Showing posts with label IGNUK. Show all posts
Showing posts with label IGNUK. Show all posts

Sunday, 28 August 2011

Hands On - Future 3DS Titles


IGN UK recently held a little shindig at the legendary 100 club on Oxford St, in association with Nintendo 3DS celebrating the 100th edition of their fine podcast. While there wasn't anywhere near enough Geoff Capes for my liking, there were several other distractions that more than made up for it.

Nintendo very kindly set up a number of booths showcasing several new titles that are due for release in the next year, and while some are some way out from completion, all were in a fit state to be played.

Mario Kart 3DS


Mario Kart has always been one of my favourite Nintendo titles, so when the 3DS version was announced i was interested to see how well they integrated the 3D aspect into the game. Not only does the screen give you a real sense of depth, something sadly lacking from Sony's attempt at 3D with Gran Turismo 5, but they've also gone out of their way to improve upon the game play rather than just port a high res version of the DS game over.

You can customise everything about your Kart at the start of the game, from bigger wheels to a different chassis, everything can be changed. Little things like this certainly help make a more personalised experience and i certainly felt a change in my Karts behaviour when i opted for chunky off road style tyres for my vehicle.

The other thing that shines through in this game is just how much more they were able to get out of the hardware this time round. Graphically this is a far superior version of the game than we have seen on a portable console before, it might just be the best looking Mario Kart game out there on any platform.

The only way for Mario Kart to get any better would be for this to happen:




Resident Evil: Revelations


I'll hold my hands up here and admit that i've never been a big fan of Resident Evil. Not my kind of game at all but i can appreciate the innovations that the series has introduced and the story that was being told. Whenever i play a game where gunplay forms a vital part of the game i expect the ability to move while i'm aiming. Unfortunately whoever trained the S.T.A.R.S. unit dealing with the T-Virus outbreak was a stickler for the basics, meaning that when you want to use your gun in Revelations you have to stand still and become a fish in the proverbial barrel. This is in part down to the lack of twin sticks meaning that you use the same control nub to aim as you do to walk around, leaving you vulnerable to zombie attack.

Capcom should, however, be applauded for producing a very high fidelity game. Waking up in a run down bedroom and walking around to find a way out i was struck with the level of detail in the environment, and also by the feeling of depth that i gained when turning the 3D slider on. Aiming at oncoming zombies felt natural enough although i would prefer it if i could back away while laying down fire. Lighting and shade effects are all very nicely used in game but unfortunately the animation for draining the bath tub (stupid place to leave a screwdriver) felt very DS like.

As expected from a Nintendo handheld game there was good use of the touchpad in game, in this case you unscrewed a fuse box by touching the screw heads and then shorted the circuit to open the locked door. It's a shame that GTA did this before, but it's nice that they varied the gameplay none the less.

This will no doubt be a good game for fans of the Genre, but if the console versions leave you nonplussed then i'd say avoid it.


Star Fox 64 3DS


As you'd imagine given the title, this is the N64 version of Star fox, but it's much more besides. For starters the entire game has had a graphical update to better take advantage of the 3DS' extra power. Secondly if you so wish you can control your flight path completely independently of the control stick/nub by using the systems' in-built gyroscope.

Not being one for new fangled control systems i opted for the old school control stick method and dived into the game head long. Once again the use of 3D in this title is implemented extremely well, and rather than taking away from game play i actually felt it gave me more of an idea where i was in the level and therefore an advantage over playing in two dimensions. Pilot Wings was proof of concept where flying games are concerned on a 3D system, Star fox takes it up a level or two.

Colours are vivid and vibrant as you'd expect from the Star Fox universe while game play is fast and fluid. If you enjoyed the first coming of Star Fox 64 you'll love this.


Metal Gear Solid 3: Snake Eater 3D



The most impressive thing about Snake Eater is that there is near enough no difference between the 3DS version and it's older PS2 sibling. With the 3D turned off it's a carbon copy, really showing off the power of Nintendo's little portable console.

Turn the 3D on however, and the ported version of Metal Gear Solid 3 really kicks it up a notch. One of the most laborious tasks in the game for me was crawling slowly through the long grass, trying to get close enough to a guard for a sneak attack from behind. Although the grass was wonderfully animated and you could always come across a creepy crawly or two, there was little to interest you while you crawled on your belly. With the extra dimension that the 3DS gives you the long grass takes on a life of its own. Equally, the canopy above your head comes to life when viewed in 3D, light tumbling through branches of varying size and distance gives the jungle some real atmosphere.

Unfortunately the control scheme is a little too cobbled together for my liking. The lack of dual analogue sticks means that you have to draw your gun and then aim using the shoulder button and the a,b,x & y buttons. Konami have made the best of a sparse control setup but i always felt that i was playing a port rather than a made for purpose game. A real shame, because the graphics and use of 3D really set this game apart.


Kid Icarus -Uprising



Back in 1986 Kid Icarus was released on the Nintendo Entertainment System, a fairly by the numbers platformer with catchy music and a fun look to it. Since then it has developed quite a following. 1991 saw a sequel released for the Game Boy, largely using the same mechanics as the NES game it further cemented Pit, the games lead character as a firm favourite among Nintendo fans. Fast forward to 2011, a full twenty years later, and the long awaited three-quel is finally here, and what's more, it's in 3D.

Again it has to be said that the power of Nintendo's latest hand held is very effectively demonstrated from the outset. Pit is brilliantly realised on the 3DS as are the numerous villains and bosses you play against. The whole game world is stunning to behold. Gameplay is fast and furious throughout, whether on the ground or in the air during the flying sections of the game you feel in total control thanks to the innovative aiming system that makes use of the touch screen and left shoulder button. Unfortunately, as greatly innovative as this control system is, it has a major flaw that may cripple it's long term playability.

Imagine holding a 3DS in your left hand, with your thumb twiddling the control stick and your index finger pressing the left shoulder button, with your right hand completely devoted to aiming by way of the stylus and touch pad. After a couple of minutes playing you have to re adjust your left hand to continue to support the system. it really is the most awkward way to use a 3DS and can unfortunately lead to hand cramping, not just that but it also distracts you from the game itself and can lead to Pit taking damage while you take a second away from aiming to re adjust your hand hold on the system.

Another example of a great looking game let down by a so so control scheme I'm afraid


Super Mario 3D Land



I thought there would be no better game to end this report with than Super Mario 3D Land.

If Nintendo know anything it's how to make a good Mario game. Better than that, if Mario Galaxy is anything to go by then they know how to make a good 3D Mario game. This is the first truely 3D game to feature Mario (outside of the Kart track at least) and so many interested eyes are going to be cast over it to see how it fairs. I'm glad to say that it's doing very well so far.

Graphically the game is very similar to the aforementioned Galaxy Series, It plays very much like the 3D versions of Mario that can be found on the Wii. Although the build i laid my hands on didn't have a world map to look at, i would be surprised if it wasn't similar in appearance to that of New Super Mario Brothers or Super Mario Bros. 3.

The overall feel of the game is very Nintendo and very Mario, Any Mario fan that plays this game will feel right at home with it. Nintendo should be applauded for how they've incorporated 3D into this game, not only does it help you judge your jumps but it also allows the developer to play a few tricks on you with perspective. On one occasion I slid down a drainpipe to be greeted with a room viewed in 3/4 perspective, from the appearance of the room i should have been able to jump straight up and grab the giant coin, but once I tried I realised that it was all an optical illusion. Every giant coin to be collected appears to be protected by some form of optical illusion or perspective puzzle, something that the use of the systems 3D definitely helps in identifying.

So, overall it has to be said that the 3DS has some very impressive software on the horizon, and while there are certainly control issues with some of the titles on offer, it's good to see that games like Star fox, Mario 3D and Mario Kart keep it simple and let the game do all the talking. Sometimes the best games are the ones with the simplest controls...

Wednesday, 8 September 2010

Goodbye Mark Lawrenson

After what seems like an eternity i have returned to the world of the Blog, in the hopes that i can once more be ridiculous for a moment.

Today is a landmark day in my life, for today i have finally turned the corner and realised it's time to make a change. Many a year i have revelled in the creative freedoms that Pro Evolution Soccer has afforded me in the editing suite, but that is no longer enough to keep me faithful to Konami's version of the beautiful game.

Wednesday September the 8th saw a bunch of listeners attend the 50th IGN UK podcast recording and i was fortunate enough to be amongst the lucky few. At this event we were treated to a demonstration of Playstation Move (It didn't work) and also had the chance to play FIFA 11 against each other.

For as long as i remember there have been two camps in the football simulation market, those who play FIFA, and those who play ISS/PES. ever since ISS 98 i have fallen into the Konami camp, preferring how a game played over the official licences it held. When ISS became PES it added something else to the mix which cemented my loyalty to the brand, Full kit editing. Last year i played both games at the demo stage and was sorely tempted by EA's game because for the first time in a long time it was more fun to play and actually felt closer to the real thing. Despite this i maintained my loyalty to Pro Evo more out of blind faith than logical reasoning.

This year will be no different in as much as i will play both demo's to see how they are to play, however there is one big difference that could play a vital role in which game i purchase. This year I'm buying the game i enjoy the most and leaving blind faith at the door.

Now onto my thoughts of the game i played today.

FIFA 11 plays beautifully, the passing is crisp and precise when you get it right rewarding you with a defence splitting pass that puts the opposing goalkeeper at the mercy of your centre forward. That's not to say that the computer does the work for you, you still have to direct the pass and choose how hard to strike the ball with the familiar power gauge.

Tackling is challenging but satisfying, meaning that you'll get as much out of a clean sheet as you will scoring at the other end. When playing with the ball at the feet of Marouan Chamakh or Robin Van Persie i never felt like being barged off the ball as easily as you can be in PES 2010. Trickier customers like Andrey Arshavin were easier to barge off the ball in a physical tussle but nippier and more nimble in and around the penalty area.

Graphically this years FIFA is a definite improvement on last years entry, players looked spot on in the game i played (Man Utd were emphatically beaten by a rampant Arsenal 3-0) The shirts looked as vibrant as they do in the real thing and the Stadiums are painstakingly duplicated in all their majesty. Pro Evo has had the edge as far as looks are concerned for the last few years, but now that FIFA has bucked it's ideas up in that area it'll be interesting to see how PES responds.

Finishing chances off has long been a gripe of mine when it comes to EA football games, but on the limited play time i had with the next one it would appear that the chances of pulling a Chris Iwelumo and skying the ball from 2 yards out have been drastically reduced. Great news for me, less so for my opponents.

Oh and as far as commentary is concerned, even though the game i played had commentary turned off FIFA has always beaten PES hands down in that department so i'll take it as red that Mark Lawrenson is still putting through Konami's own net

So how are we doing for reasons to buy this game?

Graphics - Check
Game play - Check
Official Kits and Licences - Check
Commentary - Double Check

The only thing that has me slightly reserved is that EA have still not really come up with a Master League killer and as i understand it you still can't play as your own imaginary team in FIFA. True, you had to edit PES United or Winning Eleven FC if you wanted to play as Brentwood FC in last years Pro Evo, but you could still design your own shirt, crest and sponsor.

I guess old habits really do die hard...

Robinho.