Final Fantasy,
Wii,
Wiiware,
Square-Enix in
Gaming
Wednesday, May 28, 2008 at 21:44 Final Fantasy.
Mages, potions, heroes, quests, battles, and presumably somewhere down the line, a boss that can only be fought after several hours spent grinding. Oh, and moogles, chocobos, and a hundred other recurring themes and ideas that the series is frequently notorious for. Final Fantasy Crystal Chronicles: My Life as a King, undoubtedly the posterboy for the launch of Nintendo's answer to Xbox Live Arcade that is, WiiWare, thankfully tries to move the series forward while still retaining it's roots and incredibly deep conventions. This is one RPG where you're not going to be adventuring.
The plot is immediately throwaway, but is best being summed up as follows: you are the king's son and heir, returning to the home realm with hopes of restoration and success accordingly. The game's objective follows hand in hand with this, and the game as a whole is very sim RPG, a Theme Final Fantasy if you will. Against your best wishes and recurring desires to do the opposite, all your time in-game is spent within the realm building houses and restoring your once was home-town, speaking to the residents and keeping everyone happy. As King, this is somewhat obvious, but adventurers can be hired and dispatched to numerous dungeons around the gameworld to do your bidding, return with treasure, and wipe out any villain that remotely poses any threat to your empire.
Okay, so it might sound a little tedious, but the game's surprisingly addictive, and the micro-management of your adventurers is for the most part, pretty interesting. As the game progresses you're able to train them as black/white mages or thieves, while building armouries and weapon shops allows them to tool up before departing, perhaps increasing their success in battle. They're battles you don't see, but Life as a King goes back to the origins of RPGs by being entirely text based. Your decisions following these battles will be the agenda for the next day in-game, be it allowing them to rest, head out somewhere else, or, umm...grinding to take down that boss. But with one in-game day only lasting a few minutes, the gameplay is surprisingly fast. Being confined to the city however does become slightly frustrating, and before long you'll realise your input to the game is only marginal, but it's fun while it lasts, and seeing progress and the development of the realm take place in front of you is pretty rewarding.
Easily the big-name title for the WiiWare launch, My Life as a King is big, both visually and in design. Waggle controls are thankfully kept at a minimum, but the game is immediately a far better choice than half the licensed crap on Xbox Live Arcade, and more interesting, the Wii itself. It's no killer-ap, but Life as a King is enjoyable, fun, and most importantly, a good indication of what the Wii's new service is capable of.
Final Fantasy,
Wii,
Wiiware,
Square-Enix in
Gaming
Sunday, April 13, 2008 at 18:36
Mario Kart Wii is a random occurrence- a Nintendo game released in Europe before the US, and even better, a Nintendo game with an online mode, a rare combination that no-one could've imagined from a mile off, especially with Nintendo's current track record of simply producing non-game tat like Wii Fit and Brain Age. MKW is by no means revolutionary, and to be brutally honest, there's no real innovation here compare to the other titles in the series. What MKW does do however, is simply remind you of why you used to love Nintendo, by building on the foundations of the Mario Kart series, and then some.
For much of it's development the title's been relatively low-key, with a real abundance of promotional work during these stages other than a few screenshots now and again, interestingly, a pretty similar dynamic to that of Super Mario Galaxy last year. Okay, so comparing it to that will make it out to be better than it really is, but Mario Kart Wii is thankfully a lot of fun, that doesn't disappoint. As ever it's got the staples of the other titles in the series- fast karts, weapon power-ups, grand prix etc modes and the usual lot of characters you've come to expect- but an early strength for the game is the new track design. With the new ability of being able to perform tricks in mid-air (and naturally, receive speed boosts upon landing) the new courses are littered with kicker ramps and half-pipes laden with speed boosters. It's obvious immediately of the improvement compared to past designs, and overall i'd say they're a lot more memorable.
The Mario Kart franchise though has always been about multiplayer however- no matter what feeble attempts Nintendo include to make the game a single-player experience, most of the lifespan comes from the multiplayer aspect, be it racing competitively with others directly or sharing time-trial records. MKW thankfully builds on this area remarkably with the inclusion of online features, that are, surprisingly for Nintendo, robust. Obviously the game is devoid of voice communication (surprisingly, a blessing in disguise) and friend codes remain, but the racing is just as fast as the single-player mode, with no noticeable lag or problems with the framerate. Additionally, the only way to quit out of online races is to physically switch the console off, meaning that while seemingly lacking to begin with, the online experience can be a lot better than that of certain Xbox Live matches. Continuing the new features even further, a continental and worldwide ranking completes the experience, while time-trial ghosts of champions and Nintendo staff can be downloaded to race against.
For a game that's seemingly come out of nowhere, Mario Kart Wii is surprisingly enjoyable. As the generational iteration of the Mario Kart series it's obvious immediately that 'Wii is better than it's Gamecube predecessor, but a comparison to it's DS cousin is a little harder to judge accordingly. While many will mark the game down on it's obvious lack of focus towards graphics, Mario Kart Wii is continued proof that Nintendo can expand it's game franchises to the interest of non-gamers (thanks in part to the funky Wii-wheel controller attachment, again, highly underrated) while still expanding the frameworks of game design by including an online mode for the 'hardcore' gaming audience. Finally proof that the Wii can do online successfully, and also, that it can compete with it's now-gen bigger brothers the Xbox360 and PS3, on multiple levels.
Wii,
Mario Kart in
Gaming
Sunday, December 16, 2007 at 19:48 With the Xbox360 in it's second year, and the Wii and PS3 both in their first, 2007 is undoubtedly the first chance of all three consoles to shine and show gamers their worth. The answer, for the Xbox 360, is a lot, if you don't mind getting a replacement console every now and then, while the answer for the PS3 is not much, despite an empty wallet and a shoddy conversion or five. The Wii, still the most wanted console despite now being it's second Christmas, continues to deliver nothing but promises and licensed tat, and while there's no denying the appeal of the console or it's respective technology, it's certainly not the gaming experience many of the gaming audience were probably expecting.
That said, altogether 2007 has been a fantastic year for gaming as all three consoles (along with regular competition from the PC) continue to battle, the winner, of course, always being the gamers and consumers alike.
Crackdown (X360)
As the first opportunity to take part in the Halo 3 public beta, and with a big-ass sticker on the front of the box emphasizing so, looking back, Crackdown for the X360 maybe wasn't bought for all the right reasons when it was originally released- always overshadowed throughout it's lifetime by that ever infamous four-lettered H-word. But beyond being a mere part of the hype-machine, Crackdown is one of the finest first-party games available on the X360.
While the game certainly conforms to the run & gun gameplay that the X360 audience is fond of, the game completely revolutionises the new-fangled sandbox genre that every game wants to be. Here, there is no story, cut-scenes or missions, instead, only a list of objectives lie in place that can be tackled whenever you're ready, allowing for freedom both physically and rather literally. But Crackdown places you in the shoes of an altogether different kind of game character, in essence, you're a superhero- equipped with the ability to lift up trucks and jump storeys, and with this comes a long overdue update and refresh of the platform genre- a twenty-first century update of one of videogaming's oldest genres with a living breathing city your playground. Turning structure, gameplay, and character abilities on their head, there's no denying Crackdown's innovation to both the sandbox genre and gaming in general this year.
Super Mario Galaxy (Wii)
Super Mario 64 was originally released in Europe in 1997, forever changing both the platformer genre and 3D gaming in general. Since then the technology and ideas have been bested by numerous titles, but the sequel to it for the GC, titled Super Mario Sunshine, would do little to improve either the formula or idea. Fast-forward to the Nintendo console of 2007 with a backlog of non-gamer titles, and Nintendo have a lot of work to do if they're to entice their long-term gaming fans.
Somehow, Nintendo manage it, and Super Mario Galaxy is easily the only killer-ap that the Wii has. Bringing the platformer genre into the domains of space is the title's biggest innovation, but more than just a refreshing change in setting, it completely alters your preconceptions of both the genre and videogames. Asteroids and planets allow for a fully three-dimensional experience, and the impact of the first moments of '64 are almost certainly included here, and then multiplied by a hundred. As ever the freedom included is absolutely immense, but the game also shares the rather easy-to-accomplish accolade of being the best-looking Wii title there is out there. That said, as with the rest of the game, particularly the sound, the visuals here and charming, full of depth, and most of all, contribute significantly to the overall experience. To use a rather horrible and cheap pun, it is out of this world.
The Orange Box (PC, PS3, X360)
Bringing together one the best single-player videogaming experiences (and it's two subsequent DLC episodes), the best online multiplayer of this year, and the most wickedly satisfying puzzler in ages, the game of the year is undoubtedly The Orange Box. Released by Valve, it is a single disc of everything that makes the esteemed developer's titles so good to begin with, combining all the different and unique subgenres of the first-person-shooter into one single package of absolute excitement and value.
The main depth of the collection naturally comes from Half-Life 2, and it's following Episode 1 and Episode 2 chapters. Now three years old and in an entertainment medium of constant change, there's no denying that HL2 isn't quite the visual charmer it once was. Regardless, it's environmental art-direction makes up for this almost alone, and what the game loses in visuals, it makes up for with both depth and enjoyment. It is immersion at it's finest, with the game's story taking place in front of you, and not in a pre-directed cut-scene that the industry somewhat unfortunately prefers. The dialogue, the characters, and the plot itself, ever fantastic and engaging, while the actual gameplay and content supplement it all oh-so nicely. The two episodes that accompany continue both the story and gameplay in new and imaginative settings, pushing an idea graciously further than required, thankfully, still making it immensely enjoyable and satisfying.
Portal, the other 'third' of the collection is the seemingly opposite. Set in overtly clinical science chambers, the game is more than a FPS in that there is no shooting, but rather, a puzzler. Given a weapon capable of creating entry and exit warpholes you're set about the task of completing #19 different test chambers, guided on your way by the AI voiceover and with no explanation or reason why, other than, rather notoriously, 'cake'. What starts off so incredibly simple and niche soon becomes a sinister trawl through ever more fiendish and dangerous rooms, ending with a battle against your enemy. As with it's HL2 sister there is a story here too, and while it does take a backseat to the more involved gameplay and structure to an extent, there is no avoiding it here whatsoever, as the last level will show you only too well. Theoretically it isn't even a story per se, only the one you make yourself, but with of the most darkly sinister dialogue spoken in a game (by your AI friend) it is there purely for your consumption, and consume it, you will.
The remaining disc-space is taken up by Team Fortress 2. Forget what the media's been gaffing about all year regarding Halo 3, because this is without a doubt the online multiplayer title of the year. Structured and based around a class-system consisting of Medics, Demomen, and Heavies, the game forces you to work together with others if you have any plans on winning. Naturally, each class has it's own strongpoints and faults, but the composition of these classes is what drives the game forward as the title suggests. But beyond this, the game features one of the most iconic, bizarre and surreal art-directions in a long time, and while it doesn't contribute much to an extent, the ensuing cartoon violence and dialogue is an absolute joy to both watch and be a part of. And it makes sense- if you're going to have a FPS with detachable limbs and heads, why not make it cartoon-esque? Maps, game design and the HUD itself benefit also from the simplicity of the game's visuals, and while the title is certainly a contrast to all the other macho shit currently within the FPS genre, it is certainly all the better for it.
Not just one game of the year, but in essence, five, and all equally successful and enjoyable in their design and experience. As an overall package it is the most complete collection of titles ever presented, and at £40, New Year sales will be rendered insignificant. Awesome in a box, this is it.
Xbox 360,
Wii,
Portal,
Team Fortress 2,
Crackdown,
2007 Wrap-Up,
The Orange Box,
Half-Life,
Super Mario Galaxy in
Gaming
Thursday, November 15, 2007 at 17:29
Shopping,
Wii,
Super Mario Galaxy in
Gaming
Thursday, April 27, 2006 at 20:33 "While the code-name "Revolution" expressed our direction, Wii represents the answer. ...Wii will break down that wall that separates video game players from everybody else...Wii has a distinctive "ii" spelling that symbolizes both the unique controllers and the image of people gathering to play. ... And together Wii will change everything."

Wii,
Nintendo,
Revolution in
Gaming