Friday, January 15, 2010

New Super Mario Bros. Wii

Reviews are the crystallization of an experience the reviewer enjoyed (or endured) and with luck and skill it represents an indication of what consumers of the review can expect from a game if they were to try it themselves. The climactic scene in Ratatouille features an aloof food critic who tastes the titular dish and recalls an incident from childhood when the meal soothed him. It is a touching scene, but the review itself, which is read in a voice over, does not mention the experience or the dish itself, but rather the skill of the chef who produced it. Experience is individual, but skill at producing an experience is universal.


Generally, reviewers are able to easily separate the quality of a game from the circumstances of their experience of playing it. Even if your cat just died or you were recently married, you'll still be able to say that World of Goo is pretty good and M&M's Kart Racing is terrible. But not always.


Any pleasure sensor gets numb if it's been stimulated too much for too long. That's why we love the N64 kid. We no longer get orgasmic unwrapping toys at Christmas so we try to experience the pleasure vicariously. Similarly, game journalists have played games since they were sucking their thumbs and play as many games in a week as most people play in a year. In particular, every one of them obsessed about at least one iteration of Super Mario Bros., if not all of them. No new Super Mario Bros. game can match the high they got playing a Mario 2D platformer for the first time. They are more to be pitied than censured, actually.


I never really played Mario as a youngster (I was a PC gamer until recently), so I went back and played a few levels of some NES, SNES, Game Boy and DS Mario platformmers. These are all great games (even SMB2 in it's own special way). They are challenging, colorful, intriguing, and addicting. But they are also very, very similar to each other (except SMB2). The first "?" block in World 1-1? Hit it and it yields a Super Mushroom. The first enemy is always a stompable Goomba. Try all the pipes until you find the one that takes you to a secret level with lots of coins. There will be underground levels and water levels and air levels. Bowser or one of his minions will be at the end of lava-filled castle levels. If you search hard enough (or get clued in from an outside source), you'll find a way to warp ahead to a distant level. As time goes on, more level themes, enemies, puzzles and power-ups are added to the formula. It's more of an evolutionary process than revolutionary.


New Super Mario Bros. Wii Screenshot


New Super Mario Bros. Wii, despite it's convoluted name, turns out to be a brilliant update of the 2D Mario formula. To be sure all the original pieces are still in place and there are plenty of new bits added. If you've never played Mario, you'll find yourself hooked like I am and like game journalists were in their formative years. Gameplay, graphics, music, sound, and levels have been given a 1-Up or two. This version can be seen as the definitive edition for those new to the series.


The world has changed since the last 2D Mario for a home console (Super Mario World for the SNES). Most reviewers would be thinking of HD TVs, the internet and the changing demographics of gamers. So most reviews take this time to lament graphics recycled from the DS, the lack of online anything and no playable female characters. (But wait! Toads can be difficult to sex even for other toads. Mario games may be more gender neutral than we thought.) While these are fair criticisms, this review will instead point out that entertainment options have exploded over the last couple of decades. You don't need to wait for Saturday morning to watch cartoons anymore or listen to whatever the goofy local DJ decides to play on the radio. What that means for game designers is that they have to work a lot harder to suck players into the experience.


So designers might go big by producing huge cut scenes and story inviting players to press forward. Or go small by filling a disk with dozens of bit-sized mini-games. Or lower the difficulty. Or exploit the desire to connect with other by adding multiplayer options. Or feed players at intervals with DLC. Or just use sex, violence and bathroom humor. Most blockbuster games do several of these things. But Nintendo had limited options when it came to console 2D platformers. (Handheld games don't have to worry about the problem since they can rely on a more captive audience who is riding the train to work or waiting for the dentist.)


New Super Mario Bros. Wii solves the problem by serving up bite-sized levels and giving players ways to get past tough sections. None of the levels take more than 5 minutes to finish even if you take it pretty slow. There are checkpoint flags halfway through every level to avoid replaying the early parts of a stage too often. You can "Quick Save" at any time in the overworld or hard save after finishing a tower or castle stage. 1-Ups are fairly easy to obtain and continues are infinite. Mushroom houses and overworld enemies grant powerups that can be applied before beginning a level. Hint movies may be purchased with Star Coins. Being able to advance in multiplayer as well as single player helps quite a bit. (More on this below.) Finally Nintendo added Super Guide, which veteran Mario fans will never see as it only shows up if you die 8 times in a row. (I however saw and heard it tempting me constantly.)


These helps are necessary because the game get difficult quickly. With the helps you can usually make some sort of progress in every play session. For those who afraid they make the game too easy, understand that none of them are required. Even the midlevel flags can be bypassed by jumping over them. Anyone who thinks this Mario outing is too easy can be safely ignored unless their save game slot looks like this:


Someone beat the game without the Super Guide showing up.


Needless to say, the levels are brilliantly laid out. When you tackle a level for the first time, enemies and hazards seem to be placed where they can cause the most havoc. But then you "stumble" on ways to get around the level more easily. For instance, there's an early level where you are riding an elevator that picks up hordes of Koopa Troopas. Initially, this spot looks like it will be impossible to beat. But then you "happen" to hit one and kick their shell across the screen which takes the rest of enemies and produces an easy 1-Up. Don't think for a moment that the sequence was accidental. Players are meant to discover and be delighted by this solution. And that isn't even the best way to handle the elevator as revealed by a hint video available in the game.


Once a level is beaten, there are plenty reasons to return including three Star Coins, which serve as optional challenges. Early on, Star Coins appear not far from the beaten path of a level. Then they are placed a bit out of reach until you hit on the method of reaching them. Finally, they are hidden with just the barest hint of where to look. Pretty soon the game has you trained to look for any imperfection or oddity to see if there might be some secret hidden in that part of the level—a habit that will often be rewarded with secret areas.


What makes these levels more amazing is that they work in multiplayer situations as well. Way back in 1983, Shigeru Miyamoto followed up the arcade hit Donkey Kong with
Mario Bros. featuring both Mario and Luigi. Together they earned money by clearing pipes of creatures such as turtles and crabs. It's notable that the game can be played by one or two players with each earning an individual score. But it's best played cooperatively as each enemy requires at least two hits to be defeated. Working together prolongs the game. In the main story of New Super Mario Bros. Wii, multiplayer works the same way. Each player has their own set of lives (which are replenished between levels if needed) yet completing levels requires cooperation and communication.


Multiplayer Mario has been called Divorce Mode, which is a pretty clever phrase that reveals as much about the players as it does about the game. Here's the deal: you have to learn to take turns and talk to each other. It's a team sport. With the extra players there are more ways to die and more ways to survive. On the one hand Mario can slam Luigi into a bottomless pit mid-jump. But he can also bounce Blue Toad up to a difficult-to-reach platform. A level doesn't end until all players fail (or time runs out), which means one person can camp in a safe area while everyone else takes risks and pushes ahead. There's no need for the Super Guide either, since players can save themselves or skip ahead to the lead player by bubbling up. If you press "A" in mulitplayer your character will go into a bubble just as if you'd died but doesn't use a life. Using these strategies, two of my brothers and and my brother-in-law nearly beat the game in an afternoon over the Christmas break.


When I play with my son, who hasn't mastered video games yet, I take care of enemies and carry his character past difficult bits. Our favorite early level features Yoshi, who makes the game much easier. But when you get hit riding Yoshi, he runs back and forth like a decapitated chicken, which totally frustrates my son. Thankfully, my Yoshi can swallow his character and spit him out another Yoshi thus saving the day (or at least the level). For those of you complaining about power-ups going to the wrong player, you need to learn where they are hidden during single player games and tell your partner where to stand to pick them up. You are responsible for your less-skilled friends.


Competitive types will have a chance to show off in Free-for-All and coin battle modes. Nintendo added five extra levels for Coin Battle and also added a ton of coins to the regular levels so that they are filled with coin-collecting opportunities. Some levels are unlocked from the start (so you can ride the terrifying Bonecoasters of level 8-7) and others become available as you beat worlds in story mode. One clever feature of these modes is that the game remembers which levels you play most often and saves them as favorite levels so they can be replayed easily. Neither is (or should be) the goto mode of New Super Mario Bros., but both are fun additions.


Speaking of which, I find it odd that many reviews complain that multiplayer is unfair and that it's not online. Often these complaints are linked in the same paragraph. How does that make sense? The latest Call of Duty game, which has a huge budget, geared toward online multiplayer competition and designed by veterans of the genre. And almost immediately players found and exploited glitches in the game to screw over opponents. Though it would be fun to play against my brother who lives in Texas, there's no reason to not play Mario Kart. At least that game is designed from the ground up to mess with the play of others.


Not adding online anything fits into what Nintendo seemed to have in mind with their latest Mario game: do everything right or not do it at all. It's not a perfect game, but it is nearly flawless. A perfect game would include the features everyone wishes for and do them all well. No game can reach that standard and New Super Mario Bros. Wii doesn't try. Rather, it tries to be a fun challenging game that can be enjoyed years from now as it's being enjoyed today.

Entertainment value: playing the original Super Mario Bros. with your son, wife and grandfather all at the same time.

Friday, December 4, 2009

World of Goo (Demo)

World of Goo is a physics-based puzzle game using Goo Balls—among the most unusual construction materials ever imagined. The standard black Goo Ball forms a semi-rigid spar when dragged near an existing structure. Other colors have different properties: green may be repositioned after placed, red inflate into buoyant balloons, etc. Each level is built around the idea of helping Goo escape out of a vacuum pipe positioned in some awkward location. Unattached Goo Balls run on the structure you created in order to escape and serve as a scoring mechanism.


World of Goo Screenshot


Prior interest: high


Of the first round of WiiWare demos, the World of Goo was the only game I'd previously played as it had been released with a demo on PC. Thanks to gushing reviews and a few minutes with the demo, I was already interested in the game. In addition, the publisher (2D Boy) gave away the soundtrack, which I always appreciate. Since then, they posted some thoughts on game design and sold the PC version of the game for, well, whatever you feel like paying. So they have a lot of my goodwill if not my money. The only question I had was if the WiiWare version would be a better choice.


Odds of purchase: high


World of Goo uses pointer control exclusively, which limits the potential platforms for it. On the PC, there is just one pointer: the mouse. The Wii has the ability to display up to 4 pointers using the Wiimote, which ought to be used more often by game designers. Super Mario Galaxy's coop play is a bit silly, but giving the second player an onscreen pointer turns out to be both useful and clever. World of Goo on WiiWare runs with the idea in that 4 players can grab Goo Balls and add to the structure all at once. For some levels, like the giant tumbler level that requires throwing up a tower quickly before the floor moves out from under you, the extra hands are very useful.


Ultimately, the multi-player option is likely to be the reason I'd buy this game. On the PC, it's a fun diversion. The demo shows off some of the game's tricks and certainly leaves me wanting more, but on the PC I'll just move onto one of hundreds of demo or adware puzzle games that proliferate on the internet. But the same game with another pointer or three turns into a community experience. For now, the demo can be pulled out when the family tires of bowling and tennis and eventually, someone will want to do more than just play the first few levels over and over.

Thursday, December 3, 2009

NyxQuest: Kindred Spirits (Demo)

NyxQuest: Kindred Spirits (formerly known as Icarian, a far better name) is a straightforward 2D platformer set in post-apocalyptic mythical Greece. You guide Nyx, an angel-like woman in her quest to find and rescue Icarus: a refreshing change of pace. Speaking of which, the pace of the action is appropriately slow to take in the spectacular backdrops Nyx is wondering through.


NyxQuest: Kindred Spirits Screenshot


Prior interest: medium


NyxQuest represents a type of game I'm interested in: puzzle platforming in an atmospheric, well-realized environment. But this particular game has several issues that have kept it from floating to the top of my list. First is the ridiculous name and confusing name change. Even the official soundtrack uses the old name for the title track. Second is the LostWinds series, which seems similar to NyxQuest, has been well-reviewed, and now has two entries. Third, the game disappeared from my radar almost as suddenly as it showed up there. This has not been a well-marketed game.


Odds of purchase: medium


Playing through the demo level, I started to feel like NyxQuest had borrowed heavily from the 2D areas of Super Mario Galaxy. Both share a similar control scheme, beautiful backgrounds, clever yet not punishing puzzles, orchestrated music and 3D models constrained to a plane. It's hard to think of higher praise for a game, but unfortunately the demo came out a few months too late. I'm already playing New Super Mario Bros. Wii which scratches that particular itch for a while. That said, I'll eventually need something to fill that niche in my gaming and when I do, NyxQuest will be waiting.



In addition to providing a demo, the NyxQuest developers have a pretty good promotional website that includes an Oracle trivia game, which rewards the time needed to guess the answers correctly with a nice little prize.


Note to the LostWinds publisher: this might be a good time to bug Nintendo about getting a demo out for your series too.

Wednesday, November 25, 2009

Pokémon Rumble (Demo)

Pokémon Rumble is a basic brawler that draws on the Pokémon licence and sensibility: "Gotta catch 'em all!" Game play consists of fighting through six regions with linear areas full of wild Pokémon. Defeated Pokémon either cough up coins to be used for purchasing or upgrading Pokémon, or occasionally leave a body to be recruited onto your team. New team members may be brought into play at any time in order to replace a damaged fighter. Once you obtain a Pokémon of high enough level, you may enter the Battle Royal, which pits you against a ring full of opponents. The demo ends there, but presumably winning the Battle Royal opens up more advanced regions.


Pokemon Rumble Screenshot


Prior interest: none


I've never played a Pokémon game and I didn't have any particular interest in what looks like a dumbed down entry in the series. Pokémon Ranch, a previous WiiWare game, received miserable reviews as I recall.


Odds of purchase: STOP ME!


I now understand the insidious nature of Pokémon. Even though I knew I hadn't accomplished anything special in the first few regions I played, I found myself reluctant to end the game and give up the cute little fighting creatures I'd collected. And there was something mindlessly addicting to wandering around beating up underpowered opponents. It's got the Animal Crossing je ne sais quoi that makes you want to keep doing the utterly boring things the game asks without questioning. Nintendo has a gift for that sort of design.


Again, this sort of game demos especially well. Screenshots and reviews could never do the experience justice. Unlike the Bit.Trip: Beat demo, Pokémon Rumble does not satisfy the casual player who is interested in the title. Rather than being a relatively self-contained demo which may be abandoned after a few minutes, collection games demand hours of work to be truly satisfying.


Update:


Last night my son and I played a few minutes of Pokémon Rumble together and the multiplayer option works fine. It's always nice to find games that let parents play with their children, but this game is a bit too shallow for my tastes. He had a pretty good time, which might increase the odds I'll break down. I hope not.

Friday, November 20, 2009

Final Fantasy Crystal Chronicles: My Life as a Dark Lord (Demo)

Final Fantasy Crystal Chronicles: My Life as a Dark Lord (what a convoluted name!) takes it's tower defense genre seriously. You play as a Dark Lord building levels of a treacherous tower to be assaulted by wave after wave of heroes. And by "you" I mean a pre-teen girl dressed in fashionable, New Romanticism outfits with cute sock-puppet minions.


Final Fantasy Crystal Chronicles: My Life as a Dark Lord Screenshot


Prior interest: none


I've never played a Final Fantasy game, there are piles of free tower defense games on the internet, and the "My Life" meme seems boring and overplayed. Having a demo to try out is the only reason I'd ever consider a game like this.


Odds of purchase: low


It's immediately clear upon starting My Life as a Dark Lord that lots of attention was dedicated to round off any rough edges in the game. Everything seems weirdly pleasing with the possible exception of controlling movement on the large world map. Even the bilaterally-symmetrical maltagonist, Mira, turns out to be interesting. There's plenty to see as the battles play out: heroes rushing into and falling out of the tower, goblins grunting and cheering, sunrise and sunset, and characters offering advice and warnings. Way before I was ready, the demo timed out leaving me wanting more.


On the other hand, it's still a (very well done) tower defense game. So I'm only slightly interested in spending money to continue the game. Further, the demo ends with some teases of the game's story, which seems completely uninteresting. Still, I'd say the demo was a success in terms of getting me interested in a game I wouldn't have even noticed otherwise.

Thursday, November 19, 2009

Bit.Trip: Beat (Demo)

Nintendo recently released the first demos on their WiiWare platform, which gave me several games to try out on my non-existent games budget. All demos take several minutes to download, limit the features of the game, prevent saves and boot you to the Wii Shop Channel on completion. Unlike other reviews, these are from the perspective of how effective the demo is at capturing sales in my opinion.


First up is Bit.Trip: Beat, which is Pong meets side-scrolling shmup meets rhythm game. Tilting the Wiimote positions your paddle/ship/beat-collector in order to catch balls/enemies/beats that approach from the left side of the screen. Successfully bouncing the beats back from whence they came increases your score and failing to do so brings you closer to demise. Doing well is also rewarded with musical beats that add to the background music while misses make a little whiff sound. Stringing together longer sequences opens more complex background images and music while misses cause you to drop into a mode that closely resembles the graphics and sounds of Pong itself. Meanwhile the controller rumble slightly shakes in time to the beat.


Bit.Trip: Beat Screenshot


Prior interest: high


I've been looking for a simple, old-school, action game to play when I have a few moments to fill at odd times. The Bit.Trip series seems like it fits the bill perfectly. I've seen videos of people playing in the groove that look simply amazing. Tilt control may be my favorite feature of the Wii. I hate having to dig through my collection to find disks to play a quick game. Plus I don't like spending a lot of money.


Odds of purchase: low


Overall, the demo is amazing and generous. Too generous. I died before getting to the end of the first song/level and was going on five minutes. Videos of the entire first level, which I believe is available in it's entirety, last nearly 15 minutes. That's pretty much plenty for me. I don't see myself playing this game often and seriously enough to need to play the other two songs anytime soon and certainly not at the cost of $3 each.


The Bit.Trip games seem ideal for demos since they turn on the quality of the experience. There are bound to be people who balk at spending money on a game that is widely seen as short and quirky, but who might be pushed over the edge by a good, immersive demo such as this one. In fact, despite my initial reluctance to pull the trigger this time around having a significant portion of the game available every time I turn on my system just might make the difference when I finally finish the first level.

Update:


Well I played a few more times, got better and discovered the demo ends after 7 minutes or so. Which slightly increases my odds of buying Bit.Trip: Beat. Slightly.

Monday, August 24, 2009

Mario and Sonic at the Olympic Games

My cousin had a Commodore 64 which was the highlight of visiting his house as a child. While we played a number of great games in those days (Bruce Lee, Spy Hunter, Microsoft Flight Simulator, etc.), I most looked forward to playing Summer Games by Epyx. It (and it's various sequels) had three obvious advantages:

  1. Geared toward multi-player. (Bruce Lee was an awesome game, but it's boring to watch after a while.)
  2. Accessible controls. (Mash buttons or wiggle joystick.)
  3. Considerable layers of what we now call polish. (How cool was it to have opening ceremonies with digital doves flying over the torch?!)


Mario & Sonic at the Olympic Games Screenshot


Mario and Sonic at the Olympic Games follows the formula of the Epyx classics with three licenses as opposed to zero. Which means instead of stick-figure athletes, players control characters from the Sonic or Mario universes (or a Mii). And instead of a generic Summer Games, the characters compete at actual Beijing Olympics venues. The experience is a surreal, as charming as you might expect, but somehow not very epic. Rather than national (or Epyx) anthems during the medal ceremonies, we get sound bits from the characters exalting or lamenting their own performance. It's repetitive and a bit creepy.


For the most part, the events work the way you would expect using the Wiimote and Nunchuck. Lots of events involve shaking to build and maintain speed including all the track and field and swimming competitions. Despite the fact some events rely on nearly identical mechanics, each feels fairly unique. For instance, the 100m race starts with timing the start followed by shaking to gain speed and the long jump starts with shaking followed by timing the jump. To a bystander, these are virtual mirror image actions, but to the player they feel distinct. High jump, javelin, pole vault, and triple jump play around with the same core mechanic. I can't explain it, but slight variations combined with altered visuals keep these events somewhat fresh.


Other events use fairly unique mechanics. Swimming requires breathing and well-timed turns. Distance races do a pretty good job of simulating pacing and timing the final kick. Relays and hurdles add timed hand-offs and jumps to the formula. Hammer toss requires the Wiimote to be twirled rather than shook to build speed. Skeet and archery add deeper themes to the basic IR shooting mechanic found in Wii Play. Table Tennis borrows heavily from Wii Sports Tennis. Fencing takes advantage of the one-dimensional sport to create a bare-bones fighting game. Gymnastics events and rowing focus on precision button pressing and motions. Then there are Dream Events that add video-game wackiness to standard events.


Each character has unique attributes and are divided into Power, Speed, Skill and All-around categories. Each also uses preferred swimming style from crawl to dog paddle to running underwater requiring different motions to propel them. Apparently the stats for Miis are assigned on the basis of height and weight combinations. For individual events character selection can be a good source of handicap: let a less-skilled player take Sonic in 100m and chose Bowser for instance.


Unfortunately, the designers made a series of missteps that sabotage their own masterly event design. Most of the events are locked from the beginning with no immediate indication of how to unlock them. When you get a bunch of players together, the natural first step is to try out the single event mode to see what might be fun. But the best events are locked from the start and the events that are available tend to be the shaking the Wiimote variety. The only way to unlock new events once your group gets bored or carpal-tunnel is to sit down by yourself and play through all the circuits in Circuit mode.


Mario and Sonic really comes into its own in circuit mode, which should be the default playing option. (Single event appears to be the default, since it's the first option on the main menu.) Circuits work something like decathlons with different mixes of events. Points are awarded in each event according to finish and at the end of the circuit the player with the most points wins. To prevent run-away wins, each player has a bonus coin which can be used to double points for a top-three finish. If you take the option, but don't finish in the top three you get nothing.* Do you take an all-around character to do well in all events or pick a specialized character and go for broke on your best event? Nothing increases the excitement of a contest than taking a big risk to secure a come-from-behind win.


Did I mention unlocking events is painful? Shaking the controllers to beat a couple of friends equals fun. Shaking the controllers to convince the computer to let you play more interesting contests equal pain in the wrists. About half the events involve running, which requires moving the Wiimote as fast as possible. Since the Wii's controllers are accelerometer based, tight drum rolls represent the best chance of winning. And this sort of shaking starts to hurt after a while. The worst events are high jump and pole vault because they repeat over and over until all participants fail three times. It's realistic but until you know how high to set the bar winning involves ratcheting up slowly which means lots of shaking. And all of this is so that I can earn the right to play events that don't cause my arms to fall off.


Once you unlock the events, the experience begins to level out. Initially success seems possible through indiscriminate waggle, but as with Summer Games there are definite skills to learn. A variety of missions provide individual challenges for those who crave it. For multiplayer sessions, circuits can be customized so that you never need to run 100m again. All sorts of actions unlock various trophies and medals. Theoretically the game offers online leader boards, though in practice they have been thoroughly hacked. (A perfect skeet shooting score in less than a second? Yeah, right.) For the younger audience there are a handful of mini-games which are fairly pointless and easy. Finally, all the Dream Events are reasonably entertaining on their own. (So why does Sega force us to unlock them all?)


On the whole, I think the title does a good job serving the fans of the three licenses and has the potential to entertain open-minded gamers. But Sega seems to go out of their way to make the experience frustrating. Why should I have to work so hard to earn the right to play the best events? Games like Samba de Amigo or Super Monkey Ball have history on their side—previous iterations use unlockable content as a carrot. But Mario and Sonic at the Olympic Games is a cross between sports and party games. Sega's model ought to have been Wii Sports or Wii Play, which use locking to direct players through modes in a sensible order. Neither requires you to be good at an event before moving on. Mastery of the game tends to be the best carrot for sports games and interactions for party games. Locking, especially requiring players to win playing solo, defeats the purpose entirely.




* The Bonus Coin works something like the doubling cube in Backgammon. For those not familiar with the doubling cube, it doubles the value of a game during match play. The opponent may refuse the cube, which causes them to lose the game at the undoubled value. Or they may accept the cube, which allows the game to continue and gives the accepting player the sole ability to double the game again. In essence, it provides an extra layer of decision in games that otherwise might become boring decisive victories.