Pages

Tuesday, 14 May 2013

Imagination-Land

This post first appeared on readyplayertwo.co.uk.


The right Bioshock Cover
Playing so much Bioshock Infinite of late has led me to a rather surprising conclusion. The level to which I connect with a game is in almost direct correlation to how fantastical or unusual the setting is. Put it like this. What sounds more appealing? Grey first person shooter set in a gritty rendition of modern day northern Waziristan or primary coloured first person shooter set in a sunlight flooded flying city circa 1912. Of course, I'm talking about Battlefield 4 and Bioshock Infinite, and for me, since games are all about escapism, my natural choice would be the game set in the early twentieth century flying city. Let's try another one. A racer featuring real world cars racing on real world tracks or a supersonic hovership racer running on tight rollercoaster tracks set in a bright post scarcity future? Forza or WipeOut. I own and enjoy both, but I only utter the L word about one of those, and it's not the one with the real world cars.
 
Games have an ability, unique in pretty much all media, to immerse you in the impossible. Titles like Fez, WipeOut and Antichamber can even take you to places beyond what a layman like myself would accept to be the normal laws of physics, let alone beyond the average imagination. And while a mega budget 3D movie can show you the impossible, only games can let you experience it.
 
This shot sums up the mess that the Spec Ops
soldiers have gotten themselves in to.
It makes me sad when some games seem to squander the worlds they're built in. Take Gears of War as an example. It's set on what's assumed to be another planet, it's antagonists erupt from the ground and sink entire cities in their wake. Yet despite all this, it's still for the most part a gritty urban shooter in which you're surrounded by burned out cars, lumbering tanks, helicopters, crumbling neo gothic architecture and lots of brown. Take away the locust and it could be a war zone in any European city. All of the Gears games are great and I've enjoyed every one of them, particularly the third, but it says a lot about a series' sci fi setting when it's most memorable moment (at least for me personally) is also practically the only nakedly sci fi set piece of the entire series; the section in which you kill a giant city devouring worm from the inside out. It's easy to forget, during the moments you're not chainsawing Locust, that Gears is set on a different planet at all. Conversely I find, Spec Ops: The Line's gorgeous sun drenched rendering of Dubai really compelling. Spec Ops' developers took the usually mundane idea of a modern day city, drowned it with a sandstorm and then seemingly made every reflective surface out of gold. It's a look and a location that is pretty much unique in gaming at the moment. The result takes what should have been just another brown shooter and polishes the brown to a blinding sheen, which is what gives Spec Ops' realistic setting such a kick.
 
What I'm trying to get at here is that a game can be much more interesting if it's framed in a way that's not often seen. Admittedly, Gears' success did set the formula for the brown shooter, but I've seen so many brown shooters since, that when Spec Ops came along wrapped in sand, bathed in blinding sunlight and drizzled with gold it felt like a breath of fresh air.
 
One of the most iconic shots in Dishonored.
Thankfully, once you've pulled your eyes away from Call of Battlefield, you don't have to look too hard to find game worlds lavished with a wealth of creativity. It goes without saying that if you want to see the most creative and original games available at the moment, then you need to look at the Indies. Titles like Fez, Antichamber, Bastion, Dear Esther, Machinarium, To the Moon, Dust or even Minecraft are unlike almost anything you'll find in a box on the shelf of your local games shop. But even if for some strange reason you only limit yourself to boxed games, there is still a wealth of creativity out there. There's the aforementioned sun drenched turn of the century vintage futurism of Bioshock Infinite, or the deep-as-the-ocean green tinted decopunk of Rapture of that game's progenitors. Don’t want a dystopia in the sky? Then why not tour the bright yet totalitarian city in Mirror’s Edge. If you want to pass on dystopias altogether, then try a post apocalypse. If you think every end-of –the-world is the same, then might I point you in the direction of the criminally under rated, and exceptionally leafy, Enslaved or Naughty Dog's forthcoming The Last of Us. Alternatively if like your post apocalypse a little bit grimmer, yet still crave something that feels fresh, then may I present to you 4A Games' Metro; bleak and dark as the Moscow underground that shelters the last remnants of humanity in all its tunnels. Too dark? Perhaps we can lighten the mood in the collapsing laboratories of Portal 2. Too light, or not escapist enough? How about a visit to the charmingly English land of Albion in Fable, or the icy blue tundra of Skyrim. Too much fantasy? Then why not visit the crumbling, and entirely fictional, yet surprisingly plausible whalerpunk city of Dunwall, the place that accounts for at least seven tenths of what makes Dishonoured so great. If you're feeling more adventurous? If you haven't already, look no further than the Uncharted games, whose fabled lost cities, once they are revealed, dish out the most lavish and awe inspiring vistas of this generation. What if you want the fabled cities but less of the shooting and more of the journey? Obviously you want to visit the golden deserts and the desolately beautiful crumbling lost civilisation of the genuinely moving Journey. I could go on and on.
 
And I haven't even mentioned Final Fantasy yet, whose designers, Square, are the undisputed masters of creating richly imagined worlds. Worlds dense with culture, history and story, that feel lived in and are a pleasure to inhabit. Final Fantasy VII wouldn't have been the worshipped game it has become without that kind of imagination. It takes a special kind of mind to come up with a concept as out there as the Lifestream, but without it there would be no Mako, no Shin-Ra, no Soldier, no Materia, no Cloud, Sephiroth, Avalanche. The Ancients, with whom the Lifestream is intrinsically linked, would not have sprung from the mind of Yoshinori Kitase and with no Ancients, there would be no Aeris. Without the Lifestream, Aeris wouldn't have died, because she would never have existed, and a whole generation of gamers would not have experienced 'that' moment. You all know the one. Square still have that wealth of creativity. Say what you like about Final Fantasy XIII as a game, you can't deny that the twin worlds of Pulse and Cocoon make for one of the most compelling gameworlds of this generation.
 
Games are always better when game designers can let their imaginations run wild. That's why so many indie games are so great. With fewer concerns about shareholders or appealing to the mass market, indie devs can really cut loose. But there could be more of this sort of thing if the publishers were daring enough to indulge the experimentation of developers. Would it not be great if publishers weren't as commercially cautious? I like to think that if they weren't, we would begin to see fewer gritty modern world war games, less dystopian cyberpunk and less stone-faced post apocalypse. Of course, every now and then a game will appear that will turn your expectations on their head. Spec Ops' Dubai proves there is room for maneuver in the modern day shooter and the forthcoming Remember Me's Neo-Paris does some really interesting things with cyberpunk.
 

This is London on wheels, note St Pauls perched at the summit.
Personally, I'd like to see more of the punk suffix flying around. Bioshock-the-first may have been first out of the blocks with decopunk, but there's a lot more that can be done within the realms of 1920's art deco futurism. In fact there's more that can be done with retro futurism all round. For instance, who wouldn't love to see something based around Retropolis? Or how about an adaption of Philip Reeve's far future world of Mortal Engines? Whilst the novels are not strictly steampunk, their vaguely Victorian cast iron and brass aesthetics, rich back story, airships, unstoppable ancient warrior cyborgs and predatory mobile cities (yes, you read that right) could make for a pretty compelling experience. Steampunk has become almost a subculture in itself, and is pretty ubiquitous at a certain kind of real world convention, but I'm yet to see a full blown steampunk game. Dishonoured came close, but it wasn't quite there, which is why I knocked together whalerpunk to describe it instead.
 
If all that seems a bit overused already, then there is also dieselpunk and atompunk to check out too. The best way to describe these would be to tell you to watch Sky Captain and the World of Tomorrow and check out the Ratchet and Clank series' various robots. Or I could just say that it's futurism that respectively focuses on the aesthetics of the thirties and the fifties. Or you could check out the Wikipedia page here. I'm barely scratching the surface really.
 
Games tend to focus a lot on sci fi and fantasy, and all this punk stuff is just my own narrow vision. There are hundreds of talented game designers out there with incredible imaginations whose ideas are broader than mine will ever be, who can produce out-there concepts that I couldn't dream of. The games that come from that kind of imagination are the kind that I always love most. I’m hoping that the success of Bioshock Infinite can convince the cautious corporate sorts who have the say in the game industry that a triple A game doesn't have to be grey, brown or a combination of the two to be successful. Hopefully they'll begin to allow those designers to set their imaginations free. The results could really be spectacular if they do.
 

Thursday, 2 May 2013

Blasphemy!

If saying you dislike Mario Kart 64 is some kind of gaming blasphemy then I'm going straight to hell. I won't pass go, and I won't collect £200, because it's something I say almost as soon as it's name is mentioned within my earshot, which happens surprisingly often. Mario Kart 64 is just one of those games I never gelled with. I never got used to the handling and I find its selection of tracks frustrating. Consequently, I'm so rarely any good at it that when I miraculously make it to the front of the race only to be blue shelled into last, it makes me think that the game is designed to punish you for being any good at it. It's not of course, and this is the point where the people who love Mario Kart 64, i.e, everyone in the world but me, start shouting that my criticisms are dumb, and that it's one of the best multiplayer racers ever made. Those people are right of course, and I agree with them. What makes my dislike of Mario Kart 64 so weird is that I'll quite happily play, and have fun with every other Mario Kart game ever made, particularly the Wii and GBA versions.

It's probably the most significant example I can find of my seemingly irrational ambivalence towards some titles that many gamers feel are sacred. It crops up so often that sometimes I start worrying that I might be going off the concept of fun. I'm not (hopefully), but it feels that way. There are others too. Concerningly, two of the other series I just cannot get on with feature also Mario in one way or another. Let's start with the Mario Party series, which for me is a collection of genuinely fun mini games that are utterly ruined by both the boardgame segment that needlessly drags the length of the game out, and possibly the worst way of deciding a game's winner ever devised. Of course, I'm referring to the detestable star system that means no matter how many of the damn things you've collected, you're almost guaranteed to be knocked off the top spot when the game arbitrarily awards stars on the results screen to other players for seemingly no other reason than that they've participated. Just thinking about it gets me riled up.

Mario's core platformers also do absolutely nothing for me. I've tried so hard to love him, I really have, but I just can't bring myself to care that I haven't beaten a single Super Mario game. Not one. Not even Super Mario Bros on the NES. In fact I haven't touched a Mario game since Sunshine, and it doesn't bother me in the slightest. I've decided to just stop trying now, even though I know I'm denying myself the opportunity to play Super Mario Galaxies 1 and 2, which are renowned as two of the best and most innovative platformers of recent times. Worst of all, unlike Mario Kart 64 and Mario Party, I'm completely at a loss for a way to explain why I don't 'get' Mario's platformers. The control is always tight, the level design is always clever, the worlds are full of personality and the game mechanics are almost always innovative in one way or another. These are all things that we all look for in a good game, and Mario games are never hailed as merely 'good' games. In fact, the only legitimate criticism I can level at his games is this; the story is a bit naff, and since when has story ever really mattered in a Super Mario game?

The cynics amongst you will dismiss this as just another round of Nintendo bashing, but the thing is, I think most of the stuff they put out is fantastic. I've played every Zelda game since A Link to the Past and I've loved them. I rate the Metroid Prime series as one of the best console FPSs ever made. I've racked up months of play in the three Smash Bros games. I played F-Zeroes X and GX until the cows came home. I caught all 251 Pokemon in Gold and Silver and battled them in Stadium 2 on the N64. While my town thrived in Animal Crossing, I've commanded Pikmin, adventured with Kirby, got hooked on WarioWare. And despite everything I said about Mario above, I've visited and liked Super Mario World 2, with it's cute crayon aesthetic and it's cuddly Yoshis.

So it's not just simple Nintendo Bashing. Besides, I have trouble with some of gaming's other sacred cows too.

Sacred cattle like Metal Gear Solid 4. The more I play it, the more it makes me rant about it. I'm trying so hard to persevere with it because I know about Shadow Moses and I want to wrap up the story I started in the first Metal Gear Solid all those years ago. I know what it is about Metal Gear 4 that turns me off it and I'm trying to work around it. I've loved every other Metal Gear I've ever played, and I'm used to pointlessly long cutscenes and campy plot nonsense. It's part of the fun after all, but I just can't get on with the fourth instalment's wonky pacing. It seems you can't take more than a dozen steps without getting a discourse on PMCs, proxy wars or how war has changed. Then there are the half hour movies between missions aboard the aeroplane. I just want to sneak past soldiers and take down giant robots Hideo-san, why won't you let me? I will finish Metal Gear 4 before this generation is out. I need to find out what happens to Old Snake. I might eventually enjoy it too, but I'm not getting the feeling that I'll find that an easy thing to do.

Then there is the whole Call of Duty/Battlefield/Halo thing. I love first person shooters. I've spent hours gushing about Bioshock, Half Life, Metro and Unreal Tournament but I just can't bring myself to play any of the triumvirate of shooters that dominate the current console landscape. I've played a bit of Halo 3, but not since Bungie took Rocket Race out of it's online mode. I played the first Call of Duty not long after I completed Medal of Honour: Allied Assault on the PC. Call it war game fatigue perhaps, but CoD did nothing for me, and I've ignored them ever since. I know the Modern Warfare series is a thrillride, but most of what I've seen of the single player modes seems to involve holding down the fire button while you strut down a corridor to the next explosive setpiece. Frankly it looks dumb, and it doesn't get any better in multiplayer. I saw ten seconds of the now infamous CoD Rage Montage on youtube and decided that I'd been avoiding these games for a good reason. I don't want to be associated in any way with that kind of gamer. I'm a peaceable kind of guy. This mainly results in me being looked at like I've got some kind of horrible facial disfigurement whenever it comes up in conversation.

Where Halo is concerned, I just find it really reductive, with it's recharging health and two guns only multiplayer. After spending my formative years with Unreal Tournament and Quake III the slower pace and slimmer weapon choice of Halo sucks all the fun away for me. Some of the best moments in UT came from surviving an encounter by the skin of your teeth, then scoring a double kill with a lucky shock combo while you were hanging desperately on to that last sliver of health. Recharging shields have put an end to that. Also, I liked being able to grab the rocket launcher and not have to worry about whether to drop the flak cannon or the shock rifle, because you could carry all the guns. Older multiplayer shooters made me feel like a hero, Halo doesn't. On the single player front, Halo frustrates me because Bungie has created some really, really rich lore for their sci-fi universe, as evidenced in the enjoyable (and much better than they have any right to be) Halo novels. But all that story seems to get pushed into the background when you play it. I can remember a whole lot about the story of Half Life 2, yet I honestly can't remember a single plot detail of Halo 3, such is the poor quality of Halo's storytelling.

All of this makes me sound like some kind of mop topped holier than thou indie gaming hipster, punching this out on my laptop from behind a set of thick rimmed lensless NHS glasses, and I'm really not. I mean, I like Fez as much as the next person, but there's nothing out there that scratches the itch like a really great triple A blockbuster. Indie might be where all the imagination is, but triple A boxed games are where the big thrills lie. I like to think there's room in my life for both. Maybe it's age, my tastes growing more fickle as I edge nearer to thirty. Perhaps there are others out there who have the weird gaming pet hates of their own but all I know is this. I seem to have an irrational disconnect with some of gaming's most respected names, and you can try as hard as you like to convince me to give them a chance, but you probably won't change my mind. If you can't understand why I have these problems with certain games that are supposed to be beyond criticism, don't worry about it, because I'm not so sure of the reasons either.

If I ever work it out, I'll be sure to let you know.

Wednesday, 24 April 2013

In appreciation of: Phil Fish

Phil Fish seems to be getting a lot of hate at the moment. This was bought to my attention when I spotted a tweet from CliffyB highlighting the fact. For those who don't know the story, here's how it goes.

It seems that Fish has an entourage of haters, a bunch of people who take pleasure in criticism and say stuff about boycotting Fez because they think he's an asshole. To which Phil Fish replied this, "Fez is number one on Steam right now and it's not even out yet. You should boycott harder, nerds." So, giving as good as he gets then. Needless to say there was a bit of forum rage, and people started calling for a boycott again. Frankly the forum trolls need to grow up. Phil Fish is not Activision or EA, two companies whom you have every right to hate. No, he's just a guy, a guy who made a game whom some corners of the internet seem to have a problem with, a guy who isn't a PR mouthpiece. So what if he comes across as a prickly auteur? It's his game, he has every right to be. He's speaking to the trolls in their own language. Of course they're not going to like it.

Phil Fish, however prickly or unpleasant a person he may or may not be, is a personality, and one who can speak like a human rather than a PR robot at that. Gaming needs more personalities. Excluding Phil Fish, I can count the amount of big gaming Names I can reel off from the top of my head on one hand. Miyamoto, Kojima, Cliffy B, Jon Blow, Rhianna Pratchett. So he's a pantomime villain to the trolls? So what? He's an indie dev so he can speak his mind without having to worry what the suits think, and it's fun to watch him spar with his critics. I'd like to see more people like him. Also whatever his personality flaws, Fez is a truly great game, and to stop yourself from playing it, just because you don't like the developer is simply cutting off your nose to spite your face.

To put it another way. Did you boycott Django Unchained after seeing Quentin Tarantino's now famous Channel 4 interview with Krishnan Guru Murthy? Thought not. It doesn't matter if he's a bit of a dick, the fact is Tarantino's movies are great, so you go and see them anyway. The same applies to Clint Eastwood movies, or any number of musicians. Of course, you have to draw the line somewhere. It's not ok to like Roman Polanski movies or the Lostprophets. Save the boycotts for the real assholes, not for the guy who just said something that you've taken umbrage with.

Now stop trolling and go play Fez. You'll thank yourself for it.

Friday, 19 April 2013

M-M-M-M-M-M-M-M-MONDAY NIT-RO: An ode to my most played game of the past twelve months.

Ifj you hadn't guessed by the title alone, this piece is about RedLynx's fantastic Trials Evolution, a game I'm given to gushing about at every possible opportunity. I'm hopelessly addicted to it, it's the gaming equivalent of crystal meth. There are few games out there any more that are as relentlessly playable and unapologetically hardcore as Trials Evolution that at the same time, are as inviting to the casual crowd.

In fact, the early part of the game is custom made to hook you in. The first time you boot up the game, you're treated to a blast of dumb, yet fun, cock-rock/rap by a man who clearly loves Trials a little bit too much, which sets the tone for the rest of the game. Once you're into the game proper, you're given a bike, a very short lesson in how to control it, then the game turns you lose on a set of tracks that let you blast through them with the throttle buried and barely a thought of crashing. Basically, this is a stroke of genius. If you're having a ton of fun within moments of starting, you're more likely to persevere when the difficulty starts to ramp up. Thankfully, Trials Evo wants you to learn how to play it. Within a few minutes, you've blitzed through the first few tracks and lo and behold, the game has already given you a new and faster bike. By now the game has it's claws in you and you barely notice the subtle drip feed of slightly more advanced techniques in the next licence test. From here you're on the slippery slope to where I have arrived now.

I both love and hate Trials Evolution in equal measure. Despite only dipping into it when I'm in between games, I've scrambled to the top of it's not inconsiderable difficulty curve, after having spent the best part of forty hours with it. While the game has a sunny disposition and a goofy sense of humour, it's still hard on those people who choose to try and attain it's gold medals. People like me. If you don't care about golds, and want to just finish it's tracks you're fine. You have five hundred faults and half an hour at each location to play with. You can laugh along with the level designer who thinks its funny to put a bottomless pit, a fire, a crusher, or a stack of TNT underneath a particularly difficult obstacle. If you're trying to finish the level under a set time and fault limit, you'll soon be cursing that same level designer to the deepest, darkest and most painful of all the Hells. The thing is, once you do come in under those limits, the sense of achievement that comes with it is unrivalled by pretty much any other game out there. You feel like you've scored a victory over RedLynx themselves.

Mastering the game means mastering a physics system that encourages care, accuracy and practice, practice, practice and rewards silly mistakes with embarrassment at best or a bone crunching accident at worst. While the licences you take when you unlock each bike give you the fundamentals, there's no substitute for experimentation. A lot of the fun I find in Trials is working out just where to wheelie, when to pop the rear suspension, working out when power and speed isn't the best option. I'm by no means amazing at the game, compared to those at the top of the leaderboards, I'm slow, scrappy and barely in control, but I've worked through and got gold on every track in the game bar the extreme levels. The physics mean that no two failures are ever exactly alike, which along with the sometimes punishing difficulty, just adds to the onemorego-ness of it all.

While the game can be punishing, it's never unfair. Is that slope too steep or that gap too wide? Keep practicing. The consistent physics and the unchanging nature of most of the landscape makes you the main variable in the task of getting over that troublesome obstacle. Often, the only reward for all the practice is an entry at the bottom of the leaderboard and the knowledge that you've harpooned your white whale, but amazingly, that really is enough. To use the drug reference again, it's like a tiny little high, and once you've got it, you're already starting the next track, craving another hit of the sweet, sweet sense of victory.

But what happens when there are no more tracks? Cook up some more! And if you can't do that, there's a huge community of really talented people who can do it for you. Trials comes with a really comprehensive level editor, one so deep you can make entirely new games within it. I've not even scratched the surface of what it can do myself, but some of the things that come out of the Trials community are really amazing. Even though there are two fantastic DLC packs with two new areas with an entire game's worth of extra content, including the fabulous Gecko 520 BMX, you could probably play a new community track every hour of every day for the next year and still be able to find content you haven't seen. While I do recommend the DLC, if only for the BMX, you don't need it, thanks to the community, even vanilla Trials Evolution has a depth of content that is almost bottomless.

I really can't say enough good stuff about this game. It's a game you can only get better at, a game that changes as you play it, from straight up racer, to platformer, to puzzle game. Even replaying early tracks on faster bikes creates new challenges. Bumps that wouldn't trouble you on a slow bike suddenly become kickers that upset the fastest bikes as you hit them. The same screen four player mode is an absolute hoot when your mates are together and on top of all that, you can dip in and out of it and play it in bitesize chunks when you have a bit of downtime. You know those leaderboards I mentioned earlier? They track your friends too, and the game shows a ghost of your fastest friend to compete with on the track you're racing on. It's a great carrot-on-a-stick that makes you play and play until you've beat them, and when you do, instantly text them to tell them you've knocked them of the top spot. It was my favourite game of last year, and if it wasn't for Bioshock Infinite, it would probably be my favourite game of this year too.

The most significant testament to Trials Evolution's brilliance and accessibility is this. If I leave the Xbox for more than a minute when I'm gaming with my girlfriend, I can guarantee that she's saved and quit whatever I've been playing and has fired up Trials. Usually, by the time I've returned, she's hard at work chasing my best times and will often have absolutely demolished one or two of them. And if you think I can get her to relinquish the control pad when she's her Trials on, well, it's a funny thing to see me try.

Best of all, a version with all the DLC is now available on Steam, so there's another barrier to entry taken away. If you haven't played it, download the trial of Trials, (hur-hur) and give it a go. Trust me, you'll be hooked by the time you've finished with it.

You may even end up wanting to gush about it to the whole internet, like me.

Thursday, 11 April 2013

The Experiment: Race Day

Regular readers will know that I've been preparing for an experiment for past month or so. Well, as it turns out, yesterday was, for lack of a better name, Race Day. So here are the results.

One of the bikes I used on the day.
For those who don't know what I'm banging on about, it's this. I was bought an afternoon's track riding with the Ron Haslam Race School for Christmas. The day itself takes place on the Donnington Park Grands Prix circuit using track prepped Honda CBR600RRs and ex (and sometimes even current) racers as instructors. So it was a bit of a dream come true for the biker in me, something akin to being taught to drive by Damon Hill if you're a car nut.

As a gamer with a long time love of racing games, the whole thing presented something of an opportunity. After all, how many of us have wondered, after winning the battle with Laguna Seca's infamously difficult Corkscrew in Gran Turismo, if we could master the corner in real life? I certainly have, and as an owner of SBK X, the official game of the World Superbike Championship, now I could. So here's how I went about it.

First of all, I had to make sure that Donnington Park was even in SBK X to start with. A curious quirk in the race calendar during that season meant the British round of the championship was actually held at Silverstone that year. Thankfully, the game went out on general release before the change could actually be made in game, so Donnington was still there. Another stroke of luck arrived when I found out that a reasonable facsimile of the bike I would be riding in real life was in the game too. So, I had the bike. Next thing to do was turn off the racing line. Generally in racers, it's a helpful feature, but here it gets in the way of what I'm trying to achieve, namely, learn the track. You see, if the racing line is on, you just end up following the line, braking, turning and accelerating when it tells you, rather than actually figuring all that stuff out for yourself. So with full simulation mode on, manual gears and zero knowledge of the circuit, I set about turning out laps.

A month or so later, I wound up at Donnington for real. So, did my countless virtual laps around Donnington help at all in the real world?

The circuit, so you know what I'm harping on about below.
 
In a manner of speaking, they did. But mainly in the most obvious way. Learning where the track goes. More subtly, my time on the game illustrated how ridiculously late the turn in point for Redgate is. Get it wrong, tip in too early and you run out of road and wind up in the gravel. Not something you want to do, since Redgate is the very first corner on the track. Something else that was helpful was how I could take note of where the bike became unsettled under braking at Maclean's. Obviously, in real life, I wasn't nearly as fast as I was in the game, but it meant I wasn't too surprised when the back end started to slide on the brakes when I approached the corner for real. It's still a pretty unsettling feeling though, like you're at the very limit of what the laws of physics will allow you to get away with. The worry that you might crash in a game is very different to the worry that the bike might spit you off when you're actually sat on one.

What didn't the game help with? Let's get the obvious out of the way first. It's in no way like riding a real motorcycle. No matter how good the game's physics engine is, it simply cannot communicate how physical riding at high speed is. The bike tries to throw you off the back under acceleration, tries to spit you off the front under braking, 140mph windblast tries to tear your head off, and you hang off the bike to such an extent during cornering that if you're good, you can touch a knee to the road. If you're amazing you can touch an elbow down. If you're a lunatic, like one of the instructors, you can corner one handed, striking sparks from the knuckle armour on your glove off the road with your free hand.


Donnington Park from the sky.
The game didn't prepare me for just how steep the section between Redgate and Maclean's is. It genuinely felt like a rollercoaster on my first session. As the speed builds with confidence, the track starts to feel narrower as the bike begins to dictate the line out a corner rather than yourself. The whole thing becomes an exercise in lining the bike up at the apex and firing it out on the throttle, rather than just riding around. It's a difficult thing to explain, and something you have to experience for yourself. The game doesn't give any sensation of how close the road feels to your face as you hang off during cornering, or the way that the red and white stripes of the kerb take up most of your peripheral vision as they flash by. The game gives no indication of how the opposite kerb and the gravel trap behind it seems to come at you in a way that's way too quick for comfort the first time you really hook up a corner and fly through it as it's creator intended. Nor did it give any indication of the jarring dip at the apex of the right hander in the Fogarty Esses, which really caught me by surprise the first time I found it. It raised a grin though. It was the first indication that I was getting faster.
 
Most of all, the game cannot match the buzz. I was so high on adrenaline at the end of the day that I couldn't fill out the survey when we were finished. My hands were shaking too much to make my handwriting legible.

So in conclusion, is the game anything like the real thing? Let's put it this way. It's like building a rollercoaster in Theme Park and thinking, these things look like fun, then going to Alton Towers and riding the Nemesis for three hours. It looks like the real thing, and it might give you some ideas of what to expect, but by the time you're done in real life, you'll be an aching, gibbering, adrenaline addled wreck.

Try it sometime!

Tuesday, 9 April 2013

Five for a Fiver (or perhaps less)

I'm playing an awful lot of Bioshock Infinite at the moment, and I'm marvelling at how I'm able to give new significance to the early events of the game, now that I know what's going on. I highly recommend playing it a second time. In the first playthrough, you're told the story, in the second you understand it.

Anyway, I've been a bit isolated from the wider gaming world recently, but happily, just as I was looking for something to talk about, my Bethesda loving friend stepped into the fold with an idea.

Five for under a fiver!

So I'm handing the floor to him.



As a little side project we decided a fun thing to add to the blog would be a countdown of five great games that we've handpicked each month that you can pick up and play for under a fiver. Most of these games won’t be life changing (Final Fantasy VII anyone?) since these archetypal 'amazing' games usually come with an 'amazing' price tag. You may not agree with our choices but, well, tough! Joking aside, we really hope you like this list and take a chance with some of these titles! The list will change each month with different games you should play for the price of a Big Mac…

Here’s this month’s rundown

#5:
Mission Impossible: Operation Surma (Multi Format)

Ok, so how many of you read Mission… and turned off thinking it was the awful N64/PS1 game based on the Tom Cruise movie? Well actually I loved that game, for all its flaws (Grownup Gamer says, "So did I!"). But anyway Operation: Surma is thankfully far superior. Mostly. You play as Ethan Hunt, and what starts as a simple tag 'n' grab mission evolves into a story that quite rightly should have been its own film. The added stealth tactics are a welcome addition to its predecessor, as are the clever uses of gadgets and silent takedowns instead of headshots to outwit the enemy. These additions help take this Mission Impossible game back to its espionage roots. While clunky at times, the game overall is superb. If you buy it and think what I've just said was a bunch of crap, then I urge you to take it past the first level and reconsider. I happen to think the skydive sequence towards the end is amazing. This game was one of the first I bought for my PS2 10/12 years ago, and is still on my shelf. 
rearms and

Where to buy it: Amazon
Prices: £1.99 INC postage (PS2) £1.49 INC postage (Xbox) PREOWNED (Available sealed on Xbox currently for £4.89 INC postage)

#4:
Tony Hawk’s Pro Skater 3 (Multi Format)

Arguably the best Pro Skater of them all. I remember this being the first Pro Skater I played, having played it to death on my PS1. The soundtrack is awesome, I still skate around The Foundry with 96 Quite Bitter Beings by CKY or Blitzkrieg Bop by The Ramones pumped at full volume feeling like a skating god. Graphically the PS1 version of game is quite sketchy, but the PS2 and  GameCube versions hold up pretty well. The game, in any of it's guises remains a gem. Also, if you need just one reason to play this game. Darth. Maul. As a skater. Complete with Lightsaber. ‘Nuff said. If you need another? Wolverine… 


Where to buy it: Amazon
Prices: £2.04 INC postage (PS2) £5.51 INC postage (Xbox) (I know… technically over a fiver… but £2.03 of that IS postage so TECHNICALLY it’s only £3.48…) £4.02 INC postage (For an acceptable copy on PS1 – Although this blogger has found numerous copies of this game lurking in Cash Generator for a measly 99p) £3.49 INC postage (Gamecube) 

#3:
Tomb Raider 3 (PS1/PC)

Ahh, Tomb Raider 3. The pinnacle of the great gaming lady's original incarnation. Great though her previous and following two encounters were, Tomb Raider 3 just stands head and shoulders above the rest. It's also, to my eternal shame, the only PS1 Tomb Raider game I’ve ever completed! What isn’t there about this game to love? Well for starters, it contains my favourite of all the Tomb Raider weapons, the Desert Eagle. Then there are locations, from the freezing tundra of Antarctica to the dizzying heights of London (and the lows of Aldwych Tube Station) to the mysterious and supposedly hidden(?) Area 51 in Nevada. The story and characters are great, even the Butler, who is cleverly covered in targets as you wreak havoc in Croft manor, because Eidos just KNEW we’d shoot him. Genius. The fact that you could play the story sort of in any order you like is a nice feature, whilst India has to be first location and Antarctica has to the be last, you can pick and choose the sequence in which you visit the other three. The classic Lara death scenes were back, my personal favourite? Piranhas. This game is one of the best Tomb Raider games of all time in my humble opinion. And I’ve played them all, even the one that must not be named. Yes Angel of Darkness, I’m looking at you! 


Where to buy it: Amazon
Prices: £3.27 INC postage (PS1 – Platinum, Black Disc will set you back £5.30 INC postage) £2.04 INC postage (PC) – But this blogger recommends PS1!

Drawing close to the end… With the #2 spot going to…!

#2:
FFVII - Dirge of Cerberus (PS2) 

Lordy! As a lover of Final Fantasy, especially Final Fantasy VII, and especially Vincent Valentine, how could this game not appeal? It oozes sexiness from the bleak Midgar backdrop and the lovingly crafted steampunky locations to the platform/hack and slash gameplay. Beautiful. As a massive fan of the Devil May Cry games, for me, this was Devil May Cry set in the world of FFVII,  playing as the *other* character dressed with a pronounced love of guns. Its fast paced, frenetic and provides a lot of back story to the FFVII universe, including some fresh insight into Vincent’s story. It introduces some new characters and allies to aid him during his journey, and you can use his iconic Limit Breaks from FFVII to help you in battle. As a happy bonus for us, Square Enix revamped the game for the Western Market, as it fell short in Japan. More combos, slicker, quicker. I'm glad they did. I remember the first time I played this. I did not stop until I had finished It. I was about seventeen I think, and remember staying up all night to finish it. I remember the last level provided a perfect ending to the game. Coupled with the Death Penalty, Vincent rampaged through the skies. If you are in any way interested in finding out how Vincent became, well, Vincent, then this game is a must play. In fact, any self-proclaimed Final Fantasy fan should own and play this game. One of, if not the best spin offs from a Final Fantasy title ever. 

Where to buy it: Amazon
Prices: £3.66 (PS2) – Best. Buy. Ever. 

This month’s #1 spot goes to:
Sonic the Hedgehog 2 (Mega Drive)

How could this post be complete without the addition of our favourite blue hedgehog’s arguably best adventure on the Mega Drive. The levels were amazing, the game seemed faster and Tails made his first appearance. It was quite fresh to play as Tails, despite how awful he is as a character, but I remember playing as him instead of Sonic and was like, "Whoa! Whole new Game!" Sonic 2 contains one of my all time favourite Sonic levels, Chemical Plant Zone. The soundtrack to that level was amazing and every time I think of Sonic 2, it's Chemical Plant that I think of. Another feature I liked about Sonic 2 was the spin dash. No more awkward backtracking and building up speed to get round the loop de loop like in Sonic the Hedgehog! Great addition. Weirdly, I love the change in design of the Shield powerup too. In Sonic 1 it was just a boring 'bubble' but in Sonic 2 it was this vibrant pulsating swirly blue thing. Incredible. I recently downloaded this on XBLA and played through for about half an hour and reached the Mystic Caves. Sadly this was very late at night and I eventually had to retire, but was one of the best half hours of my life. I have so much love for this Sonic game, especially the special stages. They're equally as frustrating as those windy mazes and GOAL! bars in Sonic 1, these special stages required a certain amount of rings or you fail at each checkpoint. I still to this day have NEVER managed to fully circle over the halfpipe and catch all the rings in the air. How you are meant to do that still baffles me, almost 15 years after first playing it. If you haven’t played this then do. If you are a fan of Sonic then play this game. This game actually was one of those life changing games. It renewed my love for Sonic and ensured I bought the sequels too.

Where to buy it: Amazon
Prices: Mega Drive games rarely come in the box or with instructions (not sure why!) but as a cartridge only you are looking at £4.15 INC postage. A boxed with instructions copy will cost you between £5 and £10 depending on where you go usually. (I actually managed to score a copy at a local car boot fair, for an award winning 50p). 

We hope you enjoyed this post and please keep reading and sharing! We'll be sure to let you know about the next Five for a Fiver feature

Wednesday, 3 April 2013

Bioshocked

As you likely saw, there was no blog last week, because I'd done something amazing. I preordered a game to pick up on release day. Specifically I preordered Bioshock Infinite. This is a significant occurrence, it's the first game I've actually gone out and ordered since Final Fantasy VIII, which was also, incidentally, the one time I've ever gone out of my way to get the collectors edition of a game. Anyway, the stars aligned for me on the runup to Bioshock Day. I got some interest on my savings the week before release, and the review on IGN appeared a couple of days after that. The score was amazing so I ordered.

I was slightly thrown by the actual release day. When did games start being released on a Tuesday? I've clearly missed something here. I thought games got released on a Friday so you can ignore all your friends and play all weekend. Not anymore it seems! Nevertheless, it was fortunate that I also had release day off. I played all day, again, something I don't do often. It was wonderful.

If you haven't played it yet, I urge you to do so. Go out in your lunch hour, pick it up tomorrow. It doesn't matter what format you choose. It's beautiful in every possible way. It's light is blinding, it's colours deeply saturated. It animates beautifully. Columbia feels lived in, a world held up by the sheer force of belief of it's inhabitants. The voice acting is stellar. The use of it's licensed music is unique. Elizabeth is utterly, utterly wonderful, the most believable AI companion I've seen since Alyx Vance. She will stir genuine emotions in you. The villains are memorable and the Songbird is terrifyingly powerful. Best of all, the story is fabulously dense, covering a myriad of themes, building to a melon twisting gut punch of an ending. Basically I'm saying if you don't play this, you are missing out on what will probably be the best release of this year and in all likelihood the best game of this console generation.

The first thing I wanted to do when I finished it was start it again.

There's so much buried in Columbia you'll never find everything on your first playthrough unless you use a guide. Do yourself a favour, play it like a real gamer and leave the guide in the shop. Take pleasure in the exploring, the discovery. If you buy a guide, you're basically buying spoilers, the screenshots will steal the
awe from every new area. I will be buying the other companion book however. The Art of Bioshock Infinite, a near 200 page hardcover full of concept art from the game. If you decide to do the same, wait til you finish the game. You don't want spoilers, the game has so much impact when you see it with fresh eyes. (Update: The book arrived today, and it's beautiful, chock full of amazing art. Best of all is the cover under the dust jacket, a shot of Elizabeth and the Songbird embossed in what might just be gold leaf. As you can probably tell, I'm very pleased with it. As a both fan of the game and a book nut, I can honestly say this is an essential purchase.)

So again. Buy Bioshock Infinite! It means Irrational Games will make a ton of money which they can plough into making Ken Levine's next opus. The world needs more games like this, and gaming as a whole needs more men like Ken Levine. He's like a gaming Chris Nolan, somehow making the unapologetically high concept suitable for the mass market. Just as film has it's easily recognisable auteurs, gaming is starting to gain a few of its own too.

Make sure you stay for the credits too, there's a nice little surprise from around the midpoint.

Now go buy it!