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Showing posts with label arcade. Show all posts
Showing posts with label arcade. Show all posts

Saturday, September 20, 2014

Review: Colin McRae Rally (Steam/Mobile, 2014)





You know your favorite band's greatest hits album? Sure, you've heard all the songs before and are probably tired of them but you know they needed to make a little more money before the next full release so a greatest hits collection is their next step, and maybe you still buy it anyway. Colin McRae Rally is that in a nutshell. I understand that its actually a port of the iOS game which is a remake of Colin McRae Rally 2.0, but you would think Codemasters would add a little extra to sweeten the deal for both new and returning fans of the original franchise. Instead it feels like less-than-half of what the latter games in the series became and a barbones recreation of the PS1 classic. Last year Codemasters teased that the next CMR game will be focused on rally racing, rather than hopping from one sport to the next as done in the DiRT Series. There's been no word on whether it will be the next DiRT entry or a return to the classic CMR staging but us fans can only hope that this isn't what they were talking about.



There are only 4 cars and 30 stages. The stages feel planned out rather than organic. The physics dulled down. The power sucked out. The driving stiff. The awesome feeling of awesomeness as you drift through a hairpin is completely absent. A lot of the magic has been lost in its conversion to mobile, and even more so with its port over to Steam. I'm sure the original was never this dull and there was more than likely an exciting feeling of powering through turns and speeding through forests but this time it suffers by removing a lot of the technical aspects that introduced a lot of people to not only sim racing games but the sport of rally racing as well. Players can no longer tune their cars before each race (which is fine because all four cars play exactly the same) and for that it grudgingly inserts itself into the casual racing category, but even then it fails because the driving is simply boring.
The physics problems are just the beginning. In one of the first races in Australia, a large jump is the main event that completely breaks the game (see below). As your car almost does a barrel roll in mid-air it immediately proves the point that the game engine itself is broken. Speaking of breaking, the cars actually break down as they drive through the stages, and not just falling apart from hitting things; by the end of the second stage there is a clanking sound that wasn't there before that lets you know something is seriously wrong. Repairs are still allowed after every other stage but players may find the 30 minute time limit a bit too short for all the damage that was mysteriously caused while driving.
Australia, Greece, and Corsica are the only three locales to drive through and there just isn't anything within them to make things interesting. There are no sights to see, no majestic backgrounds, nothing within the roads to make it fun and yet it stretches out to 10 stages a piece. Ford Focus, Subaru Impreza, Mitsubishi Lancer, and Lancia Stratos are the four cars but, like I said, since they all play the same it only comes down to which one you prefer. 
On mobile devices you can choose between tilt controls with auto-acceleration or full on-screen controls. On the PC/Mac version, you can choose to use either the keyboard, a gamepad, or wheel support. Mapping the controls are difficult as it seems to fight against what the player has chosen as presets. There is no pressure sensitivity for accelerating and braking so even the keyboard feels fine when being played with.

(via Steam community member CueZero)


The graphical update is just about the only thing done well enough. The graphics engine gets the job done until you notice the faults such as front-facing sprites for the trees, flat crowds, and the plastic-like textures on the cars. The stages fair no better with a static image for the background and distance pop-in. Understandably this is all limited due to being built for mobile but nothing was changed for the Steam release. If you own a computer from 2006 then you should still be able to play on lowest settings with few hiccups.
The co-driver directions by Nicky Grist are just pre-recorded and chopped together but are accurate enough to not leave you heading toward a tree at high speeds. One of the biggest concerns that you'll face immediately in the area of sound is the airhorn which blares EVERY TIME you pass a crowd and is so distracting that you may want to consider turning the SFX down, which in turn reduces the engine and gravel sounds so its a lose/lose situation unless you can do without either. Sliding on gravel or the pavement produces an accurate enough sound and crowds cheer as you pass but your attention should be focused mainly on the directions rather than immersion.
Engines don't sound powerful at all and gradually decline in strength the more you drive. At least they put in enough thought to make the engines separate from one another.
There is no in-game music, only the menu, which is a simple tune that is easily forgotten. 


It will take you about 5 hours to complete and there is very little after-game. Playing a few stages here and there is all it will amount to but there are other racing games on the app stores and Steam that are worthy of attention. This game should have stayed on the mobile platforms and even then the small amount of content should be asking for no more than $5. To even call itself a remake is a disappointment since it doesn't really feel like a Colin McRae Rally game, more like a fan project. The original CMR games were about the driver's skill and knowledge of the car and physics, that's all been thrown away in favor of tilt controls and making it more mobile friendly. The thrills of driving and overcoming opponents have been cut out in favor of ease-of-access just to make a quick buck.  Its an insult to the series and the fans, and that's what hurts the most.


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Saturday, April 19, 2014

A Second Look @ OutRun 2

(Images used from MobyGames, Gamespot, and IGN)

(It does say OutRun 2006, but the same songs are in both games)


The only experience I ever had with the original OutRun game was on my copy of OutRun 2. I shouldn't have to say that the great arcade classic had gone unnoticed by me for years. But my first experience with OutRun 2 was in a bowling alley arcade years ago and after just one minute in the driver's seat I surprisingly found myself loving the force feedback of the steering wheel, the bright colors that blurred by, and the freedom of the old arcade racing days. When I found out that OutRun 2 was also released on consoles I knew I had to track down my own copy of the game.
In the gaming industry "porting a game over to consoles" is a dangerous thing to do. Its either a carbon copy or a rough approximation of the previous version. OutRun 2 fits into the former and was perfectly ported over to the Xbox with added extras. It has the same feel of the arcade game and has lost none of its luster or speed. This is an arcade port done right. Perfectly, I dare say. 


OutRun 2 features three different game modes: OutRun Arcade, which is the original no-frills Arcade game; OutRun Challenge, which gives you several specific goals to achieve along each route; and OutRun Xbox Live which is currently unavailable due to the original XBL being offline. Arcade mode features the classic point-to-point race as well as the new Heart Attack mode, where you earn hearts and points for completing requests from your female passenger such as drifting through an entire zone, passing cars, or staying within a certain lane. It offers quite a challenge for both beginner and experienced players. The final mode is Time Attack, which is self-explanatory.
OutRun Challenge Mode is for those who want a little more out of their time with the game. There are 101 different missions to complete with several objectives that you take on one-by-one along each route, be it knocking over cones, staying in a lane, or racing against a single rival. Challenge Mode justifies why the arcade game was ported over and you'll find the bulk of the enjoyment here.
There is a party mode for couch co-op where you and three friends can race to outperform one another through the same series of trials found in Challenge Mode. If you have a steering wheel controller for either your original Xbox or Xbox 360 (it is backwards compatible), then that may be the best way to play it if you want that true arcade feeling.

The usual host of Ferrari pedigrees are present including the 360 Spyder, Enzo, Testarossa and 250 GTO. The best and most famous machines are here each with different stats that don't really seem to matter in the grand scheme of things. Although the cars are classified by Beginner, Intermediate, and Expert level, they're all accessible and are easy to drive. The faster cars are reserved for the more advanced players but they're also more unruly in their drift traction and handling. Regardless of that, the slower cars and easier routes may still provide a little bit of a challenge for those who are new to the concept. Traffic changes each time you play and where other cars may be present on a tight turn, they might not be there the next playthrough, giving the replayability factor a little bump. While drifting may be the big show in this game, it feels as though its pretty much the only way to get around any turn regardless of the degree of difficulty. The original OutRun was simply about avoiding traffic and not crashing into objects on the side of the road while here it could be argued for the sake of evolving the franchise that the drifting was added in and given so much attention.
There's a ton of content to unlock and play so if you're not feeling like waiting to beat each of the Challenge Mode missions there are cheats that can unlock the original unaltered Out Run arcade game and music set as well as Eurodance remixes. You pretty much have three entire games in one if you count the Xbox exclusives apart from the OutRun Arcade mode.


Graphics are crisp, clean, and bright with no frames dropped and a steady 30 fps. Even though the Xbox version is currently 10 years old, it has shown little signs of age and looks good even today. The animated menus are never bothersome to navigate and gives the entire game its own personality. Its not trying to be just another racing game, and as creator Yu Suzuki has said "it's a driving game." Understanding that brings a whole new perspective to it.
Each route you take has a different theme and you can feel immersed in this world of speed as the advertisement billboards fly by and traffic is left in your review mirror; of course you don't have enough time to stop and gaze at how each route looks but you do get the feeling that a lot of work went into the details to get them just right with no glitches and no level breaks to distract you.
Each Ferrari looks amazing with clear defining lines, shadows over the models, and an accuracy that not even Ferrari Challenge Trofeo Pirelli could achieve. However it does come across as a little lacking in the car options department: more cars could have been added to give a wider variety. The options of paint jobs on each car is a nice thought, but it doesn't give a lot to the players.


Music is plentiful and each track is worth listening to, suiting the game perfectly and giving it more of a light-hearted feeling. There might not seem like a lot of variety at first with only 9 songs to choose from but after the Eurodance remixes and original soundtracks are unlocked you have plenty of options to cruise to.
The sounds you'll hear the most are your engine's rev limits and your tires screeching along the pavement. Its never bothersome and when combined with the music it completes the game's personality. As your passenger compliments you for driving well or berates you for crashing, as you see a cityscape form over the horizon, as your engine roars at the starting line, you get the sensation that the game is alive each time you play it. Most games are weak in the sound area whereas OutRun 2 has put as much effort into sound quality as it did the graphics.

Unfortunately for me, while the arcade racing experience is thrilling, it wears on my attention span quickly. Traveling down the same road(s) in a few different cars is okay for at least 30 minutes at a time but I can't see myself putting dozens of hours into this game. You may feel the same if you're stuck playing alone, it may be better with friends though. But you can't hate this game for doing what it does. Its not a racing game, its a driving game. It set out to be its own thing and accomplished that with flying colors and most importantly it is fun even if you just want to play through Arcade Mode once. The ease of accessibility and the amount of content make this a must-own for any Xbox/360 owner. It does the OutRun name proud.
This is the definitive Ferrari racing game and is meant to be enjoyed in the same way driving a Ferrari is meant to be (minus the insane drifting, of course). Sega has done the Ferrari license justice and has re-invented a classic game, it has a lasting power for years to come and has not lost its shine throughout the years. If you don't own OutRun 2 on Xbox its never too late to find a copy since they're definitely not rare. If you prefer just a little extra than the already large amount of content here, there's always OutRun 2006: Coast 2 Coast on Xbox, PC, PS2, and PSP. These have more tracks, tuned graphics, and more music. If you're wondering how to improve a game that was already great to begin with, it would be with Coast 2 Coast. As the days of arcades and arcade games are slowing down, OutRun 2 is a treasure, it proves that games can still be fun.

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Monday, April 14, 2014

A Second Look @ Ferrari GT Evolution (DSiWare)


 


Despite what a hardcore gamer may tell you, handheld games are not the bane of gaming's existence. Gameloft, who are best known for making mobile phone games such as the Asphalt series, Marvel movie tie-ins, and the mobile versions of many Ubisoft games, have made several for Sony's consoles, the Wii, Xbox 360, iOS, and even browser-based games. Its safe to say that they are veterans of the industry but they're not huge; and while the Asphalt series may have gained a lot of ground in the last few years it's still not a game you'll find on consoles. The Ferrari GT series is on its third installment on mobile devices while Ferrari GT Evolution for DSiWare is an upscaled port of the mobile phone game from 2008. The years haven't been kind to it so it's important to remember that it's not meant to be a 20-hour life-changing epic adventure. If you have kids then it's perfect for them to play around with. If you're one of the few that miss the days of playing games on your flip phone then the nostalgic factor should make you remember the simpler days of mobile gaming, when games had a purpose and weren't as simple as just tapping your screen repeatedly.


The overall feel of the game is like a throwback to the arcade racers of the past, or more like the Need For Speed games on the Gameboy Advance where there's a strong challenge in just crossing the finish line first. Quick Race, Career Mode, and Multiplayer are the three modes to choose from. In Quick Race, you can choose from Normal Race, Elimination, Point Race, and Time Attack. Elimination should sound familiar while Point Race has you attempting to score the most points through drifting or passing other cars while still attempting to place first. Multiplayer is simple with the host choosing between the game modes present in Quick Race. You can host up to 8 people as long as they have the game installed on their DSi/3DS, but good luck finding anyone else who has this title.
Career Mode uses an in-game email system with invitations to races. You'll start by competing in amateur events until you reach the right level but it does throw in a lot of one-on-one challenges from rivals or lap time challenges presented with short reasona as to why you're racing the clock.
The top screen displays the racing action while the bottom shows the track map, car positions, and your points total. In Career Mode, points accumulate into credits which are earned by passing cars, drifting, and reaching the car's top speed. Credits accumulate to levels which earn you entries into competition races. Credits are also banked to unlock cars later. There are 32 cars including the F430, Testarossa, Enzo, and 250 GTO. 8 fictional tracks from different locales around the world such as New York, Berlin, and Tuscany all suit their real world counterparts nicely. 

There's an insane amount of drifting that's easy to control but pushing it too far will result in a spin out and possibly a loss. It feels like a nod to the OutRun series and is really quite welcome here, adding to the feel of an arcade racing game. There is a suggested driving line but the only time it changes colors is when you veer too far away from it, its ignorable since it doesn't help you by notifying when a hard corner is coming. Adjustable car options include a Steering assist to make hard corners easier, Stability Control, ABS, Road Controls, and Ceramic Brakes for better stopping power. Rain is present as a weather effect but doesn't seem to affect car performance at all. 
Trophies can be earned for various and simple things like drifting 200 meters, completing a Tuscany lap in under 2 minutes, etc. These don't count towards points or levels and are really there just for those who want to fully complete the game.
Opponent AI is dull and never offers a real challenge. They're more like moving obstacles that need to be overtaken. The only challenge that is here can be filtered down to how well you can navigate the corners and shortcuts.


The DSi wasn't the best at handling graphics since it was just a DS in a new shell. In regards to DSiWare games, its not bad for a digital title and a huge improvement over its mobile phone relative. There are no frame rate issues and the racing happens pretty fast. However the lack of flash and flare is a shame because it gives a sense that a little more effort should have been put in before giving it the go-ahead. Maybe pre-made vinyls for the cars, custom rims, colored drift smoke, something to make it stand out among the DSiWare games and to give it a more fun arcade feeling.
Cars are nicely modeled but aside from your own selected car you wouldn't be able to tell since the AI only ever seems to choose the Testarossa. Flat, rotating trees, columns, and statues are present but not noticeable unless you stop to look at them. Tracks are nicely detailed in textures but the turns are cornered off and, again, more effort should have been put into that area. Regardless of the bland textures of a bygone era, there's something pleasing about driving around the New York track with the city in the background and the lights passing by. Its all solid with no glitches and graphical hiccups.

Sounds such as the tires making noise on brick pathways, tires screeching while drifting, and car engines are just midi-files but there is no delay in their execution. Little touches such as the muffler of your chosen car thrumming a little when decelerating are there, but not necessary since you'll never drive that slow. Cars lack the ferocity of real Ferraris and have no bass to them. There's little thrill in driving something that whines as it goes down the road.
Various techno songs loop while playing but they don't have a lasting effect, aren't catchy, and make little difference if the volume is maxed or off. If just the music is turned all the way up, the music can get very repetitive quickly and soon becomes annoying. In all honesty, the sound is the weakest part of this game.



Overall Ferrari GT Evolution is a game that you can do without if you're not big on racing games since it doesn't do anything exceptional or anything new to stand out or above others on the DSi/3DS. Its simple racing and rushed game modes won't leave you with any feelings of accomplishment. Gameloft handled the Ferrari license with kiddie gloves by porting it over to DSiWare and that's a shame since having the opportunity to completely remake a game for a new platform is instead toned down with no new ideas and a big lack of imagination. The upscaling in graphics means little if you're not interested in the overall racing. But if you're one of the few that likes the old mobile racing games you used to have on your flip phone then its perfect for you with its quick career structure, open playability, and short races meant for being time-killers. These days its a small niche of people that like that sort of thing, for the rest of us, you should spend the $8 this game costs on a Virtual Console title instead.


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Monday, July 27, 2009

Random Blog #2: Why all the hate?

When Tony Hawk's Ride was first announced, the masses silently booed, which rose to an audible "Durr... wut r dey thinkng? We dun need no mo' periferrals...."
I for one wanted Tony Hawk to go back to the arcade roots, be different from skate. Return us to what the series once was.

And now it has. It just took me a few months to realize it.

The skateboard peripheral that it introduces has been done before. Example 1:


I'm sure plenty of you have seen this piece of carbon in an arcade before. It's Sega's Top Skater. During the demo it'll spew out random phrases such as "Radical!" "Awesome!" and other phrases that died with the early 90's. It was a straightforward, downhill-style game (and ironically, a Tony Hawk's Downhill Jam on the Wii and DS are of the same style. But that's another part of this situation I don't want to get into.)

And speaking of arcades, Tony Hawk's first game, believe it or not, was in the arcades. The aptly named 720° (Degrees is pronounced when saying the name, btw) was brought about after Tony Hawk landed the, you guessed, 720° rotation.



Although he was never mentioned in any part of the game (at least I don't think he is) the credit goes to Hawk for inspiring it.

The Tony Hawk games have been all about pushing the limits, inventing new ways to play. Albeit Project 8 and Proving Ground were overcooked (Nail the Grab? Seriously?) Neversoft developed it's own thing once again.

So to those haters who say Tony Hawk needs to quit: Stop whining. The man has done so much for the sport of skateboarding and skateboarding video games meanwhile the only thing you can do is try to guess a kickflip from a heelflip. I would dare to go as far as to say that if it weren't for the TH games, skate. wouldn't exist.
I also want the haters to recognize this: have you ever compared Need For Speed Underground to Gran Turismo? If you did, hand over your Gamercard now. They are two seperate genres: arcade racing and sim racing.

Tony Hawk games = arcade skating.
skate. = sim skating.

Am I getting through to anyone?

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