Zelda: The Phantom Hourglass – Review (DS)
30 January, 2008 at 9:21 pm | In reviews | Leave a CommentTags: Nintendo DS, Review, Zelda
Its interesting how history sometimes repeats itself. The Gamecube’s Zelda: The Wind Waker was released an agonising amount of time after the system’s launch, sparking controversy over the cartoon like graphics but generally receiving critical acclaim. Its only fitting, then, for the direct DS sequel to be released well after the launch of the DS. But does it live up to the Wind Waker’s legacy in terms of quality?
The strange thing about the Zelda series is that it manages to follow the same tried and tested formula that its been using over the past 20 years, but introducing a new element to it with each game. It constantly reinvents itself, and The Phantom Hourglass is no different. Although the DS has been around for a while now, there are still very few games outside of the mini-game genre that have used the stylus creatively to enhance the gaming experience. This game feels as it its been designed from its concept based on what the stylus is capable of. If you really wanted to, you needn’t touch a single button. Everything from basic movement and attacking to inventory handling and navigating your ship is handled by stylus control.
Immediately after starting the game, princess Zelda is kidnapped and its your job to rescue her. If this already sounds familiar, you’ll also recognise that in order to do this you’ll need to explore an entire world gathering all sorts of equipment, killing bosses and solving puzzles in dungeons. Keeping true to the Zelda franchise, the basic structure is nothing new, but the way it is presented and played makes it feel fresh.
The huge innovation in this game is the ability to annotate maps. It sounds like such a simple idea, but it really does add such a personal touch as you make notes of key parts of the map, or jot down an important hint you’ll need to refer back to – and of course its all in your writing. There’s even a completely uncharted section of the game where you can embrace your inner cartographer and chart the map yourself. The game’s special items also benefit from the touch screen.
Take, for example, a special item such as the boomerang. Its been in every Zelda game, and for the past few games it can be locked onto multiple targets. In the Phantom Hourglass, you can draw a path which the boomerang will follow, so it can lock onto different targets in any order you choose. There are lots of puzzles in the dungeons which make full use of the new control method the traditional items have.
Its also worth noting that The Phantom Hourglass also has a really high level of presentation. The cartoon like graphics first seen in Zelda: The Wind Waker are very faithfully recreated, and it practically feels like having a Gamecube in your pocket. Having cartoon like visuals really means that this game can achieve a great detail of emotion on the characters faces, and some of the cut scenes are suprisingly funny as the characters put on a melodramatic performance.
As charming as the game is, its not without its flaws. There are some stealth sections where you have to sneak by invincible guards without being detected, otherwise you’ll be chased back to a safe point or forced to restart the section. In all fairness, its executed quite well (the top down viewpoint particularly makes it reminiscent of Metal Gear Solid) but these sections just seem to really break up the pace of the game too much. The sailing sections in the game are also guilty of this, as all you do is plot a course and watch your ship merrily sail to its destination. Thankfully there are obstacles to dodge, and monsters that pop out of the sea to keep your attention.
The other big criticism I have with this game is that its very easy. Perhaps its catering to the expanding DS demographic and is aimed at people looking to outgrow their touch generations games, but there are very few moments where this game poses a real challenge.
You may find yourself sailing through this game, but it does have more to offer in the form of side quests. One worthy of note is kitting out your ship with custom parts, something that holds your attention more than amassing a huge stash of money you’ll never need to spend.
The Phantom Hourglass does have some small nagging flaws, but there’s so many great ideas and features in this game that you’d really be missing out on a real gem to pass this one up. Its a worthy addition to anyone’s Nintendo DS collection. And yes, it was worth the wait.
9/10
Mr T does World of Warcraft ad
14 January, 2008 at 10:48 pm | In blogging | Leave a CommentTags: Mr T, MTV, WoW
I can’t believe my eyes – I’ve just channel hopped over to MTV Base and I’m subjected to a World of Warcraft advert. Something already feels extremely amiss, but when I saw Mr T showing off his avatar and trying to show how pimped out and cool the game is I felt disturbed.
I’m not hating on World of Warcraft, just its misleading adverts aimed well outside of its target audience.
Crackdown – Review (Xbox 360)
14 January, 2008 at 10:29 pm | In reviews | Leave a CommentTags: Crackdown, GTA, Xbox 360
The Xbox has played host to some high profile spiritual sequels. Bioshock was a sequel of sorts to System Shock, Blue Dragon was developed by the guys behind Final Fantasy and Dragonball Z and Crackdown is developed by Realtime Worlds, a company founded by Dave Jones, the creator of games like Grand Theft Auto and Lemmings. Its also a spiritual sequel, of sorts, to the GTA series.
In this game you play as a genetically engineered super agent who is sent out to rid an entire futuristic city of organised crime, and you’re allowed to do it by any means necessary. This game puts a heavy emphasis on freedom; there are no missions you must complete in a set order, or sections of the city you can’t explore until later progression.
So whats the best way to go about ridding a city of gang crime? This game’s answer is to stroll in guns blazing and eliminate the gang bosses. There are 3 separate gangs each with a kingpin and 6 sub bosses. You can opt to kill any of them in any order you choose, and by killing sub bosses you’ll hinder the gang’s efficiency as a whole. For example, without their man responsible for supplying weapons their gang members won’t be carrying round as many lethal guns. The more of the sub bosses you kill, the higher the chances of being able to kill the gang kingpin.
One thing which really separates Crackdown from other games in the GTA mould are its platforming elements. Its entirely possible to jump and climb your way around the city, and you’ll soon become very familiar with window ledges and other bits of building architecture as your agent effortlessly scales buildings. Its very refreshing, as what once was an obstacle now becomes just another method of transport as you leap from rooftop to rooftop. Its clear that Realtime Worlds encourage this by including rooftop races, a mode where you have to leap across a series of markers placed at high points within a time limit. The freedom and fun offered from jumping is slightly reminiscent of Super Mario 64, and I was disappointed to find there wasn’t a wall kick to help you climb around.
The subtle cell shaded visuals give this game a slight comic book feel, which is fitting given the superhero traits displayed by your agent. There’s a very clean, shiny feel to the graphics which works well with urban environments but struggles to make beaches, rocks and water look convincing.
The more conventional characteristics of Crackdown such as its driving and shooting are sound, though the vehicles feel very light and floaty when you’re driving them. The shooting is worthy of a special mention, as its possible to lock onto vehicles and target their tyres, sending them spinning out of control, or their fuel cap, which will make them explode in a shower of debris. This is a subtle yet significant refinement which provides some creative options for causing chaos.
And causing chaos is always fun. Stuff like hijacking and crashing cars, blowing things up, running amok with a machine gun – they’re always fun until the police get involved to ruin your good time. Except with Crackdown, you’re part of the police force, which immediately makes them more reluctant to take out one of their own. Even when they decide enough is enough its still very easy to carry on.
Which brings me onto talking about the difficulty. Its not that Crackdown is just an easy game, its also very forgiving. The inclusion of a Halo style recharging health system means that even after you’ve sustained ridiculous amounts of punishment – like a direct hit from a rocket launcher that sends you hurtling off a skyscraper – all you need to do is hide for a few moments for recharged health. Even if you do die, you’ll respawn from a nearby place to find things exactly how you left them. This means that before long you’ll have wiped out the gangs and finished the game.
The biggest replay value is offered by the co-op mode. I simply can’t stress how much fun it is double teaming the unsuspecting victims. Kneecapping people from the roof of your friend’s moving car before he crushes them. Sandwiching someone between a high speed head on collision. The fun feels only limited by your mischievous creativity.
Crackdown is an extremely fun game while it lasts, but behind all its streamlined gameplay mechanics it doesn’t have that much character. The in car radio is a playlist of mostly unknown electronica with no spoof adverts or ridiculous radio presenters we’ve been spoilt with in the GTA series. The only character in this game is a disembodied voice which intermittently dispenses context sensitive advice.
If you’re looking for an extremely polished immersive story driven experience, you’ll be better looking elsewhere. But if you want a fun and thought out sandbox game, this game is near essential as it really does offer a level of unparalleled freedom in its genre.
8/10
One Life Left Christmas Party
2 January, 2008 at 11:15 pm | In blogging | Leave a CommentTags: christmas, one life left, party
About 3 weeks ago I went to the One Life Left Christmas Party. One Life Left is a video game radio show (who fortunately also podcast – despite me living within the fm broadcast range, I rarely listen to them live). The actual party started in the early to mid afternoon where they did a live recording, but I arrived fashionably 5 hours or so late.
Still, I wasn’t too late to experience the massively geeky atmosphere – a series of well known Christmas songs all played using pre 32-bit video game synths, Saturn Bomberman set up in the corner on a big screen and even a small crowd of people playing DS ad hoc multiplayer games. This was not your usual party.
Fortunately there was a bar providing a steady stream of alcohol, and with dutch courage behind me I managed to make face to face contact with the other guests there. I met some video games developers, musicians, and general friendly faces with video games as our common ground.
I’ve previously mentioned the Dare to Be Digital student games competition in this blog, and at this party I got to talk with Aidan from Lucid Dreams team, one of the main guys behind Desire FX, one of my favourite games I played in that competition. It felt good being able to congratulate him face to face on having a refreshing game concept, and to hear a little bit about the development process.
Later on I saw a contributor to the show Derek Williams, do a live performance of his “Freemarket Economy” section of the show. He usually provides his thoughts on whats topical on gaming to a techno backing beat, and for this Christmas special performance he did almost everything in rhymes.
I also got accepted into the circle of ad hoc Mariokart DS racing, and then graduated to 10 player Saturn Bomberman on the big screen. There’s nothing like good old fashion “local” multiplayer gaming.
It was a very interesting party, and I’ll definitely be going along to the next One Life Left event.
Blog at WordPress.com. | Theme: Pool by Borja Fernandez.
Entries and comments feeds.