I'm Currently Playing...

Blur [Xbox 360]
Tiger Woods PGA Tour 11 [PS3]

Showing posts with label LittleBigPlanet. Show all posts
Showing posts with label LittleBigPlanet. Show all posts

Saturday, 5 June 2010

Review- ModNation Racers [PS3]

Publisher: Sony Computer Entertainment
Developer: United Front Games
Released: 21st May 2010

The ethos behind the 'Play, Create, Share' brand is excellent. Allowing users to easily design, edit and publish such content burgeons originality, creativity and provides a platform for brilliance. Following on from Media Molecule's platformer LittleBigPlanet, ModNation Racers puts the comparisons to Mario Kart behind it and delivers a unique and fresh approach towards the kart racer of old.

Dropped into ModNation's central hub world, 'Modspot', you'll begin to appreciate the beautiful, colourful and expertly presented output of the game. It's cute and charming, reflected further in its character design- of which can be crafted to your specific likening, with a stack-load of options to choose from, whilst being slightly over the top. Succinctly tailored for a younger and more casual-orientated audience than the likes of LittleBigPlanet, ModNation is at times alarmingly annoying for someone like myself to care for. Its news anchors Gary Reasons and Biff Treadwell doing little to alter my perception of the title, instead doing their best to be the most irritating characters ever devised, infusing the career “story mode” with cheap slapstick routines and a whole bout of childish humour. It's not the game's best hand, but then, it's not supposed to be. Perhaps someone ought to have passed the message to the race design department about the game's accessibility, because whatever it fails to match in my expectation of presentation, it more than makes up for in its deceptively tricky career mode, which manages to escape the shackles of its cutesy exterior into a much more daunting and unforgiving experience. I hope you're ready to restart time and time again for a position in the top three, because this will test your skills to the limits.

The career mode, or 'MRC'- the “ModNation Racing Championship”, is split into five distinct 'series' of races, each of which ending in a 'series' race where you will need to finish 1st to progress to the next tier. The rest of the time, races can be completed if you finish anywhere in the top 3- although the three tiers of racing finishes (“Advance”, “Payoff” and “Bonus”) add further re playability in that they each require you to match specific goals to unlock extra items, whether it be extra clothes for your character or new bodywork for your kart. Such goals add another layer and complexity to what could have been a simple racing championship platform, perhaps requiring you to focus your attacks on a specific opponent or drifting a certain length of time- the variety is nice to see and deeply rewarding for the collectors amongst you.

Of course, presentation and structure can all be for nothing in a game such as this if the racing mechanics fail to match the expected quality. However, United Front Games can be applauded in outputting a simply excellent racing system- easy to pick up and play yet complex enough to appeal to the more discerning palette. The handling feels exceptionally tight and responsive, whilst the game's emphasis on the drift mechanic can be appreciated since it works so well. Activated by holding the 'X' button, drifts can be executed easily, with more boost awarded for longer drifts, where the loosening and tightening of the drift angle using the left stick, is much needed.

The weapon and power-up system is also well thought out and surprisingly deep. In addition to a shunt-like attack, enabled through a flick of the right stick, each weapon type (the expected rockets, electric bolts, speed bursts etc.) each have three distinct stages of attack. Stage one for the bolt attack, for example, is a simple straight electric bolt fired from the front of the kart. However, holding off from firing and choosing to wait until you next drive over a weapons drop will see a much more effective attack to be used (“Chain Bolts”) and so forth, until the third and final attack can be unleashed, the “Bolt Storm”. It's a neat little idea, giving apt opportunity for diverse tactical play- choosing to fire straight away can be effective in the short-term but will have a lessened impact whilst choosing to wait can reap huge benefits, although you'll have to be sure not to be hit by an opponent's attack in the same breath- you may see your item disappear or, instead, drop down an attack level.
Another pleasant design choice is the option to use the boost meter (that fills through drifts, successful attacks on enemies, tricks, and air-time) as both a method to earn a boost through a hold of 'L1' or instead, as a gauge for activating the shield (holding 'Circle'). There's none more satisfying a feeling in the game than when rolling to victory when a last-ditch rocket is fired your way, only for you to deflect with the last ounce of boost bar saved for just that eventuality- others who are more offensive and go for short-term speed increase will not have such a luxury afforded to them. Again, it adds a nice risk/reward strategy and succeeds where other games of the type, such as Mario Kart and Crash Team Racing, fail- often relying more on doses of luck than any keen strategic thinking, not that ModNation ever truly breaks this trend!

At times more than keen on irking excessive amounts of frustration, the game often seems bizarrely unfair in delivering its heightening difficulty curve. Opponents often seem to have unlimited amounts of shield power still stocked away somewhere, shaking off any attack you are willing to let go, or unleash an explosive attack you're sure they didn't have as you approach the finishing line. The genre speciality of “rubber-banding” is also there, although it is much less intrusive than I have seen before.

With each track offering unique differences thematically and stylistically, ModNation's variety of track design is excellent. The nuance that comes with the game's territory seeing such locations filled with an abundance of obstacles to overcome (pits, falling blocks, explosive barrels), enemy bots to avoid, as well as exhilarating jumps and speed pads promising thrilling races and fun aplenty. Ranging from frenetically fast levels such as “Drift Paradise”, which uses its smooth curvaceous asphalt to inject fluidity, speed and lots and lots of tyre smoke, to trickier and tighter tracks such as the tropical island paradise of “Rickety Bridge” and its devilish drops. The description of the excellent “Launchers Rush” perhaps summing up ModNation Racers in the best possible way, promising “big jumps, big drifts and big flames”. The only down-side to the feel of the tracks is the fact that all have the same track width, which can not be changed. It's a strange choice in how obscure and diverse the rest of the game often feels. I'd have loved to have seen broad expanses of tracks inter-cut with single-file type canyons or something of the sort. It makes the pace sometimes feel slightly slow and sluggish- kart racers' tendency to sometimes dismiss the sense of speed shown once again here!

If none of the featured tracks take your fancy, however, you can always create your own or download other users' efforts. The central 'ModSpot' hub does its best to promote the very best created and rated tracks, mods, and karts (in the “Top Tracks”, “Top Mods” and “Top Karts” stations, respectively) that can be driven up to and displayed sufficiently well. It's one area where the game super-cedes LittleBigPlanet in its community aspect- which often struggled to promote the cream of the crop, as it were. You can also choose to search with text, by user, tags, or specific qualities to find the right thing for you.

From the lazy output of some user tracks that suffer from the same trophy-gathering hunt as a lot of the LBP levels also suffered from (“100,000 Drift Points” tracks, for example) to the incredible and ambitious designs of such tracks as the “Modcoaster” (rickety and all), and a Star Wars “Tatooine” effort. Such classics from a certain other successful kart racer are also present and accounted for, “Waluigi Stadium”, “Yoshi Circuit”, “DK Mountain”- naming but a few. The exquisite mods that re-create a number of the Mario Kart crew also complement such tracks, with the Mario and Luigi designs going quickly to the top of the mod pile on day one! The same exceptional quality in user content, like LBP, propels the game to something more than the standard title. It means that the game will be totally different in the years to come as even more tracks flood in, and although the same level of complexity can not be seen within the track creator as Sackboy's 'Pop It' tool, it doesn't need to be, there is something to be had for the insane amount of brilliant tracks that are already available to race on. Requiring the creator to first select a theme (from “Desert”, to “Jungle”), the track creator is manageable and simple to navigate. Upon insignificant alterations of the position of the sun, water level and even the speed of clouds, the track can easily be layed through driving the cement-mixer, altering height with the right thumb stick. The creator will also 'auto-complete' the rest of the track if you decide you just want to get on with populating it with an insurmountable array of power-ups, weaponry and jumps. Landscaping objects and trees can also add to the overall theme of your level, with tracks quickly coming up to an impressive level of sophistication without you realising! A joy to withhold for those who found LBP's creation tools much too overbearing, a nice track can be created in around 15 minutes!

Overall a resounding success and a superb addition to the kart racer genre. The level of complexity afforded with the help of neat tactical racing and superb handling physics is a joy to see, with only those who successfully rely on all their acquired skills ending up completing the career mode. Online multiplayer (featuring a levelling up, experience-based system) and split screen for up to four players is also available and will make ModNation substantial in offering a great alternative to the Mario Kart-ers of you out there.



Monday, 10 May 2010

Preview- LittleBigPlanet 2

Released: Winter 2010
Format: PS3
Developer: Media Molecule
Publisher: Sony Computer Entertainment

With over 2 million user-generated levels created and shared by the community, there is little doubt that Media Molecule's LittleBigPlanet was a triumphant, unreserved success. Spawning a new mascot for the Playstation brand and, with it, a new genre of games- that of 'Play, Create, Share' (with ModNation Racers looking to expand the brand this May).

Many harshly criticised its “floaty” platform mechanics which were frustrating and confusing at times but genius at others. The level of creativity that thrived through the veins of the community flourished through the game, with some absolutely fantastic examples of game design that, at first glance at the simple 'Popit' tool, seemed near possible to create. I was a massive fan of the first game- it was the reason I bought a PS3! Now, with the announcement of LittleBigPlanet 2, it's time to look ahead to what may be possible with the new generation of Sackboy. Here's a quick glimpse of what is in store for LBP2...

Great things have been detailed about the game so far, due out Winter 2010. First off, the create tool is now bigger and much, much improved. No longer limited to simple platform 'levels'- the second game allows creation of what the official website boasts as “full games”. This time, the creation tool will give the ability to create the usual platforming styled game, along with racers and even shooters! And if all this sounds too good to be true, take a look at the official announcement trailer here for game play footage. 'Sackbots' are perhaps one of the most important additions to the sequel- AI characters that replace the simplistic enemy bots from the original. Here, anything from size, shape, style, costume and behaviour can all be adjusted to suit your level design by either recording a custom behaviour style or choosing one of the existing available. The 'Direct Control Seat' is another new addition to the create tool- which by placing in your level, brings up a controller shaped circuit board and thus, making it possible to attach parts of the controller to items within the world, such as switches. This will allow custom controls to be mapped onto objects (such as R2 for 'accelerate' on a created car, for example). And now for my favourite tool- the ever reliable 'microchip'. Remember the calculator level from the first game? All those pistons working in sync? Well imagine that condensed into a tiny chip and placed anywhere into a level. Yes, LBP2's 'microchip' makes the design of complex systems be condensed onto the tiny surface area of a chip. This makes it possible for incredibly complex set-ups to be integrated easily within levels. And if all this wasn't enough, full cut-scenes can now be made for use within levels. With camera angles, panning, zooming, fades etc. all available for any budding movie-maker to create a masterpiece of their own.

The new title will also have an overhauled graphics engine for that little bit extra sheen to what is already a beautiful game, a full adventure/story mode which should prove from the outset what is possible with the tools at your disposable and an overhauled search function which also acts as a portal to seeing what your favourite creators and mates are up to. Sackboy is also free to explore new boundaries with the announcement of several power-up tools, such as the grappling hook- no doubt adding a new found depth to the roots of the game.

The game will not feature 'Move' support upon initial release of the game, although Media Molecule have stated that this will be integrated further down the line with DLC additions. Keyboard and mouse support has been granted however, which means level creation will now be even easier to get to grips with. Expect much more coverage of the game in the Sony press conference at E3, this June 15-17. Have a look at my E3 preview for more predictions of the event.

Monday, 3 May 2010

E3 2010- What to expect from this year's show [Part 1]

Every year sees game companies, publishers and developers scatter to and fro about the globe on a quest to promote their latest innovation in the gaming world. Whether it be in the form of an unwanted plastic peripheral, a triumphant triple-A title or a brand new console release, gaming conventions act as the podium for PR representatives to shout about what they have to offer us gamers. E3, which takes place at the LA Convention Center, is arguably the biggest and most important of these said events, commencing this year 15th June through to 17th June. But what can be expected this time? I shine a light on the possible announcements of this year's event...


'Natal' and 'Playstation Move'
Well, first of all, its abundantly clear that Microsoft and Sony will both take the vast majority of their scheduled press conferences to show off their respective motion-controllers in a follow on from last year's surprise announcements of both Microsoft's 'Natal' (a controller-free motion tracking device) and Sony's 'Playstation Move' (a motion controller with 1:1 motion tracking). Sony have not been shy in showing off their device already, with their GDC 2010 conference showing just how far the controller has come since its tentative announcement this time last year, with SOCOM 4 playable at the event in full motion controlled form as well as integration shown for such games as LittleBigPlanet! 


Microsoft meanwhile have been somewhat quiet regarding 'Natal' for some time. Peter Molyneux has announced, in his own particular way, that Fable III will feature motion tracking in some parts of the game- what this will entail is yet to be fully detailed however. Microsoft are most likely to show off a few games that support 'Natal' (Burnout Paradise has already been in playable form), as well as brand new titles developed specially for the system (the team at Rare should have something in the works). I'd also like to see ways in which 'Natal' can further allow me to interact with the Xbox 360, as shown in the promotional advertisement at E3 2009, such as the navigation through menus with a swipe of the hand or the console signing you in as you enter the room (yes, facial recognition is here!) Hopefully, both Sony and Microsoft will be able to impress, and with both expected to be out on shelves by Christmas, this is one of few remaining chances to get the hype truly moving.


Part 2...


Sunday, 2 May 2010

Preview- ModNation Racers

Released: 21st May 2010
Format(s): PS3
Developer: United Front Games
Publisher: Sony Computer Entertainment

Fancy a kart racer with a little something extra? The endless drones of kart racers that are willed onto the market year after year is not only a callous sign of the rise in casual games but also the undying love we have for them and the game play that surrounds this genre. Ever since the original Mario Kart release for the SNES was met with both critical and commercial success (and the continued success of that series in particular), its no wonder we've seen other developer's follow suit in anything ranging from the great (Crash Team Racing) to the downright strangest of franchise integration (Motor Kombat, anyone?!) The recently released Sonic & Sega All Stars Racing still shows that huge publishers are willing to back these cutesy racers in a densely crowded market. The 'pick-up and play' aspect of kart racers is no doubt a sure fire reason why they continue to sell well, with anyone from hardcore gamers to the most casual of players sure to get great enjoyment from the thrills and spills.

ModNation Racers offers players the chance to not only play with others in typical kart-racing fashion but it is the second title in Sony's “Play, Create, Share” brand of games (after a favourite of mine, LittleBigPlanet) which ultimately allows users to create their own content using an in-built editor, in this case a race track builder, and play, share and rate these creations through the Playstation Network. Sony's ModNation Racers announcement at E3 last year first showed how simple the creation tool is (take a look at the video on the 'Game Videos' page if you don't believe me!). Like LittleBigPlanet, it promises budding creators and casual users alike to start from scratch and tailor a track from the dreams of their kart-fantasies! OK, maybe not...But you get the idea. A quick look at the LittleBigPlanet communities' efforts show the amazing content that can come from the simplest of tool-sets. It's here that I hope ModNation Racers will follow suit.

Customisation doesn't end here however, anything from your racer's skin and wearable gear to your kart's suspension, body kit and colour scheme are editable within the game, meaning you'll never suffer from every girls' nightmare and turn up in the same outfit as another racer!

Game play is much the same as other kart racers- yes, boost meters, drifts, collectible weapons etc. etc. Here, however pickable weapons each have three levels of power, meaning crafty tactics will often mean the difference between a good and a great player. Do you fire the weapon instantly for a quick grab for the lead or keep a hold of it for a much larger benefit later on? It's here that MNR can really distinguish itself from others of the genre. It may not be the most complex of ideas but there's no doubt it could be extremely effective in the 'rubber-banding' nature of the kart racer. Weapons range from classics to brand new creations. The developer has also promised a much more detailed physics model than those currently seen in kart racers.

In addition to the community aspect of the game, a full-fledged single player (complete with story) is also included. Online multiplayer consists of races of 2 to 12 players whilst players can also take advantage of the way in which the game allows a local player to also join you online in split screen mode. If online isn't your thing, local multiplayer lets up to four players race together in traditional split-screen fashion. Who says local multiplayer is dead!?

With only 3 weeks to wait now for this new take on the kart-racer of old, the only real question is; can one of gaming's most casual of genre's survive commercially on, argumentatively, the most hardcore of platforms out at the moment? With the daunting shadow of other game's on the horizon, I hope that this new IP can stand out from the crowd enough to deliver a show-stopping hit.