Tuesday, April 6, 2010

Monster Hunter Tri (Demo)

Monster Hunter Tri is the third console iteration of an incredibly popular series from Japan. As far as I know, this is the first Monster Hunter to be actively marketed in the US, so a demo seems like a really good idea. Unfortunately, Capcom chose to distribute the demo disk through GameStop rather than directly or digitally. I walked into a local store a few weeks ago and spotted the display box filled with disks behind the counter. There were a couple of guys with name tags hanging out in the front of the store, but they professed ignorance of the game and demo. So I waited in line while the other two workers were selling the membership program to other customers. When I finally got to the front of the line, the pimply adolescent loudly announced his manager would only let him give out the disk to people who pre-ordered the game. That makes no sense since I wanted to get a demo in order to find out if I'd like to buy the game later. If I was ready to buy the game, why would I care about the demo? Like an idiot, I put down $5 to get the demo and then came back a few days later to cancel the pre-order. The strange thing is both times the clerk asked me to fill out a survey. I think he gets credit whether the feedback is good or bad.


Monster Hunter Tri Screenshot


Prior interest: Low


Until recently, I had a very vague idea of what Monster Hunter was all about: big in Japan, characters wield comically large weapons, "monsters" are a cross between dinosaurs and dragons, online is important for some reason and so on. Exactly why the Japanese pay for online services and sink hundreds of hours in the game isn't immediately clear from the description. Screen shots and gameplay videos reveal the graphics are exceptional, but the action seems very deliberate and the spaces somewhat limited. If ever there were a game that could benefit from a demo, this would be the one.

Odds of purchase: Medium


Besides the disk, the demo came with a huge, color instruction sheet for all the different weapon controls. For instance, if you pick the lance, the Z button initiates a charge, but it charges up a whirlwind maneuver if you are using the giant hammer. While you are certainly free to jump right in and learn the controls by trying them out, examining the control sheet is highly recommended. Only the Wiimote and Nunchuck controls are listed, so if you want to play the demo with a Classic Controller you need to look around online or make good guesses.


Monster Hunter Tri Screenshot


During the loading screens, Capcom warns that there might be differences between the demo and the final game. Other than slight wording changes, I can't imagine what they would change since the game has been out in Japan for half a year. That means it's hopeless to dream the final version will include GameCube controller support. The demo consists of two quests: the one star Great Jaggi and a three star Qurupeco. Both are limited to 20 minutes, so there's some pressure to get right to work attacking the quest monster. As I'll mention in a minute, it's worth your time to explore the Deserted (or Solitary) Island, where both quests are located.


Monster Hunter Tri Screenshot


In contrast to the limited choice of quests, the demo opens up all the weapon types and even offers multiple versions of some. There's also a wide variety of armor choices and both genders. The costumes seem mostly, well, cosmetic, but the different weapon choices force different approaches to battle. Sword and shield allow quicker attacks at the cost of damage per attack. The three classes of bowguns trade slower developing attacks for high potential damage. Trying out all the possibilities turns out to be a major draw of the demo.


After you've made your choices and waited through a stylish loading screen, you are dumped into a hunting camp on the island with no clear clue what's going on. There is an area map with the quest monster clearly marked. So the natural thing to do is to navigate to where it's prowling around. On the way, you'll encounter some more loading screens and a dynamic environment. There are mushrooms, herbs, grazing herbivores, smaller carnivores and odd, tool-using cats. While you can interact with these elements, there's no point to it in the context of the demo as everything goes away after 20 minutes.


When you finally do confront the quest monster, you'll probably find yourself unceremoniously dumped back at camp if you try charging in and hacking away. For one thing, attacks are slow and difficult to aim. For another, monster attacks cause significant damage and are often chained. So if you get knocked down, you'll barely have time to get up before getting assaulted again. You are equipped with plenty of health potions, but you better learn to put away your weapon and use the sprint button to get far away from predators or you'll loose as much health as you gain. Once you learn to read a beasts pattern and develop an appropriate counterattack (involving plenty of evasive maneuver), you'll have an easier time taking them down.


With some luck and practice, you will start dealing out enough damage to see your prey change behavior. There's no status bar, so you just have to observe the monster to know when you are getting close to a kill. The first time I saw the Great Jaggi limp out of the area, I got a sudden adrenaline rush and sprinted after him only to be slaughtered a few minutes later because of over-aggression. It took several more tries to master the patience needed for delivering solid blows without receiving any. When I did complete the first quest (with switch-ax), the exhilaration I felt matched the time I'd spent.


So the demo provides a taste test of the meat of Monster Hunter Tri: hunting monsters. If you look hard enough and ignore the quest, you'll also find a limited sampling of the game's side dishes. For instance, you can kill some cow-like Aptonoth, carve them for their meat, roast it on your BBQ spit, and eat the cooked meat for added stamina. But there isn't much point to doing it since your hunter is already equipped with well-done steaks at the start of the quest. There's a distant sea cave you can swim to that features giant mosquitoes called Bnahabra and a pile of bones to dig through. Clearly the place means something, but with no in-game help, who knows what these things are called or why they exist. Apparently, the full game features a story mode that serves as a sort of tutorial for the game, but the demo dumps you right into the action. And of course, the demo leaves out all online features.


So as a demo, it gets the essentials right: give the prospective customer a taste of the game so they can get excited about it. Unfortunately, the demo focus on a portion of the game that's an acquired taste and leaves out the bits that are likely to be appealing to a broad audience. Fortunately, the rest of Capcom's marketing effort is directed at filling in the gaps. But next time, why not make the demo a free download? Just a thought.

Tuesday, March 9, 2010

Lego Star Wars: The Complete Saga

Lego Star Wars was the game that prompted me to buy a Wii. I even bought the game before I bought the console.1


The first video game I played was a home version of Pong. I don't remember much about it, but I do recall waiting for the TV to warm up so we could play a few games of Pong before Dukes of Hazard or some such came on. It's a simple game and after a few plays you are ready for something else. One of my friends had an Atari 2600 that got a lot more play from us since it had Breakout, Combat, Indy 500, and especially Space Invaders. I vividly remember spending entire afternoons trying out the various game modes of Space Invaders—the 2600 version had 112 including invisible enemies and moving shields.


Then a series of events pulled me away from home consoles for many years. We moved away, my parents got rid of our old TV and bought a Tandy 1000 SX home computer. So I missed out on the NES, the 16-bit consoles, the PlayStations, and the various other gaming systems that connect to a TV screen. Instead I played tons of PC games from Sopwith to IL-2 Sturmovik. As you might imagine, I also spent tons of time and money upgrading my computer so that I could play the latest PC games. It was sometime after I got married and before our son was born that I got burnt out and gave up on upgrading my PC. A few years later I picked up a Jakks Atari TV game out of nostalgia, but I figured I'd outgrown video games.


Time for a short history of video games digression. Video games exist in three distinct zones. The first is arcade games which reside in public locations such as bars, pizza parlors, movie theaters and, of course arcades. Second is home consoles, which are attached to family TVs in the living room or den. Lastly are computer games that played in the home office or den. As a result of these zones, each type of game has developed it's own distinct traits. Arcade games are bright, inviting, technically advanced, fast-paced, public, and unforgiving because they are designed to eat quarters. On the other end of the spectrum, computer games tend to be darker, complex, technically limited, contemplative, individual, and deep since they reside on the same machine that is used for word processing and spreadsheets. Home consoles sit between the extremes.


Initially, consoles were just cheaper versions of arcade machines that could be experienced in homes. But somewhere around the end of the Atari era and the beginning of the NES era, consoles began to assert a separate style of gameplay that was a little more relaxed than their arcade cousins. Donkey Kong did its best to kill you off in the first minute or two, but Super Mario Bros. gives you a lot more rope to keep playing. Console games could afford to offer a deeper experience without the pressure to cycle through players as there is at the arcade. On the other hand, they were restrained from becoming as complex as PC games since they relied on a public resource (the living room TV). Over time, console games drifted closer to the PC style as more gaming systems were attached to TVs in bedrooms and game rooms. By the time I started looking into consoles again, they were a far cry from the Atari I grew up with.


A few Christmases ago I visited my brother who has an Xbox 360 and a copy of Lego Star Wars, which he fired up between events. It looked fun so I asked to play and he handed me a second controller and I dropped in. We worked together for a while solving puzzles and beating up battle droids. Then he needed to go do something and dropped out for a while. As we played through the story, other family members (including non-gamers) sat around to watch the goofy cut scenes between levels. Gameplay is so accessible almost anyone can start playing (and make progress) moments after picking up the controller. In essence, the game was a lot like the family, living-room, arcade-style games from the Atari and NES eras.


LEGO Star Wars: The Video Game  Various


When I first heard the concept of the game, I couldn't get my head around it. How do you make a game based on both Lego toys and Star Wars? I assumed there would be lots of building with bricks and that didn't seem to fit with the action-oriented movies. And the developers seem to agree since game uses Lego environments mostly for the sake of destruction. Pretty much everything that looks like it's built out of Legos can be destroyed. Besides being fun to smash up the environment, the game scatters studs (Lego currency) everywhere to be collected for buying bonus features and characters later. Building is included for solving puzzles, but it's somewhat abstract as you'll find a pile of bricks, hold a button and your character starts to assemble some useful object. (Often you can turn around and destroy it again, which is therapeutic.)


LEGO Star Wars II: The Original Trilogy Various


As for the movies, I've seen the original trilogy dozens of times and, as good as it is, I've gotten a little numb to the story. As for the prequels, they seem to take themselves too seriously and I actually fell asleep during the most recent one. Lego Star Wars manages to fix both issues at the same time. All the dialog-y bits are presented in pantomime cut-scenes that usually feature some sort of twist. For instance, the dramatic credit scene from Empire gets a gag where Luke's robotic hand jumps off his body and wanders around Thing-like. Then you get to play through all the action scenes which are greatly expanded from the movies. The game manages to capture the feel of the movie action sequence such as firing blasters at Stormtroopers while a droid works to open a blast door. Maybe not groundbreaking, but it feels just right.


LEGO Star Wars II: The Original Trilogy Screenshot


After you finish a level in Story Mode, you unlock the option to play again in Free Play mode. In addition to using different characters, you can also find all sorts of hidden objects the second time around since different character classes are required to open up certain areas. There's just so much content and attention to detail it's hard to take it all in. Even in the overworld (Mos Eisley Cantina) you can easily amuse yourself getting into brawls, breaking up furniture, solving mini puzzles, and so on. By the way, get the Complete Saga version that includes levels from the first two games plus a few little extras.


By nature these games are cooperative. If you play alone, the computer takes over the other character, but it's not as fun. Either the computer will basically solve puzzles for you or will refuse to do their part causing you to switch from one character to another in a frantic attempt to do everything. After you've seen how to get through a section, it doesn't hurt to replay it on your own, but don't start off that way. Two player mode has it's own problems. Since there's only one camera, players can't wander where they please. It's not uncommon for one person to press ahead while the other wants to hang around and find secrets. Until one or the other caves in, this results in a frustrating fight for control of the camera that leaves both players stuck at the edge of the screen.


The other serious issue comes from the platforming elements. I don't know what it is about 3D platforming, but it's hard to judge jumps and the camera loves to move at the exact moment you need to pick a direction. Lego Star Wars exacerbates the problems by making the edges of the platforms mushy so you tend to slip to your doom when you get too close to a bottomless pit. If that weren't bad enough, you always respawn in the exact same spot and if you don't take action right away you'll fall in again and again. A stupid trick to play with a "friend" is to push them over a cliff and not move so they fall over and over. The computer loves to do that. (For an example of how to do this the right way, look at New Super Mario Bros. Wii.) Thankfully, death doesn't cost anything but studs, but this is a completely avoidable problem.


Another problem, especially for younger/less-experienced gamers, comes from the complex and layered nature of the levels. Often there will be a little hint that something is hidden behind a wall or a puzzle to be solved, but these are sometimes premature in Story Mode—they require characters that are unavailable. Even for me, it was sometimes hard to figure out what needed to be done to get through some levels. Particularly frustrating are the vehicle levels which seem to go on and on without giving any indication of how to proceed. In addition, they are the least cooperative sections of the game and even encourage competition.


And cooperation really makes this game special. It's a game that my son asks to play with me and then I get to be his hero by fighting off the bad guys and he gets to be the hero by finding the key to some puzzle or the direction to take next. And then my wife comes along and we switch to Wii bowling for a while.


Entertainment value: All 6 Star Wars DVDs edited by Steven Spielberg and a pile of Star Wars Lego sets.





1 - The reason I bought it before a Wii was that I wanted to get a copy of "The Complete Saga" for my brother who only had Episodes I-III. Unfortunately, I didn't know that XBox game boxes are green and Wii boxes are white. So I returned the game and bought it again about a year later.

Monday, January 18, 2010

Facts over flash

So I realize the recent IGN Editorial: Blinded by Mario is designed to get attention. Mission accomplished, I guess. But it's a textbook example of making an argument with flash, calling it opinion, and obscuring the evidence that contradicts an author's conclusion. Let's take a look at the facts.


The subtitle of the article is "'Splosion Man vs. New Super Mario Bros. Wii: which is really the better platformer?" Unfortunately, it isn't practical to evaluate these games firsthand. The first is available only on XBox Live Arcade and the second is only available on the Wii. Since I only own the Wii platformer, I'm somewhat biased toward Mario's game. But there are objective measurements of each game's quality. At this moment, Metacritic lists New Super Mario Bros. Wii at 87 with a User Score of 9.1. Splosion Man boasts the same User Score and has a very good Metascore of 84. Looking at Game Rankings produces similar numbers (88.50% vs. 85.74%). The wisdom of the crowds suggests Mario has a slightly better game.


Other games mentioned in the editorial also earned high Metascores. For the sake of comparison, here are the top platformers released in 2009 according to Metacritic:


Game Metascore
---- ---------
Braid (PS3) 94
Braid (PC) 90
Ratchet and Clank Future: A Crack in Time 87
New Super Mario Bros. Wii 87
LittleBigPlanet (PSP) 87
PixelJunk Eden Encore 86
LostWinds: Winter of the Melodias 86
Splosion Man 84
Trine 83
NyxQuest: Kindred Spirits 82
Patapon 2 81

Braid was originally released on XBox360 in 2008, so it really should be out of consideration for 2009. Splosion Man does not show up in the Metacritic search as it's listed as "Action, Adventure". In any case, Splosion Man does not stand out in any particular way.


Now there are problems with simple review scores. These are vastly different games. One could argue NSMBW gets an unfair advantage since it's a MARIO game. Actually reading some reviews shows that being a Mario game has hurt it's review scores. It would be interesting to see what would happen if the game could be reskinned as a new set of characters in a new world. (How about Jumpman Rescue Team?) Meanwhile, Splosion Man clearly earns extra credit for it's a) lower price, b) independant developer, c) original character, d) platform (which is fairly light on platformers), and e) edgier content. Of these, price is the only variable a Mario title can really change.


So let's talk price. Like any consumer product, software must follow the laws of supply and demand—higher demand and lower supply result in higher prices. But unlike most goods, software supply is virtually infinite. Therefor software companies, such as Nintendo, artificially control supply by setting prices. All other variable the same, lower priced games sell better than higher priced games. Since the goal of game developers is to maximize profits, games tend to be priced as high as possible without killing demand. When demand starts falling, game prices start falling as well. Since New Super Mario Bros. Wii is the best selling title that doesn't have "Modern Warfare" in it's title, it's fair to say the price is right for consumers. No matter what any particular consumer feels, those are the facts.


While we are at it, comparing the price of a retail game to a downloadable game is staggeringly naïve. For one thing, manufacturing and packaging cost an extra $3 or so. Distribution costs are substantially higher for physical media and may be more than the full price on an online game. From the perspective of consumer value, physical disks add real value that may be transfered either through the used market or simply by being available for loan to friends and family. On Amazon, you can sell your copy of New Super Mario Bros. Wii for about $30. In addition, retail games may be rented for less than the price of an online game. Since downloadable games are priced much lower, they may be a good value if you intend to keep and play the game for the life of your console. Otherwise, you may be better off with the traditional distribution model. In either case, price tags can not be compared directly.


One advantage of disk-based games is they have far more room for graphical and auditory content. From screen shots, Splosion Man seems take place in a single environment:
Splosion Man Screenshot Splosion Man Screenshot


New Super Mario Bros. Wii does not feature shifting perspective, but does contain many more environments:
New Super Mario Bros. Wii Screenshot
New Super Mario Bros. Wii Screenshot
New Super Mario Bros. Wii Screenshot
New Super Mario Bros. Wii Screenshot


Now we can look at the three "Exhibits" the editorial lists:

Exhibit A: 'Splosion Man is more original


Certainly Splosion Man is a new and very original character compared to Mario who has been jumping around for 28 years. However, originality does not equate with quality. If anything, the Mario brand has become a reliable indicator of quality that few other franchises can match. He has certainly not followed the path of Sonic in this game. How many games does Splosion Man have in him before his act gets old? And while we are on the subject, doesn't Splosion Man remind you of someone else:
Earthworm Jim Screenshot


Exhibit B: 'Splosion Man does four-player online co-op


While this is certainly true and I haven't actually played Splosion Man, multiplayer in New Super Mario Bros. Wii seems a different beast altogether. For one thing, each of the levels may be played solo, cooperatively or competitively using one of two scoring systems. Levels in Splosion Man are divided between solo and co-op levels. From what I've seen and read, all players of the XBox game need to be experienced in order to make it through the co-op levels. Common to many Wii games, unequal players can have fun playing as Mario, Luigi and the Toads. Certainly "Exhibit B" is a point in favor of the newcomer, but only if you care about playing online and don't care to play with non-gamers.


Exhibit C: 'Splosion Man offers more content for a fraction of the price


We've already dealt with the price to an extent, but I find the statistics very misleading. For one thing, all 77 levels in the Mushroom Kingdom are playable by 1 to 4 players. I've played through Level 1-1 dozens of times both alone and with others and I'm only now losing interest in it, even when I'm watching others play. Later levels are even more clever, challenging and entertaining. Only half of the levels in the Big Science Labs are playable single player and the other half are strictly multiplayer. No doubt it's exciting to speed run the levels, but I'm pretty sick of watching Splosion Man wall jump. Honestly, I have a very hard time imagining Splosion Man offering significantly more content than New Super Mario Bros. Wii. Level counts only work if the levels have more or less equal depth.


The dig at the Wii's technical ability is totally gratuitous. Hopefully I don't need to explain why that bit of flambait ought to be ignored.


I can see where journalists come from when they declare Nintendo lazy or cheap. Many of the features nearest and dearest to them have been left out of the most popular Wii titles. Features that mean nothing to them have been substituted. It's a bitter truth, but Nintendo no longer needs to cater to the HARDCORE in order to sell games. For better of worse, these gamers have outgrown Nintendo after all these years. If you are listening: please don't try to rob the joy the rest of us are experiencing from the current lineup of Wii games.

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.