I have no idea how I've never seen this before, but I'm flattered. I'm sure mine's not the original gaming diary - I'm pretty sure Owen and Andy got there first - but it's obviously the best.
I want to try and keep track of which games I'm playing. I hope this will encourage me to complete more games, rather than simply buy more and more to try them. I'm not sure if it'll work.
Tuesday, November 15, 2011
Legend of Zelda: Twilight Princess: out of the frying pan
The fire dungeon, as it would be called in earlier Zelda games, was pretty easy overall. I had to use the boots and the bow and arrow to complete it, with walking on the ceiling and the walls being a particularly clever touch. Standing upside down and shooting a crystal to open the door below was very nifty.
I actually found the mid-dungeon boss more tricky than the end-of-dungeon one. It was immediately obvious what I had to do for the latter, at least, while I spent ages slashing at the big armoured goron without scratching him.
So I now have two bits of metal shadow fuse thingies, and the ever-helpful spring water has told me to go North. North. Luckily I popped into the village shops before I went, since I got across the bridge to find my way blocked by some rocks, which I was able to blow up using my handy new bombs. On the way out of the village, I was accosted by the postman, who is an absolutely superb character. Not very efficient, though; he was delivering a letter about the bomb shop and how to make bomb arrows, which I'd already been experimenting with.
I need to get a new wallet soon - 300 rupees is just daft.
I actually found the mid-dungeon boss more tricky than the end-of-dungeon one. It was immediately obvious what I had to do for the latter, at least, while I spent ages slashing at the big armoured goron without scratching him.
So I now have two bits of metal shadow fuse thingies, and the ever-helpful spring water has told me to go North. North. Luckily I popped into the village shops before I went, since I got across the bridge to find my way blocked by some rocks, which I was able to blow up using my handy new bombs. On the way out of the village, I was accosted by the postman, who is an absolutely superb character. Not very efficient, though; he was delivering a letter about the bomb shop and how to make bomb arrows, which I'd already been experimenting with.
I need to get a new wallet soon - 300 rupees is just daft.
Daytona USA: a time machine on four wheels
I've been waiting forever for a good conversion of Daytona. The Saturn game was disappointing. The second Saturn game fixed all that was bad about the first, and ruined all that was good. The Dreamcast game was great, but it was too tricky and involved.
The Xbox 360 game is amazing.
Yes, there are a few added modes on top of the pure arcade game, with challenges and time trials and endurance races, but that doesn't take away from the fact that this is Daytona, down to the octagonal wheels and fuzzy roads. The only thing that's different from the arcade game - other than the wheel of course - is that this is playing on a better quality TV and is in higher definition than I ever saw before.
I'm inspired to get out the old copies just to see if they are as disappointing as I remember. Particularly the first Saturn game, with digital steering and all.
The Xbox 360 game is amazing.
Yes, there are a few added modes on top of the pure arcade game, with challenges and time trials and endurance races, but that doesn't take away from the fact that this is Daytona, down to the octagonal wheels and fuzzy roads. The only thing that's different from the arcade game - other than the wheel of course - is that this is playing on a better quality TV and is in higher definition than I ever saw before.
I'm inspired to get out the old copies just to see if they are as disappointing as I remember. Particularly the first Saturn game, with digital steering and all.
in
London
Legend of Zelda: Twilight Princess: getting hot in here
Some progress tonight, but as ever with Twilight Princess it feels as if I'm still running against the escalator. There's so much to do, so much to see, it's all pretty overwhelming. It was only as I was packing up tonight that I realised I've not been fishing for ages; while I was playing I found a bug (insect, not glitch) which opened up a new collect-a-thon quest; I noticed a piece of heart in a tree and realised I've not been looking everywhere I've been for them.
But I've done a lot. I've found the children, for a start. Initially I found them when I was in the twilight realm, so they couldn't see me, and I had to search the village for insects carrying the light tears so I could awaken the spring again. I did so.
I find the parts where you play as a wolf to be quite awkward - as I said before, there's a bit of a turning circle problem, with the camera often not showing you enemies, and attacking is often just a case of waggling at random. This isn't helped by the darkened palette, and it feels that you can't see as far because you're closer to the ground. And Midna keeps on grunting and laughing, which gets annoying after a while.
Luckily it didn't last for long, and I was reunited with my horse, Sparks, after exploring the daylight-filled village. That meant I could escape over the walls and explore Hyrule Field again, which is where I found the heart piece.
After a bit there was a thrilling set-piece where one of the children - Colin - was captured and I had to ride alongside the boar-riding enemy and hit him with my sword. He rode off to the castle, we jousted, and I rescued Colin. Now I'm off to Death Mountain, and have sumo wrestled against a Goron in order to get inside. It took a while for me to work out how to get past one of the air vents which was blowing me off a ledge over and over again, but I got there in the end. It's all fiery and hot in there.
But I've done a lot. I've found the children, for a start. Initially I found them when I was in the twilight realm, so they couldn't see me, and I had to search the village for insects carrying the light tears so I could awaken the spring again. I did so.
I find the parts where you play as a wolf to be quite awkward - as I said before, there's a bit of a turning circle problem, with the camera often not showing you enemies, and attacking is often just a case of waggling at random. This isn't helped by the darkened palette, and it feels that you can't see as far because you're closer to the ground. And Midna keeps on grunting and laughing, which gets annoying after a while.
Luckily it didn't last for long, and I was reunited with my horse, Sparks, after exploring the daylight-filled village. That meant I could escape over the walls and explore Hyrule Field again, which is where I found the heart piece.
After a bit there was a thrilling set-piece where one of the children - Colin - was captured and I had to ride alongside the boar-riding enemy and hit him with my sword. He rode off to the castle, we jousted, and I rescued Colin. Now I'm off to Death Mountain, and have sumo wrestled against a Goron in order to get inside. It took a while for me to work out how to get past one of the air vents which was blowing me off a ledge over and over again, but I got there in the end. It's all fiery and hot in there.
Monday, November 14, 2011
Rabbids 3D: too large
I am still working my way through this, and am coming to the end of the third time period. There are around fifteen levels in each period, though, and I'm only up to Ancient Greece and Rome so far, which makes me wonder how many levels there will be in the whole game. It's not that hard - there are only a couple of places where I've lost lives more than once - and I'm up to a stash of 79 lives already, meaning that I'm not in any danger of seeing the 'game over' screen soon.
It's still enjoyable, but there are relatively few new ideas in the game, and I do feel that I've seen it before in the various platformers I've played over the past twenty-five years. Not just in other games either; Rabbids 3D has an annoying habit of repeating bits of levels, as if the designed was particularly pleased with one set of platforms so just copied-and-pasted them in again. The unskippable cut-scene every time you pick up the invincibility power-up is starting to grate as well.
And I've certainly no great desire to replay all the levels multiple times to collect trophies for speedruns and collecting all the coins and ducks. Whether I'll complete this is up the air, particularly given that the new Layton game is sitting at home in its shrinkwrap.
It's still enjoyable, but there are relatively few new ideas in the game, and I do feel that I've seen it before in the various platformers I've played over the past twenty-five years. Not just in other games either; Rabbids 3D has an annoying habit of repeating bits of levels, as if the designed was particularly pleased with one set of platforms so just copied-and-pasted them in again. The unskippable cut-scene every time you pick up the invincibility power-up is starting to grate as well.
And I've certainly no great desire to replay all the levels multiple times to collect trophies for speedruns and collecting all the coins and ducks. Whether I'll complete this is up the air, particularly given that the new Layton game is sitting at home in its shrinkwrap.
Legend of Zelda: Twilight Princess: barking mad
I went West. Well, I went North first, and found Hyrule Field, which was surprisingly empty, and I ran around a bit and killed some enemies to get used to the controls again. Then I went West, and entered the Twilight realm and turned into a wolf. It's a very dark game at times, with the shadows being very threatening.
I ran forward and found one of the kids' swords. Oh, yes, I'm meant to be rescuing some children, aren't I? I picked up the scent from that, and followed it to a clearing with three monsters. When I killed two of them, the remaining one would revive them. I died many times, trying to time my last blow on two of them to be simultaneous. And then when playing with the controls I worked out that the B button creates an energy field around me which does that job for me. I really ought to catch up with where I am before playing further ...
I restored the bridge, at least.
I ran forward and found one of the kids' swords. Oh, yes, I'm meant to be rescuing some children, aren't I? I picked up the scent from that, and followed it to a clearing with three monsters. When I killed two of them, the remaining one would revive them. I died many times, trying to time my last blow on two of them to be simultaneous. And then when playing with the controls I worked out that the B button creates an energy field around me which does that job for me. I really ought to catch up with where I am before playing further ...
I restored the bridge, at least.
Sunday, November 13, 2011
007 Blood Stone: completed!
I've played this a lot over the last few days, often longer than I had planned to since it's really compelling with a real page-turner feel to the storyline. The next checkpoint seems easily reachable, and you know at all times what you're trying to achieve - the game throws twists at you in a very clever way, meaning that you always feel that you've been successful in what you were trying to do even if it has resulted in ultimate failure.
The game, like any Bond film, takes place in multiple locations around the world. Each of them felt distinct, with enemies having their own personalities and conversations. Though they do all speak English, and they all have a tendancy to run out around cover so that Bond can sneak out and take them down. As I said previously, the cover mechanic works very well here, and there are a few instances when you're forced to play in a different way to how you're accustomed - when chasing an assassin across the rooftops, for example, if he gets too far away due to you hiding in cover too long, you fail the level.
So, yes, I've played this a lot, and have now completed it. I failed relatively few times, though this may be due to me playing it on the second difficulty of four. It was a really enjoyable game - thoroughly recommended, and the ending scene was pretty spectacular. I'm not sure I'll be back that soon to get the remaining achievements, though ...
The game, like any Bond film, takes place in multiple locations around the world. Each of them felt distinct, with enemies having their own personalities and conversations. Though they do all speak English, and they all have a tendancy to run out around cover so that Bond can sneak out and take them down. As I said previously, the cover mechanic works very well here, and there are a few instances when you're forced to play in a different way to how you're accustomed - when chasing an assassin across the rooftops, for example, if he gets too far away due to you hiding in cover too long, you fail the level.
So, yes, I've played this a lot, and have now completed it. I failed relatively few times, though this may be due to me playing it on the second difficulty of four. It was a really enjoyable game - thoroughly recommended, and the ending scene was pretty spectacular. I'm not sure I'll be back that soon to get the remaining achievements, though ...
in
Poplar
Friday, November 04, 2011
Rabbids 3D: surprisingly competent
Rabbids 3D is, as I understand it, a simple 3DS conversion of Rabbids Travel in Time, a Wii game. It's not a simple conversion in any way, though, since it's built in 3D and the added depth gives a lovely sense of focus to the foreground. There's nothing spectacular about the game mechanics, but that's not to say it's not worth playing - it's actually a very solid, playable side-on platformer, which clever level design and a move set which is large enough to be liberating but small enough to not be confusing.
It's charming. And seems to be pretty big as well; I've played up to level 13 and I'm still in the prehistoric world.
It's charming. And seems to be pretty big as well; I've played up to level 13 and I'm still in the prehistoric world.
Thursday, November 03, 2011
007 Blood Stone: peek-a-boo
I was inspired to get this (well, put it on my Amazon wish list, from which it was purchased by my mother-in-law) after hearing one of the music tracks at the Video Game Heroes concert by the London Philharmonic. I quickly got past that track, but all the music in the game so far has been superb. It's very, very James Bond.
As, in fact, is the game. Unlike other "modern" Bond games, this isn't an all-guns-blazing affair, it's using the cover-and-sneak mechanics that made Beyond Good and Evil so good, combined with a clever shooter which rewards silent kills. Third-person over-the-shoulder shooting is interspersed with driving sections, and I've travelled to Athens and Istandul so far. Worldwide locations, sneaking around with random explosions and shooting, and a stylish theme tune and title sequence, all makes this feel like a proper full entry in the Bond series. Which at one point it was.
As, in fact, is the game. Unlike other "modern" Bond games, this isn't an all-guns-blazing affair, it's using the cover-and-sneak mechanics that made Beyond Good and Evil so good, combined with a clever shooter which rewards silent kills. Third-person over-the-shoulder shooting is interspersed with driving sections, and I've travelled to Athens and Istandul so far. Worldwide locations, sneaking around with random explosions and shooting, and a stylish theme tune and title sequence, all makes this feel like a proper full entry in the Bond series. Which at one point it was.
Friday, October 14, 2011
Tiny Tower: tiny trousers
One of the more frustrating things in tiny Tower is the search for someone. You'll be tasked with finding someone in particular, with a picture of them so that you don't have to remember, for example, that Doug Fergus wears a red jumper and has orange hair.
The problem is that when you have seventy-odd floors to check, it can be difficult to work out where people are. And that's not helped by the relatively limited number of shirt colours.
Edgar Little is not on floor 60. It looks like it, but you can see from the one row of pixels assigned to his shorts and the one row for his legs, that this is actually an entirely different person.
Edgar was, in fact, on floor 3.
The problem is that when you have seventy-odd floors to check, it can be difficult to work out where people are. And that's not helped by the relatively limited number of shirt colours.
Edgar Little is not on floor 60. It looks like it, but you can see from the one row of pixels assigned to his shorts and the one row for his legs, that this is actually an entirely different person.
Edgar was, in fact, on floor 3.
Thursday, October 13, 2011
Peggle: chasing aces
When PopCap updated Peggle a while ago, to enable the in-app purchase of Peggle Nights, they also set an "ace" score for each level in the original Peggle. This means that for every level, there are two rosettes available - one for clearing all pegs (the "100%" rosette) and one for scoring more than the defined score (the "ACE" rosette).
I've got a fair few of these already. Of course, getting 100% on a level can give you a huge bonus, which often takes you over the ace score anyway. It being a year since Owen's death, and with Peggle being one of his favourite games (and appearing on his 100 best games list), I decided to try to fully complete a few more levels.
I managed three. I no longer want to play Peggle, ever again. I want to shout and scream at whoever designed the level with the two wavy lines down the side, at which it is impossible to get 100% because the ball just bounces all over the place and you can never control it enough to hit the correct pegs.
Next year I'll play Mr Driller.
I've got a fair few of these already. Of course, getting 100% on a level can give you a huge bonus, which often takes you over the ace score anyway. It being a year since Owen's death, and with Peggle being one of his favourite games (and appearing on his 100 best games list), I decided to try to fully complete a few more levels.
I managed three. I no longer want to play Peggle, ever again. I want to shout and scream at whoever designed the level with the two wavy lines down the side, at which it is impossible to get 100% because the ball just bounces all over the place and you can never control it enough to hit the correct pegs.
Next year I'll play Mr Driller.
Sunday, October 09, 2011
Legend of Zelda: limited life
I've only played the original Legend of Zelda game once before, playing it on an emulator on the PC, and quickly dropped it when something else came along. By modern standards it's pretty limited with no clear direction on where to go, lots of enemies in the way without a great reward for killing them, and it's pretty difficult.
I received it as part of the 3DS freebies programme, and thought I'd give it a shot over the weekend. It's still hard and directionless, but it's good to see the origins of some of the classic Zelda enemies. Given the ease with which it can be picked up and put down, I may try to persevere a little more this time ...
I received it as part of the 3DS freebies programme, and thought I'd give it a shot over the weekend. It's still hard and directionless, but it's good to see the origins of some of the classic Zelda enemies. Given the ease with which it can be picked up and put down, I may try to persevere a little more this time ...
in
Brussels
Friday, October 07, 2011
Dream Trigger 3D: ouch, my hands
Dream Trigger 3D caught my attention due it being touted as a imagining of Rez. It's not an imagining of Rez, unless it's in the imagination of someone who's a little hard of understanding and thinks that you can fundamentally change something and it still stays the same.
The basic premise is the same - you target things, avoid bullets, shoot them. It's set to music, and it's even the same kind of trippy dance music which
manages to not be entirely unpleasant. That's where similarities end, however, and where Dream Trigger 3D starts to lose out.
The targeting system in Rez was simple - you moved your target over enemies, and released it with the music, hoping to destroy several at once. On the top screen here, you also have to target enemies, but it's not that simple. Enemies don't show on the top screen until you've revealed then on the lower screen. You do that by laying sonar pings with the stylus, which are activated as the beat line sweeps across them. If there is an enemy by the solar ping as it goes off, it shows up on the top screen and you can destroy it.
Simple enough. But the enemies move, so you need to anticipate where they'll be when the beat line hits, and all the time avoid their shots - yes, they can shoot at you even when not revealed - and collect powerups and try not to get distracted by the pretty 3D backgrounds behind your target/butterfly/ship/whatever icon they've given you this time. There's a lot going on in the game. And tied to this, you have to control the stylus with your right hand, while holding the 3DS with your left hand, while using the circle pad and the L trigger. The stylus sets sonar pings on the bottom screen, the circle pad moves the target on the top screen, and the left trigger shoots the enemies under the target. You can't just keep firing constantly since you have a limited shot gauge, which is refilled by shooting things or the beat sweeping across.
It's this multitude of controls that leads to the title for this blog post. I've completed five stages of the story mode now, and I'm starting to get used to looking at the top screen and feeling my way around the bottom. The console is just a little too awkward to hold, particularly since the headphone socket is where I'd naturally put my left little finger. I'd like to play more - it's actually a really good game - but I dread to think what sort of claw hands I'd end up with. Maybe tomorrow.
Grand Prix Story: phut phut
When I look back at it, Game Dev Story was a pretty complex game, with you having to manage the team make up, finances, game creation process, marketing, and staff training. It didn't seem it at the time, since it let you in gently, slowly unlocking parts of the game as you get further through.
Grand Prix Story is similar, but it's more complex and drops you in the deep end much quicker. It takes much longer to work out what you need to develop and concentrate on, and in the back of my mind there's the thought that, as with Game Dev Story, there's going to be a time limit after which the game won't count any more. So there's a sense of urgency leadig to an unknown deadline which means that it's all a bit panicked, with lots going on at once.
After the first couple of in-game years I won my first race, and had two car types available - a roadster, and a buggy. The latter is useful off-road, so I thought it was a good idea to get it ready. Little did I know I wouldn't have an opportunity to race off-road for another five years, and the car sat there gathering dust and taking up a space in the garage until I decided to scrap it. I also developed a 'wing car', which is awful and has never come better than last. On my next game I'll not be repeating those mistakes.
So, it's complex, but it's still got the charm that Game Dev Story had in spades. And it's very addictive indeed.
Grand Prix Story is similar, but it's more complex and drops you in the deep end much quicker. It takes much longer to work out what you need to develop and concentrate on, and in the back of my mind there's the thought that, as with Game Dev Story, there's going to be a time limit after which the game won't count any more. So there's a sense of urgency leadig to an unknown deadline which means that it's all a bit panicked, with lots going on at once.
After the first couple of in-game years I won my first race, and had two car types available - a roadster, and a buggy. The latter is useful off-road, so I thought it was a good idea to get it ready. Little did I know I wouldn't have an opportunity to race off-road for another five years, and the car sat there gathering dust and taking up a space in the garage until I decided to scrap it. I also developed a 'wing car', which is awful and has never come better than last. On my next game I'll not be repeating those mistakes.
So, it's complex, but it's still got the charm that Game Dev Story had in spades. And it's very addictive indeed.
Friday, September 30, 2011
Tiny Tower: relaxation
Now that I've admitted I'm never going to catch up with John and Kieron, the game is much more fun, and even relaxing, watching my bitizens going about their business. The food floors run out of stock far too quickly, while the Apple Shop never seems to sell out of anything, but in general the tower runs well with me visiting once a day to top up stock levels. I've spent a lot (of virtual money) upgrading floors to hold more stock.
The downside to having a large tower is that you're pretty reliant on paying for people to move into new residential floors, or an estate agent coming by to move them in. My policy of evicting anyone without a '9' capability means this gets expensive quickly.
The downside to having a large tower is that you're pretty reliant on paying for people to move into new residential floors, or an estate agent coming by to move them in. My policy of evicting anyone without a '9' capability means this gets expensive quickly.
Wednesday, September 28, 2011
Rockstar Table Tennis: Jesper
I played Rockstar Table Tennis a while ago, and won a couple of exhibition matches, but it got abandoned at the bottom of the games pile - which is a shame, since it's a well-executed game and works really well. In my current convalescing state, I dug it out and tried a tournament.
The first two matches were great; after I got back to the controls, I won them with a few points to spare. Then I came across Jesper.
Jesper hits the ball hard, seems to have a really long reach, and can accurately return almost anything you hit at him. And he was in the semi-finals. I lost three matches to Jesper, and luckily you can opt to replay a match if you lose it otherwise I'd have given up. Time after time I'd just lose to his powerful shots.
In the end, I worked out that if you hit the ball with right-spin to the right side of the table, forcing Jesper to hit a backhand shot, then it'll be weaker, and he'll not have as much control. The only way I could beat him was by hitting right-spin after right-spin until he was far enough to the right, and then hitting a left-spin to the left. And even that didn't work.
I finally beat Jesper, and got through to the final, which I won on my first attempt. The problem is that I now know I'd have to face Jesper if I play another tournament, and I'm not sure I can be bothered. The fact that I had to resort to cheap repetitive tactics to beat him rather turns me off of the game. That's a bit of a shame.
The first two matches were great; after I got back to the controls, I won them with a few points to spare. Then I came across Jesper.
Jesper hits the ball hard, seems to have a really long reach, and can accurately return almost anything you hit at him. And he was in the semi-finals. I lost three matches to Jesper, and luckily you can opt to replay a match if you lose it otherwise I'd have given up. Time after time I'd just lose to his powerful shots.
In the end, I worked out that if you hit the ball with right-spin to the right side of the table, forcing Jesper to hit a backhand shot, then it'll be weaker, and he'll not have as much control. The only way I could beat him was by hitting right-spin after right-spin until he was far enough to the right, and then hitting a left-spin to the left. And even that didn't work.
I finally beat Jesper, and got through to the final, which I won on my first attempt. The problem is that I now know I'd have to face Jesper if I play another tournament, and I'm not sure I can be bothered. The fact that I had to resort to cheap repetitive tactics to beat him rather turns me off of the game. That's a bit of a shame.
Burnout Revenge: continuously elite
Back in January 2009, I said that I aimed to get at least a medal on every event for Burnout Revenge. Since then, I've not played the game.
Destruction Derby 2 left me with a desire for more car wrecking, so I tried some of this. It's still great, although coming back at such a high level is rather difficult. I was greeted with a flurry of unlocked cars, which I presume have been unlocked online over time, though I can't see where I can choose those cars. Having said that, I didn't really deviate from the Elite Racer and EA Racer at the top of my list.
I've now completed the level 8 events, albeit with a couple of bronze medals along the way. I managed gold on the final grand prix by the skin of my teeth, after coming fourth on the first race. I've also redone a couple of the lower stages in order to get an achievement for a perfect level 2. Level 9 races are relatively difficult, but persistence should pay off.
Destruction Derby 2 left me with a desire for more car wrecking, so I tried some of this. It's still great, although coming back at such a high level is rather difficult. I was greeted with a flurry of unlocked cars, which I presume have been unlocked online over time, though I can't see where I can choose those cars. Having said that, I didn't really deviate from the Elite Racer and EA Racer at the top of my list.
I've now completed the level 8 events, albeit with a couple of bronze medals along the way. I managed gold on the final grand prix by the skin of my teeth, after coming fourth on the first race. I've also redone a couple of the lower stages in order to get an achievement for a perfect level 2. Level 9 races are relatively difficult, but persistence should pay off.
Tuesday, September 27, 2011
Destruction Derby 2: watching the paintwork
I have no recollection of playing this before; my brother had the original game, and the main thing I remember from that was limping around huge arenas in reverse, hoping to hit the one remaining opponent before they hit me. I'd blocked out the racing part, and the points systems, and everything else. Wikipedia reliably informs me that the original game had all of those.
So the sequel seems to add very little to the overall formula. I don't recall being able to roll a car onto its roof before, and the tracks in the second game seem much larger and more three-dimensional. There's also a pit stop, which means there's a little added strategy to the race events.
It's not aged amazingly well. There's no real weight behind collisions, and it's difficult to control your car to hit others in the right place. Collisions see cars emit huge triangles of debris, but these don't seem to do anything to a car that hits them. The driving model itself is very slippy, reminiscent of Sega Rally at times - or even the original Ridge Racer. Compare Ridge Racer Revolution on the PlayStation to Ridge Racer 3D, and you can see how controls have tightened up in the fifteen years since this game was released. All too often I'd be involved in an accident, or slide off the track, and think it wasn't my fault. This could really do with an update, along the lines of a Burnout game - certainly something to make the graphics clearer. Despite what Gamespot say, it's nowhere near photorealistic.
Despite that, I had fun. In the main game series, coming first in the race means nothing if you don't hit other cars along the way. I've progressed into league 3 (from the bottom of league 4), and have been getting better over time. I may start using a faster car.
So the sequel seems to add very little to the overall formula. I don't recall being able to roll a car onto its roof before, and the tracks in the second game seem much larger and more three-dimensional. There's also a pit stop, which means there's a little added strategy to the race events.
It's not aged amazingly well. There's no real weight behind collisions, and it's difficult to control your car to hit others in the right place. Collisions see cars emit huge triangles of debris, but these don't seem to do anything to a car that hits them. The driving model itself is very slippy, reminiscent of Sega Rally at times - or even the original Ridge Racer. Compare Ridge Racer Revolution on the PlayStation to Ridge Racer 3D, and you can see how controls have tightened up in the fifteen years since this game was released. All too often I'd be involved in an accident, or slide off the track, and think it wasn't my fault. This could really do with an update, along the lines of a Burnout game - certainly something to make the graphics clearer. Despite what Gamespot say, it's nowhere near photorealistic.
Despite that, I had fun. In the main game series, coming first in the race means nothing if you don't hit other cars along the way. I've progressed into league 3 (from the bottom of league 4), and have been getting better over time. I may start using a faster car.
Saturday, September 24, 2011
1000 Heroz: breaking the run
Annoyingly, I couldn't come first on the UGVM leaderboard today, meaning that I've managed a run of only six top spots. Only six.
Thursday, September 22, 2011
Starfox 64 3D: all-range mode
Luckily, I'm able to play this on the tube fine, so it must have been a combination of dodgy taxi driver and lack of sleep that caused my prior queasiness. Since I can play this on the tube (and the DLR), I've made a lot of progress, playing a stage at a time. I've managed to travel down a central route, not being good enough to start with to follow the top route, but managing to qualify for the sun stage half-way through.
The 3D effect works really well in this game, helping me to make sure my aim is true. That's not to say that I'm proving to be expert in aiming, mind; it just means that I can tell when my aim's off from the fact I can see when my blasters are going to miss. I'm hopeless at using the bomb, and can't get the hang of charging my blaster. And when it switches into all-range mode - that is, when you can fly around an arena and aren't limited to a straight-line flight - I often get hopelessly lost.
And the less said about the tank level the better.
The 3D effect works really well in this game, helping me to make sure my aim is true. That's not to say that I'm proving to be expert in aiming, mind; it just means that I can tell when my aim's off from the fact I can see when my blasters are going to miss. I'm hopeless at using the bomb, and can't get the hang of charging my blaster. And when it switches into all-range mode - that is, when you can fly around an arena and aren't limited to a straight-line flight - I often get hopelessly lost.
And the less said about the tank level the better.
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