Despite the warning at the very beginning of the first Legend of Zelda game, you spend a lot of time in the Zelda games alone. A couple of the Zelda games (Phantom Hourglass & Spirit Tracks) have a battle mode where you can play in a battle arena against each other, but it's not really the main game. Four Swords and Four Swords Adventures were real multiplayer games, although the original Four Swords was odd in that it couldn't be played single player at all. Four Swords Adventures is odd hardware-wise in that you had to connect four Game Boy Advance units to a GameCube using a cable that had few other uses, but it did also have single player. Hyrule Warriors for the WiiU can easily be played multiplayer, and you play cooperatively in the main game, but it's different from most of the other Zelda games since there's no dungeon element.
The brand new Zelda game, officially called "The Legend of Zelda : Triforce Heroes", has implemented better multiplayer options, so while it's played on the Nintendo 3DS handheld, you can either play locally via Download Play, or play with two friends or strangers on the internet, or just play single player with yourself and two "Doppels". Simpler than a regular Zelda game, it is comprised of eight dungeons only, with no overworld. Each of the dungeons has a variety of challenges and sections for groups of three players. The controls are very similar to "A Link Between Worlds", another recent 3DS Zelda title. The silliest part of the operation is creating a 3-link totem pole to gain altitude or special moves.
We've just scratched the surface of this game since it just came out Thursday, so we may have more to say about this later, but it's still a Zelda game and Nintendo really cares about their franchises and delivering a satisfying experience.
In other gaming, I have been playing Angry Birds 2 on my phone. It's not particularly different from the original Angry Birds - you fling birds of varying properties at destructible structures with pigs in them. I suppose if I had had a smartphone when the original Angry Birds was out, I would be less likely to want to play Angry Birds 2, but the graphics are nice, and the Arena Battle is fun. Sadly, I have only one other person on my Facebook Friends list (Thanks, Taryn) that is playing this game so I have no idea how well I'm doing. Rovio changed parts of the formula, because the boards are now semi-randomly generated. A given board has a fixed number of pigs and a fixed set of background platforms, but the destructible parts change every time. My biggest compliant with the original game was that I had wished that you could use the birds that you were given in a different order, which has been fixed in this game by a card system that allows you to pick one of three birds at any given time, which is actually more important now due to the variable nature of the boards. Nearly all of the professional reviewers have complained that the game has been ruined by microtransations, but since I play for only a few minutes at a time in between other things in my day and I'm not spending any money on the game, I don't really find that complaint relevant. It's not Gauntlet or Quake or some RPG game that you might play for hours at a stretch - it's a fun little bird-flinging game you play while you're waiting for your lunch to arrive. The down side of that is that they're not making much money from me but I have watched an ad or two.
If this game ever comes out as a paid release, perhaps on 3DS, they're going to have to change how you accumulate powerups if you're not going to pay for them. If the free-to-play model isn't making them money, though, they're going to have to add enough new content to the game to convince people that already played it for free that they need to pay for it.
Maybe Rovio needs a partner software company to help with making their games work with a bigger audience. After all, it is dangerous to go alone...
An old school gamer and cuber trying new stuff and explaining old stuff. Cooking sneaks in from time to time.
Showing posts with label Zelda. Show all posts
Showing posts with label Zelda. Show all posts
Sunday, October 25, 2015
Saturday, November 29, 2014
Things to be thankful for...
So, it's Black Friday weekend, and all of us have been trying as hard as we can to get screen time. Everybody was on their DS on Thursday since we spent a lot of it in the car. My older son is working on Pokemon Alpha Sapphire on his Nintendo 3DS, and my younger son was playing more Scribblenauts and some Desktop Tower Defense on his 2DS. About the only thing that I bring to play on DS is my Korg DS cartridge, and I had fun figuring out how to make some drum noises that don't really sound like drums.
My older son and I are still trying to unlock all of the characters on Hyrule Warriors, and it seems like we've had to do a lot of repeated boards to get our characters leveled up enough to face the later challenges. I still have a long way to go on the WiiU version of Bayonetta and the new Bayonetta 2. I was in Gamestop the other day and my regular cashier asked me if I had started the new Smash Bros. game for WiiU, and my exasperated answer was that I still had a long way to go on the last two games that I got! We haven't even talked about the new LEGO Batman 3 game, since my older son and I are casually pretending that the game's not out yet so we're not inundated for requests from my younger son to pick up the game some weekend with Christmas on the way.
The first add-on pack for Mario Kart 8 came out a couple of weeks ago, and the playable Link character and the Hyrule Castle board are both nice additions to the game. I haven't played with the Tanooki Mario or Cat Peach characters yet, but I did see that some of the other courses make for some multiplayer insanity. The Excitebike course has super-long straightaways leading to lots of shell-flinging shenanigans. Ice Ice Outpost is full of multiple paths most of which require rather precision driving or you will easily find yourself taking an ice bath.
So, even though I haven't picked up either of the newest systems, the PS4 or the XBox One, it still seems like there are plenty of games to play. There are still games coming out for the PS3, and the WiiU seems to have a steady stream of new releases coming out soon to be bolstered by the presence of the newest addition to the WiiU system, the amiibo. Similar to their Skylanders and Disney Infinity counterparts, an amiibo is a plastic representation of one of the Nintendo characters with some electronics inside that will identify it to the WiiU. Unlike the Skylanders and Disney Infinity characters which each require their own portal, the Amiibo can talk directly to the WiiU gamepad. There is a newer model of the 3DS that has not been released yet that will also be able to read the amiibo information. For the 3DS and 2DS units that are already out, there will be an external peripheral that will be released next year. Even more curiously, the amiibos do different things in different games. In Smash Bros., they become a specific character that you work on leveling up, in a very similar fashion to how they work in Skylanders and Disney Infinity. In Hyrule Warriors, different amiibos interact with the game in different ways. Some amiibos of the Zelda series characters give you weapons, and from the in-game description it sounds like some of the other ones give you random gifts (which I can only presume are materials to craft upgrades from). In Mario Kart 8, you can customize your Mii racer with an outfit based on the character that your amiibo is based on. I hope that they find other interesting ways to utilize these.
I am also looking forward to Street Fighter IV's upcoming Omega Mode patch, which will add a different version of each of the World Warriors to the line up, with different special moves and inputs. While the existing version of Ultra allows you to play as any previous Street Fighter IV version of any of the characters, the differences between those four versions are rather subtle and are just adjustments to the nuances of the game's balance. The Omega Mode versions are rather different, as you can see here.
So, what am I thankful for (as a gamer) this holiday season? I am thankful for the fact that there are more games out than I have time to play. That reminds me. I need to get ready for band practice.
My older son and I are still trying to unlock all of the characters on Hyrule Warriors, and it seems like we've had to do a lot of repeated boards to get our characters leveled up enough to face the later challenges. I still have a long way to go on the WiiU version of Bayonetta and the new Bayonetta 2. I was in Gamestop the other day and my regular cashier asked me if I had started the new Smash Bros. game for WiiU, and my exasperated answer was that I still had a long way to go on the last two games that I got! We haven't even talked about the new LEGO Batman 3 game, since my older son and I are casually pretending that the game's not out yet so we're not inundated for requests from my younger son to pick up the game some weekend with Christmas on the way.
The first add-on pack for Mario Kart 8 came out a couple of weeks ago, and the playable Link character and the Hyrule Castle board are both nice additions to the game. I haven't played with the Tanooki Mario or Cat Peach characters yet, but I did see that some of the other courses make for some multiplayer insanity. The Excitebike course has super-long straightaways leading to lots of shell-flinging shenanigans. Ice Ice Outpost is full of multiple paths most of which require rather precision driving or you will easily find yourself taking an ice bath.
So, even though I haven't picked up either of the newest systems, the PS4 or the XBox One, it still seems like there are plenty of games to play. There are still games coming out for the PS3, and the WiiU seems to have a steady stream of new releases coming out soon to be bolstered by the presence of the newest addition to the WiiU system, the amiibo. Similar to their Skylanders and Disney Infinity counterparts, an amiibo is a plastic representation of one of the Nintendo characters with some electronics inside that will identify it to the WiiU. Unlike the Skylanders and Disney Infinity characters which each require their own portal, the Amiibo can talk directly to the WiiU gamepad. There is a newer model of the 3DS that has not been released yet that will also be able to read the amiibo information. For the 3DS and 2DS units that are already out, there will be an external peripheral that will be released next year. Even more curiously, the amiibos do different things in different games. In Smash Bros., they become a specific character that you work on leveling up, in a very similar fashion to how they work in Skylanders and Disney Infinity. In Hyrule Warriors, different amiibos interact with the game in different ways. Some amiibos of the Zelda series characters give you weapons, and from the in-game description it sounds like some of the other ones give you random gifts (which I can only presume are materials to craft upgrades from). In Mario Kart 8, you can customize your Mii racer with an outfit based on the character that your amiibo is based on. I hope that they find other interesting ways to utilize these.
I am also looking forward to Street Fighter IV's upcoming Omega Mode patch, which will add a different version of each of the World Warriors to the line up, with different special moves and inputs. While the existing version of Ultra allows you to play as any previous Street Fighter IV version of any of the characters, the differences between those four versions are rather subtle and are just adjustments to the nuances of the game's balance. The Omega Mode versions are rather different, as you can see here.
So, what am I thankful for (as a gamer) this holiday season? I am thankful for the fact that there are more games out than I have time to play. That reminds me. I need to get ready for band practice.
Wednesday, October 29, 2014
Bayonetta 2 Demo for WiiU, part 2 - Touch(y) Controls
In my previous post I briefly mentioned that the Bayonetta 2 demo for WiiU offers an option for touch controls that I had not tried. I have tried them, and I'm not convinced that they're useful, but I think I might understand why they were available.
The most important buttons for Bayonetta are dodge, jump, punch, and kick. In the default control configuration, all of these are mapped to right hand buttons that are easy to get to - ZR, B, X, and A. If you're unfamiliar with the layout, have a look. Movement is handled with the left analog stick, which is fairly standard.
With the touch controls, Bayonetta turns to face the location of where you tap on the screen. I think that if you tap and hold, Bayonetta is supposed to run to that location but there are very few opportunities to test this in the demo as the battle is constantly in motion. If you tap on an enemy, you move towards them and attack them. However, I have no idea (and the demo of the game does not say) how it decides whether any given attack is a kick or a punch. Jumping is done by double tapping, which I did not find difficult to do with either hand. Dodging is done with a swipe, which was easy enough. No individual motion was too difficult to perform, but fluidly doing exactly what I intended seemed difficult. Stylish action games usually demand precision, although Bayonetta is forgiving in this way by offering a wider range of difficulties than most of the other games in this style.
Since the release of this game had been in question until Nintendo became involved, I wonder if Platinum had been considering a way to put Bayonetta on a tablet or a phone platform as a way to recoup having developed a significant chunk of the game already. Certainly another possibility is that the touch controls were added after Nintendo's involvement at Nintendo's request. Bayonetta 2 was initially being developed for SEGA by Platinum, but when SEGA felt they had other priorities and back-burnered Bayonetta 2 Platinum had to talk to other producers and the console companies because they wanted to see if they could still manage to release a game after all the work they had already put into it. Thankfully, Nintendo stepped in to help, but that posed a different problem. Since the original Bayonetta was not on a Nintendo platform, there were many people resistant to the idea of buying a second game without having played the first one. Platinum has fixed this by including a beautiful port of the original Bayonetta along with the purchase of Bayonetta 2, making it a fantastic value. On top of this, Platinum and Nintendo have created extra costumes for Bayonetta to wear in the style of Samus from the Metroid series, Princess Peach from the Mario series, and Link from the Legend of Zelda series. (I thought I also saw something about Star Fox as well but I can't be sure Not only are there Nintendo-themed costumes available in both the original Bayonetta and Bayonetta 2, but each costume includes a unique weapon to add to the already varied gameplay.
Having spent enough time playing the first Bayonetta on a PlayStation 3 controller, I don't think I'll be taking the step backwards to touch controls. Perhaps some people new to the game will be able to start purely with the touch controls and do something amazing with them. It can't be any crazier than trying to play Soul Calibur with a SEGA fishing controller...
The most important buttons for Bayonetta are dodge, jump, punch, and kick. In the default control configuration, all of these are mapped to right hand buttons that are easy to get to - ZR, B, X, and A. If you're unfamiliar with the layout, have a look. Movement is handled with the left analog stick, which is fairly standard.
With the touch controls, Bayonetta turns to face the location of where you tap on the screen. I think that if you tap and hold, Bayonetta is supposed to run to that location but there are very few opportunities to test this in the demo as the battle is constantly in motion. If you tap on an enemy, you move towards them and attack them. However, I have no idea (and the demo of the game does not say) how it decides whether any given attack is a kick or a punch. Jumping is done by double tapping, which I did not find difficult to do with either hand. Dodging is done with a swipe, which was easy enough. No individual motion was too difficult to perform, but fluidly doing exactly what I intended seemed difficult. Stylish action games usually demand precision, although Bayonetta is forgiving in this way by offering a wider range of difficulties than most of the other games in this style.
Since the release of this game had been in question until Nintendo became involved, I wonder if Platinum had been considering a way to put Bayonetta on a tablet or a phone platform as a way to recoup having developed a significant chunk of the game already. Certainly another possibility is that the touch controls were added after Nintendo's involvement at Nintendo's request. Bayonetta 2 was initially being developed for SEGA by Platinum, but when SEGA felt they had other priorities and back-burnered Bayonetta 2 Platinum had to talk to other producers and the console companies because they wanted to see if they could still manage to release a game after all the work they had already put into it. Thankfully, Nintendo stepped in to help, but that posed a different problem. Since the original Bayonetta was not on a Nintendo platform, there were many people resistant to the idea of buying a second game without having played the first one. Platinum has fixed this by including a beautiful port of the original Bayonetta along with the purchase of Bayonetta 2, making it a fantastic value. On top of this, Platinum and Nintendo have created extra costumes for Bayonetta to wear in the style of Samus from the Metroid series, Princess Peach from the Mario series, and Link from the Legend of Zelda series. (I thought I also saw something about Star Fox as well but I can't be sure Not only are there Nintendo-themed costumes available in both the original Bayonetta and Bayonetta 2, but each costume includes a unique weapon to add to the already varied gameplay.
Having spent enough time playing the first Bayonetta on a PlayStation 3 controller, I don't think I'll be taking the step backwards to touch controls. Perhaps some people new to the game will be able to start purely with the touch controls and do something amazing with them. It can't be any crazier than trying to play Soul Calibur with a SEGA fishing controller...
Sunday, October 19, 2014
Things for WiiU : Hyrule Warriors and Bayonetta 2
Maybe it's because I've been listening to too many Nerdist podcasts with Chris Hardwick, or maybe it's the drummer in my band who works on advertising who did this to me, but I have this concept lodged in my head that I can't get out.
If you're going to pitch a new game idea/movie idea/story idea to someone else, it has to be conveyed in terms of two things that the person you're pitching to is already familiar with.
For example, if Sam Raimi were pitching Army of Darkness to someone trying to get funding after he just did Evil Dead 2, he could say that it's Evil Dead 2 meets A Connecticut Yankee in King Arthur's Court. Sometimes you can use more basic references, like you could say that Blade Runner is a murder mystery but with robots. (Yes I know they're called replicants, but you shouldn't use a word you're just going to have to turn around and explain in a pitch.) So if I were to explain the new WiiU game Hyrule Warriors to you, it could be framed in the same way - it's The Legend of Zelda meets Dynasty Warriors.
Of course, one of the problems with that is that not everybody has played Dynasty Warriors, and compared to the long-running success of the Legend of Zelda games, it's practically a niche title. The other problem with that is that the Dynasty Warriors games have all been on Playstation 2 and 3 (and now 4). The only games that have come out for a Nintendo system that are even close to the gameplay of Dynasty Warriors are Mystic Heroes which came out for Gamecube in 2002 and Sengoku Basara which came out for Wii in 2010 (which was played in our house almost continuously for a stretch of a year or more).
The word used to denote this style of game is Musou, because Koei/Tecmo made most of these games and so those games are referred to as Musou games or Warriors games. Unless you work for CAPCOM, it's probably acceptable to say that "Sengoku Basara is a Musou-style game series made by CAPCOM". These games have a variety of characters to choose from, and a number of medium-size playfields broken into smaller areas. The characters typically have swords or pikes or other melee weapons, but some characters also have more fantastic attacks that may seem like guns or magic or something else that isn't totally realistic. Most of these games heavily rely on fantasy elements to keep the gameplay moving along. The characters all seem to have attacks that are widely varied from character to character so each character may require a different approach. They are designed to simulate a battle scenario that includes a number of base camps for your character to conquer. As you play through a level, the game will put messages on-screen to tell you what the victory conditions are, and sometimes they change during the course of a battle. Your character usually has to fight thousands of enemies throughout the course of a battle, most of which are rather minor, some base commanders that are a little more substantial, and some of which are powerful "boss" characters that have strength more on par with yours.
With Hyrule Warriors, there are both existing characters to choose from and some new characters created specifically for the game. Our hero Link, the princess Zelda and her alter ego Sheik, the fierce warrior Impa, the evil Ganondorf, Princess Ruta of the Zora Kingdom, and the Goron leader Darunia, are all available as playable characters from the Zelda series. Even the newer sidekicks like Midna and Fi are playable. Most strangely, Agitha is a playable character, but here insect-based attacks are quite the force to be reckoned with. Rounding out the first wave of playable Zelda universe characters are the bad guys Girahim from Skyward Sword and Zant from Twilight Princess. Lana is a cutesy magic-user made specifically for the game who can use a big spell book or a staff from the Deku tree. Her rival the evil sorceress Cia will be a playable character if you get some of the DLC for this game.
Here's a rather long clip from the Treehouse that shows a lot of footage from the game.
My older son has completed the main story already and has most of the characters unlocked that are currently available. He's still having a difficult time working his way through the Adventure Mode, since some of the specific missions require beating the boss enemies more quickly than we are used to. So, that means Zant and Girahim are still waiting to be unlocked. (I'm still working on the story mode but I wonder why I don't get to play it as often...) The game has done a fantastic job of recreating several areas directly from Skyward Sword, Twilight Princess, and the Ocarina of Time. Some of the other areas are a little less recognizable to me, but maybe I should have played more Majora's Mask. It plays exactly as I would expect, and the game seems very responsive even when there are scores of enemies on the screen. The only complaint I could possibly have on the visuals is that when the game is played 2-player, one person plays on the GamePad screen and the second player plays on the TV, and the person that plays on the GamePad screen gets a little less visual fidelity than normal. Some of the effect passes are skipped over when rendering the small screen. It does seem like genius to not have the splitscreen, since my biggest problem with two-player Sengoku Basara was that the split screen made it difficult to see what you were supposed to be doing a lot of the time.
Some hardcore Zelda fans are bound to be disappointed by this game because it's not a real Zelda game to them, but if you're a fan of beat-em ups or the Warriors games and also like the Zelda characters, there is so much fan service and depth to the game that you could play the game for weeks and still have characters to level up, Golden Skulltulas to find, and challenges to master. If that's not quite enough, for another $20 you can get all of the DLC that is going to be put out over the next several months.
In other news, Platinum Games' stylish action title Bayonetta 2 is finally coming out for WiiU this month. Before the WiiU was even released, Platinum had announced that Bayonetta 2 was going to be a WiiU exclusive because of Nintento's help in making the game happen. The first Bayonetta game told the story of a woman that wakes up from a lake not knowing exactly who she is but having to figure out why she is a witch, why there are creepy monsters with halos trying to kill her, why there is a doofus reporter and a small girl chasing after her, and how to dance around firing guns on her feet and using her hair as a weapon. The pitch for Bayonetta 2 should be "Everything that you already did in Bayonetta 1, but bigger!" For WiiU owners that didn't play the original Bayonetta, a port of the first game is included on a separate disc, with the addition of Samus, Princess Peach, and Link costumes with unique weapons for Bayonetta to unlock and use.
There is a demo out for Bayonetta 2, which we have played already. You get a brief tutorial on the controls, which are identical to the first game with the exception of one button. In the demo, you start out fighting three large centaur-like enemies at a time while on the back of a fighter jet flying through skyscrapers while another larger enemy flies around. At some point, you start attacking the larger enemy from the plane, and then jump down on the back of a moving train to continue the battle. The third part involves battling a large monster at the spire of a tall building, King-Kong style. Here's a look from GamersPrey HD:
,
I did pretty horrible at the game, I think a got a third or fourth-tier ranking (either Silver or Stone) but I was so busy looking at everything that I didn't care about my bad score. This looks pretty great, has more going on visually than the original did, runs much more smoothly, and I'm really looking forward to playing this in a week or two assuming everybody else isn't still hogging the machine. For those of you that played this on PS3 and you're not sure how you feel about the GamePad controller for an action game, the solution would be dropping another $50 on the WiiU Pro Controller. Now there is another control option that involved the touchscreen, but I didn't check to see what that was yet. If it turns out to be significant, I will post about it separately.
If you're going to pitch a new game idea/movie idea/story idea to someone else, it has to be conveyed in terms of two things that the person you're pitching to is already familiar with.
For example, if Sam Raimi were pitching Army of Darkness to someone trying to get funding after he just did Evil Dead 2, he could say that it's Evil Dead 2 meets A Connecticut Yankee in King Arthur's Court. Sometimes you can use more basic references, like you could say that Blade Runner is a murder mystery but with robots. (Yes I know they're called replicants, but you shouldn't use a word you're just going to have to turn around and explain in a pitch.) So if I were to explain the new WiiU game Hyrule Warriors to you, it could be framed in the same way - it's The Legend of Zelda meets Dynasty Warriors.
Of course, one of the problems with that is that not everybody has played Dynasty Warriors, and compared to the long-running success of the Legend of Zelda games, it's practically a niche title. The other problem with that is that the Dynasty Warriors games have all been on Playstation 2 and 3 (and now 4). The only games that have come out for a Nintendo system that are even close to the gameplay of Dynasty Warriors are Mystic Heroes which came out for Gamecube in 2002 and Sengoku Basara which came out for Wii in 2010 (which was played in our house almost continuously for a stretch of a year or more).
The word used to denote this style of game is Musou, because Koei/Tecmo made most of these games and so those games are referred to as Musou games or Warriors games. Unless you work for CAPCOM, it's probably acceptable to say that "Sengoku Basara is a Musou-style game series made by CAPCOM". These games have a variety of characters to choose from, and a number of medium-size playfields broken into smaller areas. The characters typically have swords or pikes or other melee weapons, but some characters also have more fantastic attacks that may seem like guns or magic or something else that isn't totally realistic. Most of these games heavily rely on fantasy elements to keep the gameplay moving along. The characters all seem to have attacks that are widely varied from character to character so each character may require a different approach. They are designed to simulate a battle scenario that includes a number of base camps for your character to conquer. As you play through a level, the game will put messages on-screen to tell you what the victory conditions are, and sometimes they change during the course of a battle. Your character usually has to fight thousands of enemies throughout the course of a battle, most of which are rather minor, some base commanders that are a little more substantial, and some of which are powerful "boss" characters that have strength more on par with yours.
With Hyrule Warriors, there are both existing characters to choose from and some new characters created specifically for the game. Our hero Link, the princess Zelda and her alter ego Sheik, the fierce warrior Impa, the evil Ganondorf, Princess Ruta of the Zora Kingdom, and the Goron leader Darunia, are all available as playable characters from the Zelda series. Even the newer sidekicks like Midna and Fi are playable. Most strangely, Agitha is a playable character, but here insect-based attacks are quite the force to be reckoned with. Rounding out the first wave of playable Zelda universe characters are the bad guys Girahim from Skyward Sword and Zant from Twilight Princess. Lana is a cutesy magic-user made specifically for the game who can use a big spell book or a staff from the Deku tree. Her rival the evil sorceress Cia will be a playable character if you get some of the DLC for this game.
Here's a rather long clip from the Treehouse that shows a lot of footage from the game.
My older son has completed the main story already and has most of the characters unlocked that are currently available. He's still having a difficult time working his way through the Adventure Mode, since some of the specific missions require beating the boss enemies more quickly than we are used to. So, that means Zant and Girahim are still waiting to be unlocked. (I'm still working on the story mode but I wonder why I don't get to play it as often...) The game has done a fantastic job of recreating several areas directly from Skyward Sword, Twilight Princess, and the Ocarina of Time. Some of the other areas are a little less recognizable to me, but maybe I should have played more Majora's Mask. It plays exactly as I would expect, and the game seems very responsive even when there are scores of enemies on the screen. The only complaint I could possibly have on the visuals is that when the game is played 2-player, one person plays on the GamePad screen and the second player plays on the TV, and the person that plays on the GamePad screen gets a little less visual fidelity than normal. Some of the effect passes are skipped over when rendering the small screen. It does seem like genius to not have the splitscreen, since my biggest problem with two-player Sengoku Basara was that the split screen made it difficult to see what you were supposed to be doing a lot of the time.
Some hardcore Zelda fans are bound to be disappointed by this game because it's not a real Zelda game to them, but if you're a fan of beat-em ups or the Warriors games and also like the Zelda characters, there is so much fan service and depth to the game that you could play the game for weeks and still have characters to level up, Golden Skulltulas to find, and challenges to master. If that's not quite enough, for another $20 you can get all of the DLC that is going to be put out over the next several months.
In other news, Platinum Games' stylish action title Bayonetta 2 is finally coming out for WiiU this month. Before the WiiU was even released, Platinum had announced that Bayonetta 2 was going to be a WiiU exclusive because of Nintento's help in making the game happen. The first Bayonetta game told the story of a woman that wakes up from a lake not knowing exactly who she is but having to figure out why she is a witch, why there are creepy monsters with halos trying to kill her, why there is a doofus reporter and a small girl chasing after her, and how to dance around firing guns on her feet and using her hair as a weapon. The pitch for Bayonetta 2 should be "Everything that you already did in Bayonetta 1, but bigger!" For WiiU owners that didn't play the original Bayonetta, a port of the first game is included on a separate disc, with the addition of Samus, Princess Peach, and Link costumes with unique weapons for Bayonetta to unlock and use.
There is a demo out for Bayonetta 2, which we have played already. You get a brief tutorial on the controls, which are identical to the first game with the exception of one button. In the demo, you start out fighting three large centaur-like enemies at a time while on the back of a fighter jet flying through skyscrapers while another larger enemy flies around. At some point, you start attacking the larger enemy from the plane, and then jump down on the back of a moving train to continue the battle. The third part involves battling a large monster at the spire of a tall building, King-Kong style. Here's a look from GamersPrey HD:
,
I did pretty horrible at the game, I think a got a third or fourth-tier ranking (either Silver or Stone) but I was so busy looking at everything that I didn't care about my bad score. This looks pretty great, has more going on visually than the original did, runs much more smoothly, and I'm really looking forward to playing this in a week or two assuming everybody else isn't still hogging the machine. For those of you that played this on PS3 and you're not sure how you feel about the GamePad controller for an action game, the solution would be dropping another $50 on the WiiU Pro Controller. Now there is another control option that involved the touchscreen, but I didn't check to see what that was yet. If it turns out to be significant, I will post about it separately.
Sunday, June 29, 2014
Another report from the land of WiiU.
These are things I am glad about, some of which I realized beforehand and some I didn't.
1) The WiiU Game Pad is a pretty good controller even without the screen on it, when it's a game where a traditional controller is a good fit. The analog sticks are very responsive, the button layout and the physical contours of the controller are comfortable in the hand, and the screen is just a nice bonus.
2) NintendoLand is a good, solid, way to get used to using the Game Pad. It's a little cutesy, but the various activities are all modeled after beloved Nintendo first party franchises. The Pikmin game in NintendoLand is a household favorite.
3) Nintendo's attempt to increase their attach rate by offering a free download game with the purchase of Mario Kart 8 may be working a little bit. (It's still going to go on through the end of July, so if you were thinking about getting a WiiU this summer, it's not a bad way to start.) We opted for New Super Mario Bros. WiiU, since we already picked up Pikmin 3 and our console was bundled with Wind Waker HD.
4) My older son seems to be a little better at Mario Kart 8 than I am, and I'm actually really excited about that. (For those of you that are wondering, the answer is Rosalina, the Circuit Special, the Slicks, and the Cloud Glider. We don't have the Cyber Slicks unlocked yet.) We've even managed to win some races playing on the internet.
5) My younger son spends most of his time on the WiiU playing regular Wii games. At the moment, everyone is taking another swing at The Legend of Zelda:Skyward Sword when we're not playing Mario Kart 8 or New Super Mario Bros. WiiU or Pikmin 3.
6) If you're bad at a particular level of New Super Mario Bros. and you're playing the Wii or WiiU versions, eventually an exclamation block will appear at the beginning of the level. Ordinarily this would not be a big deal, since it's there to ask you if you need help. If you hit the block, Luigi shows you a way to get through the level. It's just that the noise that the game makes when that block is present sounds an awful lot like a doorbell, which means that our dogs have to bark at it.
1) The WiiU Game Pad is a pretty good controller even without the screen on it, when it's a game where a traditional controller is a good fit. The analog sticks are very responsive, the button layout and the physical contours of the controller are comfortable in the hand, and the screen is just a nice bonus.
2) NintendoLand is a good, solid, way to get used to using the Game Pad. It's a little cutesy, but the various activities are all modeled after beloved Nintendo first party franchises. The Pikmin game in NintendoLand is a household favorite.
3) Nintendo's attempt to increase their attach rate by offering a free download game with the purchase of Mario Kart 8 may be working a little bit. (It's still going to go on through the end of July, so if you were thinking about getting a WiiU this summer, it's not a bad way to start.) We opted for New Super Mario Bros. WiiU, since we already picked up Pikmin 3 and our console was bundled with Wind Waker HD.
4) My older son seems to be a little better at Mario Kart 8 than I am, and I'm actually really excited about that. (For those of you that are wondering, the answer is Rosalina, the Circuit Special, the Slicks, and the Cloud Glider. We don't have the Cyber Slicks unlocked yet.) We've even managed to win some races playing on the internet.
5) My younger son spends most of his time on the WiiU playing regular Wii games. At the moment, everyone is taking another swing at The Legend of Zelda:Skyward Sword when we're not playing Mario Kart 8 or New Super Mario Bros. WiiU or Pikmin 3.
6) If you're bad at a particular level of New Super Mario Bros. and you're playing the Wii or WiiU versions, eventually an exclamation block will appear at the beginning of the level. Ordinarily this would not be a big deal, since it's there to ask you if you need help. If you hit the block, Luigi shows you a way to get through the level. It's just that the noise that the game makes when that block is present sounds an awful lot like a doorbell, which means that our dogs have to bark at it.
Saturday, October 19, 2013
No, I have not dropped off the face of the earth.
Not having written anything here for a couple of months, there is some difficulty in finding a place to begin. However, looking at my own blog title, it occurs to me that I should start with the 'Gaming' part. I will have to gloss over some details, perhaps, but I think I can come up with the big picture items, in some sort of chronological order.
1) Both of my kids have 100% completion in LEGO Batman 2. I can't play any of the LEGO games without nodding off.
2) I still can't find my Gamecube copy of Pikmin. I used to play it before bedtime a lot, particularly the 1-day challenge mode, because I found it relaxing. At some point I will have to just find the Wii Play Control version. (At least it should render correctly on widescreen if necessary.) My replacement small-dose game before bedtime has been Resident Evil 4:Wii Edition in Mercenaries Mode, which is not particularly relaxing for me.
3) I still don't have all the ending movies unlocked in Tekken Tag Tournament 2, partly because there are a lot of characters and partly because I'm not willing to set it to a difficulty easier than 'Normal' and there are a few characters that I can't seem to get the hang of. (Lili, I'm looking at you.) Yes, I know I could just team her with a character that I'm better at and still get her ending movie, but I'm trying to be well-rounded.
4) I picked up the 'Game of The Year' edition of Batman:Arkham City, which includes some Robin and Catwoman missions on top of the hours and hours of Batman missions. I liked it a lot, and there was a lot more of the things I liked in the game, but it didn't scare me or creep me out like the original Arkham Asylum did. There was more emphasis on action in Arkham City, and it seemed like you interacted with civilians a lot less. I have finished the main story on normal, but I have not finished all the side missions.
5) I picked up the rather old (or at least old by PS3 standards) Burnout Paradise hoping that my younger son would appreciate the open-world aspect of it. Since he had so much fun running around the hub in LEGO Batman 2, and found all kinds of fun things to do outside the dungeons in Zelda:Twilight Princess, I thought he might get some enjoyment out of driving around at random discovering things, maybe have some fun crashing cars or jumping ramps and learning the layout of the city. However, it turned out to be a total non-thing to him unless he's watching me play. There are a lot of things to buy in that game and few of them ever became free or available on a disc, even five years after the game came out originally. My initial surprise/amusement was that downloading updates for the game took hours and hours and I woke up SuperMonkeyWife when the game rebooted and she was treated to Axl Rose's voice somewhere around midnight. (Somehow I slept through it, but I'm more of a fan of Slash than Axl.)
6) I found out that there is a another version of Street Fighter IV coming out- not that I'm surprised or anything. The four Street Fighter characters (Poison, Hugo, and Rolento from Final Fight and Elena from Street Fighter III) that they made for Street Fighter X Tekken that weren't available in other games will be included, and a new fighter that has not been announced yet will also be added. I can either upgrade my copy of Arcade Edition, or buy the whole thing and finally get all the other costumes. Capcom hasn't exactly spelled out the pricing or release dates yet other than to say it will be available in 2014 for arcades.
7) I picked up a used copy of Darksiders for PS3 for less than $8. (I tried to type this three other times and kept typing 'Darkstalkers' instead.) I was told that it was rather Zelda-like in terms of level structure, and I have not been disappointed in that regard. I have been a little disappointed with the controls, but the games that I'm comparing it to don't have as many items and functions to deal with.
8) My younger child discovered Soul Calibur V and Tekken Tag Tournament 2. He's not that good at the actual games yet, but he is endlessly entertained by the Character Creation/Costume Editor module in both games.
9) Both of my kids are playing the ever-loving daylights out of Minecraft. I have no idea what they are talking about a lot of the time.
10) Pokemon Y came out last weekend and caused my older child to try to adopt a position at dinner that involved having a fork in one hand and a stylus in the other hand. Even with this unorthodox approach, he defeated all of the Pokemon League by Wednesday. There are some side missions left, but I think he's already looking for a copy of Pokemon X.
I think that catches me up to now, gaming-wise. Next post: I know what cubes you did this summer.
1) Both of my kids have 100% completion in LEGO Batman 2. I can't play any of the LEGO games without nodding off.
2) I still can't find my Gamecube copy of Pikmin. I used to play it before bedtime a lot, particularly the 1-day challenge mode, because I found it relaxing. At some point I will have to just find the Wii Play Control version. (At least it should render correctly on widescreen if necessary.) My replacement small-dose game before bedtime has been Resident Evil 4:Wii Edition in Mercenaries Mode, which is not particularly relaxing for me.
3) I still don't have all the ending movies unlocked in Tekken Tag Tournament 2, partly because there are a lot of characters and partly because I'm not willing to set it to a difficulty easier than 'Normal' and there are a few characters that I can't seem to get the hang of. (Lili, I'm looking at you.) Yes, I know I could just team her with a character that I'm better at and still get her ending movie, but I'm trying to be well-rounded.
4) I picked up the 'Game of The Year' edition of Batman:Arkham City, which includes some Robin and Catwoman missions on top of the hours and hours of Batman missions. I liked it a lot, and there was a lot more of the things I liked in the game, but it didn't scare me or creep me out like the original Arkham Asylum did. There was more emphasis on action in Arkham City, and it seemed like you interacted with civilians a lot less. I have finished the main story on normal, but I have not finished all the side missions.
5) I picked up the rather old (or at least old by PS3 standards) Burnout Paradise hoping that my younger son would appreciate the open-world aspect of it. Since he had so much fun running around the hub in LEGO Batman 2, and found all kinds of fun things to do outside the dungeons in Zelda:Twilight Princess, I thought he might get some enjoyment out of driving around at random discovering things, maybe have some fun crashing cars or jumping ramps and learning the layout of the city. However, it turned out to be a total non-thing to him unless he's watching me play. There are a lot of things to buy in that game and few of them ever became free or available on a disc, even five years after the game came out originally. My initial surprise/amusement was that downloading updates for the game took hours and hours and I woke up SuperMonkeyWife when the game rebooted and she was treated to Axl Rose's voice somewhere around midnight. (Somehow I slept through it, but I'm more of a fan of Slash than Axl.)
6) I found out that there is a another version of Street Fighter IV coming out- not that I'm surprised or anything. The four Street Fighter characters (Poison, Hugo, and Rolento from Final Fight and Elena from Street Fighter III) that they made for Street Fighter X Tekken that weren't available in other games will be included, and a new fighter that has not been announced yet will also be added. I can either upgrade my copy of Arcade Edition, or buy the whole thing and finally get all the other costumes. Capcom hasn't exactly spelled out the pricing or release dates yet other than to say it will be available in 2014 for arcades.
7) I picked up a used copy of Darksiders for PS3 for less than $8. (I tried to type this three other times and kept typing 'Darkstalkers' instead.) I was told that it was rather Zelda-like in terms of level structure, and I have not been disappointed in that regard. I have been a little disappointed with the controls, but the games that I'm comparing it to don't have as many items and functions to deal with.
8) My younger child discovered Soul Calibur V and Tekken Tag Tournament 2. He's not that good at the actual games yet, but he is endlessly entertained by the Character Creation/Costume Editor module in both games.
9) Both of my kids are playing the ever-loving daylights out of Minecraft. I have no idea what they are talking about a lot of the time.
10) Pokemon Y came out last weekend and caused my older child to try to adopt a position at dinner that involved having a fork in one hand and a stylus in the other hand. Even with this unorthodox approach, he defeated all of the Pokemon League by Wednesday. There are some side missions left, but I think he's already looking for a copy of Pokemon X.
I think that catches me up to now, gaming-wise. Next post: I know what cubes you did this summer.
Tuesday, December 27, 2011
Two Wii things worth mentioning.
One - If you are hooking a Wii up to a TV that uses the 'Y' (green) channel of the component video input for also decoding the composite video input, expect it to look dark if you use the Wii's composite video cable. Obviously if you have the component video cable for the Wii, you should use that when possible. I happened to notice it over the weekend when my son got to play Sengoku Basara on the TV at my Dad's house. I presume that it's because there's less signal to go around, so the TV assumes that the picture isn't as bright (even though I'm sure the TV's electronics are fully capable of compensating for it.) I had the chance to go get the other cable, and turned progressive scan back on, and the picture was pretty much back to normal brightness. If you were confused by the use of the words 'component' and 'composite' in this context, refer back to my post about HDTV.
Two - If you didn't have the Netflix channel loaded on your Wii before you put in The Legend of Zelda:Skyward Sword, the Wii will do a 'System Update' that adds it for you. Funny, I just checked for a new system update the other day when I reset my router.
Two - If you didn't have the Netflix channel loaded on your Wii before you put in The Legend of Zelda:Skyward Sword, the Wii will do a 'System Update' that adds it for you. Funny, I just checked for a new system update the other day when I reset my router.
Sunday, December 25, 2011
Gaming Things I did in 2011
I finally set Urban Reign to 'Easy' so that I could finish the story mode and unlock Paul Phoenix and Marshall Law. I was stuck on a board just before the end that featured Golem and Napalm99. Yes, I realize it's an old game. It was already an old game when I picked up a couple of copies of it upon its arrival in the discount bin.
I finally changed the settings of Street Fighter 3:Third Strike on Anniversary Collection to 1-star difficulty and 1 round matches so I could beat Gill with the last few people I hadn't finished with in order to unlock Gill as a playable character. Since I was trying to work through the characters in alphabetical order, I hadn't really used Yun and Yang that much. Once I unlocked Gill, I discovered that since I had been playing SF4 occasionally elsewhere my Ryu skills had improved. I was finally able to get a high enough score once I set the game back to its default settings that I was able to fight against Q. (I even finished the game with only 3 continues and a C++ ranking!)
I finally warmed up to Sonic games. I had a hard time with Sonic Riders and Sonic Heroes, and I had a really hard time with Shadow the Hedgehog, but I started to warm up to the Black Knight game, and I really like Sonic Colors (which my older son is playing right now while I'm typing this.) My older son is really the one that got me started, since Super Smash Brothers Brawl piqued his interest in Sonic in the first place.
I finally played NBA Street, which honestly seems an awful lot like NBA Jam with better music. The character animations don't seem to hold up by today's standards, and the voice-over is a little... unnatural. The game is fine, and considering that I paid around $5 for it, I'm pretty sure that I will get my $5 worth.
I finally accepted the fact that I like using Dan in Street Fighter IV, and I'm now comfortable telling people that's who I use. I seem to have a thing for Dan and Sakura since they're both Shoto-misfits. Sean from Street Fighter III hasn't managed to make me feel the same way about him, though. There's something about his rushing tackle move that makes him seem too different to me. I also know that when and if I ever get my own copy of Street Fighter IV, I'll have to endure endless requests to play as Hakan from my younger son. I played Dan because I have an odd sense of humor, so it makes sense that my younger son would take it one step further.
I also finally purchased a Pokemon game - but it wasn't for me. So, 2012 will be filled with frank discussions about evolution of water types versus dragon types, and what moonstones are for - if we can ever stop playing Skyward Sword.
I finally changed the settings of Street Fighter 3:Third Strike on Anniversary Collection to 1-star difficulty and 1 round matches so I could beat Gill with the last few people I hadn't finished with in order to unlock Gill as a playable character. Since I was trying to work through the characters in alphabetical order, I hadn't really used Yun and Yang that much. Once I unlocked Gill, I discovered that since I had been playing SF4 occasionally elsewhere my Ryu skills had improved. I was finally able to get a high enough score once I set the game back to its default settings that I was able to fight against Q. (I even finished the game with only 3 continues and a C++ ranking!)
I finally warmed up to Sonic games. I had a hard time with Sonic Riders and Sonic Heroes, and I had a really hard time with Shadow the Hedgehog, but I started to warm up to the Black Knight game, and I really like Sonic Colors (which my older son is playing right now while I'm typing this.) My older son is really the one that got me started, since Super Smash Brothers Brawl piqued his interest in Sonic in the first place.
I finally played NBA Street, which honestly seems an awful lot like NBA Jam with better music. The character animations don't seem to hold up by today's standards, and the voice-over is a little... unnatural. The game is fine, and considering that I paid around $5 for it, I'm pretty sure that I will get my $5 worth.
I finally accepted the fact that I like using Dan in Street Fighter IV, and I'm now comfortable telling people that's who I use. I seem to have a thing for Dan and Sakura since they're both Shoto-misfits. Sean from Street Fighter III hasn't managed to make me feel the same way about him, though. There's something about his rushing tackle move that makes him seem too different to me. I also know that when and if I ever get my own copy of Street Fighter IV, I'll have to endure endless requests to play as Hakan from my younger son. I played Dan because I have an odd sense of humor, so it makes sense that my younger son would take it one step further.
I also finally purchased a Pokemon game - but it wasn't for me. So, 2012 will be filled with frank discussions about evolution of water types versus dragon types, and what moonstones are for - if we can ever stop playing Skyward Sword.
Sunday, December 18, 2011
Everything happens during the holidays.
As usual, it's been too long between blog posts, but I think that it's better to have too much real life going on instead of too much internet life. I have also decided to be more inclusive of my musical life in this space.
The band that I'm in is losing its keyboard player, but we seem to be making the adjustment. I have talked to a few people about the position, but I have not spoken to anyone that I thought would be a good match yet. We're in no hurry to put a new keyboard player on board unless they're really going to work out. For what we do, we need someone with traditional piano skills and modern keyboard chops. Despite all the kids that get forced to play 'Fur Elise' until Zombie Beethoven rises from his grave to eat their fingers off, it's harder than you think to find a substantial keyboard player. And even if you have classical chops - it's no guarantee that you also have the funk.
A big part of what I like about the holidays is that I get to help other people with video game shopping. I was happy to play the demo of The Legend of Zelda:Skyward Sword at the Nintendo Wii kiosk at Walmart this week, but not as happy as my son was. I only played part of one of the dungeons, but the demo also includes a bird riding section, and a boss battle (and my son played all three sections). We explained to a few passers-by that you needed the Wii Remote Plus for the game, but that it improves the swordplay a lot. I had to stop playing after a couple of minutes since the controls are slightly different from Twilight Princess and I didn't want to pick up any bad habits just yet. I was also a lot happier being able to recommend the Xbox360 or the PS3 to people with younger kids now, since Microsoft and Sony have made real strides in the last year in widening their audience. But, my most favorite thing this holiday season is being able to answer the question "Is that Batman game any good?" with "Yes, it's awesome" after so many years of telling people to stay away from any licensed games that weren't "Goldeneye" for Nintendo 64. Oddly, the first Batman game in that series (Arkham Asylum) didn't spend too much time on Walmart's shelf, and I can't even tell you why. It's just as good. Maybe it's because the original game wasn't a holiday season release, or maybe it's because there was some Gamestop promotion that overshadowed anybody else selling the game.
Other than doing some random cubing demos at the local elementary school holiday breakfast while all the kids were throwing snowballs, and at the top of the bridge at our local boat parade, my cubing activity has been somewhat minimal.
The band that I'm in is losing its keyboard player, but we seem to be making the adjustment. I have talked to a few people about the position, but I have not spoken to anyone that I thought would be a good match yet. We're in no hurry to put a new keyboard player on board unless they're really going to work out. For what we do, we need someone with traditional piano skills and modern keyboard chops. Despite all the kids that get forced to play 'Fur Elise' until Zombie Beethoven rises from his grave to eat their fingers off, it's harder than you think to find a substantial keyboard player. And even if you have classical chops - it's no guarantee that you also have the funk.
A big part of what I like about the holidays is that I get to help other people with video game shopping. I was happy to play the demo of The Legend of Zelda:Skyward Sword at the Nintendo Wii kiosk at Walmart this week, but not as happy as my son was. I only played part of one of the dungeons, but the demo also includes a bird riding section, and a boss battle (and my son played all three sections). We explained to a few passers-by that you needed the Wii Remote Plus for the game, but that it improves the swordplay a lot. I had to stop playing after a couple of minutes since the controls are slightly different from Twilight Princess and I didn't want to pick up any bad habits just yet. I was also a lot happier being able to recommend the Xbox360 or the PS3 to people with younger kids now, since Microsoft and Sony have made real strides in the last year in widening their audience. But, my most favorite thing this holiday season is being able to answer the question "Is that Batman game any good?" with "Yes, it's awesome" after so many years of telling people to stay away from any licensed games that weren't "Goldeneye" for Nintendo 64. Oddly, the first Batman game in that series (Arkham Asylum) didn't spend too much time on Walmart's shelf, and I can't even tell you why. It's just as good. Maybe it's because the original game wasn't a holiday season release, or maybe it's because there was some Gamestop promotion that overshadowed anybody else selling the game.
Other than doing some random cubing demos at the local elementary school holiday breakfast while all the kids were throwing snowballs, and at the top of the bridge at our local boat parade, my cubing activity has been somewhat minimal.
Monday, October 10, 2011
A little preoccupied, I think.
I had been working on a blog post for Ultimate Marvel vs Capcom 3 for quite some time, and had failed to remark on what I was actually doing in the game arena altogether. Also, I have been playing more music lately, and that seems to eat into my blogging more than gaming itself does.
Last Saturday, I picked up my third copy of Soul Calibur 2, the GameCube version. I really enjoyed the PS2 version, and didn't seem to enjoy the XBox version as much so far. Not that the XBox version is bad - it's just the only difference in the XBox version is Spawn, who I didn't really 'get' as a Soul Calibur character. The GameCube's exclusive character is Link from the Legend of Zelda. With all of the Twilight Princess and Ocarina and Phantom Hourglass nonsense going around at the house, I felt like I should see what Link was like in Soul Calibur, and I felt confident that we would get our $8 worth out of it.
Last Sunday I managed to get two completely different things done in the gaming arena. First, I went back to Sengoku Basara and finally unlocked Nobunaga. As soon as I did, I was asked by my older son to turn off the Wii so that I wouldn't start a 'Hero's Story' with him. Second, I went back and took another swing at New Super Mario Bros. Wii, only to finish the game and discover a couple of extra boards that I had missed. It's really easy to skip World 8-7. There's still a lot to do, but I was really impressed by how Nintendo managed to keep people engaged during the credits, and give players a substantial reason to get all of the star coins beyond just opening up the various hint movies.
I hadn't really played either game in quite a while, and I think the only thing I had going for me was a fresh approach - but sometimes that's all it takes. I always hear that the number of gamers that finish games is a really low percentage, I never believe the numbers, and I'm always disappointed.
Last Saturday, I picked up my third copy of Soul Calibur 2, the GameCube version. I really enjoyed the PS2 version, and didn't seem to enjoy the XBox version as much so far. Not that the XBox version is bad - it's just the only difference in the XBox version is Spawn, who I didn't really 'get' as a Soul Calibur character. The GameCube's exclusive character is Link from the Legend of Zelda. With all of the Twilight Princess and Ocarina and Phantom Hourglass nonsense going around at the house, I felt like I should see what Link was like in Soul Calibur, and I felt confident that we would get our $8 worth out of it.
Last Sunday I managed to get two completely different things done in the gaming arena. First, I went back to Sengoku Basara and finally unlocked Nobunaga. As soon as I did, I was asked by my older son to turn off the Wii so that I wouldn't start a 'Hero's Story' with him. Second, I went back and took another swing at New Super Mario Bros. Wii, only to finish the game and discover a couple of extra boards that I had missed. It's really easy to skip World 8-7. There's still a lot to do, but I was really impressed by how Nintendo managed to keep people engaged during the credits, and give players a substantial reason to get all of the star coins beyond just opening up the various hint movies.
I hadn't really played either game in quite a while, and I think the only thing I had going for me was a fresh approach - but sometimes that's all it takes. I always hear that the number of gamers that finish games is a really low percentage, I never believe the numbers, and I'm always disappointed.
Sunday, August 28, 2011
Summer Vacation in Hyrule
After being disgusted with the nature of Virtua Fighter 4 – or more importantly, disgusted with my inability to do the moves, I decided that it was time to get back on the Zelda wagon. I had finished Twilight Princess some time ago, but #1 son had made it about as far as the Gerudo Desert only to find that the disc stopped loading that area, and that we had a short circular scratch on the disk. Since Twilight Princess became one of the Nintendo Select titles, it was a little less painful to get another copy of the game. We both decided to start new games. Thanks to a mad rush to get through the game before school started a week ago, he is all the way to the last area – but I think that there are several battles at the end that have no intermediate save point, so I'm not 100% sure how close to the actual end of the game he is. He got frustrated with the last battles, and I encouraged him to go back and get the rest of the golden bugs, and to do the clawshot minigame. I am not nearly as far along, both because he has been playing a lot, but also because my younger son has started playing it.
There are some things that #2 son can't do that well, but they don't bother him much. #1 son did most of the boss battles for him, and some parts of the dungeons, but #2 son just wants to run around in the towns. He's not quite reading yet, so he doesn't really interact with the information on the screen that much. He's still excited about being able to chop a wooden sign in pieces with his sword. He discovered on his own that you can pet the goats at the ranch. Even more surprising, he discovered that if you attack a chicken enough times, you can control it for a few seconds. I know that he discovered it by himself, because if #1 had read it on the internet and told him, he would have thought that you had to attack the chicken with your sword (which is much harder than it sounds). #2 son figured out a much easier way - Z-target the chicken and attack it with the Clawshot. I was unaware of the glitch myself – and when a 4-and-a-half-year old says "Dad if you shoot the chicken with the clawshot enough times you can control him" it's typically going to be met with skepticism the first time.
So, it got me thinking. As a gamer, trained by previous Zelda games, or Doom, or Quake, or Metroid, we're conditioned to 1) figure out where we need to go next, 2) go as far as we can until we reach some obstacle, 3) get the thing that allows us to overcome the next obstacle – be it a key, or a weapon, or some device that shows us a passageway that we couldn't detect otherwise, 4) surmount obstacle, and 5) repeat. This series of steps creates very linear gameplay, and it also creates a system where designers shoehorn a bunch of things into areas of the game to make sure you have all the weapons or items you're already supposed to have before you proceed. It doesn't always work – there are lots of fans of certain games that delight in finding and exploiting 'sequence breaks' – but it works most of the time if the person playing the game is trying to play within the perceived 'rules'. Sometimes it would be more fun to just be able to play around, but often we're so conditioned to doing things a certain way that you can't (the designer is too conditioned) or don't (the player is too conditioned) really do that.
I really enjoy playing golf games, but only the 'cutesy' ones. (Does Outlaw Golf count as cutesy?) I don't want to have to mimic a perfect golf swing, I just want to strategize how to get through a fairway and on to the green without hitting poor little animated squirrels in the head. My current game is Capcom's "We Love Golf" for the Wii, and I have to say that it was totally because Chun-Li and Morrigan are unlockable characters (and it was on sale). Often times, I have played these games wondering why they won't just let me wander around the course. You could switch between a walk-around mode and standard golf mode, leave collectible items around the course for you to find, post a sign somewhere on a shed about game techniques, or even put a little bit of extra fan service in terms of locations. You could get to play on the Racoon City Country Club course, or perhaps a series of locations from Street Fighter or Zack and Wiki. I suppose the reviewers would complain that "The only way to get all the extra bonus items is to wander around aimlessly in first-person mode, which is a complete distraction from the actual golfing." I don't like that Gran Turismo can't just figure out what cars that you have are eligible for the race that you just tried to pick and let you select one of them instead of the car that you just switched to three screens ago in the "Garage" because you thought that it was eligible for the race you just picked, but hey – that's just me. One guy's fun new mode is another guy's ridiculous distraction. (Did you know that there are people that have Smash Bros. Brawl and have never played the Subspace Emissary mode?)
I guess what I'm getting at is that it would be fun if we could just get back to the play aspect of playing games. I get annoyed when developers seem to forget that part, and sometimes I am envious of my younger son for being able to do that, even in the most linear of games.
There are some things that #2 son can't do that well, but they don't bother him much. #1 son did most of the boss battles for him, and some parts of the dungeons, but #2 son just wants to run around in the towns. He's not quite reading yet, so he doesn't really interact with the information on the screen that much. He's still excited about being able to chop a wooden sign in pieces with his sword. He discovered on his own that you can pet the goats at the ranch. Even more surprising, he discovered that if you attack a chicken enough times, you can control it for a few seconds. I know that he discovered it by himself, because if #1 had read it on the internet and told him, he would have thought that you had to attack the chicken with your sword (which is much harder than it sounds). #2 son figured out a much easier way - Z-target the chicken and attack it with the Clawshot. I was unaware of the glitch myself – and when a 4-and-a-half-year old says "Dad if you shoot the chicken with the clawshot enough times you can control him" it's typically going to be met with skepticism the first time.
So, it got me thinking. As a gamer, trained by previous Zelda games, or Doom, or Quake, or Metroid, we're conditioned to 1) figure out where we need to go next, 2) go as far as we can until we reach some obstacle, 3) get the thing that allows us to overcome the next obstacle – be it a key, or a weapon, or some device that shows us a passageway that we couldn't detect otherwise, 4) surmount obstacle, and 5) repeat. This series of steps creates very linear gameplay, and it also creates a system where designers shoehorn a bunch of things into areas of the game to make sure you have all the weapons or items you're already supposed to have before you proceed. It doesn't always work – there are lots of fans of certain games that delight in finding and exploiting 'sequence breaks' – but it works most of the time if the person playing the game is trying to play within the perceived 'rules'. Sometimes it would be more fun to just be able to play around, but often we're so conditioned to doing things a certain way that you can't (the designer is too conditioned) or don't (the player is too conditioned) really do that.
I really enjoy playing golf games, but only the 'cutesy' ones. (Does Outlaw Golf count as cutesy?) I don't want to have to mimic a perfect golf swing, I just want to strategize how to get through a fairway and on to the green without hitting poor little animated squirrels in the head. My current game is Capcom's "We Love Golf" for the Wii, and I have to say that it was totally because Chun-Li and Morrigan are unlockable characters (and it was on sale). Often times, I have played these games wondering why they won't just let me wander around the course. You could switch between a walk-around mode and standard golf mode, leave collectible items around the course for you to find, post a sign somewhere on a shed about game techniques, or even put a little bit of extra fan service in terms of locations. You could get to play on the Racoon City Country Club course, or perhaps a series of locations from Street Fighter or Zack and Wiki. I suppose the reviewers would complain that "The only way to get all the extra bonus items is to wander around aimlessly in first-person mode, which is a complete distraction from the actual golfing." I don't like that Gran Turismo can't just figure out what cars that you have are eligible for the race that you just tried to pick and let you select one of them instead of the car that you just switched to three screens ago in the "Garage" because you thought that it was eligible for the race you just picked, but hey – that's just me. One guy's fun new mode is another guy's ridiculous distraction. (Did you know that there are people that have Smash Bros. Brawl and have never played the Subspace Emissary mode?)
I guess what I'm getting at is that it would be fun if we could just get back to the play aspect of playing games. I get annoyed when developers seem to forget that part, and sometimes I am envious of my younger son for being able to do that, even in the most linear of games.
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