Play Impressions: Revisiting Wrecking Crew and Wii Play

August 11th, 2009

I really did wish I had something to write here, but it doesn’t seem to be the case. I want to say that I’ve been busy with my final semester of uni, but I know that’s not true, besides attendance, of course. I just don’t particularly have a lot to say, nor have I made sufficient progress with anything I’m playing to say anything concrete. I’m not sure where the time is going, I’m just floating in liquid here. There are some minor commentaries that I’d like to air of two games which I’ve recently revisited.

Wrecking Crew

The first is Wrecking Crew; the NES puzzler which involving Mario as a demolition man knocking down slabs of cement and ladders in a screen-clearing puzzle format. I bought and played this title for the first time when re-buying my old NES stuff a few years ago and originally spent a solid 2-4hr play session joyously banging through the first 40 odd levels of the totalling 100.

Since then it’s been sitting on my shelf as I hit a slump at around the level 44 mark. Several of the preceding levels constituted a ditch of broken and/or incredibly irksome levels, so I stopped playing. Picking it up again though has taught me a few things about the game which I don’t believe I reported on the first time.

I originally felt Wrecking Crew to be a breezy, under appreciated puzzler, it’s still under appreciated but perhaps I understand the reasons for that now. The most severe problem with Wrecking Crew‘s design is that there are multiple avenues to complete each level (as a whole, each level can be regarded as an individual puzzle), yet, particularly in the later levels, only one avenue is ever the right one. Therefore in many cases the game will lead you down the garden path as you unknowingly make your way towards the wrong direction. This is exacerbated by the slow pace in which Mario both walks and knocks down structures and the superfluous number of items he has to destroy. For many levels it feels as though Nintendo cared more about making the design look pretty by cramming it with destructible objects, rather than showing consideration to the player who must individually destroy all said objects to much repetition. Additionally, it’s not always clear from the outset how one should approach each level as original ideas may fall apart once the enemies start moving around the levels, blocking pathways and obscuring outlets. Toss in a few broken levels and Mario’s jerk of a construction manager who chases him around some levels and it grows tiresome quickly. I just ended up sampling the final 50 levels as it never seemed worth the effort of nailing down that one series of moves to solve each puzzle. It’s an arduous task, with little reward.

http://www.youtube.com/watch?v=yMnhcuDyePk

Still, I like Wrecking Crew. It has the stylistic charm and simplistic design of the early R&D1* games, plus a generous serving of 100 levels, most of which are decent, a handful excellent. It’s a shame that the later half had to take such a nose dive as I was seriously engaged for my first time around.

Wii Play

The other game I re-approached recently was Wii Play. Sure it’s the generic experimental offspring of Wii Sports, but it did only cost $10 with a Wiimote and many of the games are steeped in hardcore gamer sensibilities – why do people whinge over this game? I have an ultra skilled friend who has managed to attain platinum medals for pretty much all of the individual games, something which I find completely baffling as I can only muster a couple of platinums total, the rest varying from bronze to gold.

The assortment of mini-games each demand perfect precision and an earnest level of concentration to crack; the kind of abilities that can sometimes get the best of me. While I aced the Duck Hunt redux game in one fellow sweep, I didn’t fair too well in the other titles. The problem is that the games require complete concentration to the degree that you stop thinking about the game and allow the natural twitch sensation to take over. Doing this consciously on a whim, when you’ve got a ticking score displayed on screen can almost be sickening as I found was the case with the Ping Pong game.

http://www.youtube.com/watch?v=SglVSylIcl4

The rules of this game are incredibly simple, move the pad to hit the ball, try to keep the rally going as long as possible, in this case up to 200 rallies for a platinum medal. As mentioned though, said score tally builds in the top right hand corner of the screen which ultimately caused me to notice and constantly fail once I knew that the pressure’s on.

Always being weary of the scoreboard, I would notice when it came close to my previous high scores of about 160 and upon hitting that mark I would attempt to hit the subconscious zen. The problem is that hitting this mental slumber is difficult to do in a conscious state, yet the scoreboard almost forces you to notice. Trying despite this knowledge almost made me sick in the stomach. A very interesting game experience nonetheless.

*can’t quite put my finger on the internal studio, can anyone provide a point of reference?

Super Stardust HD – Fresh, Spanky and All About The Space Junk

August 7th, 2009

super-stardust-header

Really digging these summative titles rather than the generic ‘Super Stardust HD Impressions’ style of titling.

Can’t complain at $AUD3.50, can you?

A month or so ago Super Stardust HD, probably alongside other notable PSN highlights, was heavily reduced on the Playstation Store as part of a two year anniversary deal. Originally the game was $12.95 (if memory serves correctly), so paying just a fraction of that sure is incentive enough to demand a purchase. Hopefully Sony will continue this trend as other downloadable titles hit the two year mark.

Anyways, Super Stardust HD is an arena shooter in the same vein as Geometry Wars, except that the arena is mapped to the ozone layer of various planets and is hence spherical rather than a rectangular grid. The spherical format ensures that the player never has full view of the play area since the opposite side of the planet is always out of view, additionally the sphere has a visible edge along the perceived perimeter (if you look at it flat) which acts to obscure objects tapering in the distance.

Chunks of celestial matter (asteroids or comets – take your pick) land on the grid-patterned surface, floating around as obstacles. Shooting the matter will cause it to disperse, making way for both graphical and gameplay splendour as the rocks break apart, veering towards your general direction. Every now and then, once you’ve disintegrated enough space rock, a swarm of enemies will touch down and on their demise you complete the level. Repeat a few times over multiple acts to reach a final boss (which there are two predominate bosses, both themselves iterated on) before warping to the next planet.

That’s right, Super Stardust HD features a level based system rather than a single high score shoot out. Combine this level structure with a rather tame difficulty (relative to the shmup genre) which doesn’t even offer a selectable hard mode (rather you must complete the game on normal and carry through), and Super Stardust HD in no way stifles the genre’s weak point: short length.

The shoot ’em up genre was born in the arcades, and as such the genre was designed with the arcade mentality of suckering as much money from the player while still keeping them at arm’s length from the end game. The most obvious device for achieving this was difficulty. By making a short game ultra difficult, developers could exaggerate the lastability of their titles while spending less in development. It’s because of dogged loyalty to these masochistic philosophies that the genre hasn’t survived very well in today’s mainstream.

Geometry Wars was a breakthrough in design as it cleverly disguised it’s length in a very organic fashion. There were no levels hence no real perception of repetition, rather than have the environmental scenes change with progression, the contents of the environment (ie. the enemies, their attack, spawn and swarm patterns) changed. This placed the endgame somewhere comfortably near infinity – a place where no player (or computer!) could ever reach.

Just by selecting the ‘Planet Mode’ mode, Super Stardust HD reveals its wares straight out – you can see it, 5 levels! Foolish indeed. Whether you gawk or admire this decision will depend on your faith to genre, I suppose. It’s a divergence, which can be rather refreshing.

‘Fresh’ and all like words spring to mind when describing Super Stardust‘s vibe. Surprisingly for a title of it’s age it retains a wonderful sense of said freshness, where the presentation and gameplay operate in unison. This is achieved through multiple design concoctions. The graphic design operates on two tiers. The first is based on general design sensibilities. The grid pattern and assortment of three primary-coloured, uniquely animated weapons all follow a very deductive approach to design. They’re simple, and as such are designed to be as visually useful to the player as they are attractive. This is very much in line with genre sensibilities.

The second element to the design mixture is the new-gen, the breaking and shimmering of glorious space junk. The space rock (in all three flavours) possess the most gorgeous sheen. With the amount of superfluous gloss added to neo-retro titles on the downloadable front, Super Stardust is commendable for being glossy, yet tastefully measured. More impressive though is the breaking apart of space rock. The transition from huge chunk to debris is almost unnaturally smooth and seamless. It’s simply wonderful to watch.

The deductive elements of the map, lasers and so forth meld beautifully from the spectacular mess of asteroid pieces floating around the ozone. Tidy + mess; it’s a particularly complementary design which wonderfully encapsulate the feeling of the game. That feeling being strung by the tightness of the core mechanics and variable unpredictability created by the debris.

super-stardust-hd

Due to the tangible progression of separated levels, Super Stardust HD‘s core gameplay has a level of required sophistication that separates it from Geometry Wars, making it feel a little more fully fledged. (That is, no sophistication, no meaningful justification for levels). As for those mechanics…

As I briefly mentioned before, your ship has access to three elemental types of lasers, each one respective of the different classes of space rock that come hurtling your way. The zappy, green pulsation of ‘Rock crusher’ is obviously good at hmm…crushing rocks, the flamethrower ‘gold meter’ melts away gold asteroids (why don’t they just collect the gold?), the nippy blue ice splitter is effective against ice. The three lasers represent the disparity between stages which fluctuate between the different types of rock. Level progression is therefore something like; rock level, gold level, ice level, mixed level #1, mixed level #2.

Bonuses such as laser upgrades, shields, ships and points mix things up a little too. Upon creating space debris or hitting certain objects these little trinkets spawn, operating as another variable to watch out for. Boosting, also is a neat trick and allows you to escape confrontation or simply smash right through it, about as gratifying as it is possibly lethal though, be cautious. It’s usefulness in the later stages make it a continually relevant draw card.

The culmination of laser and rock types, bonus trinkets and boost attacks (combined with the level-by-level progression) give Super Stardust the set up of something more than a one tick pony. Unfortunately what the game does exert itself in won’t last for long, which is why I found the $3.50 price point so delightful. ^_^

Leader boards and DLC packs are nice and all, but new modes approaching old content with an unsubstantial difference is not a selling point. Also, leader boards are an artificial lengthner which most people never fall for anyways. (Super Stardust, like Geometry Wars, can be troublesome with the mess of on-screen busyness, so applying myself here doesn’t feel particularly rewarding, considering) No, I’m not fussed about split screen multiplayer, survival or time attack modes, nor the new soundtrack, particularly when they demand such a premium. I mean, the difference between an ‘endless’ mode and playing the game from normal through to hard and beyond is negligible, surely.

I think that ore or less covers everything I’ve wanted to say about this title. With Bionic Commando Rearmed, Trash Panic and Wipeout Fury all at various levels of completion, I obviously have plenty more to discuss on PSN soon. Sorry ’bout the lack of updates too. I’m working on. 😀

Additional Readings

Q&A: Housemarque’s Kuittinen on Maya Pipelines, No Producers, and Super Stardust HD – Gamasutra

Govt Awarded Finnish Game Companies €10 Million – EDGE Online

Super Stardust (Amiga, DOS) Screenshot Gallery – MobyGames

Link’s Crossbow Training Review

August 2nd, 2009

This place is becoming something of a depositary for my external writing as of late. It’s not intentional, I just seem to be gravitating in this direction – obviously with much swing from my regular GameSetWatch column.

I always feel very anxious about my column since I spend most of my time writing my way to the topic before I begin writing the actual column. With foresight I’m attempting to bank future articles in an attempt flag off time-sucking commitments that’ll occur later in the year. Yet, doing so is a bit of an exhaustive process, which is where my attention has been at – rather than here. I guess I have to balance it somehow, but I still feel guilty.

For the moment I’m simply out of material – deciding to turn over the material that I did have prepared to Video Games Blogger in the form of a review of Link’s Crossbow Training. This was originally planned to be a handsome follow-up to my Twilight Princess discussion but as I continued to write, I felt that my thoughts encompassed the whole game (rather than a handful of discussion points), so I whipped it into a review. I surprisingly enjoy writing game reviews (for retro/”outdated” as it forces me to cover games in a complete perspective, while adhering to the same philosophies I do here.

Anyways, I hate reading blogs with apologetic writers, so I’ll finish up by saying that the pace of articles will slow down (tertiary education with a vengence) but otherwise business as usual. If you have missed any of my other articles elsewhere then be certain to check the about page.