A MOST AGREEABLE PASTIME

Video Games, Victorian Style

  • Lucius and I have joined forces to take stock of Fire Emblem Heroes, Nintendo’s smartphone game that for both of us has become an unexpected obsession. Both of us are long-time Fire Emblem fans and have written about this game before (here and here), but our detailed look back starts with the earliest announcements and days of anticipation and goes up to the present. We also look to the future, with some thoughts about where things may go from here. So strap on your armor or grab your tome or healing staff, cue the Fire Emblem theme music, and join us for a closer look at the dangerously addictive Fire Emblem Heroes.

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    Announcement reactions

    Professor GreilMercs: Nintendo had announced Fire Emblem on mobile devices way back in spring of 2016, leaving fans to speculate for months over what form it would take. One obvious route would have been to just create a digital version of the trading card game (which, by the way, is called Fire Emblem Cipher and is a lot of fun), but fortunately developer Intelligent Systems had much more in store. The game was finally revealed via a Nintendo Direct devoted to the series early this year, and my initial reaction was of cautious optimism. While I was super psyched to see the return of my favorite characters from the series, the small size of the maps seemed limiting. I was also disappointed in the lack of support conversations, which in the main games is where two characters interact, and it’s a mechanic that serves to really bring the characters and the world of the games to life.

    Lucius P. Merriweather: Yeah, I wasn’t too sure of it at that first announcement, either. The small maps seemed like a “dumbing down” of the main game, and I was worried the whole thing might just be some throwaway gimmick with a greedy gacha money-making system tagged onto it. The lack of support conversations also seemed like a big loss; in the last couple of games, the fighting almost took a back seat to the ongoing soap opera of the characters’ lives, and those conversations have really become a mainstay of the series.

    However, I was pleasantly surprised when I finally got to play the game for myself…

    Release and initial reactions

    PGM: I enjoyed the game on its initial release, and quickly blitzed through the story mode. The character artwork and voice acting and the touchscreen interface are all great. I pulled two quite good 5* characters (the highest ranking) who saw me through a lot of my first months with the game, as I was hoarding orbs (the currency for pulling new characters) until my favorite characters were released (basically anyone from Sacred Stones and Path of Radiance/Radiant Dawn). In terms of character selection, it’s not surprising that the vast majority of the characters are drawn from the most popular games, namely the first game in the series, Shadow Dragon (remade as Mystery of the Emblem), and Awakening and Fates, the two most recent games (barring the just-released Shadows of Valentia). Incidentally, in terms of character selection and such, Nintendo is taking the same approach with the upcoming Fire Emblem Warriors by focusing on elements from those specific three games, which is somewhat disappointing for long-time fans of the series.

    LPM: I was also a little disappointed at the relative lack of characters from earlier games, but it’s understandable given the sales figures for the later entries. Awakening sold upwards of 2 million copies, so the characters will be familiar to lots of people, whereas earlier entries like Sacred Stones sold well under half that amount. Still, I was well chuffed at bagging Sacred Stones stalwart Ephraim early on – and I’m holding out for an appearance from Ewan or Syrene. But in terms of fan service, they’ve done a good job of rolling out old favourites quite regularly, and there are still hundreds of characters they could release.

    PGM: Regarding the gacha mechanics, they’ve actually ended up not bothering me too much, as the game gives you a steady stream of free orbs and you can stockpile them for an event featuring a character you really want. In this case I definitely don’t feel compelled to be a completist, and through conscientious hoarding and a fair amount of good luck I’ve able to get the characters I wanted most (in particular, those of my namesake, such as Ike and Soren). The game also does a good job of getting you started with building up your roster of characters by letting you battle and earn characters for free, via “Hero Battles”, a regular rotation of low-star regular characters where you can earn two of each of 12 characters for a total of 24, and “Grand Hero Battles”, which are timed events that feature unique characters, often villains from the main games.

    LPM: I’m surprised at how generous they’ve been, to be honest. I was expecting constant paywalls, with progression linked to buying orbs and characters. But there are numerous ways to earn orbs, and I’ve amassed an army of more than 100 characters without having to spend a penny. I have quite a decent crew of five-star characters, too. That said, the limited time period for which special characters are available does mean the temptation is always there to spend a little cash. I picked up cute lil’ old Bunny Ears Lucina during the spring event, and I was sorely tempted to throw some money at the game just to complete the spring set before the event ended. I mean, who could resist Xander wielding a giant carrot?

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    PGM: Haha. Yeah, the special event characters are definitely tempting, but I’ve been doing a pretty good job of not getting too distracted by them. Although that sort of went out the window with the current summer swimsuit event, haha. 😉

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    PGM: As for the gameplay itself, it’s actually less dumbed down than I expected, as there’s a lot more emphasis on characters’ skills than in the main games and everything is quite well balanced in terms of characters’ stats, their weapons and movement abilities, and their assist, special, and passive skills. I wasn’t sure how my interest in the game would progress, although the developers did promise regular updates to include new characters and modes.

    LPM: Yes, what really pleased me the most is that although the game is much simpler and quicker than the main games in the series, there’s still a lot of strategy – and at advanced levels there’s all the skill setting and stat watching you’d expect of a full-fat FE title.

    New modes and features

    PGM: During those first months my interest in the game continued pretty steadily, which was somewhat surprising. The almost daily release of new missions to tackle, the majority of which offer worthwhile rewards, is compelling and super addictive. The limited-time Grand Hero Battles include the game’s most challenging maps that generally require repeated attempts and have a puzzle-like element. They’ve continued to fine tune the Arena mode (which pits your team of 4 against another player’s, although theirs is controlled by the CPU) and roll out new story chapters, variations (such as maps that require you to survive for a certain number of turns or have tiles that boost your defense), and modes (such as the Voting Gauntlet, which has you choosing amongst eight specific characters and fighting on his/her team).

    LPM: I love the Voting Gauntlet. I’m currently championing Elise in a war of the lady healers. Seeing the ridiculous number of points each team accrues is a reminder of just how many bloody people play this game, and it helps you to feel part of a larger community.

    The Grand Hero Battles are fantastic, too. The harder ones are almost impossible to beat sometimes, and it can take days or even weeks for me to work out a strategy to beat them. High-class stuff.

    PGM: One of the biggest changes was the introduction of Skill Inheritance, which was added only a month and a half after the game was released. Skill Inheritance allows you to sacrifice a hero in order to pass her/his abilities (e.g. weapon, assists, specials, or passive skills) onto another hero. At the time it seemed way too early to add this feature in, as it seemed like it would destroy the game’s balance and wipe out all the things that made the heroes unique as all characters would all converge to the same combination of skills. But in practice this hasn’t quite happened. The core gacha mechanic ensures that your roster of characters will be different from others’, and so your pool of skills to inherit from will be quite different. Skill Inheritance does a good job of both letting you customise a character that you really like to fit your play style, and letting you make good use of characters that you don’t really like or have multiple copies of.

    The other big change was added only recently, which was a new event mode called Tempest Trials that ran for the past couple of weeks. This mode actually makes the game feel like a proper Fire Emblem game, in that you have to tackle a certain number of maps in a row (seven being the maximum). You’re also limited to a certain number of attempts (in the form of four-person teams you can use). The rewards were high, and the challenge was worthwhile. The mode forces you to focus on a range of characters rather than just using the same four over and over again. The only downside was that the mode required you to play it over and over again during the event period without any breaks in order to get the best rewards, which ended up being super repetitive and a real slog. Still, this mode adds great depth to the already engaging game, and all of these additions have done an amazing job of keeping me hooked on the game way past the point I had expected to be.

    Enjoyment turning into obsession

    LPM: I think the moment I realised FE Heroes was becoming an obsession was when I missed my bus because I was just too engrossed in the game. I growled in frustration as I looked up to see my bus sailing past – but I was also secretly relieved because it gave me more time to play Heroes while I waited for the next one.

    My daily routine now includes opening the game just after 8am to see what missions and goodies are on offer. And every ‘screen break’ now features a quick session of FE Heroes – which does slightly negate the point of a screen break, I suppose.

    PGM: My interest in the game has gone through several slight dips and peaks. I hoarded characters until I reached the limit you can have (200, although you can pay orbs to up that number), and then I got into merging characters (combining two of the same type of characters to raise their stats) and inheriting skills. Planning out characters to use and what skills to inherit is exactly the type of Fire Emblem geekery that I obsess over, and I’ve spent hours looking up characters’ stats. I have a huge file on my computer where I record the stats of the characters I have amongst other geeky info, and I’ve pretty much memorized the various tier lists for the game that I’ve been consulting daily religiously.

    I’ve been amazed at the number of hours I’ve put into this game. The other day I somehow got sucked into playing the game for 6 hours. A couple of those hours were finishing up the special marathon Tempest Trials mode in the morning, a couple more hours on grinding characters for skills in the afternoon, and then a couple of hours at night trying (and failing) repeatedly to beat the “Infernal” mode of a Grand Hero Battle map. There were a couple of days last month where I was caught up on all the missions and I was, frankly, relieved that I didn’t have to play the game. Right now I’d probably have to play about an hour a day to keep up with the missions, which is a little higher than would be ideal, but is still doable.

    LPM: I was worried the game might get too repetitive at first. Certainly, grinding characters through the Training Tower can get a little dull sometimes. But the sheer variety of missions and battle types they’ve added to the game has put all thoughts of repetition out of my mind. There’s an embarrassment of options here.

    The future?

    PGM: Developer Intelligent Systems has perfectly paced the game’s rollout of new features, and definitely kept me hooked even though I haven’t had to spend a dime. I find it hard to imagine how they can continue to keep adding new features and modes, but just as it is the game should be able to continue to keep my attention for a good while (although I’m still waiting for some of my other favorite characters to be added, whine, whine). Right now with the existing roster of characters each character has a fairly unique combination of movement type, weapon type, and spread of stats (although there are too many sword users, which is inevitable as nearly all the main characters from the main games are sword users). A lot of the newer characters have been given new unique skills that have still managed to keep things pretty balanced, but it’s hard to imagine how that can continue for another 100+ new characters.

    LPM: It’s been fascinating to see how the game has evolved and has continued to keep evolving. At first, characters like Hector and Takumi seemed far too overpowered, but nowadays it’s a struggle to get far with them, as more and more options and heroes have been introduced. Keeping on top of the meta game is a full time job, and it’s only going to get more complex and involved as more characters get introduced.

    PGM: Intelligent Systems is one of my favorite developers, and contrary to my initial expectations the game is actually so much fun and addictive that I’ve added it to my list of Favorite Games of All Time. I’m skeptical that the game can continue to keep my attention for another year, but I’m also looking forward to seeing what Intelligent Systems has up their sleeves.

    LPM: Me too. Oh my god, summer swimsuit Tiki has some sort of melon hammer! Right, time to farm some orbs…

  • The other week, I wrote an article about why everyone seems to hate GAME, and I mentioned that about the only other remaining high street video game chains in the UK are CEX and Grainger Games. But I’d never actually set foot in a branch of Grainger Games until now.

    Grainger Games started in 1996 in Newcastle, and now has around 70 stores across the north-east of England. Having recently relocated to the north-east myself, I was keen to see what their stores are like.

    I popped into the Bishop Auckland branch earlier this week, and I have to say I was impressed. They had a great range of new and secondhand games, all at reasonable prices. In fact, I found some veritable bargains – I picked up Metroid: Other M for £3, Castlevania: Lords of Shadow and Overlord II for £2 each, and DOOM on the PS4 for just £8. I was pretty damn pleased with my haul. 

    The staff were really friendly, and were happy to chat about games. They asked whether I wanted to pre-order anything, but otherwise there was no pushy sales talk. I enjoyed the experience so much, I went back there on Saturday to trade in a few old games for Resident Evil 6 (I thought it’s about time I caught up with the series). My trade-ins didn’t quite cover the cost of the game, but to my delight the sales person just rounded it up and told me not to worry about the difference. Now that’s customer service.


    So that leads to a question: if a small independent chain can compete with the internet on prices, doesn’t need to resort to high-pressure selling, and is staffed by friendly, knowledgable staff, why can’t GAME do the same?

  • 5487A new VR game about killing zombies that uses the PlayStation Aim controller? How could this possibly go wrong? Well, let me tell you about my first experience with Arizona Sunshine. I started my journey, rifle in hand, walking towards the first zombies I saw with great anticipation for the moment that I would be introducing my bullets to their brains. I aimed, I fired, and I missed. Then I aimed, and fired, and missed again, and again, and again, and again. Alright, blind firing doesn’t work as well here as it does in Farpoint. I figured I better try switching to the sights. There were no fancy holographic sights or scopes here, just tiny little iron sights. I held the virtual rifle up to my virtual eye, lined up the sights, fired, and…missed again, and again, and again. Urrrrgh.

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    This is my rifle, this is my gun, one is for killing, one is for shooting everything in sight except for the thing I’m trying to aim at.

    One more extremely slow and careful try, making sure the two sights were lined up precisely with each other and at exactly the right angle to my target, and I FINALLY got that headshot. This was not a good start. I pressed on, hoping that this would improve somehow, that maybe when I got some new weapons they would be more efficient, but the only difference between the new guns I found seemed to be the firing rate, which made the accuracy even worse. You can probably imagine that once the game starts throwing large groups of zombies at you, you really don’t have time to be slowly taking manual aim at each one of them. All you can really do is wait until they’re dangerously close to you and try to fire blindly into their heads at close range, because that’s about the only chance you have of actually hitting them in the head on short notice, and being zombies, if you don’t hit them in the head they just keep coming at you. Oh, and you have limited ammo too. This just gets better and better though.

    Just kidding, it gets way worse. After playing for 20-30 minutes, the calibration had slowly shifted so far off center that the game became unplayable. I had to quit the game and restart it, because it’s yet another VR game where the in-game re-centering option doesn’t actually work. Now, when you start Arizona Sunshine, you find yourself in a small room that acts as the menu screen, as a lot of VR games tend to do, except in this one you start on the other side of the room and have to walk over to a screen where you have to manually insert different cartridges to get to different selections like “start game”, “options”, and etc. This probably sounds pretty cool on paper, but isn’t a whole lot of fun when you start the game and find that you’ve spawned inside a couch, can’t move because you’re in smooth turn movement mode instead of teleport, and so can’t reach the options menu on the other side of the room that would allow you to change the settings so you could get out of the couch.

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    AWESOME!

    After a few minutes of virtual wriggling, I was able to glitch myself out of the couch, but at this point I was rapidly losing patience and interest with the game. I tried one more time. Something else I found rather annoying was the fact that pressing down on the left stick makes you do an instant 180 degree turn, and since you’re constantly using the left stick for moving forward, you will inevitably accidentally move it downward at times. This can be deadly if it happens during a fight, and you can’t change or disable this setting at all. Not good.

    Anyway, I got to a part where I was told that I needed to find the keys to a certain car, so that I could search it for an important item I needed. I looked at the car and noticed that one of the windows was completely open and sighed. I went ahead and followed the convoluted path to find the car keys and continued on a little further anyway, but it wasn’t much longer before I just lost interest completely. I quit the game, removed my headset, and found that I had received a bonus motion sickness headache for my troubles on top of everything else.

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    Because you can’t just go through the open window or use your gun to break one of them, that would be CRAZY!

    Let me tell you, I was extremely disappointed by all of this. Where Farpoint had showed me how incredibly fun and well produced a VR first person shooter could be with the Aim controller, Arizona Sunshine had showed me the exact opposite. After having spent $35 on this game, I still wasn’t ready to give up on it even after all of this. I talked to a friend of mine who bought the game, but doesn’t have Aim or Move controllers, and so played it using a standard controller. He made it sound like alternate controls worked a lot better, which seemed to make sense to me, because this game was actually originally designed with motion controllers in mind, and the Aim compatibility was added on after-the-fact.

    So I got all set up and started the game up with just a standard controller, wanting so much to be able to justify that $35 I spent on this game. Unfortunately, the aiming was every bit as bad as before. In fact, the controls were even worse this way because on top of the previously mentioned left stick problem, you’ll find that using a non-Aim controller also now makes it so that pressing the right stick up makes you teleport, even if you’re not on teleport movement mode. The right stick is also used for turning, so now if you press the wrong direction on either of the sticks that you’re constantly using both of, you’ll find yourself turned around or randomly teleported into a new position and direction. You cannot change either of these settings at all. What were they thinking?

    In addition, if you change from an Aim to a standard or Move controller (or vice-versa) you have to start a new game from scratch, and…I even got stuck in that damn couch again too. Yep. I’m done with this game. What a waste.

  • The announcement at E3 this year that OG Xbox games would be made backwards compatible with Xbox One got me thinking. What original Xbox games are still worth playing in this future year of 2017?

    Well, I came up with a list of ten, which went up on Kotaku UK today:

    10 of the Best Original Xbox Games to Play on Your Xbox One

    It was tricky getting it down to 10, and some eyebrows may be raised by the fact that Star Wars: Knights of the Old Republic is missing, but I wanted to highlight some of the lesser known Xbox games, and ones that did something really unique.

    Out of all of them, I’d be keen to play GunValkyrie again – boosting around and blasting giant insects was a blast.

    How about you lot? What OG Xbox games do you want to play again?

  • FullSizeRenderLast Voyage is the previous game by Nightgate creators Semidome. Like Nightgate, it offers a selection of beautifully bizarre abstract and minimalist puzzles, along with some non-puzzle flying sequences. Last Voyage approaches things a bit differently though, with each chapter being made of entirely different sets of mini-games, and with a noticeably heavier emphasis on the abstract part.

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    Just press that red bit over there.

    One set of puzzles require you to move pieces around to form various shapes, while another is a showcase of strange touchscreen sensory puzzles where you have to do things like trace your finger around a field, looking for the right spot to make a red bar fill up to the right length (seen above). Another set makes use of your phone’s motion sensors to have you guide a little ball through some treacherous mazes like those old Labyrinth games (anyone remember those?).

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    Look, I told you, just press the red bit.

    The variety and visual design of these puzzle segments is pretty impressive (and much like Nightgate, they’re much more impressive in motion and with the nice ambient music playing). You will never be playing enough of one puzzle type to get tired of it, and there is an amazing level of inventiveness on display in the puzzle designs, especially when you realize what simple shapes and objects they’re using to create these levels.

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    You’re the white dot. Touch the spinning triangles and die instantly.

    The only place you see a chapter’s theme reused is in the questionable flying chapters, which are a bit of a black mark on an otherwise very enjoyable game. The first person view flying chapters are simple enough, but the top-down view ones are not so fun. As seen above, you control a small dot that’s moving very quickly across a screen that is zoomed in very closely. Along the way you’ll find many spinning and moving shapes that kill you instantly and with your speed and the camera view, with the idea being that quick reflexes will keep you alive. Instead, what it really comes down to is dying over and over again until you memorize the location of every obstacle, because there’s just no time to react quickly enough otherwise, no matter how fast you are.

    These parts were more than a little bit frustrating, and felt particularly out of place in what is otherwise a relaxing little puzzle journey that you can try to decipher at your own pace. On the plus side, you have the option to skip chapters if you don’t want to deal with that, but personally, I don’t like the idea of skipping content that I paid money to experience (I WORKED HARD FOR THOSE 2 AMERICAN DOLLARS!). Overall I think it still contained enough of a unique and fun experience to be worth it though. Looking back, Nightgate seems to have already learned from the mistakes here, so I’m looking forward to seeing what kind of weird little game these guys come up with next.

     

  • The upcoming SNES mini has a superb line-up of games built-in, not least the so-far-unreleased Star Fox 2, finally making its debut more than 20 years after it was finished. As a reminder, here’s the list of stone-cold classics it will ship with:

    • Contra III: The Alien Wars
    • Donkey Kong Country
    • EarthBound
    • Final Fantasy III
    • F-Zero
    • Kirby Super Star
    • Kirby’s Dream Course
    • The Legend of Zelda: A Link to the Past
    • Mega Man X
    • Secret of Mana
    • Star Fox
    • Star Fox 2
    • Street Fighter 2 Turbo: Hyper Fighting
    • Super Castlevania 4
    • Super Ghouls ‘n Ghosts
    • Super Mario Kart
    • Super Mario RPG: Legend of the Seven Stars
    • Super Mario World
    • Super Metroid
    • Super Punch-Out!!
    • Yoshi’s Island

    But even though the line-up is excellent, there are tonnes of titles that we think could or should have been included – after all, the Super NES has an enormous catalogue of utterly fantastic games. So, if memory constraints and licensing issues were no object, these are the games, in alphabetical order, that we’d like to see added to the already wonderful roster of the SNES mini…


    ActRaiser

    Baron Richenbaum Fotchenstein: One of the greatest games for the system, combining a god simulator with side-scrolling action and one of the greatest game soundtracks of all time, ActRaiser is a must play for any gamer.


    Brain Lord

    BRF: Brain Lord was basically a clone of Link to the Past, but with a bit more RPG elements thrown in and a greater emphasis on the puzzle aspect. It’s an often overlooked game by pre-merge Enix.


    Chrono Trigger

    Lucius P. Merriweather: A lot of people have already expressed dismay that this game isn’t on the SNES mini – it’s widely regarded as the best RPG on the Super NES, and one of the best JRPGs ever. I’ve never had the chance to play it myself – not least because it was never released in Europe for REASONS – and I’m a bit gutted I won’t be able to sample its timey-wimey shenanigans on the SNES mini. Guess I’ll have to track down the Nintendo DS version instead.


    Demon’s Crest

    LPM: This is sequel to Gargoyle’s Quest on the Game Boy and Gargoyle’s Quest II on the NES. In a neat twist, the games in the series have you take control of one of the baddies from Capcom’s Ghosts ‘n’ Goblins – a gargoyle named Firebrand, who has to save his world from someone even nastier than he is. The original Game Boy title was one of the best games on the handheld thanks to its nifty controls and levelling system – far better than the game it spawned from, in my opinion.


    DoReMi Fantasy

    Professor GreilMercs: Lucius mentioned this in his Skyblazer post, and by coincidence I had just finished playing through it. I’m one of the few people who was a fan of Milon’s Secret Castle, DoReMi Fantasy’s oftentimes obtuse and frustrating NES predecessor, but this game is a completely solid platformer from start to finish. The game oozes with charm and features everything you could want in a platformer, including a lovable hero, great graphics, loads of variety, and fun locales, powerups, and enemies. FYI, DoReMi Fantasy was made available on Wii’s Virtual Console and is well worth a download despite its Japanese-only text.


    Earthworm Jim

    LPM: As an impressionable young child, I thought Earthworm Jim was one of the funniest games EVER. The game’s best gag is that [SLIGHT SPOILER ALERT] at the start of the first level, you jump on a see saw to launch a cow into the stratosphere, seemingly for no reason. Then right at the end of the game, long after you’ve forgotten all about it and just as you’ve rescued the princess, the cow comes hurtling down and crushes her completely. Man how I laughed.


    Flashback

    BRF: Another essential title, Flashback was available on many other platforms, but it’s just so good of a game that I can’t go without mentioning it. It’s a spiritual successor to Out of This World (aka Another World) with many improvements on the formula, making it one of the best sci-fi action-adventure games ever made.


    Mortal Kombat II

    LPM: Yeah, so they made the blood green, but Mortal Kombat II was still an absolute blast on the SNES. Turning into a dragon to bite your opponent in half is still the BEST EVER MOVE IN A FIGHTING GAME. The gore was also still ridiculous and poorly rendered enough to be funny, unlike the modern games in the series – which frankly make me feel sick. Watch this video of the finishing moves in Mortal Kombat X and tell me you don’t feel queasy by the end of it.


    NBA Jam

    LPM: I have absolutely no interest in basketball. I don’t even really know the proper rules. But I LOVED NBA Jam. Probably because NBA Jam doesn’t really have much to do with real basketball, unless players can actually leap 4o feet into the air and set balls on fire in real life. I was lucky enough to own a SNES multitap, and 2 vs. 2 matches of NBA Jam were a chaotic delight.


    Pilotwings

    LPM: I was genuinely surprised that this game didn’t make it onto the SNES mini. As one of the SNES launch titles, it was a revelation – who knew that a hang-glider simulator could be so much fun? It’s an idea that came out of nowhere and left a profound mark, yet it’s only been repeated once more, with Pilotwings Resort on the 3DS. If any game is testament to the Super NES’s wealth of original titles, it’s this one.


    Puyo Puyo Tsuu

    PGM: Kirby’s Avalanche was the first SNES Puyo Puyo game released outside of Japan and is better-known than its Japan-only sequel Puyo Puyo Tsuu. Both games feature addictive Tetris-like puzzle gameplay with a fun and not too complex combo system, but the tweaks added to the sequel make for much more enjoyable battles. The main change in Tsuu is that you can counter the garbage blocks your opponent sends to you, which can lead to tennis-like sequences of volleys and returns in the form of attacks and counterattacks. Previously import only, Puyo Puyo Tsuu was actually released internationally at the same time as DoReMi Fantasy on Wii’s Virtual Console, and is a classic that is definitely worth a look. It or Tetris Attack would have superbly filled the puzzle game hole in the otherwise great SNES Classic Mini line-up.


    Rock ‘n’ Roll Racing

    LPM: What did Blizzard do before World of Warcraft? Well, back when they were known as Silicon & Synapse, they made the fantastic isometric racer Rock ‘n’ Roll Racing, in which you blitz around futuristic race tracks while blowing up your opponents with missiles, all to the sounds of Black Sabbath and Deep Purple. It is exactly as much fun as it sounds.


    Shadowrun

    BRF: An excellent cyberpunk action-rpg. It’s not the prettiest thing on the Super Nintendo, but it makes up for it with a fascinating story and a lot of nice, tactical combat.


    Skyblazer

    LPM: One of the SNES’s long-forgotten gems. In fact, I myself had completely forgotten about it until just last week, when my memory was jogged by watching a video that mentioned it. Go back and read this post to see why this is a must-play game.


    Stunt Race FX

    LPM: The SNES mini has a few games that used the famous Super FX chip – namely Star Fox, Star Fox 2 and Yoshi’s Island – so it’s a shame they couldn’t squeeze the excellent Stunt Race FX on there, too. The chip let the Super NES to rudimentary 3D, and Stunt Race FX has you racing around in big polygon cars with blinking, googly eyes. It was fantastic fun, but it never received a sequel, and it’s never been re-released, so it’s a crying shame it was left off the SNES mini roster – I’d have loved to have played it again.


    Super Bomberman

    LPM: In single player, Super Bomberman was OK. But in multiplayer, it was like gamer crack. Oh the summer afternoons I lost to this game, blinds pulled against the sun, locked in explosive combat with my friends as the hours ticked on. And if I could go back, knowing everything I do now? I WOULDN’T CHANGE A THING.


    Super Smash TV

    LPM: The Super NES essentially had an arcade perfect port of Smash TV thanks to its canny button layout. The four facia buttons replicated the second joystick of the arcade cabinet, so you could move in one direction while facing another – something that couldn’t be done at the time on the three-button MegaDrive, much to my Sega-owning friends’ disgust. Still one of the best two-player games of all time.


    Sunset Riders

    LPM: There was a time when almost every game Konami released was pure gold. Sunset Riders is classic Konami – big, colourful sprites and relentless run ‘n’ gun gameplay. I lusted after it for years as a youth but never owned it – I’d really love to play it now.


    Tetris Attack

    PGM: One of the absolute best puzzle games on SNES or anywhere, Tetris Attack introduced Panel de Pon (aka Puzzle League) to video game players outside of Japan. The Japanese-only game Panel de Pon is included on the Japanese version of the SNES Classic Mini, but Tetris Attack would have been a great addition to the non-Japanese editions. Tetris Attack is a reskin of the original game with characters from Yoshi’s Island. The core gameplay is the same, though, and it’s super addictive and fun. The game features one of the most complex chaining systems in puzzle games, but mastering its intricacies is extremely rewarding. The gameplay saw later additional reskinning, including Pokemon Puzzle League on N64 and GBC, but many, myself included, still count the original as among the best in the series.


    Uniracers (aka Unirally)

    LPM: A real oddity this one – a two-player, side-scrolling unicycle racer from the studio that went on to make Grand Theft Auto. I seem to recall it really split reviewers, but it has since gained a cult following – essentially it’s a bit like Sonic the Hedgehog but with stunts. And a unicycle. However, it’s unlikely this game will ever be re-released – Pixar filed a lawsuit against DMA Design, claiming the unicycle looked too much like the one in their animation Red’s Dream. DMA lost, production was ceased after the initial run of 300,000 copies, and the game has never seen the light of day again.


    UN Squadron (aka Area 88)

    LPM: One of my favourite ever side-scrolling shoot ’em ups. Head over to this post I wrote way back to see why.


    Zombies (aka Zombies Ate My Neighbors)

    LPM: Back before we all got zombie fatigue, this game was an utter delight. It’s essentially a send up of the B movie horror genre as a whole, so there are aliens, swamp monsters, vampires and werewolves along with the titular zombies. The aim is to save your neighbours before the monsters get their hands on them, and the weapons were particularly great – I remember one was a grenade made out of a heavily shaken soda can. An awesome game from when LucasArts were in their prime. (NB. Anyone know why ‘Ate my Neighbors’ was dropped from the title for the European release?)


    So there you have it, a sample of SNES classics that we’d really love to revisit. Are there any other SNES games that you’d add to the SNES mini if you had the chance? Let us know in the comments!

  • Pillars_of_Eternity_The_White_March_Part_1_CoverWow, has it been two whole years since Pillars of Eternity came out already? And Parts 1 and 2 of the expansion, The White March, have been out for about a year already too? Time sure flies when you’re having all this fun. Anyway, Pillars of Eternity brought us back to the wild world of CRPGs, in the vein of classics like Neverwinter Nights, Baldur’s Gate, and Planescape: Torment. On top of offering a vast Dungeons & Dragons-ish world, bursting with quests and conundrums, it also boasted some of the best writing to be seen in a game. It made me stop and reconsider my views on the nature of religion, and I’m not even religious.

    PillarsOfEternity 2017-06-21 00-29-42-265
    The White Forge, where you can add new layers of enchantments to your favorite gear

    Now The White March doesn’t quite reach the heights of storytelling that the main campaign does, but it still manages to tell a very interesting new tale, filled with many new bizarre moral quandaries for you to agonize over. This expansion brings you to the frozen northern area of the world, where you’ll travel to ten new areas, most of which contain additional sub-areas and/or multi-floored dungeons. Just like the main campaign, these locations are littered with enough quests, battles, and secrets to keep you busy for quite some time. To be more specific, somewhere in the neighborhood of 20-30 hours of content, depending on how thorough you are.

    On top of all this new real estate, you’ll also meet three new companions to recruit, each with fascinating backstories and personal quests to complete. My favorite was Zahua, the filthy masochistic monk that you find hiding in a barrel of brine and fish heads, who gains power from wounds and a healthy diet of magic mushrooms.

    PillarsOfEternity 2017-06-25 18-10-02-416
    There are new dangers to be found and conquered all over the place

    There are also the new soulbound weapons, each of which can be permanently bound to characters and have their own sets of mini-quests that can be done to level them up into very powerful legendary weapons. Naturally, there are plenty of new standard unique pieces of gear to be found too.

    Speaking of weapons, the combat is more of the same challenging tactical battles. This isn’t one of those games where you can just click the attack icon and wait for your party’s A.I. to sort it out. Most of the time, especially in the more difficult fights, you’ll need to micromanage your characters and their abilities and apply them both strategically (although there is an Easy mode too, if that doesn’t sound like your thing).

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    So many great looking new locations to explore

    And beware, some of the optional areas and quests are extremely difficult and it’s usually not very clear that this is going to be the case until you find yourself right in the middle of a nasty fight that you have no chance of winning. For instance, The Siege of Cragholdt quest chain becomes available immediately at the same time as the main White March quests and is apparently intended for max level characters, but it doesn’t tell you this anywhere in-game. If you do like I did and just charge right in there because it’s available first, you’ll find yourself having to fight with everything you’ve got just to barely make it through the initial “easier” groups of enemies, and then if you manage to get past them, get absolutely destroyed by the next section.

    PillarsOfEternity 2017-06-26 01-13-06-429
    Good luck with this guy

    Overall though, it’s a very nice expansion to an already great game, that offers a ridiculous amount of new content compared to the bite-sized little DLC levels that have become the norm for most games today. Good news too, for everyone who hasn’t gotten around to this yet, or just doesn’t do much PC gaming, there’s a new Complete Edition of Pillars of Eternity coming to consoles in August. This is a must-play for any RPG fan, so check it out quick before Pillars of Eternity 2 gets here!

  • IMG_1921.PNGMonument Valley was an amazingly well designed little puzzle game for mobile devices back in 2014. Its use of mind-twisting M.C. Escher-style environments, combined with a really beautiful minimalist art style and impressively effective touchscreen controls, made for one of the most memorable gaming experiences on a phone. For better or worse, Monument Valley 2 is very much the same.

    On the plus side, Monument Valley 2 shares all the strengths of the first one, with fun, relaxing little levels that have a kind of virtual toy puzzle box feel to them. It’s great to spin these little rooms around, trying to find all the different little movable pieces and figuring out how they all work together to form a path for you to escape through.

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    The hardest part of writing about these games is narrowing down which beautiful screenshot to show.

    Yes, the gameplay is still very solid, though also like the first one, the main campaign is a bit too easy. The really mind-bendingly tricky puzzles didn’t come in until the expansion levels, and in my opinion, many of the best levels were to be found there. Hopefully this one will add some new, more challenging levels again someday too. It’s also incredibly short. You can blow through this thing in two hours, and you can’t help but feel a little disappointed that it’s over so quickly.

    These are minor issues though, that don’t really take away from the fact that it’s another masterfully crafted game. I suppose my only real regret is that it’s a little too similar to the first one. The game kind of teases you with the new mechanic of controlling two characters at once, which make for a few extra special levels, but then quickly returns to a single character again for the majority of the game. Why would you introduce this exciting new mechanic only to take it away so quickly? Again, maybe we’ll see some of these new mechanics used a little more in a future expansion, but who knows?

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    Just twist that thing and go over there. No, the other thing. It’s fine.

    Now don’t get me wrong, this is still a great little game that I would recommend to just about anyone. It’s definitely a work of gaming art. I just feel like there was a really big missed opportunity here, for them to have turned this into something that felt as exceptional as the first one did at the time, by just adding a few new twists to the puzzle solving. Instead this is merely another “more of the same” sequel, but…more of the same of an exceptional game is still well above average.

  • At the end of the DF Retro video about the upcoming SNES mini, they discuss some of the games that they would have liked to have seen on the final roster of pack-in titles. Most are worthy but obscure titles like the platformer DoReMi Fantasy which incidentally I’d never heard of before today, but it looks pretty damn great.

    But at the end of the list came a game that lit up a part of my brain I haven’t used in 20 years…

    “Hold on, this rings a bell…” I thought, as gameplay from Skyblazer filled the screen. “Yep, this is definitely familar…”

    I took to Google, and the more images of the game I found, the more dormant memory nodules were triggered. “Skyblazer! Yes, I had this! It was bloody great!”

    Somewhere along the line I’ve completely forgotten about owning and playing this fantastic SNES game, and I still can’t remember buying it or what happened to the cartridge. But the more gameplay footage I watched, the more I remembered about the game itself. Funnily enough, it was the sounds that really brought it back – especially the weird barking noises made by the lamp boss at the end of the third level (check it out at the 5.00 mark in the video below).

    It was a wonderful game, sort of a medieval fantasy version of Strider complete with wall clinging and energy blasts, although with fists and feet taking the place of fancy energy swords. There are also some impressive uses of the Super NES’s Mode 7 technology, with spinning 3D towers, morphing bosses and into-the-screen flying sections.

    What a great game. I’d really love to play it again, but seemingly it’s never been rereleased on Nintendo’s Virtual Console or anywhere else. This could be because the game was published by Sony Imagesoft in Europe and the US, so there’s a chance that Sony weren’t happy about it appearing on Nintendo’s download service. Or, perhaps more likely, everyone else has completely forgotten about it, just like I did.

    Still, what a shame if this game is destined to become just a footnote in gaming history. It was one of the standout games for the SNES, although it had some stiff competition – in fact, it came out just before the release of Super Metroid in early 1994, which probably didn’t help sales.

    The developer, Ukiyotei, folded not long after its release, and Skyblazer was by far the standout game from their short and patchy gameography – the highlights of which include video-game versions of the limp Peter Pan spinoff Hook and Neo Geo Pocket conversions of Metal Slug. As a developer, they barely lasted five years. But they left behind an absolute gem of a game that has sadly been largely looked over.

  • Review: Jotun: Valhalla Edition

    What a lovely looking game. It’s just so, so… lovely. BEAUTIFUL in fact.

    Not since I reviewed Child of Light have I been so entranced by a game’s visuals – the hand-drawn animation here has to be seen to be believed. I’ve come away from it wishing that more games could adopt the same style – although it must take an utterly ENORMOUS amount of work to draw all of those frames by hand.

    Still, between Jotun and the upcoming Cuphead, it seems that the hand-drawn look is very much the new ‘in’ thing – just as cel shading was all the rage about 15 years ago. (And speaking of cel shading, do play XIII (review here) if you get the chance. I liked it so much I ended up buying the entire set of graphic novels it’s based on.)

    So yes, Jotun looks utterly lovely, but thankfully it also has the gameplay to back up its beatiful visuals. As Thora, you play a Viking warrior who has drowned at sea and must battle the Jotun – mythical giants – to earn a place in Valhalla. Thora’s story is narrated in wonderfully melodic language – I’m guessing it’s spoken in Norse, but I’m not sure – and I lapped up the game’s exploration of Viking mythology. Each level picks up on a theme from the Norse sagas, and they tend to be long treks with light puzzling, interspersed with the odd infusion of folklore. Having said that, occasionally your wandering is interrupted by some unexpected nasties – I won’t spoil them for you here.

    Still, the meat of the game is the Jotun themselves. These five bosses exude character and are pretty tough to beat, but they’re such a joy to fight that I didn’t mind the many restarts it took to finish them off. The game creates such a wonderful sense of place, history and feeling of ‘the other’ that I couldn’t put it down. It may be a fairly short experience, but it’s perfectly formed.

    Jotun was the first game by Thunder Lotus, and it’s a seriously impressive debut. Their next game, Sundered, promises a similar hand-drawn style to Jotun but with Metroidvania-like gameplay. Can’t wait.

  • When Nintendo announced the SNES mini last week – or to give it its full, hellishly cumbersome name, the Nintendo Classic Mini: Super Nintendo Entertainment System – I think I actually did a little whoop of excitement. How very un-British of me – I hope noone else in The Manor heard it.

    I wasn’t too bothered about the NES mini, which came out last year and immediately sold out everywhere. Many of those old 8-bit games are barely playable today, and I’d already finished a fair chunk of the 30 games it came with. But a SNES mini is a different prospect altogether. Those 16-bit games still tend to hold up well, and the pixel art looks just as good today as it did back then. In fact, SNES graphics have aged far better than the muddy, low-poly visuals of the 32-bit generation that followed.

    But the thing that had me desperately searching the internet for somewhere to preorder the bugger was the announcement that Star Fox 2 would be bundled with the SNES mini. It marks the first time that this game has been officially released anywhere, despite it being practically finished 20-odd years ago. Star Fox 2 was even on my wishlist for the Nintendo Switch, ahead of its official reveal. I had to have it.

    But alas, preorders on the Amazon, GAME and Nintendo sites sold out in a matter of minutes – by the time I found out about them, they were all gone. Oh unhappy day! Thankfully though, @scully1888 came to my rescue by tweeting that preorders had gone up on Argos’s site, so I zoomed over there immediately, desperate to avoid missing out again. It seems like everyone else on the internet had the same idea though – the site kept crashing as I tried to check out, apparently because so many people were trying to order the SNES mini at the same time.

    After my third attempt to check out, I tried a different tactic – I downloaded the Argos app and tried ordering through there instead. And lo and behold, it worked first time! I refused to let myself believe it at first, but then the confirmation email came through – yep, I’m definitely going to receive a SNES mini come 29th September.

    Get in.

    Star Fox 2 may be the main draw for me, but there are plenty of other reasons why I’m so excited about this tiny console. First up, just look at it. It’s so wee! Bless its little cotton socks. I just want to hug it.

    Those curvy lines mark it out as one of the best-looking consoles of all time, a real design classic. I’m just grateful that the European market got the curvy version with primary coloured buttons, as the American purple boxy SNES is, in my opinion, something of an abomination.

    Second, there are some awesome games included – just look at this list:

    • Contra III: The Alien Wars
    • Donkey Kong Country
    • EarthBound
    • Final Fantasy III
    • F-Zero
    • Kirby Super Star
    • Kirby’s Dream Course
    • The Legend of Zelda: A Link to the Past
    • Mega Man X
    • Secret of Mana
    • Star Fox
    • Star Fox 2
    • Street Fighter 2 Turbo: Hyper Fighting
    • Super Castlevania 4
    • Super Ghouls ‘n Ghosts
    • Super Mario Kart
    • Super Mario RPG: Legend of the Seven Stars
    • Super Mario World
    • Super Metroid
    • Super Punch-Out!!
    • Yoshi’s Island

    What a line-up!

    I completed many of these back in the day, including Super Metroid, Super Mario World, Zelda III, Contra III (or Super Probotector as it was known over here) and Donkey Kong Country. They’re amazing games, but I doubt I’ll end up playing through them all again for the simple reason that I’ve already finished them. Likewise, I’m not a big fan of Kirby games, so I doubt I’ll be playing through those. I’m not too bothered about EarthBound either: I’ve played the first couple of hours of the Wii U virtual console version, and I’ve come to the conclusion that I would have absolutely loved it if I’d played it when I was a kid, but it’s less relevant to me now. I had the same feeling about reading The Catcher in the Rye at age 25.

    BUT! I can’t wait to get struck into Secret of Mana – I bought the iOS version a while back, but it was almost unplayable because of the fiddly virtual controls, so I gave up on it fairly quickly. I can’t wait to play it again in the format it was designed for. Super Mario RPG is another one I’m really excited about, as it was never released in Europe. It came out on the Wii U virtual console recently, but it’ll be great to play it on an old-school SNES pad. And then there’s Yoshi’s Island – I borrowed my sister’s copy of this years ago and got about halfway through, but then some game-breaking bug caused it to crash and wipe my save game – the first (and only) time that’s ever happened to me on a SNES game. The bit I played was fantastic though, so I can’t wait to go back and finish it.

    Super Castlevania IV is also up there on my ‘must play’ list – the Baron has got me all excited about going back and playing through the older Castlevania games thanks to his ongoing rundown of the classics, and I never played the Super NES installment first time around. It’s meant to be pretty good, too.

    Third – and finally – the entrance of the SNES mini into my household could also signal the return of multiplayer gaming. I don’t tend to play online, and almost all of my games are single player – but with two controllers packed in and copies of Street Fighter II and Super Mario Kart tucked away in its innards, I can see the whole family gathered around the SNES mini for some retro grudge matches come Christmas. I recently played Street Fighter II against Ian in a local games cafe, and it was just as good as I remember. Indeed, I found it a lot more fun that the later installments – there’s something to be said for its simplicity, and hence its low barrier to entry.

    And Mario Kart? Well there’s your 70-quid’s worth right there. I’ll see you in the Battle Arena.

  • Today I’m going to talk to you about The Witness again. I spoke very briefly about it once before, but this time I’d like to take that analysis a few steps further, as well as discussing what it all means about why and how we play games, why this game has attained the dreaded label of “pretentious”, and how this all applies to our real lives.

    19477619_10154549711741366_2360749071863541588_o

    First, let’s talk about the “plot”. At this point I suppose I should warn you of impending spoilers, though I’m not sure if the idea of spoilers really applies to a game that has no direct story at all. In The Witness, the game simply begins with you in a tunnel with no explanation of who you are, where you are, who created this place, or what you’re supposed to be doing here. You follow the tunnel, open the door at the end, and emerge to find yourself on a strange island filled with mysterious puzzle panels, and that’s all there is to it. It seems obvious that someone, or many someones, took great care in creating this place, and so surely there must be a reason for its existence. There must be some point to you solving these hundreds of puzzles, musn’t there? If only you can solve the final puzzle in each area and unlock that mysterious door atop the mountain, then there must be an answer waiting for you at the end of it all, right? But there isn’t. After hours and hours of white-knuckle puzzling, you make your way through the final level and enter a strange little elevator which flies away, taking you on a tour of all the locations you visited, forcing you to helplessly watch as each area’s satisfyingly solved puzzles and devices are reset to their starting positions. The tour comes to a close when you’re deposited back in the tunnel you started in, and that’s it. The end.

    Alternatively, there is a hidden extra ending that can be achieved by walking out of the tunnel again and activating a puzzle in the very first room that you never even realized was there. It’s funny, because it’s such a simple thing that was right there in front of your face from the beginning, but you hadn’t yet been introduced to the more abstract environment puzzles and so you just walk right by it, not even recognizing that it’s something you could have interacted with. This right here is one of central themes of the game and how you must play it to succeed (I mean, aside from just looking up the answer), but hold on, I’ll get back to that in a minute.

    Back to the alternate ending, it offers no more real explanation to your situation than the previous one. Inside the secret door you’re taken through several rooms containing audio logs that serve as credits to the game, as well as a few personal messages from some of the developers, and at the end of the area you’re treated to a cryptic video that shows a first person view of an unknown person apparently “logging out” of the game as if it was all a virtual reality game. The person walks around looking at things in the real world in a seemingly bewildered manner, even trying to trace circular objects he sees, as if still in the game world. In the end, he finds the exit to the building, walks outside, looks around in amazement at his surroundings, and then lies down on a nearby bench and stares at the sky, and that’s it again. The end.

    19417590_10154549712371366_8163975956956781846_o

    So what does this all mean? There doesn’t seem to have been any point to all your hard puzzle work, does there? Where’s your satisfying conclusion? Where’s your ultimate reward? I’m afraid I have to ramble on a bit more before I can properly answer that. First, let’s go back to how the game forces you to approach it. The island is almost entirely open from the beginning. You can just wander to any given sub-section and start trying to solve its given puzzles, and while many of the puzzle mechanics are introduced and explained through simplified step-by-step sets of “guide” puzzles, eventually you’ll end up running into new puzzle types that haven’t been explained at all, and thus are almost certainly impassable until you can find out how they work. This can be pretty frustrating, but this is the game’s way of telling you to back off and do some more exploring. You don’t actually need to solve this puzzle right now. You’re perfectly free to wander off to other areas and solve other, easier puzzles, and eventually you will run into the guide puzzle that explains how the one you were stuck on works and you’ll be able to do all those kinds of puzzles afterwards.

    The underlying message of all this would seem to be that putting all your focus in one direction may lead you to problems whose solutions lie outside your narrow field of view. Step back, take a deep breath, and search for answers elsewhere. It doesn’t mean that you’ve given up and it doesn’t mean that you’re not smart enough to figure it out, you simply haven’t attained the necessary knowledge yet. Once you know what to look for you can return to where you were stuck with a fresh perspective and breeze right through what was previously so elusive. You’ll see this at work in the optional environmental puzzles scattered around the island too, one of which opens the previously mentioned secret ending area door, where after you’ve realized what they are and how they work, you’ll be amazed to find that you’re suddenly seeing these symbols all over the place, and it becomes pretty easy to spot all these secrets that you probably walked right by several times before.

    Throughout the game you’ll also find various audio and video logs that contain seemingly unrelated excerpts dealing with philosophy, religion, and science. These logs are all entirely optional and initially they don’t seem to have any relevance to your character’s situation, but they absolutely do, because it’s when you take the sentiments conveyed in these messages and apply them to the game world that it all suddenly starts to make a whole lot of sense. One video discusses things like the folly of searching for answers and personal purpose in works of art, because as beautifully complex and relatable as a work of art can be, it cannot give you solid answers about existence, it can ultimately only convey the relative perspective of its creator. Meanwhile, while empirical science may be able to provide you with more tangible answers regarding the inner workings of existence, and logic may be of great help in solving many problems you face in the world, they can’t answer the fundamental questions of life either. You know, like “Who am I?”, “Why am I here?”, “Who created this place?”, “What’s my purpose here?”. Sound familiar? In the end, this video suggests that all you can really do is continue to seek knowledge to the best of your ability.

    19466309_10154549711221366_731439941085750151_o

    Another video gives dual lectures, one on the complex interconnected nature of all the various systems that make up our lives both physically and emotionally, and the following one returns to the topic of the search for purpose and answers, which goes on to suggest that while there are certainly some answers to be found, there is no ultimate, satisfyingly conclusive purpose to you or anything else’s existence to be found, but that that’s ok, it’s not something to be afraid of, it simply is what it is. There are several more examples, but I think these ones stood out as the most strongly and clearly relevant to the experience of The Witness.

    So like I said earlier, simply take these ideas that you’ve been presented with and apply them to the game. The world of The Witness is full of amazing complexity and beauty, and when playing it we all automatically leap to the conclusion that there must be some secret purpose behind all this meticulous design and prevalent symbolism, yet the game never actually claims to offer any answers of any kind, it’s just something we assume because that’s just the way games usually are. It’s like the videos say, we feel more comfortable if there’s a story, if there’s some concrete reason for any given thing, because otherwise, why bother, right? That’s the thing though, The Witness never promises any answers and it never offers any. It never told you to walk out of that tunnel, it never told you to solve all those puzzles, it never claimed that there would be some grand reward waiting at the exit. We assumed all of those things and then proceeded to puzzle our way across the island for no real reason except that it was there and it was fun and beautiful, and that’s all there is to it. Is that really so bad?

    The Witness simply is what it is, a massive virtual art installation bursting with logic puzzles, that exists for no reason other than to be interacted with. There is no higher purpose to it, and that’s ok. Like life, you can enjoy it just fine without knowing all the whys and hows, and that nothing really has any real purpose except for what we ourselves attribute to it. After all, don’t we spend hours, every day that we can, playing video games? How many times has a parent or other member of the previous generation(s) seen you playing a game and asked “What’s the point of that?”, and how many times did you reply with a disapproving scoff, wondering how anyone could ask such a stupid question? What is the point though? There is no actual physical gain from saving the princess or the galaxy. We simply do it because it’s there to be explored and conquered, and because it’s fun. I would think that anyone that spent the 20-40 hours on clearing all the puzzles in The Witness must have been having fun to some degree to have continued spending that much of their free time on it, right? Stop and ask yourself, did any of that time you spent having fun really suddenly retroactively cease being fun simply because you felt the ending was unsatisfying? And if you did spend that much time doing something that you didn’t enjoy at all, that you weren’t even getting paid for, is that really the fault of the game you were playing, or do you need to stop and take a look at yourself and your unfortunate tendency towards forcing yourself to play games you don’t like?

    19264726_10154549711516366_5057901105698176731_o

    Now, let’s finally get back to that ugly label, “pretentious”. The word pretentious is defined as “attempting to impress by affecting greater importance, talent, culture, etc., than is actually possessed”. Let me also add that while not strictly in the various definitions of the word, the implications of it are that a thing that is pretentious is condescending to you and insulting your intelligence in some form. I’m at a loss as to how this word applies to a game like this. The Witness offers no direction or direct narration of any kind. It doesn’t claim anything about itself within its own confines and it doesn’t say anything about you at all. In fact, the game is all about prompting and promoting the use of logic, the search for knowledge and self-improvement, and directly suggests that not knowing something does not make you stupid, it just means that you haven’t yet attained the necessary knowledge to solve a given problem, and that you most likely are fully capable and intelligent enough to overcome any problem if you simply put your mind to work. It tries to teach you to look at things from different perspectives, to explore and question, and to not be afraid to look for answers elsewhere or ask for help. Now you tell me, does this seem like a self-important, condescending message to you? Because if this is pretentious, I don’t ever want to be unpretentious.

    Now if you feel that the game didn’t communicate its message well enough or if you simply didn’t like the message itself for some reason, or maybe you just don’t enjoy puzzle games that much, that’s fine, that’s your opinion and you’re entitled to it, but regardless, allow me to make this request of you. The next time you encounter a story, whether it’s a game, movie, novel, or comic book, and you find yourself feeling unsatisfied because you felt that the narrative was confusing and impenetrable, before you reach for that quick and easy reaction of “this is just pretentious nonsense”, just stop and take a breath and think on it. Think about what it could all mean, about what all those things you experienced could represent, and if it’s still not clear go ahead and look up theories and/or explanations online. Go ahead, it’s nothing to be ashamed of. Actively seeking out information and knowledge, and asking for help, isn’t what stupid people do, it’s what intelligent people do. A challenging narrative can be just as fun to conquer as a challenging game, and it’s a lot more fun and satisfying to exercise your imagination to peel away the layers of a cryptic meta-narrative than it is to simply dismiss it and harbor feelings of frustration and resentment over it.


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  • bandicam 2017-06-08 00-40-22-993What is Dogolrax? Well, Dogolrax is game about you, a nameless human guy, being stranded on an alien planet called Dogolrax, which is named after an alien god that is also called Dogolrax. How did you get there? I don’t know. What’s going on with all the crazy aliens there? You know, I still don’t know. What do I know? Well, I know that Dogolrax is one extremely bizarre game.

    bandicam 2017-06-07 23-02-24-154
    How did I get up here? Why, I crawled into that giant snake’s mouth and up through his body, naturally.

    What drew me into Dogolrax, was seeing a YouTube video of it by FunHaus. They were mocking it for how ridiculous and terrible it looked, as they so often do, but I saw something else in Dogolrax. I saw a game that clearly seemed to be heavily influenced by Another World, with a dash of the weird and deadly alien environments of Space Quest 2, and other such ancient PC games. I even saw a little of those delightfully terrible old Bloodlust Software games (if anyone else on the planet even played those besides me).  I saw this comically grotesque freakshow of a game and thought “Cool!”, which I guess probably says a lot about me.

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    Enjoy your gun for the dozen or so rooms you’re allowed to keep it…

    The truth of the matter lies somewhere in between though. Dogolrax starts off well enough, very much resembling Another World as expected, with frequent cleverly animated deaths and all. Some of the backgrounds are really quite well done too, if you’re into that kind of thing. The game quickly starts getting even weirder than expected though, with you losing your gun almost immediately after getting it, in what would prove to be the first of many instances of this game trolling the ever living spaceballs out of you.

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    High marks for artistic style and creativity at least.

    Dogolrax begins to throw some really nasty platforming sequences at you, resulting in gruesome death after death, and then “rewards” you by changing gears entirely and morphing into a collection of unexpected mini-games for almost the whole remainder of the game (all 90-120 minutes of it). It just scrambles back and forth between flying shoot-em-ups, to Super Meat Boy type areas where the camera zooms way out while you try to jump through mazes of buzzsaws and such, to Arkanoid/Break Out clones, and more.

    Unfortunately, this is where the cracks start to show. These mini-games mostly range from mediocre to downright awful. They’re a great idea in theory, and the way they’re implemented is usually pretty clever, but they just plain aren’t programmed very well. The controls in many of them are really inconsistent and unresponsive and some of the physics involved, like the balls in the Arkanoid/Break Out clones, are nearly broken.

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    What’s going on down here? Who is that guy? All I know is I’m dead again…

    I couldn’t even tell you what the story was. Something about evil alien priestesses kidnapping people and transforming them into monsters so they could invade other worlds, but that’s as much as I could extract from the incomprehensible plot. There are some genuinely funny moments randomly scattered about, but mostly it’s just a bunch of gibberish.

    It’s a shame, because I hate to have to say such negative things about a game with such oddball style and charm, where the creators are obviously somewhat talented, extremely creative, and show a lot of potential, but this game is just so out there in theme and so very erratic in gameplay that I don’t think I could recommend it to anyone unless they were really, reeeeeeally into very weird games. It was interesting enough to me that I’d consider checking out future games by Team Shuriken though, if I was convinced that they were tightened up a bit more.

  • I wrote a feature called ‘Why does everyone hate GAME?’ for Kotaku UK the other day, and it’s already garnered a healthy thread of comments. Seems I’m not the only one who has an opinion on the UK retailer.


    It’s sad really – judging by the venom directed at the company, no one has much love for one of the country’s few remaining video game chains. From my point of view, I really want GAME to be good. I have a lot of fond memories of the store, and I want it to be great again. But the company seems hellbent on destruction, seemingly countering the dwindling physical game market with ever more aggressive sales techniques. I explored this in the article, interviewing two ex-managers who saw the attitude towards customers change during their tenure.

    I’ve already written about what I think GAME could do to turn around their fortunes. But judging by their tanking share price, it might already be too late.

  • castlevaniagameboyWe return to the wild world of Castlevania with The Castlevania Adventure and its sequel Belmont’s Revenge, both for the Game BoyThe Castlevania Adventure is a fun little game for what it is, but I don’t know how much anyone that didn’t already have a nostalgic itch for it would enjoy it. Being a Game Boy game naturally means that it’s been significantly simplified compared to its predecessors. The levels are extremely basic and linear, and movement is oddly slow, not even including the odd occasional lag. Sub-weapons have been removed entirely and aside from Dracula and some minor generic enemies like bats, you won’t be seeing any familiar foes or locations here. The game feels like it may have been outsourced to some people who were simply told to make a game about a guy who whips monsters. Still, it does somehow manage to have a certain Castlevania charm to it, with some interesting new creatures and some pretty catchy music.

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    Look at those high-tech graphics! Eh, I guess you’d have to have been there at the time…

    Belmont’s Revenge is much like the first one, simplistic and arcade-y, though with enjoyable enough gameplay and music, despite being a vomit green portable game. This time they’ve added in a level select feature, though it really doesn’t matter one bit what order you do them in, so it’s a rather pointless addition. Neither of them are what I’d call essential titles, but they’re a decent enough short burst of fun for a Castlevania freak like me.


    castlevania3Castlevania 3: Dracula’s Curse basically ignored everything from Simon’s Quest and returned to a style more closely resembling that of the original, but with a lot of improvements. The difficulty was slightly toned down to a level that was still pretty tough, but not in a painfully punishing way like those last few levels of the original. The game was also a good deal longer than the original, especially with a new system of branching paths that split off into sections with different levels and bosses, each of varying levels of difficulty. There were eighteen unique stages and bosses all together, making it the biggest and bossiest Castlevania so far.

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    I told you to stay in your grave!

    Each path also contains one of three new secondary characters that you can change to at any time once you’ve recruited them, though their actual usefulness is questionable. Grant and Alucard’s climbing and flying abilities can be used as shortcuts for a few platforming parts, but none of them are particularly helpful when it comes to combat. The soundtrack is one of the very best of the 8-bit era too.


    akumajo_special-boku_dracula-kuncoverWhile not an official Castlevania game, Akumajō Special: Boku Dracula-kun, a.k.a. I’m Kid Dracula, was only released on the Famicom in Japan (though there would later be an English remake/sequel on Game Boy). I thought it would be interesting to try it out, as it seemed to be a child-like parody version of Castlevania, so I tracked down a rom that had been fan-translated into English. The first level seemed to support the theory of it being a Castlevania parody, with it being a blatant clone of classic Castlevania levels, along with cartoonish versions of famous Castlevania enemies and music, but after that the game quickly ditches the theme entirely and suddenly turns out to be a completely unrelated shooting platformer that has you hopping around the globe to a puzzling variety of locations. You will find yourself on a pyramid in the desert, or on a spaceship, or on the rooftops of New York, fighting UFOs, blue Spider-Man clones, and having a quiz battle with the Statue of Liberty because that’s the boss fight of that level for some reason.

    galamoth
    Galamoth (or Garamoth, depending on the translation)

    It was certainly a…unique experience, but not a particularly memorable or enjoyable one. I wouldn’t play it again and I wouldn’t call it a Castlevania game at all (thanks a lot, WikiPedia). The only thing of debatable worth that I learned from all of this is that apparently that secret super-tough boss in Symphony of the Night is actually supposed to be the main bad guy of the same name from I’m Kid Dracula, though there doesn’t seem to really be any resemblance other than the name. Oh wellllllllll.


    Thus ends another installment of You like Castlevania, don’t you? Tune in next time, when the Belmonts graduate to 16 bits of power!

  • Zone of the Enders is embarrassingly short, repetitive, packed with piss-poor weapons and has a plot that makes no sense. Yet somehow I found myself quite enjoying it.

    I think I’m right in saying that it was one of the launch titles for the PlayStation 2, and at the time reviewers were wowed by its next-generation graphics. Even in the HD edition it looks a bit dated nowadays, particularly the cut scenes, with their weird approximations of human beings – imagine the odd-looking humans in the original Toy Story after they’ve survived a terrible plastic-surgery mishap. But the robot-on-robot action moves at a terrific pace, and I can imagine many PS2 owners wheeled out this game to show off the prowess of their new machine.

    “Oh my god, your face! I’m so, so sorry.”

    That said, I do remember seeing preowned displays practically knee-deep in copies of this game not long after its release – probably because you could finish the whole thing in a day. I saw off the story in about 7 hours, but you could easily do it a lot quicker, and there’s not much reason to return. It’s something that would have annoyed me 20 years ago, but nowadays with my boring, responsible adult life, a lovely short game that I can finish in a couple of nights is a real blessing.

    The actual gameplay involves boosting about in your ‘orbital frame’ (i.e. massive robot) and essentially whacking the square button as fast as you can when you encounter any other massive robots. There are about ten or so secondary weapons you can collect over the course of the game, yet all but three – which you get right near the end – are utterly useless. I mean REALLY useless. I tried using them occasionally as an alternative to just going up to enemies and whacking them in the head with my big fancy sword, but I may as well have just been breathing heavily on them for all the damage they cause. It’s a shame, because just flailing your sword around all of the time gets old pretty quickly, and it doesn’t help that there are only three (yes, three) types of enemy – all of which require pretty much the same tactics. That is – you guessed it – smashing them about the body and face with cold steel (or whatever your future sword is made of).

    Mash square button to flail sword. Repeat.

    And yet. AND YET. I still found it strangely enjoyable. Perhaps it’s just the catharsis of beating things up while piloting a big robot. Perhaps its just the frenetic pace of the battles. Or maybe its because I just really love how sparks fly from your pointy metal feet when you boost along the floor. (I never got tired of that – sometimes it’s the little things that keep you going.)

    I even started enjoying the utterly bizarre plot. Some bad enemy robots attack a space station around Jupiter for some reason, and a kid who looks about nine ends up piloting an advanced robot for some reason, then some crazy woman in a kick-ass robot starts murdering everyone FOR SOME REASON. Then it ends with a climactic battle that I won’t spoil for you here, except to say that IT MAKES NO SENSE.

    The boss battles add some much-needed variety.

    Still, the game gets noticeably better as it goes on. The first dozen or so levels are pretty much identical – go to an area, kill all of the robots there, repeat – but the final string of bosses are great fun to fight, and just before the end it mixes up the gameplay a little by charging you with finding bombs while fighting off bad guys. If the ideas from those last few levels were expanded across the game as a whole, it would have been much better. As it is, it’s a pretty weak and repetitive game that’s worth playing through to get a glimpse of the PS2’s past, but otherwise hardly a classic.

    It’s basically FINE.

  • 81ePIm1wiOLDisclaimer: zero spoilers ahead. If you’ve played and enjoyed the previous two seasons of Telltale’s The Walking Dead, then you’ll be happy to hear that A New Frontier hasn’t altered the successful formula at all. If you haven’t, then you’re also in luck, as this makes a great new jumping on point, with the focus being on a new set of characters and almost no references at all to the previous stories. Clementine from seasons 1 and 2 returns, but doesn’t really talk about the past at all. The downside of this being that this has rendered all your choices from the previous games almost completely irrelevant (though I would still highly recommend playing them both anyway).

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    Zahhhhhhhmbies!

    If you’re unfamiliar with the modern Telltale formula, these things are really more interactive movies than games, offering very little in the way of direct interaction, but making up for it with impressively high quality writing and pacing. Not everyone likes this lack of control in a game, but if a highly compelling story is enough for you, Telltale games sure have that part down to a science.

    As is often the case in The Walking Dead, while the zombies are certainly still rolling around out there and causing trouble, the real threat always ends up being your fellow human beings and their nutty, irrational behavior. You’ll have to prompt new main character Javier “Javi” Garcia through a tangled web of zombies, raiders, post-apocalyptic politics, and awkward familial conflicts, by means of the standard Telltale timed choices and quick time events.

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    Press square to win combat.

    A New Frontier closely follows the sombre tone of its predecessors, bombarding you with tense choices and action scenes, and punching you right in the feels on a pretty regular basis. Unsurprisingly, this being a zombie apocalypse and all, many things go badly wrong and you’ll be subjected to a lot of highly emotional, and usually incredibly depressing, moments that you would have to be an absolute sociopath to not be affected by.

    The only cons here are some performance issues (which are also unfortunately typical for Telltale games). There can be some weird visual glitches, and the game is absolutely going to crash on you, probably multiple times. You would think that with this being their dozenth or so game using this same engine and format, that they’d get around to doing something about these same old technical issues, but I guess not this time. Oh well. Considering how fun these games are and that they’re half (or less) of full price, I suppose I can let that slide again.

  • What ho, chums!

    I’ve been thinking of giving my Xbox 360 the old heave ho for a while now. But before I let the old girl go, I wanted to sample some of the handful of games I’ve procured for it that I’ve yet to cast my critical eye over. I blew the dust out of the old dear’s vents and fired up the white 12GB beast. A quick look at my profile revealed it’s been a whole year since I last switched her on – how time flies.

    Of all the unloved Xbox 360 games on The Mantelpiece, Metro 2033 was the one that most intrigued me, so that was the one I reached for. Based on a Russian novel, the game tells the tale of a post-apocalyptic Moscow, where the survivors of the disaster have formed a new society in the city’s metro system, safe from the radiation and mutant horrors above. But mutant attacks are on the increase, and new, mysterious entities known as ‘Dark Ones’ have appeared on the scene.

    It’s an intriguing set-up, and it’s wonderful to see a post-apocalyptic game that – for once – isn’t set in America. In the sense that it features mutants and is set in an underground ‘bunker’ of sorts, Metro 2033 bears close similarity to Fallout 3. But the Russian setting really makes it feel different, and this is a much more linear adventure – a first-person shooter full of corridors rather than a full-blown RPG.

    The characterization and atmosphere are simply excellent. Each station is dripping in detail, packed full of eye-catching posters and NPCs going about their daily business of survival. I spent a good while just listening in on their conversations and taking in the lore of this subterranean world. Individual societies have sprung up at each station, and traders trek back and forth between them. Some have been taken over by communist or fascist ideology, and have started wars with their neighbours. It’s a fascinating world to take a glimpse into.

    The gameplay, too, is clever. Bullets are scarce, and the weapons you find are often cobbled together from spare parts. Cleverly, the currency of the metro is military-grade bullets that have survived from before the war – which are really too valuable to fire. Instead, you mostly have to rely on weak ammunition that’s been fabricated in makeshift factories across the underground. I love the fact that there’s no HUD to speak of, too – things like objectives can be found on a clipboard that you hold in front of you, using a lighter to illuminate it.

    So, a great game then. Or perhaps not.

    It all fell down at the point when my companion Bourbon was incarcerated by bandits. I started the level in the air vents, as a guard walked by whistling on a set patrol pattern. “Shit,” I thought, “It’s a bloody stealth level.”

    And it was all going so well, too.

    I hate stealth games. I simply don’t have the patience for them, which is odd because I’m usually a very patient person when it comes to pretty much everything else. Perhaps it’s because I play games for escapism, for the feeling of exploring exiting new worlds, discovering fascinating stories or embodying an all-powerful avatar. Not skulking about in the dark and hiding in drains.

    I’ve always felt like this. I remember playing Metal Gear Solid for the first time (on the Dreamcast, interestingly enough, thanks to Bleemcast), and just wondering what the fuss was all about. I found the game thoroughly irritating with its endless monologues and boring sneaking, and gave up on it after no more than a couple of hours.

    I found Deus Ex: Human Revolution similarly frustrating. Thankfully though, that game at least let you beef up your weapons to the point where by the end I pretty much ignored stealth tactics in favour of going in guns blazing. It was a similar story with Dishonored – the game gave you the option to focus on sneaking or all-out warfare, and I unfailingly chose the latter. Sure, I might start off being a bit stealthy, but by the end of a level I’d always be relying on brute force to finish off my objective.

    Sadly, the brute force method is highly unreliable in Metro 2033. After about 12 attempts, I finally managed to get to Bourbon by mowing down all the guards in the way, but it was very tricky. Artyom, your character, can’t take many hits before buying the farm, so it took a long time to carefully work my way through and eliminate all the guards without dying myself.

    Still, I finally did it, and the next level was a treat. One of the things I really like about this game is that it’s not just mutants you face – there’s all sorts of really weird paranormal shenanigans going on too, and no-one really knows what’s causing it. I lapped up all the bizarre phenomena, and when that ended, I found myself on the front lines of a war between Nazis and Communists.

    And then there was another f***ing stealth level.

    This time, the ‘non-stealth’ route was practically impossible. Faced against a legion of armoured Nazi guards with shotguns, I died continually. Eventually, enough was enough. I turned off the Xbox and vowed never to play Metro 2033 again.

    It’s a real shame, because it’s a beautiful game (if you can call a post-apocalyptic subway beautiful), and it does a superb job of conjuring atmosphere. But unlike Dishonored (and to a lesser extent Deus Ex), stealth is pretty much required, rather than an option.

    F***ing stealth.

    I think I’ll just read the book instead.

  • Well, my Celica amiibo actually arrived about a week ago, but what with all the hoo-ha about E3, I’ve not thought to mention it until now. Take a look, she’s a beaut:


    In fact, I think this is the best looking Fire Emblem amiibo yet. Even better, she doesn’t have creepy eyes.


    I’m aiming to collect all of the Fire Emblem amiibos, but tracking down Corrin has proved tricky – pre-orders are already sold out everywhere. Hopefully come July I’ll manage to pick one up…

  • 6808304_largerI don’t play very many mobile games (nothing against them, I just have so many other platforms I’ve already got too many games for), but every once in a while an impressive one suddenly leaps out of the shadows and bites me. Nightgate is one such unexpected nibbler. I had never heard of the game, but there it was as the ‘Free App Of The Week’, a feature on my phone that I habitually check, despite the fact that there had never been a single worthwhile looking game offered on it before. I almost passed this one over too, dismissing it as something that looked like some businessman’s PowerPoint presentation gone horribly wrong.

    IMG_1883.PNG
    Sales are down this quarter. Time to shift some paradigms.

    At the last moment this cryptic description caught my eye though: ‘In the year 2398, a network of intelligent computers known as Nightgate, is the last remaining life form on Earth.’ Uh oh, is this a cyberpunk game? Well, now I have to try it!

    And so I jacked into the Nightgate, where I found myself in the form of a little touch-controlled dot, navigating through a bizarre environment that seemed to be part Tron, part old-timey vector arcade game.

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    Screenshots really don’t do it justice. It’s much more vibrant and alive when in motion.

    As it turns out, Nightgate is fascinating hybrid of platforming and puzzling, where you must touch and/or connect all the nodes which can be arranged in a complex manner that requires a little thinking, or simply guarded by nefarious looking security programs that will test your dodge reflex.

    The soundtrack is also a very fitting and relaxing bit of ambient retrowave that helps sell the idea that you’re floating through what people in the seventies/eighties probably thought cyberspace would look like.

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    HACK THE PLANET!

    By the end of the 50 bite-sized levels, the game had left such a good impression on me that I immediately went and bought a few more mobile games by the same people (and I’m pretty sure I’ll be picking up that soundtrack too).

    So if you’re ever in the market for some relaxing and beautifully designed micro-bursts of cyber-adventuring, log into the NIGHTGATE!

     

  • As Lucius mentioned, I sort of already went over the games I was happiest to see at this year’s E3, so I thought instead for my end of E3 post I would put together a short list of my favorite E3 bits instead. In no particular order:

    • The new info on Super Mario Odyssey really won me over. I hadn’t stopped to think about it, but people had noticed that all the costumes shown in the game are actually taken from Mario’s cameos from other games, including the Mexican outfit from Qix and the explorer outfit from Mario’s Picross. (Nintendo Life has a nice summary video if you’re interested.) I love game references like these, so I got a big kick out of this. Can we also be expecting doctor and referee outfits for Mario? 😉
    • As Lucius posted, the Amiibo line shows no signs of slowing down, and I’m as excited about the squishy Metroid Amiibo as everyone else; somehow it seems even cooler than the yarn Yoshi Amiibo, although I’m at a complete loss as to why that should be (and probably shouldn’t overanalyze it, haha). I like that Nintendo keeps experimenting with new and fun things to keep the line feeling fresh (even if their actual in-game usage is still fairly ho-hum overall).
    • GoNintendo posted a video about two touching moments that happened during the Ubisoft press conference, where basically Davide Soliani, the director of the newly revealed Mario + Rabbids Kingdom Battle  and Michel Ancel, the director of Beyond Good and Evil 2, got a little emotional as their games were revealed. I’m right with GoNintendo’s RawmeatCowboy that this was worth noting and applauding even though it wasn’t planned at all. It’s all too easy for the overly vocal and demanding (i.e. whiny and immature) people on the Internet to criticize all the hard work that goes into creating any video game, but seeing these developers’ passion for their projects up close and at a big event like E3 is a great reminder that behind all the stupid hype, corporate crap, and focus on sales numbers and Metacritic scores are individual humans who are artists as much as game developers and who deserve our admiration and respect.
    • Also from the Ubisoft presentation was the announcement of Starlink: Battle for Atlas, a game that is entering the video game toy market with customisable ships. I definitely don’t need more toys to clutter my life, but seeing these little ships completely reminded me of the Transformers I had as a kid, and I was hit with a distinct burst of nostalgia. I’ll be keeping my eye on this game to see what how it ends up, and I may even get tempted into picking up a couple…
    • The 3DS has been inundated with puzzle games, so I’m not sure I’m going to be rushing to get Sushi Striker: The Way of the Sushido when it releases next year, but I love wacky games in general and the art style looks great. It’s being developed by indieszero, known for their work on the NES Remix games, so it should be a solid game, despite looking too much like Puzzles & Dragons.

    A pretty good E3 all around, and the rest of 2017 is looking pretty good for gaming as well. Now I just have to find the time to play all of these games…

  • E3 is finally over, after a seemingly endless stream of barely watchable conferences, Earth-shattering game announcements, utterly desirable plastic figurines, tepidly received hardware, surprisingly sweary trailers, zombies, androids, gods and superheroes, visions of the post-apocalypse (and zombies), more visions of the post-apocalypse (and Nazis), and visions of Mario *being* a dinosaur (no Nazis or zombies).

    But did we get any of the things we wished for? The Manor folk are on hand to run through their top five games from this year’s E3 – Professor GreilMercs already listed his highlights, but here are the picks from the Baron and Lucius.


    Baron Richenbaum Fotchenstein

    #5 Marvel vs.Capcom Infinite

    This game just hits me right in the Marvels and cranks the classic video game character nostalgia up to 11 with what looks to be a super fun and ridiculous single player campaign. This is the most excited I’ve been about a fighting game in ages.

    #4 Doom VR

    In theory this could be the best of all, because I loved the new Doom so much and was already thinking about playing it again and wishing it was VR capable, and here we are. I’m hoping that the teleport movement in the trailer isn’t the only option though, and slightly worried that the transition from non-VR to VR controls might be a little tricky for a game with so much fast movement and jumping involved.

    #3 Wolfenstein II: The New Colossus

    Looks to be more of the same of the last one, but that was a ton of fun so I’m quite alright with that.

    #2 The Evil Within 2

    A sequel to the greatest horror game of this generation besides Resident Evil 7? Of course I’m interested in that!

    #1 Metro Exodus

    If this can really live up to its promise of an open world set in the beautifully decrepit Metro universe, and the high production values of the previous games tend to make me believe that it can, then this could end up being the game of the year for me. Sci-fi, horror, first person shooting, and a huge world full of content? What more can a man ask for?!


    Lucius P. Merriweather

    #5 Sushi Striker: The Way of Sushido

    This new IP was announced quite late on in E3, but it quickly became one of the games I’m most looking forward to. It’s an action puzzle game from the makers of NES Remix, and it looks wonderfully absurd – you have to collect sushi from the conveyor belt in front of you and fling the dishes at your opponent. But the best thing has to be the music – check out the trailer to see what I mean.

    #4 Wolfenstein II: The New Colossus

    Wolfenstein: The New Order was a wonderful surprise after a string of lacklustre Wolfenstein titles – the story was compelling and the gameplay was a refreshing return to old-school health packs. The sequel – now set in a  Nazi-run America – looks just as good. Can’t wait.

    #3 Mario + Rabbids: Kingdom Battle

    Well this one was a bit of a surprise. Thanks to leaks, we knew there was a Mario/Rabbids crossover game on the way, and most people groaned at the news, expecting some sort of dull mini-game compilation like the previous Rabbids games. But instead we got XCOM and Mario with a gun – I don’t think anyone saw that coming. What’s more, it actually looks really, really good.

    #2 Super Mario Odyssey

    We all knew that Odyssey would be good – there’s nary a dud game in the Mario back catalogue – but from the footage revealed at E3, it looks like it’s shaping up to be something extra special. The ‘possession’ mechanic is a wonderful idea, and the sheer variety of ideas on display is breathtaking. I mean, you can possess a dinosaur. A DINOSAUR. Roll on October.

    #1 Monster Hunter World

    This game came as something of a surprise, as it’s heading to PS4 and Xbox One rather than Nintendo’s machines. What’s more, it looks utterly stunning – after sampling Monster Hunter 3 Ultimate in HD on the Wii U, I’m looking forward to another HD monster hunt with even shinier graphics. It seems Capcom have given the mechanics a long-overdue shake-up as well, so this looks like almost a new start for the series. Still, I’m keeping my fingers crossed that it will make its way to the Switch as well…

    Special mention – It didn’t quite squeak into my top five, but I want to give special mention to Griftlands, a cartoon-style RPG from the makers of Don’t Starve where the emphasis is on charming and swindling your way through the game. Looks very promising…


    And that’s it! Thanks for reading our coverage of E3 2017 – if you missed anything, you can find all of the posts archived here. See you back here next year! We’ll leave you with this wonderfully infectious tune ‘I’ll Be Your 1-Up Girl’ from Super Mario Odyssey…

    (Apparently it’s sung by no less than Pauline, who’s now the mayor of New Donk City…)


    UPDATE FROM LUCIUS – D’oh! I just realised I completely forgot to mention the new Metroid games, which were specifically on my wish list! Seeing as we have no footage of Metroid Prime 4 whatsover, it’s hard to put it in my top five, but I reckon Metroid: Samus Returns should go in at number 2, nudging out Sushi Striker at number 5 (sorry Sushi Striker). I played Metroid II recently, but it was a struggle to get used to the old-school gameplay (there’s not even a map for chrissakes), so I can’t wait to play the remake. Samus Returns seems to add some nifty innovations, too: check out the fancy counter move in the gameplay trailer below. Day one purchase, I reckon – and it’s been far too long since we had a new 2D Metroid.

  • Well, Nintendo certainly went all out on the amiibo announcements at this year’s E3. Here’s a look at what delightful plastic figures we can expect over the next few months, starting off with the ones that everyone’s getting most excited about…

    Metroid amiibo

    Oh yeah, now we’re talking. Nintendo announced two amiibos to tie in with the release of the Metroid II remake, Metroid: Samus Returns. But the thing that’s got everyone excited is that the Metroid is SQUISHY. Yes, it doesn’t take much to get amiibo fans all hot under the collar. Both are due on 15 September 2017.

    Fire Emblem amiibo

    Next! Chrom and Tiki are on their way to accompany the release of Fire Emblem Warriors:

    Chrom’s odd asymmetrical trouser look seems to be really prominent here – he’s a queer fish when it comes to sartorial matters. He’s gone for an odd choice of pose, too – I’m fairly sure that’s not the right way to hold a sword. For Tiki, they seem to have gone with her original look from Mystery of the Emblem rather than the updated style in Awakening and Heroes – all very 80s anime. At first I wasn’t sure about it, but the look is gradually growing on me.

    For the base, they’re gone for the same style as the recently released Alm and Celica, and no doubt we’ll be seeing a whole host of other Fire Emblem amiibo in due course. Can’t wait! Neither of these has a release date, but we can expect them at the same time Fire Emblem Warriors is released in the autumn.

    Zelda amiibo

    I have to say, the detail on these ones is stunning. These four new Zelda amiibo – the Goron champion Daruk, the Rito champion Revali, the Zora champion Mipha and the Gerudo champion Urbosa – are being released to tie in with the second DLC pack for The Legend of Zelda: Breath of the Wild. All look pretty amazing, and no doubt will be extremely hard to get hold of – especially considering that the original Breath of the Wild amiibo have sold out pretty much everywhere (I’m still trying to get hold of ‘trouser Zelda’ for a reasonable price – scalpers are charging upwards of £30-50 online).

    A few people have already commented on Urbosa’s awkwardly placed support strut – it’s certainly the most X-rated amiibo we’ve seen so far. There’s no official release date for these yet, but expect them in around December, when the DLC drops.

    Mario wedding amiibo

    These three are to tie in with Super Mario Odyssey, in which Bowser becomes a pimp in New Donk City. Probably.

    Considering what a bonkers game Odyssey is turning out to be, it’s somewhat fitting that we have some suitably weird amiibo to accompany it, with two rival grooms competing for the affection of a somewhat worried looking bride. I probably won’t get these ones myself – collecting the Fire Emblem and Zelda amiibos is enough of a strain on my wallet as it is – but I’m very glad they exist. All are due out on 27 October 2017.

    More Mario amiibo

    Along with the fancy wedding amiibos, these two rather more pedestrian amiibos were announced for the Super Mario range: Goomba and Koopa Troopa. Nothing too exciting to see here, but a couple to keep an eye out for if you’re planning to complete the Super Mario set. Personally, I’ve avoided the Mario set, as they all look rather plain compared to the fantastic detail on the Fire Emblem characters and Smash Bros. characters like Shulk and Ganondorf.

    Although of course I had to make an exception for Toad. I mean, who doesn’t love Toad?

    Bye for now!

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  • Well, the first day of Nintendo Christmas has come and gone, and as usual there were some disappointments, but overall this has been a solid E3 for Nintendo fans so far.odyssy

    First off, the cheers:

    • There have been two big 180s for me in the past two days. The first was Super Mario Odyssey, which I haven’t been that excited about as I’ve mentioned before. But the ability to possess objects and enemies immediately opens up tons of gameplay possibilities, and the examples they showed (a Bullet Bill, a dinosaur, and even inanimate objects like springy posts you can use to catapult yourself) already make the game feel like a ton of fun. The exploration also looks more fun than the previous, more mission-based Mario games.
    • The second 180 for me was Mario + Rabbids. The game was leaked awhile back, and it sounded pretty iffy. I like the anarchic Rabbids in general, but I wasn’t looking forward to even more Mario & Luigi type RPGs. It turns out the game is actually in the vein of the XCOM games, which I haven’t really played, but looks like a great change of pace. The Rabbids humor looks like it’s meshing really well with the Mushroom Kingdom, and although it’s disappointing there only seem to be 8 characters (Mario, Luigi, Peach, and Yoshi and their Rabbids counterparts) it looks like Ubisoft has successfully captured the feel of the Mario games, which is great to see.
    • The remake of Metroid II looks fantastic. It’s a tad bit disappointing it’s not a new entry, but the remake of the original Metroid (i.e. Metroid Zero) was great, so I have high expectations for this remake as well. Developer MercurySteam has worked on plenty of Castlevania games, and from the footage they’ve shown it looks like they’re doing a great job.

    fewrrs

    As for the boos, they’re actually not really boos, but more like mild crotchety complaints from an old geezer rather than big thumbs down. They are:

    • At the top of my list, just because I’m so hyped for the game in general, it was great to see more of Fire Emblem Warriors, but I was really disappointed that they only showed footage of swordfighters. This makes sense from a game standpoint since they’re showing the beginning of the game and it probably eases the players into all the general Warriors mechanics before diving deeper into the more-complex, FE Warriors specific mechanics, but this has the upshot of making the game look like a generic Warriors game. The developers reassured the audience that the game will feature plenty of characters, and many types other than swordfighters, but would it have killed them to show at least one mage or pegasus rider? I just hope they’re saving these reveals for the other days. We have a strong hint that Tiki, a dragon, is playable in the game as they revealed an Amiibo for her, and it would’ve been awesome to have seen some footage of her.
    • I’m kind of annoyed at announcements of games that are just “this game is being developed” with zero info. In Nintendo’s case there were two big reveals that were just that: Metroid Prime 4 and a mainline Pokemon game for Switch. I can understand why companies want to build the hype for projects that will take a long time to be released, but even a bit of concept art or, well, basically anything, would be better than just a completely bare announcement.
    • I’m fine with there being new Yoshi and Kirby games, except that I feel like Yoshi’s Woolly World was just released (it was released two years ago and its 3DS version was released just this past February), and I feel like Kirby has had plenty of games released (perhaps too many) in the past few years. To be fair, it’s been a while since a regular console Kirby game has been released, though. (Kirby and the Rainbow Curse was also released in 2015 but had unique mechanics, whereas the more-traditional platformer Kirby’s Return to Dream Land was released in 2011 on Wii.) It’s disappointing that there are so many other great Nintendo IPs that continue to be neglected, like the Wario platformer series.
    • Lastly, Nintendo announced even more Amiibo than I was expecting, with at least a couple to accompany pretty much every new game they showed off, and they all look great. The downside… having to decide which ones I really have to have. Collecting just the Fire Emblem Amiibo is already hurting my wallet and my desk and shelf space, so this is just a personal twinge of regret rather than anything bad about the announcements themselves.

    So that’s my brain dump for E3 so far. Two more days to go!

  • At a svelte 30 minutes, Nintendo’s E3 presentation was far shorter than its rivals – but it packed a few truly stunning reveals into its relatively slim running time. The low points were undoubtedly Reggie Fils-Aime’s interminable ramblings, where he stirred in metaphor after metaphor and ended up producing a truly inedible word soup.

    “The game is fun. The game is a battle. If it’s not fun, why bother? If it’s not a battle, where’s the fun?”

    Oooookay Reggie, I sort of see where you’re going…

    “It’s a test that you pass, or a quest that you fail. A race against time. Fun and battle always locked together. But the game is also something else. It’s a passport to new worlds. Maybe even an odyssey.”

    Nope, sorry, you lost me.

    Anyway, onto the games. (Or battles?)


    #5 Pokemon on Switch

    Tsunekazu Ishihara from The Pokemon Company looked up from his notepad for long enough to tell us that a new Pokemon game is on its way for the Switch – and that was pretty much it. It’s exciting news, but all we know is that it’s in development and that “it may not release for more than a year”.


    #4 Xenoblade Chronicles 2

    We knew that this game was coming, but now we finally get to see a bit more of it in action. My first impressions were a little lukewarm compared to the reveal of the previous two games. The first Xenoblade Chronicles had the unique gimmick of taking place on two enormous giants, and X had giant robot suits and dinosaurs to dazzle the eye, whereas XC2 looks like it treads more traditional JRPG territory by comparison. BUT, with all the flying ships whizzing about, it has a strong Skies of Arcadia vibe – and that’s a very good thing indeed. The slightly ropey English voiceover may take some getting used to though. Apparently it’s still set for ‘Winter 2017’, although I will take that with a pinch of salt – both previous games slipped quite considerably.


    #3 Mario + Rabbids Kingdom Battle

    We already saw this game at Ubisoft’s conference, but it’s worth highlighting here because – against all expectations – it looks like something utterly amazing. Basically, it’s Mario does XCOM, a sentence I never thought I’d ever write. As a huge fan of the XCOM games, I’m intrigued to see how this plays – and it looks pretty funny, too. Man, XCOM with a sense of humour – we live in interesting times…


    #2 Super Mario Odyssey

    This game looks seriously bonkers. And that is a very good thing indeed. The big change is that Mario can possess enemies by flinging his cap at them, which immediately brings to mind the underrated N64 classic Space Station Silicon Valley. It opens up all sorts of avenues for explorative gameplay, and from this first extended look, it seems Odyssey could very well beat Super Mario 3D World in terms of sheer imagination. The variety of environments is impressive – the design team has really gone for broke on this one. And Mario possesses a FLIPPIN’ T. REX AT THE END. Mental.


    #1 Metroid Prime 4

    In the end it was just a title, but it was enough. METROID PRIME 4. Three words that have sent the Twittersphere into absolute meltdown. Ten years after the last Metroid Prime game, and following the tepid reception to Other M and Federation Force, Nintendo has finally listened to the fans and given them what they wanted. And – bombshell upon bombshell – MP4 wasn’t even the only Metroid game Nintendo announced.


    Those are my highlights, but we also saw glimpses of new Kirby and Yoshi games – neither set my world alight, although they’re sure to please fans of the series. The other big news was that Rocket League is coming to Switch – and already people who own the game on other systems are talking about getting the Switch version as well, just for the portability. It seems that Nintendo really hit on something that people love when they came up with the Switch, and judging by the strong games line-up in their presentation, the company has a rosy year ahead.

  • I’ve been aware of Marvel vs. Capcom Infinite for some time now, but have never really given it much consideration. Marvel vs. Capcom 3 was pretty enough, but the almost complete absence of single player content resulted in me losing interest pretty quickly. Even seeing the latest E3 footage, I thought “that looks nice” and then just kind of dismissed it, figuring “it’s just a fighting game, how exciting could it really be?”.

    I almost didn’t even bother downloading the free demo after seeing this trailer, as the weird facial animations and campy atmosphere felt a little awkward, and I could see where all these people online are coming from, calling this a weird sloppy fanfiction-feeling affair, but hey, free is free so I downloaded the thing.

    Oh how wrong I was. It may indeed have some weird faces, and it is absolutely ridiculous and over-the-top beyond belief, but oh the sheer joy of seeing Bionic Commando, Strider HiryuChris Redfield, original proper Dante, Mega Man, and more, teaming up with Captain America, Captain Marvel, Rocket Raccoon, Thor, Iron Man, and etc, all as if they were long-time best buddies, so they can free Thanos and get up to some shenanigans with the Infinity Stones. Sure, it’s like some kind of mad fanfiction, but in the very best of ways. This reached out and touched my inner child in a way I wasn’t expecting at all. I didn’t even care that I had no idea what the moves were and was just blindly fumbling my way through each battle, because everything was so beautifully rendered and animated, and framed with beautiful looking cutscenes.

    Point being, this skyrocketed from “barely on my radar” to “MUST HAVE ASAP!”. I highly recommend trying this demo out for yourself if you have any interest in Marvel and/or Capcom characters and…oh dear…look at this Collector’s Edition.

    FINAL_Marvel_vs_CapcomCE_Beautyshot_US.jpg

    Here comes all my money again, Capcom!

  • I… I don’t even have the words…

    First there was this little bombshell, dropped in Nintendo’s Spotlight presentation:


    No release date, no gameplay footage, just a title. IT’S HAPPENING.

    METROID PRIME 4 IS HAPPENING.

    And if that wasn’t exciting enough, this stunning news was revealed shortly after the Spotlight ended:


    Yep, there’s a new 2D Metroid game on the way as well! Specifically, Metroid: Samus Returns, a remake of Metroid II.
    And if THAT wasn’t enough, we’re also going to be treated to these lovely amiibo:


    And yes, that Metroid is squishy.

    Oh happy day!

    We prayed to the Nintendo gods for a Metroid game, and they gave us two. Truly, we are blessed.

  • There were surprisingly few new games revealed at Sony’s conference, with the majority of trailers being new footage of games that were already revealed at last year’s E3, and very little revealed about the few new VR games they displayed, but even so, there were some pretty nice things to see here. Part of me is almost a little glad too, because I don’t know how I’ll even find the time to play all the games that have already been announced as it is! Anyway, here’s another 5 personal highlights of upcoming PlayStation exclusives!


    #5 The Inpatient

    This trailer doesn’t reveal a whole lot about the game, but with Supermassive involved (developers of Until Dawn and Until Dawn: Rush of Blood VR), this and their other freshly announced VR game Bravo Team are sure to be more exceptionally produced cinematic experiences.


    #4 Days Gone

    Days Gone was already revealed last E3, but this new footage is pretty damn impressive. The level of detail in this open world full of ridiculously large hordes of the undead is amazing enough that I don’t mind seeing it again.


    #3 Detroit: Become Human

    Another one we already saw a little bit of last year, but this time with a lot more details of the plot and gameplay. The latest eccentric David Cage game looks to be the most ambitious one yet.


    #2 God of War

    Yet another one we saw briefly last year. This looks like it’ll have quite a different tone than the previous God of War games, with Kratos Jr. tagging along to act as a sidekick and apparently as a bit of a conscience to the now slightly less homicidally angry Kratos. This doesn’t mean that there will be any less intense action though, as the extra helping of gameplay footage here shows.


    #1 Spider-Man

    Annnnnd you guessed it. Another one from last year, also showing much more story and gameplay than before. You know, that giant white spider logo still bothers the hell out of me (imagine if the next Batman game had him with a giant white bat on his chest), but I just can’t deny that this game looks extremely well made and fun. The seamless transitions between ground combat, web-swinging, quick time events, and cinematic cutscenes is quite impressive indeed. This could be one hell of a game (as long as they give us some alternate costumes to cover up that ugly redesign)!


    Well, E3 hasn’t even started yet and I think my gaming schedule for 2018 has already been entirely filled, which is simultaneously thrilling and depressing. Might as well bring on some more though! E3 finally officially begins tomorrow, so expect your most agreeable screens to continue to be flooded with more hot, sweaty Eaction!

  • So, apparently the director of Beyond Good & Evil 2 was…not entirely truthful when he claimed that the game would not be present at E3 2017, as a cinematic trailer was revealed today:

    Wow. That…is certainly some amazing CGI, but is it just me or is this one of the cringiest videos ever? I suppose that looking back on it, there was some weird casual racism going on in the original game with characters like those rasta rhinos, but it seemed so passively goofy and innocuous back then. This on the other hand…this is painful for me to watch. I mean, I don’t have a problem with swearing, my horribly vulgar personal site can attest to that, but this just feels like a really overbearing, hyperactive child trying really hard to sound like an adult by swearing every two seconds.

    You may have noticed that I usually gravitate towards games with darker themes, but the original Beyond Good & Evil was one of those rare brightly colored, cartoonish games that was bursting with more wonder and fun than even a miserable misanthrope like me could ignore. I don’t feel one bit of that that while watching this. This feels more like a committee of old men tossed a bunch of crumpled up pieces of paper containing what they thought those nutty kids were into these days and threw them in a hat, then defecated in the hat, then put the hat and its contents into a blender and poured it on my screen.

    Maybe I have it all backwards. Maybe it’s just me that’s the out of touch old man, recoiling from the horror of this living incarnation of the generation gap. Maybe this cinematic trailer is a terrible representation of what may turn out to still be a very fun game. I just don’t know, but what I do know is that I found this trailer to be thoroughly unpleasant and if this is what Beyond Good & Evil 2 is going to feel like, I think I will sadly have to pass on it. What do you fine ladies and gents think?

  • Project Scorpio has a new name: Xbox One X, aka Kiss Hug Kiss (XOX). The new machine is the tiniest Xbox ever, and although many have been praising the updated design as “sleek“, it just looks like a boring black box to me. Sure, it will nestle in nicely among the other various black boxes under my TV, but I still pine for the days when consoles had handles and chunky buttons. C’est la vie.

    Speaking of boxes under my TV, I still have a ten-year-old, 12GB, white Xbox 360 tucked away there. I never bothered to upgrade it to a ‘Slim’ model, as it worked fine and I wasn’t bothered about having more storage or a slightly sleeker box. But in the current console generation, with the introduction of the Xbox One X (and the PS4 Pro before it), the decision to upgrade just got trickier.

    More choice isn’t necessarily a good thing. In 2015, for example, Tesco decided to cut the number of products it sells because it realised that having more choice actually led to consumers buying less. In one famous study on choice psychology by Sheena Iyengar and Mark Lepper, consumers were given a voucher for a dollar off a jar of jam. On one day, they were presented with 24 varieties of jam. But on another day, they were given the choice of just six varieties. When presented with six varieties, 30% of consumers bought some jam. But when given the choice of 24 varieties, only 3% bought jam.

    This is called the ‘choice paradox’. More choice can actually lead to people buying less, as they become paralysed by indecision and end up giving up rather than ‘buying the wrong thing’.

    On paper, the Xbox One X seems like a win-win for Microsoft for two main reasons: 1) it will encourage people who already own an Xbox One to buy the newer version, so Microsoft will essentially get two sales where previously they would have had only one; and 2) it will give Microsoft the technological lead over their rivals.

    But the downside is that by introducing a two-tiered console range, Microsoft has fragmented its market. It has potentially introduced crippling choice indecision. Choosing between two consoles with different specs might not be as confusing as choosing between 24 varieties of jam – but it IS confusing. Imaging a mother going into a game shop to buy an Xbox One for her daughter.


    Mother: “Hello, I’d like to get an Xbox One for my daughter, please.”

    Shop assistant: “Great! Which one would you like, the Xbox One S or the Xbox One X?”

    Mother: “Erm, what’s the difference?”

    Shop assistant: “Well, the Xbox One S is the older version, and the Xbox One X is the latest one, and it’s much more powerful, but it’s a bit more expensive.”

    Mother: “OK, well I suppose she’ll want the latest one, how much is it?”

    Shop assistant: “It’s £450.”

    Mother: “Wow, that’s a bit more than I was expecting! Is it a lot better?”

    Shop assistant: “Yes, it’s the most powerful console out there at the moment, although really you need a 4K TV to get the most out of it. Do you have a 4K TV?”

    Mother: “I don’t think so… although we were talking about getting a new one. So this Xbox One S, this isn’t as good?”

    Shop assistant: “No, it’s not as powerful as the Xbox One X, although it runs all of the same games.”

    Mother: “So the Xbox One S plays the same games as the Xbox One X?”

    Shop assistant: “Yes, that’s right, although they look a bit prettier on the Xbox One X.”

    Mother: “Well, I suppose we’ll probably get a 4K TV at some point, so maybe I should get the Xbox One X. But it’s so expensive… How much is the Xbox One S?”

    Shop assistant: “It’s £250.”

    Mother: “Wow, that’s a lot cheaper! Now I’m not sure – maybe if I got that one I could get a few more games with it as well so she’d have lots to play on her birthday. Oh, what’s that one over there?

    Shop assistant: “That? Oh that’s the original Xbox One, that’s a secondhand one.”

    Mother: “So is that not as good?”

    Shop assistant: “Well, it’s basically the same as the Xbox One S, but it’s a bit bigger.”

    Mother: “And how much is that?”

    Shop assistant: “It’s £150.”

    Mother: “OK, that’s really cheap! And you say it’s just like the other one? Well, maybe I could get Sarah that and a few clothes along with some games… But maybe she’d really want the latest one? Although if we haven’t got a 4K TV, it’s probably not worth it… But then again we might be getting one… I tell you what, I’ll leave it for now.”


    Undoubtedly, this scene will be played out many, many times in games shops across the country from November onwards.