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Showing posts with label Sony Computer Entertainment. Show all posts
Showing posts with label Sony Computer Entertainment. 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.



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. 

Sunday, 18 April 2010

Preview- God of War: Collection

Release Date: 30th April 2010
Format(s): PS3
Developer: SCE Santa Monica Studio
Publisher: Sony Computer Entertainment

I'm slightly embarrassed to admit that up until the recent release of the incredible God of War III, I had never witnessed Kratos's bid for revenge against the Greek Gods for myself. Call me oblivious, but sadly, having not been an owner of the Playstation 2, I never had an opportunity to pick up the first two games in the series. Thus, coming to the release of the third and final in the trilogy this April (which I thoroughly enjoyed by the way!) was from a newcomer's stance- the combos, the platforming, puzzles, Kratos's anger management issues- all brand new to me.

It's a shame then that Sony have only just decided to release the God of War: Collection on this side of the pond. Out in the US since November, the delay has meant that Kratos's journey to revenge has ended before I even got the chance to play the first two games in the series. I could have waited, yes, but the hype machine proved insurmountable to pass, and I, like countless others, played one of the most epic games ever before seen. Released here on the 30th April 2010, the God of War: Collection packs in God of War and God of War II on a single Blu-Ray disc. Both are also re-mastered in glorious high definition at a resolution of 720p and feature trophy support for the PS3.

The region-free PS3 has meant that you may have already imported the collection, but if you haven't yet (like myself), you might want to be on the look out for this. At around £20, it's a bargain for two of PS2's most prestigious games.

Monday, 12 April 2010

Review- Uncharted 2: Among Thieves [PS3]

Publisher Sony Computer Entertainment
Developer Naughty Dog

Released: 16th October 2009

The potential protruding from the foundations of the original Uncharted, 'Drake's Fortune', were clear for all to see. Somewhat of a sleeper hit early into the PS3 life cycle, it had moments of brilliance that were somewhat beset by minor niggles in the works. However, it was an enjoyable title all the same and those that consumed it at the time were taken aback with its wonderful graphical edge and developed storyline.

Uncharted 2: Among Thieves arrives just under 2 years after the original. From the very first moment of the game, it just gives and gives, and gives some more. It's no understatement to tell you that a literal cliff-hanger awaits, in only one of the game's many triple-A set piece displays.

Nathan Drake's latest adventure sees him try to solve the mystery surrounding Marco Parlo's final voyage and the secret of the 'Cintamani Stone' to which, it is said, holds great power and the just cause for evil war criminal Lazarevic and his crew to go searching for it also. The plot may sound slightly contrived and generic, however the way in which the story is presented can only be commended to the highest degree. Rarely in video games do we ever see such top quality scripting or voice work that is employed here. The detail within the character models, the well-crafted dialogue that progresses the story perfectly, the affluent voice work, all mesh so that Uncharted 2's storyline just works- it is engrossing and appealing. Characters are developed nicely throughout, from the charismatic Nathan Drake, voiced by Nolan North to the return of hugely likeable Victor “Sully” Sullivan and love interests, Chloe and Elena. Pair this with the way in which transitional cut-scenes are employed so that the action seamlessly works its way from cut-scene to game play and back again without a single load screen in sight and you have a truly authentic cinematic experience that has, as yet, not really been seen in the medium. The graphical prowess of the PS3 really comes into its own on a game like this, Sony have waited and waited for the true dominance of the Blu Ray to really shine- now we understand how powerful Sony's console really is. The hugely realised locales and environments, from intensely harsh snowy mountain tops to greenery and lush forestry via ruined urban sprawl- all popping from the screen in HD glory. One of the best looking games on the PS3? No question. Try one of the best looking games of all time! The orchestral score compliments the visuals perfectly and really adds another layer to the already strong package.

And thus, we come to the game's mechanics. In Uncharted 2, the cover based, 'over-the-shoulder' action is offset by platforming sections and puzzles, which should be expected in the adventure game space. The cover-based game mechanics are, for the most part, smooth and satisfying. However, especially later in the game, it'll take extreme patience to accept some incredibly frustrating annoyances which often see Drake jump out in front of the enemy or off the edge when trying to stick to cover! The inclusion of stealth game play is somewhat more accomplished, allowing for a much more varied game playing experience- the player given the choice to decide to run into the battle no holds-barred or stick to cover like a stiff ninja and take out enemies one-by-one. Platforming sections are simple yet effective, improving pacing of the game whilst breaking up to many rounds of shooting whilst the puzzles are well thought out and neither too difficult nor too easy.

This being an action game, Naughty Dog went all out in delivering some of the most well-constructed set pieces seen in a game. From being merely a pawn in the infrastructure of a collapsing building, to running from a helicopter through the streets of Nepal whilst buildings are laid to rest in your wake- all edited together with real-time game play via the transitions mentioned earlier, this is nothing short of breathtaking. The game design that is also delivered is clever and well thought out, the user interface taking the form of scribbles in Nathan's journal, all viewed in real-time with Nathan pulling out the journal and flicking through its pages with a press of the 'Select' button and flick of the analogue stick respectively. The journal, whilst taking a back seat in the first half of the game, becomes more important later on as it must be used in order to solve puzzles.

At this point, positives are outweighing the negatives at every turn, and alas it can not continue. For all the accomplishments in development of story and impressive game design, the developers seem to fall back on lazy programming towards the latter quarter of the game as the story progresses towards its conclusion. Frustration awaits as the game throws waves of enemies, one after the other, at the player, meaning the short musical motif and the 'Continue' screen are likely to make their appearance all too often during this time. The pacing of the game, like the train to which Nathan hangs early in the game, comes off its rails here, the amount of game play action to cut scene and platforming ratio is over-powered and it feels like a long hard slog to the finish in what otherwise is a wonderful video game.

For the first time in the series, Uncharted 2 also features competitive multi player, where you can play as either heroes or villains in death match and capture-the-flag modes.

Bask in its excellence, enjoy the experience, and ignore its slight indiscretions for they are minor in what is otherwise a triple-A experience from start to finish.