The Robin From The New The Batman Game

July 6th, 2011
Rik

Look at this fine upstanding chap, he’s Robin from the sequel to 2009’s almost video game of the year Batman: Arkham Asylum, a game which you play a Batman who managed to forget many of this gadgets before escorting Joker into an asylum, then had to find unique and interesting ways in which to retrieve them.

Thankfully Rocksteady done more than simply release some concept art of how Robin may appear in Batman: Arkham City, they also posted it on an Internet forum along with a quote from the artist, here is that quote.

We wanted to create a Robin that players would identify as a contemporary character and move away from the traditional “Boy Wonder” image that most people know. Our vision of Robin is the one of a troubled young individual that is calm and introverted at times but very dangerous and aggressive if provoked because the kind of people who play video games would consider traditional Robin to be a bit of a pansy.

The shaved head is inspired by cage fighters, because we thought that Robin might be doing that in his spare time to keep him on his toes, also it sounds cool which should appeal to gamers, and we couldn’t be bothered to attempt rendering hair in Unreal Engine 3. Still, we kept all the classic trademarks of Robin’s appearance, such as the red and yellow colors of his outfit, the cape and the mask but a cool hood has been added so he looks a bit like that guy people liked from that game people constantly compared to inFamous despite them being nothing alike.

We really hope that people will discover our Robin as one of their new favorite characters in the Batman universe. He is back and he means business and we made him to appeal to you, video gamer.

I may have added additional words.

The original quote may be located here, should you wish to read the slightly less amusing version.

Finally, You Have Updated Me

July 6th, 2011
Rik

Well look at that, it’s been just over a month since the last time I communicated with the world through paragraphs of website text. Because of that I’ve had to spend a few minutes clearing out spam from the numerous comment sections on all of my amazing stories, which now restores the website back to a grand total of two comments. Unless I accidentally delete them, I’m typing this before I perform the act I just told you I had performed.

Beyond that, expect to discover new and interesting articles such as the one I just wrote about Robin in Batman: Arkham City, which mostly involved stealing a quote from Rocksteady’s forum, and maybe at some point during the year I’ll get around to celebrating 20 years of Sonic. Sonic’s history is quite terrible though, so perhaps it’s best I avoid it entirely rather than slip into inescapable depression.

There’s also the 3DS, I own one of those. Could I do a feature on the 3DS? Possibly. Do people want to hear about how I charge it up then get annoyed with the pulsing blue light as I attempt to sleep? Well, you just did, assuming you read that previous sentence.

That’s all for now, enjoy browsing the Internet.

DiRT 3 – The Parts No One Cares About

May 27th, 2011
Rik

As the developers of Prince Naseem Boxing, Codemasters have a long history of taking a sporting great and turning their sport into a video game featuring them. Prince Naseem obviously being the greatest boxer of all time, and possibly also the inventor of boxing.

Thankfully Dirt 3 is no different, with Ken Block being the greatest rally driver of all time and creator of motorsport it makes perfect sense to base a game around his ability to be a hoonigan (whatever that means). Hooning is not a crime though, it says so right on the texture representing a livery on his video game Ford Fiesta.

Let’s not jump the gun though, before being offered the chance to hear his flat-billed holiness speak into a microphone a profile must be generated. Like all good video games a name can be entered using the correct casing, only to later discover that every other driver in the game has his name presented in a fully capitalized style.

As if having your name presented on a leaderboard next to rallying greats such as Dave Mirra wasn’t exciting enough, it’s also possible to select a pre-recorded name with which the voice speakers (yes, I did just avoid calling them actors) in the game will refer to you. I selected Rick, as it’s like Rik just spelt incorrectly. Unlike when my name is written on the side of a novelty pen, this isn’t too much of an issue, like other words in the English language Rick and Rik sound identical when spoken. Also, if the people who buy novelty pens informing me that the store from which they are purchased did not have my name happen to read this, please stop, I already have pens.

Upon profile creation completion it’s also possible to delve further into menus and pick between a male and female co-driver. I opted for the lady, sacrificing navigational ability for the chance to race in well-pressed overalls. Also to make that sexist joke.

Another woman, this time English, appears via voice-over to inform you that you’ve been signed up to a four season contract in the Dirt Tour. Why? Because it’s important video games have a story. I’d imagine she also makes cups of tea and washes up.

An Australian mechanic is also introduced, he enjoys stilted banter with the English lady who quickly begins to sound like she’d rather have a child poke her eyes out with a pogo stick than be in the studio recording these lines. As the mechanic has nothing interesting to say I took a highly suspicious stance with him, often fearing he would steal the wheels from my car shortly before a race. It made the load times slightly more entertaining.

Two characters isn’t enough for a form of entertainment that believes three is the correct amount of everything, so an enthusiastic American is also there. His job is to be enthusiastic, tell you about Ken Block, and possibly also about other video game elements such as earning XP.

I can also tell you about earning XP, it’s earned by taking part in a variety of events, none of which are as interesting as a full point-to-point rally game would be. There is of course point-to-point courses in the game though, they just lack the interesting structure a real rally takes, and most of them appear to last around one minute and thirty seconds, at least until the later stages of the game where slightly longer tracks are sprinkled in with the shorter ones, so you get to drive through the same area on multiple stages.

Once enough XP is earned through real racing a chance to finally partake in the sport of true champions, gymkhana, is offered. Not only that, the excitable American also takes the time to point out that a true legend and indeed YouTube sensation has been lined up to show the ropes. Yes, a legend! Ken Block considered a legend, right? I hope so, because if he isn’t I’m going to have to stop ironing the bills on my cap collection.

Ken Block shows off his inability to fake a laugh then offers some guidance, I can’t remember what, I learned to ignore the YouTube sensation fairly quickly. When Ken finally shuts up you get the chance to sit in Ken Block’s Ford Fiesta and spin around large open spaces, like all of the greatest rally drivers.

I decided to upload a video of myself performing a required gymkhana task to see whether it would shut up the man who keeps insisting I upload my amazing replays to “YouToob”. It doesn’t shut him up, and it turns out you can only upload 30 unedited seconds of footage, making the whole thing rather pointless. Here’s my replay though:

Hopefully you can make out the skull Ken Block uses to replace the O in his name, the “hooner on board” sign mocking the classic sign suggesting people drive carefully as a vehicle nearby has baby on board, along with various other embellishments I’d point out had I remembered to take a screenshot of the car rather than having to inspect an incredibly poor quality video. Oh, the livery also has a rather classy paint drip effect going on.

I think that’s everything inconsequential about Dirt 3 covered, feel free to purchase or not purchase it based on whether you enjoyed previous Codemasters racing games.

Words About Brink – Hurdling Towards Texture Pop-in

May 17th, 2011
Rik

I don’t know if you noticed but the PlayStation Network online video game service was down for quite a while. To celebrate, Bethesda released online focused first person shooter video game called Brink. As with most games I ended up buying a copy, clearly, being an owner of all video game playing platforms avoiding the PS3 version of the game would’ve been the wise thing to do, so I done the opposite and bought that very version, mainly because I found the concept so incredibly dumb that it managed to amuse me.

There is some positives to take away from this decision. Being unable to connect to an online service forced me to focus on the challenge mode, which is actually just a tutorial for idiots who do not understand how to interact with objects, or stand next to slow moving vehicles. There’s a bunch of weapon attachment unlocks being held hostage until these challenges are complete though, so they’re worth doing. And should you enjoy these challenges so much that you wish to play through them multiple times you’ll be allowed to post a score to a highscore board! I don’t know why anyone would want to do that.

To be fair, I feel this is a decent way of storing weapon attachments when the only current alternative in multiplayer shooters appears to be several hours of under-equipped online play until you’ve finally proven your dedication to the product you just bought. It is such a great way to add longevity after all, no one plays those classic PC games which just give you everything from the start anymore.

Similar to many other games, attachments come in the form of silencers, grips, scopes, and other such nonsense. Also similar to many other games equipping them will grant minor improvements to some stats, while also slightly decreasing others. Because that’s how balance works. Well, that’s how balance is supposed to work, most of the weapons in Brink are terrible though, so it isn’t too important.

Due to my inability to get online, or more accurately, Sony’s inability to protect their users’ data, I began playing the campaign mode. This is actually just a series of matches on multiplayer maps with bots filling the role of human players, but bookended by some rather attractive cutscenes. So it’s not really a campaign mode then, unless campaigns are now largely considered in place to show off some fancy story driven cutscenes. Oh, never mind.

The cutscenes do give a nice idea of how the developers intended the game to look though, rather than the mess of texture pop-in it actually is. During my moments within one of Brink’s narrow corridors I noticed that if I point my camera at one wall, then quickly turn and look at the wall behind me, all high resolution textures have evacuated and desperately struggle to load back in as swiftly as possible. Clearly though, players turning around in corridors is a highly unlikely scenario so I can see why all of the textures would be dumped in that situation.

Once over the engine’s inability to load textures at an acceptable rate I moved on to more important matters, such as the bots, since they’re a key feature in the campaign mode. They seem to head towards objectives as a team, so that’s a positive, but once they get there everything appears to fall apart. I’m not quite sure why, perhaps it’s because they want to give me something to do rather than simply playing my game for me. I wasn’t overly fond of playing the campaign mode though, instead I sought a solution. That solution appeared to be switching to a class which isn’t required for completion of the current objective, an act which appears to force the bots to begin attempting to achieve the main goal, rather than waiting for me to roll in.

Clearly this shouldn’t be an issue online, unfortunately it’s replaced by the increased risk of joining a game loaded with those unable to grasp team based video game playing. Some may refer to such people as spackers, but I would never be so offensive.

Besides, I’ve had the chance to take the game online now and all of my team was working towards the objective. This is probably because the game doesn’t list any stats other than the amount of XP earned, meaning people are less worried about being ruining their kill to death ratio and more interested in doing what they can to increase their XP gain, like the mindless high score seeking drones the developers assumed they’d be when constructing the scoreboard.

I managed to complete one and a half rounds before lag reared its ugly head and I had to exit the game. I’m not sure why, as far as I could tell every person in the game still had a green bar ping. Whatever the hell a green bar means in ping land. Remember the good old days when numbers were used so things could be understood? I do.

Oh I should probably mention the SMART button as I think it’s considered a key feature. SMART stands for something like ‘shit movement animations resembling traversal’, possibly. Basically it’s a button which when held down causes your character to sprint, hurdle obstacles, slide under things, and climb up walls. It certainly streamlines running around the world, so if you thought pressing jump buttons and crouch buttons was a lot of effort then this feature is for you.

Character size also plays a part in SMART. Hey look, words what do rhyme. You have the skinny guy who can climb higher walls and move faster, but at the cost of less health. The fat guy who can’t do any fun stuff but has more health, and the in the middle guy, who does all the in the middle things. I haven’t yet figured out a use for skinny guy, sure, sometimes I can sneak past the enemy, but then what? Am I supposed to say “Ah ha! Look, I’m behind you fools now, let me shoot you in the back!” Because if I am, I’ve tried that and it just makes them all turn around and shoot me.

I think that’s everything. Rather disappointingly I don’t have a friend stupid enough to buy Brink so I can’t interview them to see how they feel about the game, I imagine they’d just agree with me so they don’t have to spend the next two hours listening to me prove them wrong.

Now, if the abundance of technical issues ever get sorted out Brink could end up turning into a rather enjoyable game, but the technical issues seem like massive engine flaws rather than something that’s going to patched in a couple of weeks. Perhaps the PC version is better, having enjoyed Splash Damage’s previous work I’m left wishing I bought it to find out, yet not wanting to support this game with any more of my money.

Many Words About Fable 3 – But Not A Review!

May 5th, 2011
Rik

Fueled by the small amount of excitement surrounding Fable III’s PC release (roman numerals deployed for additional classiness) I finally broke down and, rather than waiting for the potentially Superior PC version, purchased it for Microsoft’s Xbox 360 Video Game System.

Turns out the game had nothing worth waiting for. I’m sure the PC version would have fixed one major issue, the frame rate tanking every 72 seconds (rough estimate), but that’s just one on a digital versatile disc loaded with more problems than it contains fun, and most people like fun more than they do problems.

The first of these issues, ignoring the terrible engine, is the interface. All of it. Any useful data has been removed from easy to access places and instead dumped into a small hub location which pops up in place of a pause menu. Frustration levels within this area peak when, after being forced to wander around and stare at walls to access the required information, everything typically culminates in the appearance of a bloody menu.

Sometimes it’s the friendly kind of menu used to navigate thousands of electronic devices around the world, other times it’s a completely unintuitive floaty piece of crap. However, the fact that menus still pop up all over the place suggests there was never any intention to remove them from the game completely, so quite why I must roam around a dull room containing a butler advertising Lionhead’s horrendous Fable 3 DLC is beyond me.

Once navigation of the pause menu room is complete it’s time to visit the map, which offers no navigational help whatsoever, but does allow you to pick from a list of mostly boring quests to complete. Select one, let it teleport you to the nearest location and begin following the gold breadcrumb trail of fun. Would you rather find your own way around the world than follow a glowing line pointing straight towards an objective? Tough, the quests have no where near enough location based information to make that a viable option. Instead just hope the gold trail never randomly disappears at a rare fork in the road.

Continue following the trail, sometimes halting movement to allow the game to stream in more of the world (unless you wish to play with a vomit inducing frame rate), and enemies will be encountered. Some will have the nerve to attempt to block your attacks and keep you locked in the dull combat encounter for slightly longer than is necessary, others will just stand still and let you tear them apart with one press of an attack button, and some may even exchange a few hits with you.

Don’t worry too much if that last thing happens, health regenerates so the worst case scenario is roly-polying around the world for a couple of seconds as the enemies fail to deduce a solution for such trickery. Just hope don’t fall through a wall or get stuck in an animation, avoiding bugs is one of the more challenging aspects of Fable 3.

Still, staring at the glittering gold trail is probably one of the more interesting way of getting to the desired destination. Alternatives include holding an NPC by the hand and dragging them around, which somehow manages to look worse than the hand holding included in a certain 10 year old PlayStation 2 game, or following around an NPC who refuses to run as they have some important dialogue to read through.

Perhaps the reason for some forced character following was to give you a chance to look at the wonderful environments. If you enjoy candles then they certainly can be wonderful, the game appears to be full of the damn things. I’m fairly certain someone done a pass on the dungeons at the last minute and decided to stick a candle in every barren space discovered.

Later, after following around gold trails and engaging dumb enemies in combat for long enough the end of the game will approach. Stephen Fry and some other person begin reading from a bland script in a format which is supposed to represent a debate. It’s all in place so the game can offer a vast array of moral choices in quick succession and the choice to pick between the floating good icon, or the floating evil icon.

I forced myself through the readings with the hope that at some point a writer may become inspired and realise this is the perfect place for some humorous interaction between characters. That never happens, all I found was one person reading a couple of paragraphs of dialogue about promises made, then Stephen Fry responding with a couple of paragraphs of dialogue, typically making the same points about saving money as the last time he was speaking.

At this point the best option is to stand around for several hours and accumulate vast amounts of money so that the best ending is achieved. Once that’s over activate the last couple of moral choices and fight the evil bad end boss. Beat him by using the same tactics as every other enemy in the game.

Quite stunningly Fable 3 feels like a major step back from the previous games in almost every area, but it does still have a dog, and I can still rename him Molyneux. The dog does still have path finding issues though, and normally only points out treasure in the world after I’ve started running towards it.

Feeling I may have been too harsh on Fable 3 I’ve decided to interview my friend with whom I attempted to play some co-op (it bugged multiple times).

Rik asks: Would you like to say anything positive about Fable 3?
Clifford responds: I liked what it could have been.

There we go then.

The Pretend Intelligence News Network With A Story About Something Recent – PlayStation Network Hacked

April 27th, 2011
Rik

My father used to keep the PIN number for his credit card on a Post-it note inside his wallet. The note was yellow and adorned by just four numbers. Apparently Sony’s Internet based security isn’t a great deal better as they’ve allowed evil paedophile (or just friendly normal) hacker folk to waltz in and gather up the information of the young and vulnerable children frequenting PlayStation Network.

Just one week ago those children had smiles upon their faces, enjoying the online environment PlayStation Network created. Sony then took the service down, and that smile turned into a frown. I wrote that rhyme earlier whilst creating a clever little ditty about PlayStation Network. I only wrote two lines.

Wait, the service went down one week ago, why am I only just being told that my information may be in the hands of a paedophile could well be a thought you’re thinking. You’d be right to be thinking that, so I hope you are, if you were not you’re an idiot.

Sony would probably say the reason for this is because one week ago they couldn’t be sure personal data had been lost. I’m sure at that point they were hoping that’s the case, turns out losing your users information doesn’t sound very good at the best of times. One week later though, it would now appear they probably should have given people a heads up instead of looking like a colossal bunch of ironing boards for refusing to warn their customers.

Never mind though, as people panic and begin changing passwords to every website they’ve ever created an account on, I’m going to declare I’ve never been the victim of fraud and instead just sit here all nonchalant. Until it all goes horribly wrong, then I’ll run around panicking and have no idea what to do.

Running around and panicking would of course be the least useful thing to do, you can’t use a computer while performing those tasks.

Something About Portal 2. Maybe.

April 22nd, 2011
Rik

It’s been a long time since Valve released a product of entertainment I actually want to play from start to finish, but thanks to the release of Portal 2 now they have. Brilliant. To celebrate this momentous occasion I’ve taken the chance to use my Nintendo 3DS and deployed it for Mii making duties. The fruits of this adventure are these two charmingly charming specimens. In case you can’t recognise them the one of the left is a Gabe Newell Mii, and the one on the right is a Doug Lombardi Mii (whoever he is).

When Doug Lombardi’s friend Gabe Newell entered Sony’s Announcement Party (press conference) at the Electronic Entertainment Expo Expo (E3 Expo) and announced Steam integration for the PS3 version of Portal 2 it has always been the platform on which I have been most curious to see the game, yet I would never want to sacrifice the PC version for that. In the end everything worked out perfectly, thanks to the PS3 copy being bundled with a Steam code for the version I actually wanted.

Sony managed to completely balls up my plans to test out Steam integration by failing to keep PSN up long enough for me to play the single player campaign beyond that part near the start where Stephen Merchant talks a lot. Clearly Sony should have used more potatoes, or whatever the flip that meme Portal 2 has unleashed upon us is going to be.

On the plus side, before the whole of PlayStation collapsed my friend ran towards a real life video game store and bought his very own copy of Portal 2, enabling us some co-operative play. Because I didn’t want to wait several years for the 10 jiggabytes of data to download from Steam I opted to play the PS3 version.

I found the whole console to PC cross platform play highly fascinating yet my partner failed to respond to my passing comments about how insanely exciting I found the situation to be, so he probably didn’t give a toss. He’s Scottish though, it’s impossible to get excited about anything with the shrill of bagpipes constantly streaming into your ears. Trust me, I’ve been north before. Once.

With neither of us willing to deliver aural stimulation to each other a hilariously convoluted system was devised to enable text communication. Logged into Steam on a laptop I typed messages to my companion using an array of scissor switch keys, upon pressing enter he would have Steam’s chat window overlay pop-up and display short, concise messages of encouragement.

Instead of opening the Steam overlay and interrupting the game Clifford (I’ve decided giving Drew a name make this tale much easier than coming up with large amounts of words to describe co-op buddy) would then respond in the typical fashion of hitting T and typing his message of admiration, which would display on my screen as if I were playing the PC game. I don’t know why, but despite my best efforts I could not get a USB keyboard to function with the game to enable the same chat options. Bloody consoles.

Our chat solution was probably the most challenging part of the game, and retelling the tale doesn’t make it sound anywhere near as exotic as I had first hoped. Oh well.

Shortly after confirming communication was possible we began playing the game. Surprisingly, despite the fudging of text based chat systems, puzzles never offered too much of a challenge beyond minor clerical errors probably induced by the ever darkening outsidey bits of my house.

The whole co-op campaign probably ended up taking around six hours, and that includes various robot based interactions and accidental murderings. It’s probably also worth noting that, as I was on a PlayStation 3, I ended up playing the whole game with analog sticks, meanwhile Clifford was using the exceptional input devices of mouse and keyboard. I never felt outpaced by his twitchy mouse enabled movement, but I’d imagine that was balanced out thanks to my vastly superior brain cleverness.

You may have noticed I forgot to talk about gameplay and story elements from Portal 2. That doesn’t matter, it would probably just end up spoiling something.

Quest For The Bobby Kotick Mii

April 13th, 2011
Rik

Today was the day on which I decided to search for Bobby Kotick Miis on the internet. Much to my disgust the first three google based recommendations for this search failed to satisfy my desires. As a result I headed in the direction of my Nintendo 3DS and began the work of me, God.

Much like fictional God the things which I create would require plastic surgery and countless years of personal grooming in order to look acceptable, but I’ve tried, and that’s more than I can say for the rest of the bloody internet.

I began the process in a similar fashion to all good craftsmen, by using the automated creation option. Pointing my 3DS camera at a high resolution picture of Bobby Kotick created a repulsive portrayal of Bobby, some would probably assume that means the creation was accurate, it wasn’t.

As a result I began chipping away at the face of Bobby Kotick, valiantly attempting to match his features to the variety of options on offer in the Mii creation tools. A key Kotick feature is his magnificent mane which unfortunately, but rather predictably considering its stunning volume yet incredible smoothness, is not represented in Mii form.

The end result was this monied gurner. If you’d like a copy of a slightly accurate Bobby Kotick Mii point your Nintendo 3DS camera directly at the internet… now!

You may think due to my inability to create things what look like things I decided my goal had been completed and called it a day, but no, considering it unfair to have only Bobby Kotick represented on this page of slightly accurate Miis based on people from video game companies I soldiered bravely on.

So here’s a John Riccitiello Mii, attempting to capture the brave smile worn when his approach to new IP failed and shareholders had to be satisfied with the panicked announcement of sequels. Riccitiello refused to fit into the name field of the Mii creator so I had no option but to simply call him John. I’m sure John wouldn’t mind though, he’s probably a delightful chap.

Don Mattrick Mii, attempting to capture the classic Don Mattrick shit-eating grin.

Jack Tretton Mii, attempting to capture the unrelenting charm and potential awkwardness of classic on stage Jack Tretton.

Perhaps for some reason you’d also like to see the inaccurate me Mii, here he is, the handsome devil.

XIII – The Place What Crates Built

April 9th, 2011
Rik

Forget your modern video games, I’ve been playing a classic. When I say classic, I actually just mean old rather than something you should run out and purchase right now, such as Grim Fandango, the greatest video game of all time. Revisiting old games is always a revealing time for interactive entertainment, especially when game design used to largely involve constructing levels out of crates which may have enemies hiding behind them. That’s exactly what XIII does, I should know, it’s the game I’ve been playing.

When enemies are not hanging out behind boxes waiting for a knife to be shoved in their face, they can be doing something rather novel to players of modern video games – standing in a room which isn’t a corridor. Yes, you read me correctly, not every encounter in XIII involves enemies spawning in waves at one end of a corridor with the player standing at the other.

Of course, because it’s an old game the enemy AI can be befuddled by hopping around in circles whilst shooting them in the head. But let’s not mention that, just stand still and shoot them like you’re supposed to, which is what many video games based on modern warfare would force in the hope of displaying their AI as something slightly better than absolutely pathetic anyway.

With all enemies eliminated attention often returns to crates. Crates will offer a variety of hints which can sometimes be followed in order to discover the location of mission’s end. Directions come through a variety of crate based means, such as this subtle hint I found suggesting I wait at a door until the enemies have finished conversing. I’ve highlighted the important areas in case you lack an imagination.

Ecks Eye Eye Eye’s crates are not always about subtlety. Here we have a collection of crates which have gathered in hope of directing a player towards a vent through which they must crawl. It’s a majestic sight and deserves to be shared, so have a look at it below.

A room filled with nothing but dejected looking crates was also stumbled upon, these were clearly hoping to be used a makeshift staircases but surplus to requirements. I took a picture of this magnificent crate room but have just realised this end of the article is being loaded with images, so you’ll just have to take my word for it.

Sometimes a handy grappling point is located overhead onto which a hook can be attached. Upon connection many modern video games would make what happens next an automated process, XIII doesn’t bother with that and instead allows free protraction and retraction of the cable, along with full freedom of movement so you can swing around like a banana.

Unfortunately this final crate screenshot doesn’t have a grappling point but does require a jump across a rather ominous looking gap. The sheer diversity of the crate is displayed here as the player must trust its offer of landing location guidance. A true bonding experience.

With crate based traversal complete the end of the level arrives, a particular favourite of mine is the boarding of helicopter finale. Rather than simply displaying an immersive cutscene which pulls the character’s control out of the players hands and shows a selection of scenes containing military men loading onto a helicopter shouting congratulatory war words at each other, you’re allowed to walk straight into the tail rotor blade. This forces a replay of the mission’s final section for being so stupid.

For a game which relies so heavily on cratery it also contains an eerie foreshadowing of future video game based story telling in the form of wall scrawlings. Disappointingly the graffiti I’ve captured doesn’t actually contain any hints of the dangers ahead, but clearly the developers were a forward thinking bunch for simply placing wall markings in the game. They probably knew that several years later every wall in video games would contain handy warnings for the player to note, helpfully written by people who really should have more important things to worry about than informing a future soldier man they’re about to be eaten.

When you’re lost in the world of classic video games and lacking in direction simply recall this classic catchphrase: When in doubt, crate.

Almost Review: Pilotwings Resort

April 1st, 2011
Rik

When Nintendo failed to send me a free 3DS along with their launch line-up carried by Nintenpimp and a selection of ’3DS Girls’ who’ll laugh at words I happen to utter in their general direction I was going to refuse to write about any of their games out of spite. Then I remembered no one ever sends me anything for free.

Instead I was forced to go out and purchase a Nintendo Three Dimensional System, Pilotwings Resort, Ghost Recon: Shadow Wars (or something), and Pro Evolution Soccer 2011. That’s three video games! As always, because I couldn’t control myself and bought multiple titles I’ve done very little in all of them, thankfully very little in Pilotwings Resort is all you need to do to complete it, so here are some thoughts on that.

This is the first time I’ve partaken in Pilotwings action, which is somewhat surprising given that my youth is filled with flight based video games, although most of them are based in simulation. Despite that I managed to pick up any nuances the game had to offer and complete every Mission Mode challenge with the maximum amount of stars in three hours, which suggests the game is rather pathetically light on content. It is.

Not only does it happen to be horrendously short, when cleaning up the final few missions I was also becoming increasingly tired of the complete lack of mission variety. Despite enjoying both the look and feel of the game it becomes incredibly difficult to maintain enthusiasm when the majority of missions involve the tedious task of flying through hoops at a steady pace.

Every so often a new type of challenge is introduced, unfortunately they tend to be only used once or twice. It’s easy to see why though, I now remember those events more fondly and wish for more of them, but I understand that played multiple times they’d probably end up even more repetitive than repeatedly flying through hoops.

The only other mode in the game, free flight, doesn’t offer a great deal of content either. Despite what the name would suggest, free flight is a timed 2 minute mode (which can be increased slightly by performing tasks) in which you can fly around popping balloons or flying through information markers.

I overcame the complete lack free flight in free flight mode by using my own ingenuity and loading up a mission then ignoring the objectives (this still timed out at 6 minutes). It turns out a free-free flight mode wouldn’t be much fun. The flight model doesn’t offer enough risk or challenge to make simply flying around the rather limited map in Pilotwings Resort entertaining after seeing the few unique locations it has to offer.

As far as light on content launch titles go, Pilotwings Resort is one of the better ones. Quite honestly, any more than 3 hours in length and I’d have probably started to hate how tedious the missions were becoming anyway.