Showing posts with label comparison. Show all posts
Showing posts with label comparison. Show all posts

Wednesday, November 28, 2012

Nintendo Land: What I Didn't Expect

When you pick up and play a Nintendo Mini-game compilation, you have certain expectations.  You think of playful versions of Nintendo's already playful franchises.  I imagine repetitive actions that must be performed at lightening speeds.  I remember always having four people in a room dying with laughter only to be screwed by some die roll or whim in the end.  These are the things that I expect.

This post is about what I didn't expect from Nintendo Land and why it impressed me.  We'll start from the top:

Single Player Experiences: If there is anything I don't expect to do with a Mini-game-fest is play alone. Historically the whole point is to encourage single couch multiplayer wrapped in a package of hilarity and fun.  Imagine playing Mario Party or Rayman Raving Rabbids by yourself.  You'd be competing with no one in a room with no one because the value is inherently tied to the multiplayer.  Nintendo Land on the other hand has 6 games, half of the games, that are single player only.  This strong emphasis is strange to see.  Did you ever sit around(or stand when appropriate) playing Wii Sports or Wii Play by yourself?  No, those games, once again, revolved around the multiplayer and barely offered the chance to play single player.

I think the part that really sold me though is that these single player offerings aren't bad.  In fact, some are even good!  While Takamaru's Ninja Castle and Captain Falcon's Twister Race bottom out my personal ratings, the rest of the options are not only worth checking out, but worth investing some time into.  Octopus Dance is a competent ape of Rhythm Heaven.  Yoshi's Cart is a puzzler that offers something I've never seen before in terms of translating from big to little screen.  Donkey Kong Crash Course is the kind of thing I can play for days, not unlike those labyrinth boxes or apps you can find on your phone.  Then Balloon Trip Breeze may be the best in the bunch in terms of replayability and fun.

Engage the Living Room:  All the single player experiences lead me into my next point of interest.  Historically, Nintendo has always been about same couch multiplayer and getting people of all ages and skill level into the games.  With Nintendo Land, they also seem to be giving those not in the game something to watch.  They're putting on a show.  Most of the mini games have an option to see the camera's image streaming the player's face from the game pad.  Even the single player games offer something to watch when I'm not playing.  I enjoy planning out the route for Yoshi's Cart and watching as the player's trail plays out.  People not playing the game, have a reason to watch and, for me at least, it's pretty engaging.

Replayability:  Once you figure out exactly the broken, awkward bowling swing that get's you the best scores, Wii Bowling looses it's luster.  Once the new wears off, Mini Games get returned to the used game shop.  This is where Nintendo Land borrowed a couple ideas from other major blockbusters, namely, unlockables.  As you play through the multiplayer and single player games within Nintendo Land, you will stumble across, find, and reveal all kinds of secrets including new maps and attractions.  While the "tutor" computer-thing is annoying and unable to be skipped, it does point out some really neat stuff wrapped up in this collection.  Essentially, Nintendo Land set out to make people want to play their silly little games again and again.  With me, it worked.

Nintendo Land doesn't reveal motion gaming to the masses like Wii Sports did.  It doesn't create a competitive yelling fest like early Mario Party's did.  It does, however, introduce the strengths of the game pad, asymmetric multiplayer(I'll spend some time on this later) and engage a watching audience like few games have tried before.  It does all this while being a really entertaining game with a lot of options.

Thursday, December 8, 2011

A Tale of Two Purposes: Skyward Sword and Skyrim


I’m playing through two game simultaneously right now, The Elder Scrolls V: Skyrim and The Legend of Zelda: Skyward Sword.  First a closer look at what those two titles are about, just so I don’t ramble on and lose those that have no idea what those games are.  

The Elder Scrolls V: Skyrim, I’ll refer to it as Skyrim from here on out, is a fantasy Western RPG.  All that means is that you assume the role of a character and play through the game as that character.(RPG =  Role Playing Game)  This genre was once a very narrow description of games, today, RPG’s cannot be defined in a thousand words because of their variety and evolution.  So I’ll just say that Skyrim is a game where anything within the game’s universe is possible.  

It is set in a world of knights, kings, assassination, magic, demons, dragons, elves, orcs and anything else Tolkien has ever written about.  It isn’t based off of Tolkien by any means, but is certainly derived from the basis of fantasy that he set years ago.  You enter the world as a supposed criminal crossing the border into the land of Skyrim.

The game is a sequel(the fifth in a line of games) that explore this world and lore created years ago.  The way you play is completely up to you.  You can be a sneak-thief, you can be a mage, you can be a knight, you can be a conjurer that raises the dead to your defense, you can be a blacksmith, you can be an assassin: literally anything you want to, as long as it fits into the universe at hand, you can do.  You don’t even have to play the story, the world itself is filled with content outside of the story that actually drives the game.

The Legend of Zelda: Skyward Sword, which I’ll refer to as Skyward Sword, is also a fantasy RPG, but it is pretty obviously eastern.(you’d have to see the game to understand, but just accept that if you were to play it, you would see imagery and lines of dialogue that make no sense to a western population, but within the eastern canon, make perfect sense i.e. cats with giant ears that fly)

Skyward Sword lacks everything open and free that Skyrim embraces.  There are a few side stories, but they are all fluff to the main event.  Within Skyward Sword, you will play as Link and Link will be the same person no matter who plays him.  He has a destiny and must complete his destiny to save the world and, in this case, his girl, Zelda.  Instead of a fully realized world with options and choices, it is much more linear, more like reading a book.

These two games represent a very interesting crux in the world of gaming right now.  They are both single player games(as opposed to multiplayer games where you play with other people) and they are both RPG’s, but they are as different as Pac-Man and Street Fighter.  The crux is this: are games better when they allow for choice and freedom or are they better when they tell a linear story and limit the freedom of the player.  Most people I know, or more specifically, most of the people I talk to about games, prefer the freedom of Skyrim.  

I’ve put about 20 hours into Skyrim and I’ve spent, literally, as little time as possible on the story, and I’ve enjoyed every minute of it.  I’ve killed dragons, forged armor or all kinds of types and styles, I’ve destroyed necromancer dungeons that were threatening small towns, but I have no idea what is happening in the story, meaning, there is little to no weight on the quests I’m involved in.  Bad things happen when I fail, but the world moves on.  

There is weight in the story.  On the other hand, in Skyward Sword, I’ve played through just over half of the story and have enjoyed every minute of it.  Each part of the world is filled with puzzles and tasks for me to overcome in order to find my childhood friend and love of my life, Zelda.  She was kidnapped and I have to find her.  There are temples where I find tools to help me in my quest and Zelda is persistently kept out of reach as I move forward.  The character of Link has shifted.  I once was looked down upon as just a boy, but now, I’ve proved myself as the hero, chosen by the gods and I am on a mission.  There is a strong cinematic story that arcs through this game.

The most interesting thing that I find between these two experiences is that I kind of wish they were combined:  Skyward Sword employs awesome motion controls that mimic my sword strikes exactly, the combat and story are some of the best I’ve ever experienced in game, but the world is narrow and limited when I compare it to Skyrim.  Skyrim is wonderfully realized a world.  You can literally get lost in this sixteen digital square miles and just live as a hunter-scavenger in the woods and mountains, but the story is less compelling and less important because of the huge world it is in.  The button pushing combat is weak when compared to Skyward Sword.

The beauty is that both are phenomenal, but they address different drives within my mind: open freedom vs concise storytelling.

Friday, December 11, 2009

The Metroid Prime Trilogy: A First Person Shooter... Kind of...

So I'm playing through the Metroid Prime Trilogy. The first two of the set were released on GameCube a few years ago and the final was released on Wii about a year and a half maybe 2 years ago. They then updated the graphics from the first two games, implemented Wii controls and released the whole trilogy, all three games, for $50... I then found it on sale at Target for $30 and had to have it... seriously? Three games from one of my favorite titles(Metroid) for $30? All I'm saying is that it's an awesome deal.

So I don't know how much you know about Metroid Prime. Metroid started as a Side Scrolling puzzle platformer on NES. The defining game in the series was a similar style game on SNES: "Super Metroid". Then after the N64 on the GameCube, Metroid was changed from a 2-D platformer into a 3-D First person shooter: "Metroid Prime".

There's the brief history for you. I've played the first and the third games and I'm really looking forward to playing the second one. But I'm troubled by a few things: while it is a FPS, it isn't like any other FPS I've ever played. The game is all about solidarity, being alone. The soundtrack, the level designs, the details, everything identifies you as this person who is very, very alone. Other FPS(i.e. Halo, Call of Duty, Medal of Honor) are all about the giant battles, the combat, being a one man army. Not this game; it finds success in forcing the player to be alone and to solve these puzzles not knowing when a flood of enemies will jump out at you(and they do jump out at you... very creepy)

The funny thing to me is that even though FPS, First Person Shooter, is really only a description of the camera angle and what kind of weapons you have, still that label: FPS, means a lot more than that. I hear about a game being a First Person Shooter and instantly I imagine a war game. I imagine the big explosions and fighting along side other people. When I hear FPS, I don't think about anything that describes Metroid Prime except for the fact that I see through the character's eyes and use a gun.

Anyway, I'm loving the games, it's actually got a pretty cool local multiplayer if we ever get a chance.

New Super Mario Bros. Wii: Is It Really That New?

Rachel and I just played through New Super Mario Bros. Wii. Awesome game. No doubt in my mind that it is the best 2-D Mario game to come out... maybe ever. Ultimately it is the same game that I've been playing since I was 4 years old, but... bigger, more forgiving, multiplayer, and implements some really cool platforming puzzles.

So coolest thing about this game is that up to four people can play at the same time, it gets a little hectic, but it so much fun. The best thing about four people being able to play is that just about everyone who's ever played a video game knows how to play this game, it's just like the old game. Objective: save princess. How do we save her? Find Bowser and beat him. Where is Bowser? I don't know, just keep running to the right and we'll find him eventually. Simple, difficult, but so much fun.

I really have few complaints about the game. Some people were upset that it didn't really reinvent 2-D platforming. They said it was too much like the old games. To me, that is this game's greatest strength. I love that Dean and Debra(in laws) played this with me. I love that even Gwendolyn(sister-in-law) played; even Isaiah(4 year old) was able to pick it up and play along. It was kind of funny, they all started by asking: "How do I play? What do I do?" until they realized that this was no different than the game they had played before.

Now, this isn't all to say that all these people can play the game so it is too easy. Don't get me wrong, there are some platforming challenges in this game that make me nervous. I died a bunch, I had to practice and try new things. Then after the main levels just trying to survive, there are three giant star coins per level that you have to find to unlock the final 9th world and that's after there are around 6-8 levels in the first 8 worlds. All that to say, it's a long, moderately difficult game.

So to answer the first question: Is it really that new? No, but that's it's best quality to me.