October 2009

Games have changed so much over the years, and yet we still continue to confine games to such basic categories or genres. You have action, RPG, racing, puzzle, fighting, sports, and a few more. But there have been many games that blend genres to both expand these categories we all know about and create new genres of games. And this is both a good thing for gamers and a good thing for the industry.

Recent releases like Fallout 3 make people who see screens or quick videos of the game scratch their head when they finally play it. “I thought this was a shooter!” they proclaim with their limited knowledge of the game. Sure, on the surface, Fallout 3 is exactly like a shooter. But, it’s really not, and if you try and play it like a straightforward shooter, you’re ruining the experience for yourself. It’s an RPG, but a more accessible RPG than one like, say, a Final Fantasy game. It blends an open world, shooting gameplay, and covers it all in RPG goodness.

People classify the differences between a game like Fallout 3 and Mass Effect with games like Final Fantasy and Persona. Fallout would be a Western RPG, and Final Fantasy a Japanese RPG. The different may seem simple, one is made here in the West, and the other made in the land of the rising sun. But a game like Fallout 3 would never see the financial success it does over in Japan, and in most cases, Japanese RPGs don’t sell like hotcakes over here as well. JRPGs tend to appeal to a completely different audience, and are less about gameplay innovations and more about a lengthy adventure, memorable characters, and an engrossing story. WRPGs, especially recently, have been more about moral choices, open worlds, and gameplay that is open to all different kinds of gamers.

Basically, JRPGs are more linear and incredibly story driven, and WRPGs are more open and expansive, allowing the player to play the game how they want. And technically, while they seem like completely different games, they are all stuck under the same category: RPG. The industry has grown and expanded so much over the years that you can have two “RPGs” that play completely different but follow under the same basic guidelines as an RPG always has. And this is a very good thing.

Also, the combination of genres is very much present, especially within the last couple of console generations. You have games like Grand Theft Auto, which combine free roaming elements, action/shooting elements, and driving elements. Also, Puzzle Quest, a game that seamlessly blends together an RPG and a puzzle game. And of course, as mentioned above, Fallout 3, bringing together an RPG and a shooter. Another game similar to Fallout 3 would be Deus Ex, which again looks to be a shooter, but is an RPG at its core.

Both these combinations of genres and expansions of genres create new and different ways for people to play, and they give gamers many different choices in terms of games, as well as those who like something new to play. Creating a game like Resident Evil 4 and making it the way it was made the Resident Evil series shine once again, making it more fun and accessible for those who normally never play survival horror games in the tradition of the original Resident Evils. More recent releases like the new Alone in the Dark and Dead Space follow this trend as well.

The industry also learns to grow, being able to evolve old franchises and take them to the next generation, and use those ideas to create new franchises or games as well, which could lead to more innovative products. Games don’t have to be completely new or innovative, trying things completely differently just for the sake of innovation, they just have to work. And taking elements from other games and combining them with a familiar formula is the safest route, and generally leads to more success than trying something completely different. Although I don’t discourage completely new ideas in the industry, I just feel like it’s not a bad thing when one game plays similarly to another; if it does some new things that could help future game development, and it helps create new categories or genres of games in the process that stretch the possibilities of old genres, then it’s a very good thing.

The cover system in the original Gears of War, something that was simple yet effective, has been used in many games since. You see it in games like Metal Gear Solid 4, a stealth action game, and Uncharted, a Tomb Raider style adventure game. And both games seem to have benefited from it. So, not only can you combine different genres, you could combine different elements from the game genre to make something work as well. What’s better than seeing some of the best game ideas come together in one perfect package? Sure, it may not be completely original, but I guarantee there is a good chance it will work, and the game will just be fun to play. 

Pretty much to sum everything up, the expansion of different game genres is good for gamers and for developers, as is the innovation within the games that expand the genre, even if those things that innovate are simple. It’s good that the gaming industry can continue to strive from old ideas and attempts at combining two things that normally would seem like they wouldn’t work. As gamers, all we can do is continue to support these ideas if they work, and hope that it will only further benefit the industry in the many years to follow.

With Need for Speed: Shift, EA decided to shift gears and go with more of a traditional sim racer in the vein of the Forza and Gran Turismo games. While gamers are used to the real-world city driving games in the series’ past, Shift is still worth a look.

The title’s career mode starts out with a test lap, an interesting addition that serves to tune gameplay to a player’s skill level. Those who find games like GT too difficult will have the controls softened for them, while racing purists can go through with unforgiving controls and brutal AI. The mode progresses with a series of tours with increasing car level and difficulty. Along the way, there are special themed challenges, where players all use the same car or brand. Since most players will only buy a few of the cars and upgrade them, the novelty races are interesting diversions that require control adjustments. There are also a few drift events scattered through the mode, and while they add a bit of variety, it’s not what you’ll come back to the game for. The drifting controls are hypersensitive, and the events themselves aren’t timed, so getting high scores involves a bit of underhanded delaying tactics.

For those worrying about the series going too far in the sim direction, don’t fret. While it’s possible to run a clean, disciplined race and succeed by earning “precision” bonuses, Shift also rewards players for “aggression” tactics like trading paint and slamming cars into walls. It isn’t quite Burnout, but for those who like their racing a bit dirty, they can get that here. The unfortunate side effect to this is that the game controls realistically. What does that mean for you? Well, if you bump into cars to be aggressive, you’re probably going to get slowed too, and if they hit you off the track, that might be a knockout blow to your chances to place.

The visuals are impressive, and the sense of speed is certainly there. For those who like the in-car view, Shift features fully functional dashboards and moving pieces for each car, so it really seems like you’re in the vehicle you’re driving. The car customization is solid, though not unprecedented, and a robust online mode will keep you playing for a while.

If you like racing, you’ll like Need for Speed: Shift. It may not have the entertainment value of the street racers or quite the precision of the other sims, but it finds a comfortable place somewhere in the middle, and that’s going to work for a lot of gamers.

ESRB: E– Just vanilla racing.
Pros: Solid racing, great in-car view
Cons: This is Need for Speed?

This week, Nintendo rolled out its newest Wii firmware update, 4.2. Designed to enhance system performance and nothing else, the update is reportedly bricking users’ systems. Nintendo has responded, saying that though most affected systems are modified, owners of unmodified systems bricked by the update can send it in for a free repair.

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Cursed Mountain

October 2, 2009

Cursed Mountain is a game that interested some horror fans since its initial announcement. And while it’s a bit hard to say whether or not they will get a satisfying experience with this game, I think that there is a lot to love here. With the survival horror genre going through so many radical changes over the years, it is a bit difficult to tell if Cursed Mountain can stand out on its own. But it can be an enjoyable experience.

The story follows mountain climber Eric Simmons, who is searching for his missing brother, Frank Simmons. Eric journeys up the last mountain Frank was seen climbing, finding himself in some pretty strange territory. The story is intriguing, and although the basic plot is a bit familiar, it’s all wrapped in Buddhist mythology, which helps it stand out among the other horror stories in the industry. Eric is a believable character, and there are quite a few interesting twists along the way. Given the right amount of time, the story definitely becomes quite engaging. 

The game is visually impressive, and it gives off a very eerie and haunting style that you may come to expect from this kind of game. It can be incredibly realistic looking at times, and other times it is something completely different. During certain moments, it presents you with a creepy, truly atmospheric environment that reminds me of some of the best horror worlds, such as Silent Hill. The game has some odd graphical hiccups every now and again, but those slight problems are barely noticeable when you are truly taken aback by the amazing visual effects that are created.

Eric’s voice acting is fine, but aside from him, the voice acting is pretty bad. During the beautiful cutscenes, the atrocious acting can really take you out of the experience during many key points of the story. The music, on the other hand, is good. While it isn’t a large part of the experience, it plays a small but very subtle role in bringing you into the game.

The gameplay itself is the most important part, though. First, the game’s pacing is very slow, which isn’t a point against it. It’s able to slowly ease you into the experience, and there are some very intense and action packed moments. You have a basic weapon, which is a pickaxe, and is used for your melee attacks. Early on in the game, you pick up an artifact that, combined with your pickaxe, can be used as a deadly weapon to take down the evil spirits in the game. You will also find other artifacts throughout the game to increase your weapon’s power, among other things, and they will definitely help out as you face stronger enemies later on in your adventure.

Not too far into the game, you will gain the ability to see with your “third eye.” A quick push of the C button on the Nunchuck lets you see the world with this vision and allows you to use your artifact and pickaxe to shoot and destroy the enemies in the game (it sounds odd, but it somehow works). Eventually, after hitting the enemy enough times, you can finish them off with a gesture of the Wii remote. You have a certain amount of time to perform a set number of actions using the motion controls of the Wii remote and the Nunchuck as quickly as possible. The big problem is a lot of the time the game won’t recognize when you are actually making these motions, causing you to have to retry these parts several times before you get lucky enough for it to work. It can lead to much frustration. 

There are other problems with the controls as well, and they also tend to lead to a lot of frustration, especially during combat situations. For example, there is no quick turn, so it makes trying to turn around to run the other way a hassle. It just feels clumsy and with an added quick turn button or some way to perform it would have made things a lot easier. Also, if you try to change the aiming and camera controls to inverted, it will work for you when you are moving the camera, but for whatever reason it will not be inverted when aiming with your weapon. Just a few little problems that can make your experience with the game a bit more frustrating than it needs to be. 

But, when the controls do work to your advantage, the combat can be a lot of fun. Eventually, you do get used to these problems and are able to manage them as you take on the increasingly difficult enemies. There are also a few boss fights scattered throughout the game, and they are all very fun and pretty original for a horror game, with the exception of the disappointing and incredibly easy final boss. 

Despite Cursed Mountain’s flaws, Deep Silver has succeeded at bringing an original horror game to the Wii. It does have a lot of problems, but most horror fans can overlook these and will definitely appreciate the game as a whole. It may not be for everyone, but Cursed Mountain can be a fun experience, especially for fans of the genre. 

ESRB: M for Mature; rated for lots of blood, violence, and plenty of scares to be had

Pros: The art style is beautiful and the atmosphere is haunting; intriguing story; the combat can be fun (when the controls work); some original and fun boss battles; horror fans will appreciate it

Cons: Some control issues, which includes Wii motion controls that don’t always work; voice acting is generally terrible; very underwhelming final boss

Unsheathing one of the cursed blades forged by the legendary swordsmith Muramasa often results in nothing but sorrow for the unfortunate wielder. Such is the case for both Kisuke and Momohime, the dual protagonists in Muramasa: the Demon Blade. Fortunately, anyone merely playing Muramasa is in for a much more entertaining experience.

At its core, Muramasa is a 2D hack-and-slash beat-’em-up in the vein of classic games like Final Fight and Golden Axe (with a little “Metroidvania” thrown in), but with some RPG aspects similar to previous Vanillaware offerings (Odin Sphere for the PS2 being the most recent). Most of the action is handled using only a single button, which lets you unleash a surprising variety of lethal attacks in combination with the c-stick/d-pad; other buttons use items, switch blades (and unleash screen-damaging “quick draw” attacks), and execute your blades’ special attacks if they have enough soul power. The game supports all three of the Wii’s control options; I opted for the Classic Controller due to Jump being mapped to up instead of its own button (plus it’s a 2D game anyway, so why do I need analog?). Whatever option you choose, and whichever of the two initial difficulty settings you attempt (you can switch any time) you’ll be brandishing katanas and hewing scores of ninjas and mythological beasts like you’ve been possessed by a demon swordsman in no time.

After all, that’s pretty much what happens to each of the characters in the game’s two narratives. You’re free to play either one of the two stories to their completion or switch between them at your leisure, but the two plotlines are not connected in any way save for the involvement of the spirit of Muramasa himself. The other character might make a cameo in whichever story you’re currently playing, but that’s the extent of the overlap; even the boss battles are separate. Since both plots borrow heavily from medieval Japanese folklore and kabuki traditions, the original Japanese dialogue is retained and subtitled (and in many cases abbreviated) in English. While that’s not really a problem, the fact that both stories seem to drop you in the middle of events will leave you confused as to what’s going on for a few acts. Just roll with it, and eventually the narrative will unfold.

The main selling point of Muramasa isn’t the plot anyway; it only takes one look at the game’s gorgeous visuals to see where the lion’s share of the effort went. Several locals are inspired by classic Japanese wood paintings, showing that plot points and enemies weren’t the only elements of the game borrowed from Japan’s rich history. As good as the game looks in still images, it is even more breathtaking in action. Muramasa is more than just a pretty face, fortunately, but that face is indeed very pretty.

It’s not perfect, however. The biggest problem with the gameplay is the intensive backtracking that must be done, which can get quite tedious. There are some other minor issues, like the repetitive animations when eating/cooking food, but the backtracking is by far the most complained-about. Once you beat a story (the first time… there are multiple endings for both characters) you can warp from save point to save point within that story, and there’s an item that can warp you back to the most recent shrine you visited, but there’s still a lot of walking and jumping to do in between. Of the ~22 hours it took me to finish both stories, I shudder to think how much was just moving from one empty screen to another.

But overall, these are minor quibbles in what is an otherwise smooth game experience. The Vanillaware team has a passion for 2D gameplay and it shows. There’s also some replay value in post-game challenges, multiple endings, and an ultra-challenging new difficulty level for the hardest of hardcore. I wouldn’t recommend Muramasa to everyone, as it takes some time to get into, but anyone who would enjoy some old-school action should definitely pick it up.
 
ESRB: T for Alchohol Reference, Fantasy Violence, and Suggestive Themes. The sake flows freely (Momohime is especially fond of it), you harvest souls of fallen enemies to forge new blades, and there are health-rejuvenating hot springs that your character visits wearing nothing but briefs (or a modesty towel, in Momo’s case).

Plays like: Arcadey beat-’em-ups; Castle Crashers is a rare recent example

Pros: Amazing visuals, crisp controls

Cons: Gameplay is somewhat repetitive, especially the backtracking