Thursday, 14 August 2014

DAY 226 / GAME 226 Twisted Metal Black

DAY 226 / GAME 226


Twisted Metal Black

      When I discovered that there was a fifth Twisted Metal game, this time on the new (at the time) PlayStation 2 I was pretty excited.  Having purchased the PS2 somewhat late in it's release and not really keeping up on upcoming titles, I had a number of surprises like this where sequels I had no idea existed and I end up discovering them on the shelves dirt cheap.  PS2 discoveries were always especially awesome because quite often they turned out exceptionally great with huge increases in graphical quality and a better handle on controls.  Especially since the PS2 was sold stock with a dual analog controller and developers were sure to take advantage of it.  Twisted Metal Black really was, in the end, an oasis in a sea of bad sequels in the series.  The first and second games were terrific.  Especially the second one.  But as it turns out, SingleTrac, who developed the two games lost the rights to the property, but not the game engine.  So when Sony decided to keep the series running after the success of the second, their in-house developer 989 Studios had to rebuild the game from scratch and it was noticeably poorer for it.

        Years later however, former employees of SingleTrac formed a new company, Incognito.  This new company struck a deal with Sony to produce the latest game in the dyring series, Twisted Metal Black.  It was great.  It felt just like the originals what with similar play styles, handling and physics.  The characters and stories returned to their original potency and my desire to play endlessly returned as well.  


         But more than just a rehash of the first games, Black went out of it's way to be something new.  Darker, more cinematic and perhaps even more violent; Twisted Metal Black use the new console's power to the fullest to reimagine the original production.  Apparently for the first time achieving an "M" rating and even having portions removed from the European release, this really was a 'black' take on an already dark game; considering the first one contained a character who was forcefully bound to his vehicle for life.

         Twisted Metal Black was just this great game.  It was simple, basically a vehicular version of Quake's deathmatch multiplayer.  The cars were full of character and so were their drivers.  Very little competes with a game that contains a killer ice-cream truck drive by a malevolent killer clown.  I enjoyed it in the past and I enjoyed this new release.  I'm was little saddened that it had appeared the series ended with this game, until I discovered there was actually a recently released (2012) title for the PS3.  It somehow slipped under my radar, just like Black did.  Now just to get a hold of a copy.


Wednesday, 13 August 2014

DAY 225 / GAME 225 R-Type Tactics

DAY 225 / GAME 225


R-Type Tactics


      I am not good at Tactical RPGs.  I never finished La Pucelle's Tactics, never even bothered with Final Fantasy Tactics and generally feel bad for even trying them.  I'm guessing it's the same reason I'm generally terrible at Real Time Strategy games and Sim City style games; I suppose I just don't have the mindset for it.  But the one Tactical RPG I got the furthest in and mostly understood was a spin on the space shoot-em-up R-Type titled: R-Type Tactics, or R-Type Command in the US.  It was a portable title for the Sony PSP, which meant I was more willing to put more hours into it that I would have if it was a console title.  Mainly because I can play it on the train, or during any little bit on downtime that allows me to bust out the portable or pause it and put it to sleep anytime something comes up.  It's simply easier to squeeze in a few minutes here and there which works great in a game that is turn-based and often requires you take the time to strategize and plan each move and it's consequences.


        R-Type Tactics is an interesting take on the series considering it's roots.  R-Type being a classic arcade shoot-em-up who's series of games seemingly ended with the most recent title, R-Type Final on the PS2.  R-Type Tactics on the other hand, is a turn-based tactical RPG that sends you on a mission through the solar-system into the Bydo homeworld to end the alien attacks once and for all.  Each level sets you on a hexagonal grid with the same side-scrolling camera view from the shooter titles.  You progress forward through each level with various goals, typically including the requirement of defeating all the enemy ships in your path.  Each ship has varying stats including weapon power, speed, shields and radar range.  You can send scout ships ahead to see what's coming, repair ships to rescue downed craft, heavy fighters, long range gunners, bombers and all those typically escorting a primary flagship.  

        I especially enjoyed this game because it's focus was on my favorite aspect of the R-Type series.  That being the ship design.  As you move forward you gain access to new ship designs with new and better weapons and utilities.  You layout your starting grid for each level based on a limited number of resources and so you can choose how you want to attack the level; with little or no support and all assault, or something more balanced.  You gain access to various new flagships which offer the ability to repair more ships at once, or are submersible for the new water-based levels.  And of course, you get full stats pages on each ship with 3D rotatable models so you can view them in full glory.  Plus, during combat when your turn is executed you will often get a 3D animated cutscene displaying how it all went down.  It's a completely enjoyable experience.

        I played this pretty far into completion.  In fact, I was sure I had beat the game except that as it turns out, after the credits roll and you defeat the final boss, you actually end up in a reversed role.  After defeating the final Bydo boss, you become infected and start returning to earth as a Bydo force.  This is great because it feels like a game+, being able to experience the whole game over again from a new viewpoint, with all new craft and even more difficult levels.  So difficult in fact that I haven't been able to complete it.  Still, I got an awful lot out of this game and it was easily the one tactical title I was able to enjoy.  In writing this I've discovered there was a sequel made 2 years later in 2009, now I just have to figure out if it's available for purchase outside of Japan and I'm all set! 




Tuesday, 12 August 2014

DAY 224 / GAME 224 Daytona USA

DAY 224 / GAME 224


Daytona USA

      When I first got my Sega Saturn, it came with a 3-game pack to start that included Virtua Cop, Virtua Fighter 2 and an arcade favorite of mine, Daytona USA.  I've always enjoyed racing games previously on the Genesis and on my PC, but without the ability to properly render the track in 3D they always felt lacking.  There were a few small exceptions; Hard Drivin' and Virtua Racing on the Sega and F-Zero and Mario Kart on the SNES.  But they never quite had the sense of realism that you got with Daytona USA.  And that's bearing in mind that in Daytona USA you drove cars with practically square tires..

       Really though, this was one of the first games that I felt really simulated the 'driving experience'.  Just the fun of rolling along behind the wheel with going forward being your

only objective.  There was an option to run a 99 lap race and at times I would just set that up so I could just drive non-stop for an hour or so.  It was no Tokyo Xtreme Racer, but at the time it was still enough to create that fantastic zen driving experience.  Heck, I don't even like stock car/Nascar racing very much but I had a blast with this game.  It's biggest downfall was that it didn't actually play like a modern racer.  Since it was a port of a Sega arcade game, it's still designed to eat quarters.  So rather than running a full set of laps and hoping to win, you have to battle against a timer and possibly loose even if you are currently holding first place.  The only more modern racer I've seen do that as a major part of the game and get away with it would be Vanishing Point on the Dreamcast.  But it really was a strong game mechanic in it's case.

        We also can't forget about the amazing soundtrack.  It was really super-bad.  It's main track consists of some dude singing about stock car things.  (Check the video beside.)  "This is your crew chief" and "This course is really tough".  It's really absurd and to this day I can't think about this game without hearing "Daaaaayyytooonaaaaaaa" playing in my head.
          So, square tires, (They really weren't able to produce proper curved surfaces at the time.) a terrible soundtrack and an unfortunate arcade conversion.  And yet, it still stuck with me as a super fun game.  Part of it was just due to the timing it was available and the tech was still new and part of it was that it was yet another game that crossed over between arcade and home console.  But either way, it was an enjoyable stepping stone.

Monday, 11 August 2014

DAY 223 / GAME 223 Super Mario 3D World

DAY 223 / GAME 223


Super Mario 3D World

      There's three games that Leia has forced me to play almost to the point of ruining that game for me.  First it was The Maw, then Pikmin 3; currently it's in the hands of Super Mario 3D World for the Nintendo Wii-U.  The upside is that 3D World is such a huge game to explore that although we've been playing it for four months straight we still haven't tired of it.  It's also helpful that this game supports up to 4 players simultaneously and so the two of us enjoy the game together and at times she'll just play it on her own.


       There's been a few key games in the Mario Brothers series that will always stand out as everyone's favorites thanks to solid controls, large selection of levels and immense replayability.  Namely Super Mario Brothers 1, Super Mario Brothers 3, Super Mario World and to a certain extent Super Mario 64.  I hadn't personally come across another Mario title that offered the same charm and tightly refined controls until I tried Super Mario 3D Land on the Nintendo 3DS.  So when it was announced that there was going to be a (sequel?) to this game on the Wii-U, I knew it was a sure buy.


      Super Mario 3D World on the Wii-U may not have the advantage of stereoscopic 3D, but offers up to 4 players at once working cooperatively or competitively (Depending on who you're playing with I suppose.) and the added bonus of 5 different characters to choose from rather than simply Mario and an unlockable Luigi in 3D Land.  This is of course a huge bonus as far as I'm concerned since it really expands the range of appeal for different players.  Especially someone like Leia who is always looking to play a female character and now gets to choose from (shock) two of them as the roster for 3D World includes Mario, Luigi, Toad, Princess Peach and an unlockable Princess Rosalina. (From the Super Mario Galaxy and Mario Kart series.)  And to spice things up a bit, each character features slightly differing traits as we once saw and haven't seen since, Super Mario Brothers 2.


    Super Mario 3D World may not be as tough as some of the older titles but it certainly offers extensive replayability.  After defeating Bowser at the last castle and the credits roll, you are offered access to a whole new set of levels; almost doubling what was on the map.  Though a lot of the levels are 'remixed' versions of earlier levels, they offer a much higher difficulty level and that extra challenge you're looking for.  There's also the star-collecting requirement.  Each level contains 3 stars, some more hidden than others, and some contain a collectible 'stamp'.  The stamps (so far as I know) are just there for collecting but the stars are necessary to continue forward.  Eventually you will find yourself returning to older levels in order to find stars you missed so you can unlock the next set of levels and move on.
      Beyond all this as well, the multiplayer element really changes how the game is played.  Being able to carry, throw and bounce off of other players means accessing otherwise inaccessible areas and finding better ways to defeat bosses.  Which include Bowser's kids again from Super Mario World, something I really enjoyed at the time and was happy to see return.



       Basically, Super Mario 3D World is one of those fantastic gems of a game that is not only quite perfected, but also enjoyable for everyone.  It's graphically beautiful and overall very charming.  This is one of those games that I could label as 'timeless' because I am certain that in a decade or so I will be playing this again in the same way I still play Super Mario World on my Super Nintendo.

Sunday, 10 August 2014

DAY 222 / GAME 222 Doom 3

DAY 222 / GAME 222


Doom 3

      I remember keeping up on all the press regarding the new Doom title leading up to it's release in 2004.  Having been a huge Doom fan back when it first came out, my interest was certainly piqued; but it had been a long time since I once bought Doom II on 5 floppy disks and there had been a lot more innovation in gaming since the 90's.  So needless to say, I wasn't expecting much.  
        But then, as it always happens, I ended up in FutureShop looking for something completely unrelated when they had that big screen TV facing the entrance playing Doom 3 on demo and it just happened to be release day.

       I had no idea it was going to look that good.  Those guys at id Software produced a game engine that rendered Mars City so brilliantly that I didn't think twice and grabbed a copy off the shelf for immediate purchase.  As a promo for the first day of it's release, it even came with a full retail copy of Star Wars: Knights of the Old Republic which was $30 at the time, but the truth is hadn't even opened it up until last year..
           That aside Doom 3 simply turned out to be this beautifully horrific game.  Very much in the style of the first two in the series, id really didn't try to innovate in terms of gameplay, simply the visuals and to a certain degree, the story.  And for me there's a place for that kind of game; a no-brainer horror FPS title where you shoot-to-win.  

            And although the story isn't too far from the original game, they certainly used a great method for fleshing it out.  You arrive on the Mars research base as a generic space marine who fights to survive and ultimately foil a vicious plot after super advanced teleportation technology opens a gate to Hell.  (Doesn't it always?)  As you fight your way though the Martian landscape and dark corridors of the research station you come across various staff logs in both text and audio format.  If you'd rather, you can ignore it completely, pushing through with only the necessity of the plot and just enjoy filling demons with lead.  Or you can read and listen to the available material and discover the backstory behind a crazed scientist who decided to take specimens from Hell and research them for weapon's technology and ends up helping them force an army through to our world.

          Doom 3 ended up doing the series proud.  Though some would complain that it was simply the same run-and-gun, jump-scare gameplay as the first two games, I embraced that as a real throwback to a game that really pushed a gaming genre into what we see today.  It looked fantastic for the time it was released and it still holds up today and at a time when I was still waiting for the eventual release of Half Life 2, this really filled the gap.


Saturday, 9 August 2014

DAY 221 / GAME 221 Gran Turismo 3

DAY 221 / GAME 221


Gran Turismo 3

      I've talked before about how there's always that one game, the game that tips the scales and drives you to the store in a mad dash to finally purchase that console you've been trying to put out of your mind since it's initial release.  With the Xbox 360 for me it was Gears of War, for the GameCube it was Extreme G 3, with the Wii-U it was Pikmin 3 and with the PlayStation 2, it was Gran Turismo 3.  
        I was a huge Gran Turismo fan at the time, but I already owned a Sega Dreamcast and a Nintendo GameCube; so I really was trying to avoid purchasing another console from that generation as much as possible.  I had made it about a few years after it was originally released until I happened to come across a huge Futureshop display where they were running the GT3 demo on a big screen TV.  I hadn't really seen it in action before and it looked absolutely gorgeous.  The demo was running the Deep Forest Raceway circuit which was featured in the first Gran Turismo, one of my favorite tracks.  Only now it was rendered with realistic lighting effects as the sun streamed in through the trees and both the road and the cars mimicked their real-life counterparts far better than the PlayStation 1 was ever capable of.

       I simply stood and stared, mouth agape at how beautiful the whole package looked.  I had been pretty disappointed with Gran Turismo 2; graphically it was a little muddier and all sense of speed felt like it was lost.  I don't know what they did but I really didn't enjoy it and instead just stuck with the first game.  But Gran Turismo 3 picked up where the first one left off and slapped in the face with it.  I may have gotten a lot of use out of my PS2 and it's huge library of amazing games, but had I purchased the system simply for GT3, I would have considered myself having gotten my money's worth.

     It felt so much like the first Gran Turismo.  So much so I never felt like I was missing out on anything not going back and playing it ever again.  It's focus felt the same with the familiar tracks, cars, race types and licencing program.  But of course it was graphically more advanced and featured rain, night courses and, if I remember correctly, some rally cars and tracks.  Gran Turismo 3 required discipline and driving skill just like the original and simply pushed all the same buttons a car enthusiast enjoys in a game of this sort.  Like the first one, it continued to teach me about the working components of various cars and a wide variety of information on the brands and the lists of different kinds of cars out there.  I think there's a lot of people out there who really became interested in the whole Japanese car market that we don't really see here because of this game.  

         Gran Turismo 3 really was a perfect race-simulator title for me.  As far as I'm concerned, Polyphony Digital never topped this one.  It was defiantly the high point in the series regardless of how immaculately perfect the graphics are in any of the newer titles.  In fact, it may very well be one of my all time favorite racers and I have a feeling I'm not the only one.  (Though I may be..)



Friday, 8 August 2014

DAY 220 / GAME 220 Rollcage

DAY 220 / GAME 220


Rollcage

      Though most future racers revolve around some kind of hovering vehicle as is the case with WipEout, F-Zero and Jet Moto, a few others simply take wheeled vehicles to the next level.  Most notable would be the Extreme G series with it's gravity-defying, sound barrier breaking motorcycles; but another, lesser known title graced the PlayStation around the same time.  Rollcage.  Featuring special vehicles that are never upside-down, Rollcage featured extreme high speeds similar to other future racers, but also a real inability to become stopped by the track's terrain.  Weapons allowed you to destroy structures in your way, the design of the vehicles allowed you become flipped over completely (which happens often) and continue without skipping a beat and your high-speed means you're able to drive up the side of walls, buildings and corkscrew around the inside of tunnels.

         Rollcage was unique in it's flippable-racer gameplay, which was oddly enough never copied with the exception of a similar but barely known game Firebugs.  Now mind you, it may have something to do with how ridiculously insane the entire game becomes with you combine the high speed with elastic-quick acceleration and a seeming inability to crash.  Instead of crashing and slowing down as is the case in most games, hitting a wall wrong, an ill-timed drop from the ceiling or a poorly landed jump means sending yourself spinning like a top on one of three different axis.  Often orienting you in complete reverse and dead last.

           I actually discovered that it was released on PC as well as the PlayStation.  And turns out that it's become abandonware, so it's a completely free public download.  Apparently there's still a group of people who play this together online regularly and a chap who used to work for Psygnosis who continues to update the game with various bug fixes.  So now you can go ahead and run this 1999 racer in 1920x1080 on your current PC.  In fact, while writing this I actually went ahead and installed the game.  It's even more ridiculous that I even remembered.  In fact, the only loss it seems with the abandonware version is that it doesn't include the fantastic soundtrack.  A soundtrack which included tracks from Fatboy Slim, Danmass and others; playable like most PS1 titles right in your CD player as it placed data on the first track and left the rest of the CD in a standard audio format.

       So, if you're like me and had a blast with this game over a decade ago, go nuts and follow the link above to give it another go.  It takes a bit to get a grip on the over-the-top physics, but it's still a solid racer that plays great on a modern PC.