation of the Star Wars universe in any video game I've played to date. Until I heard the voice acting. Darth Vader sounds ridiculous. And the Emporer too. Like come on, EA couldn't find anyone who could do the voices better than this? I feel like every aspiring soundalike has a good pocket Vader or pocket Palpatine.

So as some people already know, this game was widely criticized at launch for not having enough content. Which I agree with. Not having a single player campaign was a big downer for me especially since I enjoyed the campaigns from the other two games in the series. I read recently that a decision was made to cut single player content from the game in order to ship the game alongside Star Wars Episode 7 - a decision that I think ultimately hurt the game. I believe most people, myself included, would have gladly waiting a few more months for a game with more content especially since Battlefront had almost nothing to do with Episode 7. But I'm not sure Battlefront's problem ends with lack of content. I don't think Battlefront did enough to set itself apart. Yes it has the Star Wars license and did a reasonably good job adapting it to the game, but it still just mostly felt like Battlefield, but model swapped with Star Wars characters, vehicles and guns. In a market that's already heavily saturated with multiplayer shooters, there's nothing that really makes Battlefront stand out from the crowd aside from the Star Wars license which is admittedly the only reason I played this game in the first place.

Summary
Star Wars Battlefront 2015 is a very pretty albeit somewhat vanilla multiplayer shooter that is somewhat light in content. I've heard several rumors recently about EA announcing a Battlefront 2 which hopefully isn't the real title of the game or else everyone will always have to qualify if they're talking about Battlefront 2 2005 or Battlefront 2 2017 (maybe). Hopefully EA and Dice have taken the criticism on Battlefront 2015 to heart and we'll get a more interesting and content heavy game this time around

Tuesday, January 26, 2016

Rocket League

Psyonix - 2015 - PC/PS4

As I've written before, I prefer my sports games to be fantastical as opposed to realistic. If I want to play a "realistic" sport, I'll just go outside and actually play it. But when I want to play a game of soccer with flying rocket powered RC cars, I'm coming to Rocket League

Really all you need to know about Rocket League is "soccer with flying rocket powered RC cars". And that's what's brilliant about Rocket League's design: simplicity. It's easy to grasp the mechanics and understand what you need to do to win the game. But there's still an incredible amount of depth and skill required in mastering these mechanics. Controlling your car is easy, but learning how to manipulate the ball can be difficult. The ball is essentially a large, low gravity physics object and learning how to strike the ball so it goes where you want it to can be a bit frustrating for new players. After learning how to strike the ball, the next challenge in the Rocket League meta game is learning where to position your car in different situations so you can be prepared when your teammate crosses the ball over to you and you can take that game winning shot on goal.

Learning when to use your rocket fuel is also crucial step on the way to becoming a Rocket League master. Newer players may be tempted to constantly burn through their fuel in order to get to the ball first - which in my experience can be a valid strategy. There are several glowing powerup pads scattered throughout the field that will refill your rocket fuel when you drive over them, so it's often tempting to use your fuel very aggressively. But I've also found having some spare fuel to intercept an opponent's shot on goal or to take a shot of your own when the ball bounces your way can be the difference between victory and defeat.

After playing several hours against the CPU just trying to get the hang of the game, playing against others online was initially a little intimidating. But the Rocket League matchmaking system seemed to work pretty well and I found that I was being pared with and against players of similar skill level pretty often. Playing online even supports local split screen, so you and a friend in the same room can join a team together and take on the internet. Rocket League supports 1v1, 2v2, 3v3 and 4v4 matches. I've mostly only palyed 2v2 and 3v3 and I think 3v3 is my favorite. 4v4 can feel crowded, 2v2 can feel empty, and although I haven't tried it, I'd imagine 1v1 would just feel gimmicky. Although it's not something I'm personally interested in, there's also a decent infrastructure with tiered rankings in place for those who want to play this game competitively as well

Rocket League Video Review

Summary
Rocket League is a great execution of an awesome idea. It reminds me what's great about my favorite competitive games: it's easy to pick up and play, anyone can learn it. But it takes time and practice to really master this game.

Tuesday, December 29, 2015

Lovers in a Dangerous Spacetime

Ateroid Base - 2015 - XboxOne/PC

Lovers in a Dangerous Spacetime is the mouthful of a title given to developer Asteroid Base's inaugural game. I actually got to preview this at PAX Prime earlier this year and it was one of the most popular titles in the indie area and with good reason. Lovers is a cooperative space exploration game where two players must cooperate to man various stations on a spaceship to navigate through space and rescue little space critters. In order to complete a level, a certain number of little space critters has to be rescued for the exit to be unlocked but if you and your partner are feeling like completionists, you can collect all of the critters in each stage to get access to different model ships and unlock other powerups faster. The locations of the critters and the entire world as a whole are totally differently systematically generated on each run, giving every playthrough a fresh feel. Once you find a critter, usually some small challenge has to be completed before you can rescue them. For example, you may have to fight several waves of enemies, escape an explosion or fight a mini boss. 

There are various stations to man on each ship including weapons, shields, engines and a powerful yamato cannon weapon. There are several campaigns that are made up of 4 levels and a final boss fight. Each level offers upgrade crystals that you can install in your systems that will persist throughout the campaign. Deciding which crystals to place in which systems is initially a fun experimental learning process, but I've found once you know what the crystal combinations do, you usually fall into a pattern of upgrading that results in a familiar ship layout each time. But there are also several ship layouts to unlock in the game, each with their own stats and quirky gameplay rules. For instance, there's one unlockable ship that constantly rotates around while you play, making locating and controlling your character within the ship quite a challenge, but as a tradeoff, the ship is also immune to terrain damage. I'm a sucker for these kinds of unlockable gameplay variations and this game reminded me a bit of my favorite FTL from the space exploration and battles right down to the unlockable ships. Obviously the gameplay is nowhere close to the same, but there are similarities to be drawn between the two roguelike space exploration games

There are only two crew members, making coordination and teamwork a key to success in this game. Communication with your partner is necessary and coming up with a good strategy is vital so that you and your teammate aren't running to the same stations to man the same systems. Once you get that strategy established and you and your partner know how to run the ship like seasoned space travelers, it's a really neat feeling. But it's also just as fun to yell and scream at your partner when things are going horribly wrong and your ship is about to explode

Lovers in a Dangerous Spacetime Video Review

Summary
Lovers in a Dangerous Spacetime offers the best experiences for couch co-op play. It's conceptually simple to learn and easy to pick up and play. But there's still a decent amount of strategy, skill and depth to be found here as well, and applying these strategies skill and depth of understanding of the game is especially necessary in the later levels where the difficulty gets ratcheted up quite a bit. I really enjoyed this game; it's one of the best couch cooperative experiences I've had. If you and a friend are looking for something to play, you can't go wrong with Lovers in a Dangerous Spacetime

Tuesday, December 22, 2015

BattleBlock Theater

The Behemoth - 2013 - X360/PC

BattleBlock Theater is the third game from developer The Behemoth whose previous games are Alien Homnid and Castle Crashers. It was designed by Dan Paladin (aka Synj) and Tom Fulp, both of Newgrounds.com fame and features the same art style and sense of humor you'd expect if you've played The Behemoth's previous games or are aware of their Newgrounds submissions. BattleBlock Theater is a cooperative 2D platformer that requires two players, connected either online or played locally to navigate through a series of levels that require players to be good platformers, puzzle solvers, and beat-em-up-ers. 

The core gameplay in BattleBlock is mostly good, but what makes this game stand out is the humor. In a bizarre but funny opening cutscene, a narrator (voiced by Will Stamper who is also an active Newgrounds contributor) explains that several friends have been shipwrecked on an island full of cats, because this game's roots are in internet culture. The cats have captured the surviving members of the shipwreck, including Hatty Hattington, the former captain of the ship. The cats, now lead by Hatty Hattington who appears to be the victim of mind control, are forcing the survivors to participate in gladiatorial like challenges in a theater for the cats amusement, which is the very ridiculous context to the actions you're performing throughout the game. The narrator is the real star of BattleBlock Theater and will chime in frequently to comment on the actions you're performing during each stage. When an entire level is complete, you'll be treated to another cutscene featuring the narrator sometimes explaining what's happening in the plot, but mostly just being funny with this game's uniquely weird sense of humor.

Each stage requires both players to cooperate to navigate through a series of traps and enemies, all the while collecting green gems. When enough gems are collected, the stage exit is unlocked, allowing you to advance to the next one. But if you really want to be a completionist, you can try to search for all of the gems in each level. There are two difficulty settings on BattleBlock theater, "Normal" and "Insane", both of which I think are very flawed. On normal when a player dies, they instantly respawn next to their partner. There's pretty much no challenge with this difficulty and because there's practically no punishment or consequence for dying, players are free to be as careless as they want while progressing through each level. This may be fine for some, but I personally need a little more tension and challenge while playing, so I opted for "Insane" mode. In insane mode, when either player dies, both players are forced to restart the entire level. From the beginning. Now this is fine for the first few handfuls of levels, but when the number of enemies and difficulty of platforming starts to rise near the middle of the game, this mode starts to get really frustrating, especially when you pull off a difficult section perfectly, but your partner dies and both players are forced to start the entire level over. I think BattleBlock could have really benefited from some different difficulty settings here. Either a checkpoint system or a number of lives other than just one would have been very, very welcome. This is a relatively simple thing that I think unfortunately really hamstrings BattleBlock Theater

BattleBlock Theater Video Review

Summary 
Overall though, this is still a pretty solid game. It's another good couch co-op game, a type of game which I personally love and have been enjoying its recent resurgence. There are also several competitive mini games included here, most of which I actually didn't mess around with much, but they look like they could be fun if you're into competing rather than cooperating. There's also a built in level editor if you want to make your own sinister stages for your friends to navigate through. All in all BattleBlock Theater is a good game to share with friends, and features the most absurdly weird, yet still funny sense of humor you'll find in a video game

Friday, September 25, 2015

Rock Band 3

Harmonix/Backbone Entertainment - 2010 - X360/PS3/Wii/DS

(On my Top 10 Favorite Games list)

I'm a big fan of the rhythm game genre and in particular the Guitar Hero and Rock Band games. Now there hasn't been a release in either of these franchises since 2010. This fact, coupled with the decreasing sales and popularity of these franchises caused many people to speculate that these types of games were "dead". Then out of the blue, Harmonix announced Rock Band 4 and Activision followed suit with an announcement of Guitar Hero Live. Obviously neither of these franchises are dead (at least at the time of writing) and both have new games launching in the coming weeks, but I do think there are a few reasons we haven't heard from these games in five years. First and probably foremost was oversaturation. If you include the DJ Hero games and the various portable releases from each franchise, Harmonix and Activision combined to release thirty five Rock Band and Guitar Hero titles between 2005 and 2010. I'm serious. Check Wikipedia. The American economic downturn that occurred at the end of last decade certainly didn't do any good to either of these franchises that require players to buy relatively expensive accessories. Plus I think some players decided they didn't want to have ridiculous Fisher Price-looking plastic instruments cluttering their living space anymore. I think that last point still holds true in 2015, but there obviously hasn't been any oversaturation in a while and the U.S. economy is doing better which is why I think we're now seeing releases from these franchises. So what do I want to see from either Rock Band 4 or Guitar Hero Live? Let's take a dive into one of my all-time favorite rhythm games, Rock Band 3, and examine some of the things I think it does well and some of the things it does not so well.

Let's get the bad things with Rock Band 3 out of the way first. The game has obsession with realism and wanting the player to learn real instruments. This is fine when done well, and a game like Rocksmith really shows how this concept can be pulled off successfully. But Rockband 3's execution of this was way too complicated. Rock Band 3 introduced "Pro Mode" for guitar, drums, and its new keyboard accessory. Mad Catz partnered with Harmonix to sell a "pro guitar" with 102 plastic buttons. There wasn't really a great tutorial for this instrument, and the strange chord notation was almost impossible to interpret at the speed Rock Band throws notes at you. Especially for someone who has no actual experience playing guitar (me). This was the same problem with the "pro keyboard" which expected the player to play a 25 button mini-keyboard at full song speed. I actually liked the "pro drums", which added 3 cymbals to Rock Band's normal drumkit of 4 pads. I found it to be a welcomed challenge as opposed to an impossible one. But aside from the drums, I think the whole "pro mode" experiment was a failure, especially when you consider that none of the older DLC or other imported songs supported the pro guitar, and most didn't support the keyboard at all. They strangely did however, support pro drums. My speculation is that the songs were always encoded to differentiate between cymbals and drums, even though the original drum kits only had 4 pads. I think Harmonix has recognized this failure and has removed support for pro instruments and the keyboard peripheral entirely for Rock Band 4 although they will continue to support pro drums. 

The most awesome thing about Rock Band 3 is the massive library of DLC songs you have access to. If you include importable tracks from previous entries in the series, the total of playable songs is upwards of 4,000 which is pretty awesome especially assuming Harmonix makes this library available again for Rock Band 4. You can be practically guaranteed to find something you'll like when browsing the online store. Rock Band 3 also introduces vocal harmonies, allowing there to be more than one vocalist, provided you have more than one microphone. Tracks that support vocal harmonies will show separate vocal tracks with separate lyrics for each singer. Another new feature is the ability for players to drop in and out of songs on the fly without restarting a track. This, combined with the ability to make song playlists and enable "no-fail mode" made it very accessible as a casual party game. Rock Band 3 also features an expanded career mode and a more in depth character creator. All of these features combine to make Rock Band 3 a very full featured and well polished game

Rock Band 3 Video Review

Summary
Despite it's faults and it's misguided attempt to integrate playing "real" instruments, Rock Band 3 is still the most fun I've had playing rhythm party game. I've actually already played a pre-release build of Rock Band 4 at Pax and I think it captures all of the great things that Rock Band 3 did well. If people are willing to dust off their plastic instruments and hook them up to their next-gen consoles, I think Rock Band 4 should do just fine. I probably won't buy it initially as I don't even own a next-gen console yet, but I'm glad these franchises have been resurrected and I'm looking forward to eventually playing more fake plastic instruments.

Friday, August 14, 2015

Lethal League

Team Reptile - 2014 - PC

Lethal League is what would happen if you crossed baseball and dodgeball and then sprinkled in a little bit of Super Smash Bros. Sound crazy? It is a little bit. Allow me to elaborate: The point of Lethal League is to hit the opposing player(s) with the ball without getting hit yourself. The ball starts off slowly, then gains speed through continuous hits and bouncing off of the walls like in Pong or Arkanoid. You can alter the trajectory of your hits by holding the corresponding direction on the joystick when you hit the ball. You can greatly accelerate the ball's speed by jumping in the air and performing a "slam" which rockets the ball back down to the ground. Each of the 6 playable characters in the game have special traits and abilities that can alter the ball's velocity, timing or trajectory to fake out opposing players. The game can be played 1 vs. 1, 2 vs. 2 or free for all style, similar to Smash Bros.

This game also reminds me somewhat of Divekick. The game is very accessible, fun and easy to pick up and play, but I'm a little skeptical about it's long term playerbase retention. I confess I haven't played too much of this game, but I'm suspicious that Lethal League may not have the mechanical depth to keep players coming back for more. Even if it may be somewhat lacking in staying power, Lethal League is still a fun and fast-paced game to pick up and compete with friends or strangers online.

Also of note is the game's awesome soundtrack which falls musically somewhere between Hotline Miami and Jet Set Radio. Like Hotline Miami, the soundtrack is a compilation from several artists that still manages to have a unified sound. Of note is "Scream" by Bignic, "Ordinary Days" by Klaus Veen and "Urabon" by Grillo. I know I've said this before, but I love when game soundtracks have a unique sound like this. Not enough games do that.

Lethal League Video Review

Summary
Lethal League is a fun, fast-paced and accessible spin on the fighting game genre. I'm a little skeptical about this game's lasting depth, but you should play it yourself to decide where this falls on the scale between novelty and legitimate deep competition. At least I hope you'll be able to agree it has an awesome soundtrack

Friday, July 10, 2015

Mario Kart 8

Nintendo - 2014 - WiiU

I haven't quite figured out the difference between Nintendo and Activision. Why is it that Nintendo can continue remaking the same games over and over again and garner praise and fan worship while Activision is demonized for doing the same thing while running its franchises into the ground? (See Guitar Hero, Tony Hawk Pro Skater, Call of Duty). Is it the amount of effort/quality put in to each sequel? Is it the time between releases? Like it or hate it, I think Nintendo has perfected the art of iterative remakes and have applied their remaking expertise on the latest Mario Kart

So what's new in Mario Kart 8? It's the first Mario Kart game in true HD, and it looks very pretty. The new instant replay feature is a nice addition, but the touted hover-karts are mostly a gimmick with no really interesting affects on gameplay. If you include DLC, MK8 boasts the highest number of playable characters and the highest number of courses in any Mario Kart game. Priced reasonably at $7.99, the MK8 DLC pack includes 3 new characters. 4 new vehicles and 8 new tracks. The MK8 DLC is nice, high quality DLC done the right way. There's also the free 200cc DLC which unlocks mirror mode and the uncomfortably fast 200cc mode for those who enjoy an extra challenge.

Kart customization plays a big role in MK8. When selecting your vehicle, you must pick a body type,  a size (small, med, large), a set of tires, and a glider. All of these decisions have an effect on your kart's stats which can be viewed by pressing the start button while customizing your vehicle. I've found that having a good kart build that comfortably suits your playstyle can determine your success in MK8.

So I'm a big fan of Mario Kart 64 and its battle mode in particular. I think most Mario Kart fans would agree that Nintendo hasn't come close to reproducing the brilliance of the MK64 battle mode in any Mario Kart title since, and Mario Kart 8 is no exception. The implementation seems especially lazy in MK 8. They've just copy/pasted some courses verbatim from the racing mode and send some players forward and some players backward on the track which gives a sort of jousting with items feel. Except the courses are WAY too big to make it exciting. When you do finally find an opponent, you just sort of circle around the items and hope you get something good to finish them off. It just doesn't feel right at all. It doesn't have that "thrill of the hunt" feel that is given by the MK 64 tracks that were tailor made for battle mode like Block Fort or Double Deck. MK 8 battle mode is one of those things you try with your friends and then go "eehhh, let's never do that again".

Mario Kart 8 Video Review

Summary
Mario Kart 8 has the biggest roster of playable characters, the largest selection of tracks and is the prettiest looking Mario Kart game yet. The DLC is reasonably priced and packs a lot of bang for the buck. It's a shame the battle mode is total garbage. If Nintendo released a proper battle mode DLC pack, I would buy it in a heartbeat and Mario Kart 8 would likely replace Mario Kart 64 as my all time favorite Mario Kart game.

Monday, May 25, 2015

Donkey Kong Country: Tropical Freeze

 Retro Studios (Nintendo) / Monster Games - 2014 - WiiU

(On my Top 10 Game Soundtracks list)

I grew up with the Donkey Kong Country games and am a huge fan. When Donkey Kong Country Returns came out in 2010, I was super excited to see the franchise revived after nearly a 15 year absence. But I was ultimately pretty dissapointed with that game mostly due to control scheme problems. It was back when every Wii game was obliged to shoehorn in Wii Remote waggling of some sort or another, so DKC:Returns forced you to shake the controller every time you want to roll. It was just awful. A simple design decision made what would have been an otherwise pretty good platformer nearly unplayable for me. I found a downloadable hack online that patched in the ability to map the controller shaking to a button, so I'd recommend Googling for it if you want to go back and play DKC: Returns because that game is fundamentally broken out of the box. The egregious controller shaking was unforgivable, but I noticed another small problem with DKC:Returns. It had a bit of an identity problem. It was a decent platformer with some admittedly pretty good level design, but it didn't really feel like a Donkey Kong Country game. Where were the Kremlings? Where were all the animal buddies other than Rambi? Where was the amazing head rocking music I was used to from previous entries? Sure it featured Donkey Kong characters, but the soul of the game was stripped away. For a game titled "Donkey Kong Country Returns", it didn't really feel like the franchise HAD actually returned.

So now onto Tropical Freeze. The first thing it does right is provide support for other control schemes. There is still Wii Remote waggling, but you don't have to do it if you play with either the WiiU gamepad or pro controller. Hallelujah!! This automatically makes the game much more enjoyable. The game also looks gorgeous in HD. The visuals were always so striking in DKC games, even on the SNES so it was nice to see some TLC paid to the backgrounds and artwork. The next thing you'll notice is the soundtrack. David Wise, the main composer of the SNES trilogy, has returned to the franchise to pump some soul back into it. I'll talk about him later, but what really made this a Donkey Kong Country game for me was a simple animation. Dixie Kong's falling/sliding animation. It's an animation that's rarely ever seen in either Tropical Freeze or the SNES DKC games, but it plays when Dixie is sliding down a surface. She sticks her arms and legs straight up and flails them around in the air. Again, it's a silly animation rarely ever used, but as soon as I saw it, it made me smile. It's the little polish developers can apply that make die-hard fans like myself feel at home in the franchise. No, there's still no Kremlings or animal buddies other than Rambi. But Tropical Freeze is a Donkey Kong Country game.

Dixie Kong is back from DKC 2/3! And Cranky Kong is now a playable character! Each Kong has their own special abilities. Diddy retains his jetpack hover from DKC:Returns and can now use it underwater to swim super quickly. Dixie makes Diddy somewhat obsolete with her hair flutter which carries the player higher/father in the air than Diddy's jetpack. Cranky Kong, my new favorite Kong, can pogo bounce on enemies and over spikes with his cane a la Duck Tales. Choosing which Kong to accompany you on a level is a new interesting decision as certain levels are tailored to certain Kong's abilities. Each level has been designed perfectly for speed running and platform and enemy placement is done just so basting through at full speed is possible if you have enough skill. Another speedrunner-friendly addition is then inclusion of replays. When you finish a level, you can post your replay online for friends/challengers to see. You can also view the replays of the top speed runs for a given level to see how it was actually possible to complete it in 43 seconds or whatever. This was a pretty cool addition. And don't let the cutsey Nintendo mascots fool you. This game is hard. Old-school hard. And if the normal levels aren't hard enough for you, you can find all of the K-O-N-G letters in each world to unlock bonus levels that are obnoxiously hard. I have only been able to finish one of the bonus levels so far. And I'm pretty darn good at this game.

Can we talk about the genius of David Wise for a second? When I heard he was back to work on the Tropical Freeze soundtrack, I was super pumped. Listening to the soundtrack was what actually made me want to play this game. The original tracks are awesome - Windmill Hills, Deep Keep and Fruity Factory. And the remix tracks are awesome too - Current Capers (Remix of DKC Aquatic Ambience), Irate Eight Chase (Remix of DKC2 Lockjaw's Saga) and Twilight Terror (Remix of DKC2 Stickerbrush Symphony). I actually think I like that cover of Stickerbrush Symphony better than the original. And I love the Original. If you like video game music or David Wise's work, I'd encourage you to listen to the whole soundtrack. There's lots of musical variety and it's absolutely phenomenal.

Video Review of DKC: Tropical Freeze

Summary
Tropical Freeze is the true return of the Donkey Kong Country franchise. A game with tight controls (yay!), excellent level design, striking visuals and rocking music are what you'll find here. If you're a fan of challenging platformers, speedrunning or excellent audiovisual presentation, you'll enjoy Tropical Freeze. It's a fun game to play cooperatively as well.

Saturday, May 2, 2015

Rayman Legends

Ubisoft - 2013 - PC/PS3/PS4/Vita/WiiU/X360/XboxOne

If you're looking for excellent platformers, or great couch co-op experiences, the WiiU is the next-gen console you want. To me, what sets the WiiU apart from any of the other next gen consoles are its tablet and its first-party games. The first-party games for WiiIU are the high level of quality you'd expect from Nintendo. Mario Kart 8 and Smash 4 are great and Super Mario 3D world is the best Mario game I've played to date. But I've noticed Nintendo doesn't really know how to implement its own tablet into its own first-party games. Mario Kart 8 simply maps the touch screen to a horn, Smash 4 only uses it to duplicate what's on the TV screen while Donkey Kong Tropical Freeze opts to turn the tablet screen completely off. None of these are inherently bad designs, but it's curios to see Nintendo stumped about what to do with its own hardware. Sure, Mario 3D World does have some light uses of the tablet where occasionally the game will require you to touch some block or something. But nothing like Rayman Legends. I know this game is on a plethora of other platforms, but you NEED to play the WiiU version of this game that utilizes all of the functionality of the WiiU tablet. I'm sure the developers would agree. I also hope Nintendo developers have played this game and are taking notes on how to properly utilize the gamepad.

The beauty of playing this game with the WiiU gamepad comes into play when there's at least more than one player playing the game. One player can play with a Wii Remote or Pro controller and plays through the platforming in a traditional fashion while the other player plays with the tablet screen and is tasked with helping the platforming player progress through levels. This is accomplished by touching to move and slide walls or platforms on the tablet screen or by keeping the platforming player safe by tapping to tickle monsters or by deflecting projectiles away from hitting the platforming player. It seems like each level has a new and inventive use of the tablet's touch screen that made playing each level fun and fresh. Neither the tablet player nor the platforming player are performing the same set of actions either, but both sets of actions are necessary for the level to be completed. This type of asynchronous gameplay experience is especially well implemented in Rayman Legends and requires both the tablet player and the platforming player to work together as a team to solve puzzles and complete the level. This, to me, is also why the definitive version of Rayman Legends can only be played on the WiiU and is probably best played with a partner.

Another thing that sets Rayman Legends apart from other platformers is its use of music. I've seen it before in other games where some background elements will move or dance in time with the music, but Rayman Legends takes this to another level. A lot of Rayman Legends levels require you to actually do platforming actions in time with music. If what I'm describing doesn't make sense, check out this video. But if you do, it may detract from the joy of discovering Rayman Legend's musical levels for yourself for the first time. The musical levels were so cool and I'd love to see this concept implemented in other platformers or even other game genres

Rayman Legends Video Review

Summary
Rayman Legends is one of the best platformers I've played in a long time and I'm enjoying seeing this resurgence of platformers and couch co-op experiences on the WiiU. The WiiU version of Rayman Legends also makes great use of the WiiU gamepad to implement a fun asynchronous co-op experience for both players. The music levels are wonderful and the game does have a great soundtrack in its own right too. Oh and it even features some of the best levels taken from Rayman Origins too! This is a great game and a must-play if you like platformers, co-op play, excellent music and art direction, or creative implementation of asynchronous gameplay

Wednesday, March 18, 2015

The Jackbox Party Pack

 Jackbox Games - 2014 - PC/PS3/PS4/XboxOne

Being the giant trivia nerd that I am (I attend trivia at a local bar nearly every week), I was eager to try the video game version of the You Don't Know Jack party game. I had heard positive buzz about the game and that it combined good trivia questions with excellent writing and a silly sense of humor, which I found to be true. I saw the 2015 edition of the You Don't Know Jack game on a steep sale in the Steam store, but it came bundled with a bunch of other games from the You Don't Know Jack developers. I wanted to play You Don't Know Jack and figured the other games were probably just throw away titles that the developers shoved in with You Don't Know Jack, but I was pleasantly surprised to be mostly wrong. This will be a bit of an unusual review since I'll be covering five games at once, but I'll try to give my opinion on the package of games as a whole and then some quick thoughts on each game in the package.

Each of the games in the Jackbox Party Pack assumes that all players in the room have either a smartphone or tablet or laptop or some other internet-enabled device. Each player uses their internet device, usually a smartphone, to connect to a web app and enter a "room code" which links the game together with the other devices and players in the room. Depending on which game in the pack you're playing, each player will submit either answers to questions, or drawings or whatever data is required for the game through their smartphone. I was actually quite surprised and impressed with how responsive the web app was when submitting data from my phone. There was almost no delay at all. It's a kind of neat strategy of utilizing the smartphones people likely already have as input devices and displaying the other game information on the main TV screen. I hope to see more party games integrate with smartphones since it's often hard to play video games with really large groups of people since controllers are usually limited.

You Don't Know Jack 2015 Edition
Likely the most recognizable game in the pack, You Don't Know Jack 2015 edition was the first game I played. It was pretty much exactly what I was expecting: good trivia questions delivered with silly humor. I thought the humor was a little hit and miss. When the writing was funny, it was funny. But when the jokes didn't land, they definitely did not land. The trivia questions were difficult, but still fair. If you weren't too familiar with the question category, I found it kind of hard to contribute since the game penalizes you for wrong answers. But if you like trivia and enjoy questions delivered with a crude sense of humor, you'll enjoy You Don't Know Jack

Fibbage
If you've ever played the party game Balderdash, you'll find Fibbage very familiar. In Fibbage, you're presented an incomplete sentence about weird fact and it's up to you to fill in the blank. Then everyone's answers are displayed on screen and you have to guess which is the actual true answer. You usually want to try to be as tricky as possible answer submissions, since points are awarded if your opponents guess your false answer as the correct one.

Drawful
Probably my favorite game in the pack, Drawful is pretty much the same concept as Fibbage, but with drawings. You'll be given a wacky subject that you'll have to make a drawing of. Once your drawing is complete, it's displayed on screen for all to see. Your opponents have to come up with fake answers for the title of your drawing while also trying to figure out what your drawing is actually about. There's a lot of fun to be had with this one, since the names of the drawings given to you are often crazy. Then add in the fact that all players are drawing on their phones with their fingers. This results in the drawings usually ending up being totally ridiculous. Then guessing who made what with your friends and figuring out what the real titles are while sifting out the hilarious fake title submissions is a great recipe for fun.

Word Spud
This one's fun, but you'll probably only play it once or twice. You'll be given a starting word, then a randomly selected player has to make a compound word or phrase from the initial word by adding another word. For example, the starting word might be "Video", to which a player might add "Game". Then another random player would be given "Game" and be expected to add another word to it. After each submission, all players can vote on whether to accept or reject the new word. If the word is accepted, the chain continues, otherwise a new random word is generated. The fun here is thinking quickly to come up with words to complete a clever or funny phrase. At the end of the game, which usually lasts a few minutes or so, Word Spud will show you your entire word chain which when read out loud is usually worth a few laughs. 

Lie Swatter
Probably the weakest game in the pack, lie swatter presents a true/false trivia question and awards points for the most correct answers. This is probably the most simple and least creative game in the pack, but it's also playable by up to 100 people at a time, so this might be the way to go if you have a really large group of people. 

Summary
I've been having a really great time with the Jackbox Party Pack. It's great to put up on the TV when I have more people over than I do controllers for traditional video games. You Don't Know Jack is fun for when you want to show off your random knowledge while being amused with crude jokes. Drawful was the surprise hit of the pack for me, easily providing hours of hilarious entertainment. Fibbage and Word Spud are midly enteraining, while Lie Swatter felt like a shoe-in. But if you often host large-ish groups of people (5-8) and are looking for video games to play, I would still highly recommend the Jackbox Party Pack

Sunday, March 1, 2015

Enemy Mind

Schell Games - 2014 - PC

Enemy Mind is an interesting take on the arcade style space shooter games like Galaga. In most arcade style space shoot-'em ups, you'll pilot your ship through a level, all the while collecting powerups or weapons that may make your craft stronger. In Enemy Mind, your ship has the ability to take over and "transfer consciousnesses" into any other enemy ship. Each craft also has a limited ammo supply, so you'll usually want to expend your entire ammo clip before transferring over to another ship. This creates a gameplay style where the optimal strategy is also the most fun one: blow all your ammo trying to kill everything on the screen, transfer to another ship, rinse and repeat

The playstyles and designs of the enemy ships are varied and interesting enough to make it exciting each time you encounter a new type of enemy craft. It makes the player want to take it over immediately and experiment around with how much armor the craft has and how its weapon systems work. Some craft are agile with fast firing, low damage weapons. Some craft are slower with huge area of effect damage style explosions. Some craft are themselves weapons and are designed to be torpedoed into other craft to drill through their hulls. There's also an accompanying story that is played after each stage in the single player campaign, but I almost entirely ignored it. It was doled out in little text lines one at a time and it seemed mostly forgettable and inconsequential.

Summary
Enemy Mind isn't a revolutionary arcade style shooter, but it's a lot of fun. If you like games like Galaga, you'll have a good time with Enemy Mind. Navigating the bullet hell that the enemies throw at you while throwing back a bullet storm of your own while simultaneously possessing and experimenting with new craft and different playstyles felt really good. The boss battles are challenging and unique. There's also a couch co-op multiplayer mode, but I unfortunately haven't gotten a chance to check it out yet. This seems like the kind of game that would be fun to screw around in for a little while with another friend. I wouldn't go out of your way to buy it immediately, but it's worth a look if you find it discounted on a Steam sale or something like that

Sunday, February 15, 2015

Super Mario 3D World

Nintendo - 2013 - WiiU

When I was a kid, I always thought about how cool Super Mario Bros. would be if it were multiplayer. Yes, yes, I know, the original Super Mario Bros. was 2 player, but not in the way I wanted. I wanted simultaneous multiplayer where two players could sit down and play through a level cooperatively. I finally got my wish in 2009 with the release of New Super Mario Bros. Wii. It was a great game, but the multiplayer was pretty chaotic, even with just 2 people. Even when you weren't intentionally trying to do so, it was pretty hard not to screw over your partners while playing the game. It was too easy to be bumped into a hole by a friend, eaten by a partner's Yoshi or be hit by a friendly Koopa shell that was intended for an enemy. My friends and I nicknamed it "The Friendship Ruining Game". Thankfully, Mario 3D world fixes these problems... mostly. There will still be times when one player bounces off another's head accidentally, but it's still such a welcome improvement over New Super Mario Bros. since Mario 3D world offers the players so much more room to move around in its large 3D plane. Things can still get hectic at times if you're playing with four players and everyone is scattering to the corners of the screen to do their own thing. But for the most part, this is a very tight platformer where it's more fun to play co-op than by yourself

Super Mario 3D World feels like a return to form for the Mario franchise. It seems as though Nintendo thought about what made each of the previous Mario games good, polished the crap out of it and incorporated it into Mario 3D world. There's the basic level layout with powerups and the flagpole at the end of each stage from the Original Super Mario Bros. There's the four unique characters from Mario 2, each with their own speeds/jumping ability (Toad FTW). There's the world Map from  Mario 3 complete with toad houses, hammer bros. battles and other hidden secrets. There's all of the Koopa Kids from Super Mario World, each in their own fortress and each with their own pattern to figure out and conquer. There's the 3D free roaming gameplay from Mario 64 complete with its signature wall jumps, long jumps and somersaults through the air. There's the brilliant level design of the Mario Galaxy games (and even some cameos from Mario Galaxy characters). And obviously, the co-op gameplay from the New Super Mario Bros. games. There's even a nod to the original Mario Kart in one of the levels. Mario 3D World is not without its own identity either. There's a unified theme throughout the game of... cats. Yeah, like kittens. Cats, strangely enough. One of the first new powerups you'll obtain is the cat suit which allows you to climb walls, scratch and pounce on enemies, and most importantly let out a character specific "Meow" at the end of each level which is admittedly pretty adorable.

Super Mario 3D World Video Review

Summary
Mario 3D world is just FUN to play. It's really such a joy. Each level is completely different from the last and has its own unique feel with its own hidden secrets to find. There was so much care and polish put in to this game. It's the full realization of what my dream of what a 3D co-op Mario game could be as a kid. It's also the first 3D Mario game to be in true HD and it looks wonderful. It's the system seller the WiiU so desperately needs and it very well may be the best Mario game to date.

Sunday, February 1, 2015

Shatter

Sidhe Interactive - 2009 - PS3/PC/Mobile

(On my Top 10 Game Soundtracks list)

I had already been listening to Shatter's excellent soundtrack for about a year before I actually tried playing the game. I actually found this game through its soundtrack and bought it during the Steam winter sale when it was super cheap. Shatter is an Arkanoid clone made in 2009 originally for the PlayStation network. If you think you've never played the original Arkanoid before, you missed a classic. Or if you're like me, you played Arkanoid, but never realized it had a name. Other than looking and sounding gorgeous, Shatter separates itself from Arkanoid by implementing a slightly more complex physics engine where the player can manipulate the ball via "blow" and "suck" mechanics. This seems like an easy spot for a lewd joke, but I'm gonna try to be mature here and just keep going.

Shatter has several game modes including a couch co-op mode, but the only one I've played as of this review is Shatter's "story move". In story move, you play through 7 or so stages of Arkanoid-like gameplay before being confronted with a boss fight. The boss fights usually consist of trying to guide the ball into the bosses' glowy weak point using the blow and suck mechanic. It was these boss fights which highlighted what I thought was the primary problem with Shatter. I found I was hitting the bosses' weak points accidently through luck or random chance just as often as I was while intentionally trying to guide the ball with the blow and suck mechanics. The developers presumably included the blow and suck mechanics to give the player more control over the ball and add more skill and precision to Arkanoid. But it really doesn't matter. The blow and suck mechanics are implemented in such a way that it's still pretty hard to tell where the ball is going to go after you incluence it. Plus the screen is so chaotic and the balls bounce off of objects so randomly that you hit your intended target just as often through accident as on purpose. In fact, I felt the levels that required the most skill and control were the bonus levels where the blow and suck mechanics were taken away from you and there were no other objects on the screen

Shatter's somewhat mindless gameplay is given a boost by its impressive futuristic abstract graphics and hypnotic neon bloom particle effects. But what Shatter really stands on is its soundtrack. Oh my God the soundtrack. Standout tracks are Amethyst Caverns, Freon World and Granular Extractor, but the whole soundtrack is top to bottom amazing. It's the kind of hypnotic electronic trancey sound that is a perfect compliment to Shatter's gameplay. It's also great to work to or to fall asleep to. I mentioned in the introduction I actually listened to the soundtrack years before playing the game and probably would never even have given it a chance if not for the incredible music. The entire soundtrack was composed by Jeremiah Ross (a.k.a. "Module") who, to my knowledge, had never composed a game soundtrack before working on Shatter. I'd love to see him get more work; the Shatter soundtrack is truly awesome.

Shatter Video Review

Summary:
As I said before, Shatter's gameplay is kind of mindless, but I don't mean that in a negative way in this instance. It's can be a nice experience to put on the game, watch the pretty lights and colors and zone out to the amazing soundtrack with minimal interaction. If this sounds like it might be your thing, give Shatter a try. Or if you'd like to see a modern take of the classic Arkanoid, Shatter is your game

Friday, November 7, 2014

Super Smash Bros. for 3DS (Smash 4)

Sora Ltd. (Nintendo) / Bandai Namco Games - 2014 - 3DS

I am huge, huge fan of the Smash Bros. series. I've poured literally thousands of hours into the first three Smash games and love them very dearly. I first played Smash 64 at a friend's house and instantly fell in love with this series' accessibility and wacky party game-like zaniness that all came wrapped in a package of Nintendo characters I already was familiar with. After dozens of hours of play, my friends and I found that we really enjoyed playing with the items off and on the more neutral stages, and we started playing the game from a more competitive angle. When Melee came out, its faster game speed and emphasis on combos and juggling nicely facilitated this playstyle and I fell deeper in love. Brawl didn't have Melee's speed, depth or balance, but Brawl mods like Project M have quenched my thirst for playing Smash competitively and I actually recently competed in a national Project M tournament earlier this year. (Don't bother looking for my name among the finalists, although I did manage to take 3 stocks off of one of the guys who tied for 7th). Anyway, I wanted to preface this review with my history of competitive Smash so you know where I'm coming from here when I talk about Smash 4.

As of this writing, the WiiU version of Smash 4 has yet to be released, so the version of the game I'm reviewing is the 3DS one. This is the first iteration of Smash that has appeared on a handheld platform, and I'm glad to say it's made the transition about as well as it possibly could have. Any complaints I'd have about the mobile version of the game would be more against the 3DS' hardware than Smash 4's software. The circle pad feels a bit flimsy for a quick reflex based fighting game like Smash, but other than that, the game plays fine. I still don't like looking at that tiny screen and my hands do start to hurt after after a few matches of gripping that un-ergonomic surface of the 3DS, but those are more complaints against the 3DS than Smash 4. Speed wise, Smash 4 plays somewhere in between Melee's speed and Brawl's speed, although Smash 4 retains Brawl's "floaty" feel when characters are airborne. I actually think this "game feel" is a good fit for the 3DS version of Smash 4. I don't really want to have to press a million buttons really quickly on the tiny 3DS gamepad. I think the game speed of Smash 4 is appropriate for the mobile hardware and I don't think it would work if Nintendo tried to put a game as fast as Melee or Project M on the 3DS, even if they could.

I know most players treat Smash as a party game, but I'm going quickly discuss how Smash 4 plays as a competitive fighter because I belong to that small subset of hardcore Smash players who are interested in such things. I know some fellow competitive Smashers may disagree with me here, but I don't think Smash 4 really works as a competitive game. At least not in the same way Melee or Project M do. I know Nintendo has made concessions to competitive players like "For Glory" mode and the neutral "Omega" versions of each stage, but I don't think the actual game engine quite facilitates deep competitive play. While the slow speed and floaty feel makes the game feel appropriate for the 3DS, it also de-emphasizes combos and technical skill. In Melee and P:M, once you win the situation that is referred to in fighting games as the "neutral position", you can use combos, prediction and technical play to rack up as much damage as possible while your opponent uses mix-ups and DI (Directional Influence) to attempt to escape your combos and counter your efforts. These deep and complex systems are what I love about Smash. Almost none of these systems are present in Smash 4. In my experience, once a player wins neutral in Smash 4, they can get one or maybe two hits - that's it. Then the situation is reset to neutral again. I recently competed in a local Smash 4 tournament and I found it to be...well... not really that much fun. Games took nearly 8 minutes to finish, even when we played with only 3 stocks (competitive smash is normally played with 4). Systems like "auto-sweet spotting the ledge", "multiple air dodges", and blast zones being too far away all contribute to Smash 4 just not feeling quite right when played competitively.

But alright, enough comparisons to Melee and Project M. As a party game, Smash 4 is just as fun as ever. Once my friend and I stopped trying to play this game competitively, turned the items back on and played on some of the non-omega versions of the stages, the game became very fun for me again and I found myself enjoying Smash's wacky "anything can happen" feel all over again. The roster of selectable fighters has been expanded from Brawl's 39 characters to 49 (50 if you count the Mewtwo DLC) and you can additionally play as any Mii character found on your 3DS. You can also customize your fighter's movesets which is something I admittedly haven't played around with much yet. Old game modes from previous iterations make a return and are joined by new ones like "Smash Run" which is the sort-of successor to Brawl's "Subspace Emissary" which can also be played multiplayer in Smash 4. Speaking of which, the multiplayer on the 3DS works pretty nicely. It's quick and easy to set up and we never had a problem with connectivity, even when there were tons of 3DS's in the room at the local Smash tournament. I've only ever played one Smash 4 game where I experienced any lag as opposed to Brawl's online multiplayer which was a borderline unplayable laggy mess.

Summary:
Smash 4 may not be the competitive successor to Melee like I foolishly hoped it might be, but it's still a really fun party game. I think it's great that tons of people will now be able to play Smash together on-the-go now. It'll also be nice to have something to do now when waiting at Melee/P:M tournaments in between matches. Also if you're interested in learning about competitive Smash, I would highly, highly recommend this documentary on YouTube. It's an 8-part series and is kind of long, but it's really well made and provides a window into why players like me have fallen in love with playing the Smash series competitively. Also if you own Brawl, go download Project M.

Saturday, October 18, 2014

Zombies Ate My Neighbors

LucasArts - 1993 - SNES/Genesis

I'm cheating a little bit here by labeling Zombies Ate My Neighbors as a horror game. I don't think it's truly a horror game, but it is horror themed if you can make a distinction between those two things. So remember when LucasArts was a thing? Well back in the 90s before all they were doing was milking the Star Wars license, LucasArts used to be known for quality point-and-click adventure games like Monkey Island, Day of the Tentacle, Full Throttle, and Grim Fandango. It was around this time that the creative talent at LucasArts broke away from their traditional fare of PC adventure games to produce Zombies Ate My Neighbors, a co-op shoot-em-up game for the SNES and Genesis. Yes, the game can also be played single player - but find a buddy if you can. The real fun is had in multiplayer.

So you, and hopefully a friend, will play as Zeke and Julie - two teenage neighborhood kids who witness an attack on their suburb by just about every horror movie monster you can think of. There's zombies, mummies, werewolves, aliens, vampires, you name it. Zeke and Julie arm themselves with all sorts of unconventional weaponry like squirt guns, soda cans, dinner plates and fire extinguishers to combat the threat. Each weapon's effectiveness varies depending on which enemy it's used on. For instance, mummies are weak vs. soda cans. Because, you know, reasons.

The game features 55 levels, but I'm not sure I've ever even made it past the twenty something range levels in this game. It gets pretty hard pretty quick, even with co-op help. The main objective in each level is not to kill all of the enemies, but to save all of the neighbors in each level. Each level's map is a non-linear, giant block of terrain and you must rescue each and every one of the neighbors hidden in the level. You don't have a hard time limit, but the longer you take, the more likely it is that neighbors will start being killed by the infinitely respawning monsters in each level. Once neighbors die, they won't come back - even in subsequent levels - so rescuing them as quickly as possible is paramount. The game is over when all of the neighbors die or if you lose all of your lives. Ammo management is also a key mechanic as each weapon has a finite amount of ammo. You can find more ammo, different weapons, health packs and other helpful items in each level, but you'll have to look carefully as these upgrades are often well hidden.

Summary:
There's not much else that can be said about this game. It's a classic co-op shooter that still holds up very well today. It's difficult, but it's still a great game to share with a friend. Discovering the game's secrets, fighting huge mutant babies and frantically running away from chainsaw killers in a giant hedge maze is still just as fun as it was 20+ years ago.

Friday, August 29, 2014

Goat Simulator

Coffee Stain Studios - 2014 - PC

I think there are pretty much two camps of people as it pertains to Goat Simulator. Those who think it's absolutely hilarious and those who get bored quickly while playing it and are slightly confused by the relative popularity of this game. I believe I fall in the latter camp. Just go watch some gameplay videos of Goat Simulator and you'll pretty much already know which camp you belong to without even having to play the game. I understand the humor though, and I get why people like the game. But the more I play Goat Simulator, the more I'm sure that I'm not this game's target audience.

Goat Simulator was a product of an internal game jam at Coffee Stain Studios. Some early footage of a demo of Goat Simulator was released on YouTube and the demand for a full game to be produced was very high. Because, you know, it's the internet. A full version of Goat Simulator was then launched on Steam earlier this year on April 1st. No really, it was. It's kind of an interesting game. It's maybe one of the truest sandbox games ever made. There's absolutely no objective. The entire gameplay of Goat Simulator relies on creating emergent humor through its admittedly broken physics engine. Have you ever been killed by a giant in Skyrim and seen this? Or seen the bizarre physics glitches in the FIFA or GTA games? The developers intentionally left these kinds of glitches in the Goat Simulator physics engine for comedic effect. And that's pretty much the game, just messing around with the physics engine in the game world. There is a scoring system similar to ones found in the old Tony Hawk skating games where points are awarded for doing various skating tricks. There's also some mini-missions and subquests, but it's pretty much just Messing Around: The Videogame

The aforementioned physics glitches in the Elder Scrolls, FIFA or GTA games are funny because they are unexpected and bizarre variations on our expectations of how the game should behave. In all of those games, there is (arguably) some semblance of realism or at least the attempt to make physics objects behave as they would in the real world. That's not really the case with Goat Simulator. I feel that the intentionally programmed physics bugs in Goat Simulator lose some of their comedic value because, while they still look ridiculous, they are completely expected by the player. You're not really expecting to headbutt a human NPC and have him just fall over. You expecting him to skyrocket unrealistically off into the horizon. And always having this constant expectation of humor somewhat diminished the comedic impact for me. I was almost disappointed when crazy stuff didn't always constantly happen while I was galavanting around in the game world. 

Summary:
If you're looking for an open ended, goofy sandbox game with ludicrous physics, Goat Simulator is your game. I didn't really enjoy it, but I'm also aware that this kind of game is not for me. It's obviously loved by its fans though, as it has tons of gameplay videos of ridiculous stuff on YouTube. I think a recent patch for the game added a couch co-op mode, which is cool. This is definitely the kind of game you'd want to share with friends.

Friday, August 22, 2014

Diddy Kong Racing

Rare - 1997 - N64/DS

I unfortunately recently lost a family member who was very important to me. I don't think this person quite had the intense passion for gaming that I do, but he was always down to play whatever I was into at the time, and that was awesome. I was trying to think of just one game to pick that we shared together growing up, but there were so many. I can clearly remember Christmas of 1997 when I first got my N64 with Diddy Kong Racing. I don't think I've ever been so excited in my life. I was pretty much this kid. I remember all of the sleepovers we had in the following weeks where we played battle mode and co-op and took turns trying to beat the various bosses in this game. Good times. Good memories. I'm sure you've got much better things to do now than read video game blogs, but in any case, Jay Wolf: This one's for you.

So usually when I write these reviews, I'm either reviewing a game that I've played so many times that I've committed it to memory, or it's a game that I've just finished and it's fresh in my mind. Neither one is really true of Diddy Kong Racing for me, but I played it a ton when it came out and I replayed it about 5 years ago in college. I'll be drawing on old memories for this one, so if I exclude a few details here and there, forgive me. Okay one quick thing before I begin: Is it just childhood nostalgia or did some of the best games ever come out during the N64/PS1 era? Ocarina of Time, Super Smash Bros, Tomb Raider, GoldenEye, Final Fantasy 7-9 etc. It's not just me, right? These are HUGELY influential games. I'm not saying Diddy Kong Racing quite belongs with these titles, but I feel like even the "B" games from this era are better than today's "B" games, no?

Diddy Kong Racing was released for the Nintendo 64 in November of 1997. It was actually developed by Rare under the title Pro Am 64 and had absolutely nothing to do with any Nintendo characters until Shigeru Miyamoto saw the game and, at the last second, suggested adding Diddy Kong as the game's mascot to try to boost sales. It worked, and Diddy Kong Racing became one of the best selling N64 titles and was later remade for the Nintendo DS. This was actually also the debut appearances for the Rare characters Banjo the Bear and Conker the Squirrel who went on to star in Banjo Kazooie and Conker's Bad Fur Day, respectively. Both of those games were also pretty awesome. It tickles me quite a bit that Conker, the mischievous, foul-mouthed alcoholic squirrel got his start in Diddy Kong Racing, a game marketed for kids with an "Everyone" ESRB rating.

I don't normally care for racing games. Especially the ones that try to be hyper-realistic. I went over my feelings on realism in sports games in my Ken Griffey Jr. Baseball review. I like racing games like Mario Kart or Diddy Kong Racing that add excitement to racing games by adding weapons and ridiculous hazards and absurd level design. I'm sure racing purists will disagree, but these games are my jam. The main way Diddy Kong Racing sets itself apart from Mario Kart 64 is with multiple vehicle types. Not only are there cars, but planes and hovercrafts are selectable on most levels as well. Hovercrafts are a little harder to control than cars, but there may be shortcuts in some levels accessible only by hovercraft. Or you can choose to take to the air, but doing so may require some finesse and skilled piloting in close quarters, plus planes have slow acceleration, if I recall correctly. In addition to the variety of vehicles and weapons, there are some cool secrets with the game that reward skillful technical play. Pro tip: Take your finger off of the accelerator when going over a boost. You'll go faster. Or if you're really good, power-slide into a boost while driving a car AND take your finger off of the accelerator. You'll go crazy fast. You can also optionally try to collect stray bananas while racing to increase your top speed. The neat little tricks like this add polish and depth to the game.

In addition to just racing with friends, DKR has a pretty cool battle mode. I'm not sure I like it as much as Mario Kart 64, but it certainly feels more customizable and fleshed out. In addition to a deathmatch mode, there's a sort of capture the flag mode where you compete over possession of certain items and try to bring them back to your base. DKR also has a pretty excellent single player adventure mode which is definitely better than Mario Kart 64's single player. Instead of just racing track after track, DKR's single player combats repetitiveness by offering different challenges for you to complete like collecting hidden coins while racing or defeating super-fast bosses in races through special tracks. Exploring the race tracks and the "hub world" that connects them is highly encouraged and the game world is pretty interesting and well designed for a racing game. There are some cool unlockables and secrets that can only be found through careful exploration. And the soundtrack. Oh, the soundtrack. Even after not playing this game for many years, I can still whistle along to all of the catchy tracks. David Wise, the Donkey Kong Country composer, returned to work his magic on the DKR soundtrack. Pirate Lagoon, Frosty Village and Ancient Lake are some of my favorites.

Summary:
If you like the Mario Kart games and are looking for something similar, check out Diddy Kong Racing. The single player is a little more fleshed out than Mario Kart's and I believe you can actually play some of the single player missions cooperatively with two people, if memory serves. I've never played the DS version, so I can't vouch for that. But if you can dig up an N64 and a working copy of this game, you're in for a good time. It's an extremely solid and polished racing game.