Archive for the 'Experience' Category

Portable XBox 360

I needed a break in early December so Ben (my temporary combat SAR swimmer roomie) and I went down to the San Diego Car Show. Imagine my surprise when I saw an XBOX 360 customized car – amazing crossover. Amid the muscle cars and hopped up trucks is this little Suzuki packed with gaming hardware and cutting edge display technology. I especially liked the circuit board door paneling.

Obviously this reached out to the car show fans, many of whom were attending with their kids and all were amazed. The big screen in the back allowed the car owner to play with the wireless remote, and a reverse projector controlled all the magic.

Looking past the projector I could see the action was controlled by two Xboxes – that heat issue they have is a show stopper for sure, and who wants the action to stop in a car show!

I was very impressed with the workmanship that put the controllers into recessed compartments, and for a total of four controllers, two Xbox systems could be used for all four occupants to play head to head or co-op.

What I’m waiting for is an Xbox motorcycle.

Charles Jeter

Black Box Flight Recorder

Do you remember a heavy duty black box that used to sit below your TV? It was a games console like any other, without much hope of toppling the mighty PlayStation franchise.

There was nothing special about the Xbox, until one day those beautiful games were released with Xbox Live monicered across the top. Suddenly the Xbox was connected to the entire world, and everyone loved it.

Ah yes, Xbox Live breathed into that ridged dark brick and gave it life. Whole communities appeared as the people threw on headsets and talked to new friends from Sydney to New Orleans. Games became a place to be in their own right.

With Halo 2 a fully functional gaming community blossomed into groups of dedicated gamers, school kids, parents, husbands and wives. The community was full and I loved it. It was like what gaming should always have been, robust and full of real people. Hell yeah – this was good!

Then the new baby arrived. Pristine, white and curved; the 360. Surely this is the machine to set this new community on fire. With it came a new level of games. The community hunted as a pack from one release to the next, buying each title they could afford. My community became spread ever more thinly, and our cohesion of the past became fractured.

So we pinned our hopes on old faith-full, Halo 2. Now emulated, this surely would keep the community backbone strong. But 360 Halo2 still lacked any new ‘player matches’ and with failed loads and map problems, it was soon getting dusty back on the shelf.

The bottom line, my Live experience was watered down. No longer was it a place to find friends evey night, but simply somewhere to see what the next big game had become, and wonder if I could save up in time before the next title hit.

Are we ready for Halo3 in my clan? Damn right, we are shouting for it. We’re hoping that Live can again be somewhere to hang out. That a body of players can grow around a game that keeps them coming back for years not just months, games that last and evoke an ongong following.

We miss what has been lost and yearn for its return; TrUe GaMiNg CoMmUnItY.

Richard Robertson

What Nintendo Did Next

What to do when your portable is ruling the waves, your consoles are selling faster than you can produce them and there is this little Gameboy brand waiting in the wings? These are tough times for Nintendo Corp.

But hang in there Mr Nintendo, for we have seen the future and there is hope! A weary traveller called in not more that 2 days ago, full of news from a distant time. Here is his foretelling of what Nintendo did next.

Wii-bird: He told of the return of the grand-daddy of controllers. This time not only wire free but now is fully packed out with multi-directional rumble.

Not only that, he said, but it also comes with a built in charger that plugs into the USB port on the back of your Wii. So no more scurrying around for batteries.

Wii-player: He whispered of using his DS to play Game Boy Advance (GBA) games on his TV. Simply pop in your old GBA cart into the DS and follow the on screen advice to connect wirelessly to the Wii-player channe, and away you go! You can then play those classic GBA titles using your DS as a controller with the action super large on your TV.

Not only that, he said, but you can play GBA games that used the link cable for mulitplayer, against your friends via the Wii Connect 24.

Wii-board: He spoke of a full querty keyboard for the Wii. Complete with holster for the Wii-mote to provide wireless typing fun!

Not only that, he said, but it also has built in game controls for a quick switch of context between movement and typing, for any major MMO’s that may show up on the Wii sometime soon.

gameboyvc.gifWii-boy: He sang with joy about the original Gameboy Virtual Console. For just 100 points, you can buy a packs of original Gameboy games and play them in all their pixelated green/grey full screen glory.

Not only that, he said, but you can play Gameboy Colour titles too, and take advantage of any Super Gameboy features on the cartridge.

Mii-stats: He talked of a new Mii statistics channel to provide graphs and statistics of your Mii’s progress through the games it has played.

Not only that, he said, but this also enables your Mii’s stats to travel with them to other Wii’s, thus enabling comparisons and competition between your friends.

Phew! Well there you have it, the honest to gospel truth. Well that’s what he said anyhow.

Andy Robertson

Who is Michel Musters

card_andyr_small.gifWe want to apply our people centric focus to what we read as well as what we play. To that end, we have recently launched the new Blogging People set of cards.

The first brave sole to step up was Michel Musters of Moz La Punk. Along with a shiney new Blogger Card (Top Trumps style of course), we interview each new blogger. Here are some choice excerpts from the interview:

MozLaPunk:Moz La Punk can bring you news in a laid back way, without avoiding opinions, as long as they’re placed in a context so people know they are opinions (there is the objectivity again), and a place where lots of editorials and columns could really shine.

AndyR: It is interesting as this comes back to communities and groups. We need to enable visitors to feel like they can hang out and read in surroundings that they identify as their own. You see this in larger record stores that have different areas for different types of music, the people you find in each section are very different.

MozLaPunk: Indeed, and it is funny that you mention that because gaming is so behind in this. Why on earth are stores categorizing games by consoles? There is a Playstation section, a Wii section, a handheld section, Xbox section, PC section. You don’t see this with other types of entertainment products.

AndyR: I guess there is a balance to be struck. What I have been realising at Game People, it is better to establish a handful of quality community dwellers than to have a mass of people who flit in and out.
MozLaPunk: Exactly, I am of the same opinion. At MLP there have always been certain members who seem to never go away even if you’d try, and I’m grateful for that. They are the base you start out with, and the trick is to keep expanding that while you keep that base satisfied.

Like a Wavebird from the Ashes

wavebird.gifcard_andyr_small.gifThe GameCube pad was an instant hit with me. No previous controller fitted as snugly in my hot little mitts. The buttons were where I wanted them, the sticks were responsive and distinctive, and the analogue triggers worked like a dream.

One thing was holding it back however, a little black cable tethered it to the cube. The stage was set for the grand-daddy of Nintendo controllers, the WaveBird. Once held untethered, all else felt cumbersome and tied down. (A similar experience to the first hold of the Wii-mote/nunchuck.)

The WaveBird continued Nintendo’s use of AA, rather than proprietary, batteries and still managed to last a good 100 hours. It supported up to 16 simultaneously players (if you could find a game and enough friends).

But now the Wii has arrived, are its days numbered? Not at all, it is in fact seeing a resurgence of both its popularity and its usefulness. Not only can you use it to play all those classic GameCube games, but it even works with NES, SNES and N64 virtual console titles.

wavebird2.gifOf course, it does have to compete with the Virtual Console (VC) controller. But for me there’s no competition. The WaveBird not only plays more VC titles, but also continues to support GameCube games. And critically, it’s not tethered to a dangling Wii-mote.

The WaveBird has seen great fluctuations in price over its turbulent life. I recently put together the following list that shows the little fella’s popularity reflected in its price (in my local and on-line retailers):

  • GameCube Launch Price £34.99 (Electronics Boutique)
  • Mid GameCube £27.99
  • Late GameCube £22.99 (Game)
  • End of Gamecube life £5.99 (WH Smiths Sale)
  • Wii Launch £17.99 (Play.com)
  • Post Christmas price £24.99 (Amazon.co.uk)

I think we will see this price increase as its popularity goes up, and availability goes down. So it could well be a good time to buy into some of that WaveBird stock.

Let’s end by quoting from the IGN 9.5 review:

Nintendo’s wireless WaveBird controller is my father. It owns me — there is no doubting that. From the moment I first used it, I knew I would have to worship it for the rest of my life. Really, you’ve read our review — you know we love this thing.

— Update (12th March 2007) —

Thanks for all the feedback. That’s made interesting reading. If you are still after a Wavebird, and beat the escalating ebay prices, Amazon now have them for £17.98 and Play have them for £17.99.

Andy Robertson

Memories of Legend

A masterpiece, a feat in game design, or a work of art. Call it what you will, but I remember Ocarina of Time as a game of memories.

My cousin and I spent long hours playing this game, exploring every nook and cranny of Hyrule, defeating bosses and navigating dungeons. This game represents a period in my life, a period of simplicity and lazy winter days.

The game is often noted as the first 3-D game in the Zelda series, but being new to the land of Nintendo games, I hadn’t played previous 2D Zeldas. And so I approached the game with a brilliant naivety.

I was first introduced to it when my cousin brought it over at our annual New Year’s Eve party. It was the end of 1998, as I recall. He was still in Kokiri Forest. Watching him navigate through the town was amazing. The graphics were beautifully realistic for the time. I knew that this game was something big, and I immediately wanted a copy of my own.

Around this time, my father had been wheeling and dealing with a friend of his at work to buy his old N64 games off of him. I believe he managed to get Ocarina of Time from him. I can’t quite remember how it went, but I do remember the excitement of holding the game in my hands.

And so it began. The days of working together with my cousin to get past dungeons. The jealousy of seeing him as an adult Link while I was still in the child part of the game. It always seemed he got me wherever I wanted to be.

During those days, I was new to the world of complex adventure games. My cousin ended up completing most of the game for me, but I still played it a lot.

Those were the days of gaming I remember the most, and in my mind, no game has ever rivaled the experience I had with Ocarina of Time.

Matt Atkins

Cross-Pollenation 1: 8BitHero

In the first of our blog exchange program here is a review of 8BitHero. Their review of us is found here.

8BitHero is an up and coming blog headed up by Kerri Sharp (aspiring games journo/designer/DJ) and Craig Langridge (hopeful video game translator/localizer).
The Brighton based team provide a window on all that is new and happening in the gaming world. In addition key articles pepper the left hand bar, providing in depth opinion to go alongside you helping of news.

Going from strength to strength since October 06, long ay they continue. The question just remains, which one is 8bit and which is the hero.

The Play Biome

card_andyr_small.gifIn 2001, Tim Smit started a country garden project with a difference. Inspired by the fascinating story of plants’ importance to man, he set about creating an environment where people could again explore:

man’s relationship with and dependence upon plants

eden.gifOften acclaimed for its giant conservatory biomes, the Eden Project removed the usual boundaries and borders that kept the public away from the plants. Instead they provided enticing winding paths amoungst the undergrowth.

Art and information encouraged people to touch, smell and experience the plants in their natural habitats. For them, the problems this introduced was worth the results. They believed that a big part of enjoying and preserving something was to be invovled and connected to it.

We don’t have all the answers, we don’t want to tell others what to think; what we do is invite people to explore their world afresh

All very well, but what has this got to do with games? After a recent visit to the Eden Project, it struck me that this vision has much in common with Nintendo’s hopes for the Wii.

The previous boundaries, like complicated controllers and complex games, that kept many people away from games have now been replaced by friendly wii-remote. Games that took hours to learn have given way to games that anyone of any age can pick up and play.

For Nintendo, the cost of compromising on complexity was worth it, if it meant bringing games to a wider audience. Their Wii (we as in us) monicer, highlights their beleif that we best enjoy games when everyone gets invovled. Not only are there more players, but our play interaction and mechanic benefits from the variety of perspectives.

Like the Eden Project, they are helping people explore man’s relationship with games.

Nintendo has created the most inviting, inclusive video game system to date. Thanks to our unique controller, anyone of any age or skill level can pick up and play games on the Wii console.

And as Tim Smit was surprised by the success of his project, Nintendo also look like they might exceed even their own dreams of playing being believing.

digg.gifAndy Robertson

Vega Baby – Part 2

card_charlej_small.gifContinuing his review from last time, Charles digs deeper into RainbowSix Vegas..

The AI in the game uses different scenario based voice commands and you get this sinking feeling regarding the yell for reinforcements. And everything is three dimensional. The first time the enemy drops into a room using fast ropes, if you aren’t using tactical overwatch moves, everyone is going to get wiped out. At the very least it has you closely examining every dark corner for a sniper, and every high ceiling casino floor for fastroping terrorists.

vegas2.gifSquad level tactics is a topic I wrote an online manual for another, turn-based play by email game three years ago (ed – Charles is writing an article on Laser Squad Nemesis coming soon). Using this background in a first person shooter with a co-op mode by itself is highly addictive.

Add in a real world friend in the same room, who knows the same basic moves and everything turns into a precision event. Every room sweep is a blast, and we are totally sucked into the experience. My palms sweat as they grip the wireless controller, and seeing a good sized splitscreen with 1080i detail makes it easier to pick off the waves of terrorists that we wade through. One level’s kills – 35 for me, 40 for Ben. That’s after we worked three hours to clear the single stage (Dante’s). Brutal yet somehow strangely relaxing.

It doesn’t take a rocket scientist to figure out that Tom Clancy’s second best move was to get into interactive gaming. In the late 1980s, Red Storm Rising was a game that was actually encouraged to be used by aircrewmen as training in both sight recognition of Soviet warships and in basic antisubmarine warfare. With his franchise rights for Rainbow Six going in several different directions, the accuracy and detail payoff tremendously. This is a game with multiple replayability in co-op and single player mode.

And that’s not even covering the XBox Live experience. But after playing with a good, skilled friend, I think the Live with random teammates will pale in comparison.

Strap Get!

strap.gifTo save you an 0870 peak rate UK call, you just need to email wiiwriststrap@codestorm.co.uk with your name and address and the number of straps you require.

They will then post them out to you.

–Edit–
I ordered mine on 16th December and they arrived on the 2nd Jan. All free and nicely installed. Safe as houses!
—–

A New Heaven and Earth

card_rick_small.gifWith gamers pricking up their ears over Halo, Microsoft looked to fully dazzle them as they continued the story in the second edition. Oh yes, and that little bit of spice they call Xbox Live.

You’ll have to forgive me but I can honestly say Halo didn’t do it for me. The Xbox was interesting, but before people across the world discovered Xbox Live it didn’t really draw attention from Sony’s consoles. No, Halo looked very nice and had a great story but I wanted more, the thrill of looking a real opponent in the eye, of judging my skill on a world stage, and of connecting to friends across the globe.

Ironically, when Halo 2 was released on my birthday I did not really give it much of a look. As I said, the original nevber really clicked with me, so I could not see the sequel doing it either. And Top Spin was keeping me busy when-ever the kids slept!

halo3.gifThankfully, some spare birthday money and a slow games month led to a compulsive Halo 2 purchase along with some beers and ice cream. I took it home and popped it in, expecting to be back on TopSpin with an hour. Surfice to say, Topspin didn’t get played that night and not for quite a while after.

So what was it about Halo 2 that took me away from tennis court heaven. As I have already alluded, it was the online play. From the off you could tell it was a product of breeding, which led to a rapidly growing Halo 2 community that I had never see before on such a global scale.

The robustness of lag free online play, seamless matches and ingenious ranking systems soon meant I was playing every night with my family and friends. And every so often we would clan-up and gird ourselves against screaming american teenagers, and win (sometimes).

Then there was the gameplay itself. Balanced weapons, amazingly designed maps and perfectly crafted game types. Graphically it stood head and shoulders above anything else out there, and its sound effects and voice-work were tight and crisp. I still get a shiver when I hear those monks singing the Halo 2 welcome. Everything went together just right.

Now we wait for Halo 3. No longer happy to limp on with poor 360 emulation support of Halo 2. So we are being fed by the bright light of the next-gen games, we flutter from game to game with one question only; will this game fill the void that Halo left empty.digg.gif The only answer can be to hold up and wait for 2007…lets go for a wii.

Wii – Poo

poo.gifThe Federal Communications Commission (FCC), those “charged with regulating interstate and international communications by radio, television, wire, satellite and cable”, seem to have gotten into the spirit of the Wii with a jovial FCC id for the Wii-mote. As was picked up by The Inquirer, and now pictured on a UK Wii (right), it reads:

FCC ID:POO-WC45

digg.gifCoincidence or is this a chink in the po-faced armour of the powers that be.

Life After Wii

card_andyr_small.gifThe day arrived, and I meandered into Game to collect the Wii. I was surprised to find a queue of people doing the same. When I collected my DS pre-order the store was empty. Shows how much Nintendo has risen in the UK populace psyches in the last couple of years.

I went for Wii-play, a nun-chuck and Zelda. All in it cost me £272.96, not the cheapest console I’ve brought.

I got it home and unpacked it. The package was top notch, real ‘ipod’ class. It really does seem like they have either hired the people apple use for their branding and packaging. With no reason to rush, the console was out of the box and hooked up in about 30 minutes.

wii.gifIt connected to my netgear wireless router with no problem, and performed some system updates. I only needed to turn to the manual when trying to ‘sync’ my second wii-mote, you need to press a button in the SD slot on the console as well as the button in the battery bay of the remote.

Using the Wii was even better than I had expected. The little buzz each time you hit a button and the audio plings singing from the remote really do make it feel like a new era of gaming.

Wii-sports lived up to the hype and I was quickly playing some tennis with my Jo. And true to form, I also managed to thwak Thom (1) who happened to be in the wrong place for a cross court smash! No broken windows or TV’s yet though!

Creating Mii’s provided more entertainment, and we now have the whole family running around the plaza!

With a create packaging and build quality, great elevator background music, and the awsome packed in wii-sports any fears I had are allayed. I just need for my freinds to get their now (and some proper online games)!

Life Before Wii

clock.gifBetween the wish and the thing life lies waiting. How much of human life is lost in waiting?

I was worried about getting overkill in the run up to the UK launch, but my gamer-tank still seems to have enough fuel in it for a few more days.

My very own Wii-to-be is, this instant, sat in my local Game waiting to be collected on Friday. I even have a little time off work to go collect it.

If you checked my gamer card you would discover my age and appreciate my playing down of the whole collecting console on launch day. But basically I am as excited as a kid before Christmas.

My fears about the wii are:

  • It won’t get my friends and family playing.
  • The control will feel loose and spongy.
  • They won’t release Parasol Stars on the virtual console.

My hopes about the wii are:

  • That it will be graphically cleverer than the Gamecube.
  • That all my friends will get one too.
  • That my kids and wife will like it and spend hours sculpting their Mii’s.
  • That there will be many long evenings and late night game-experience sessions for all.

Numbers Schmumbers

What a pleasant surprise it was when I first found out about Game People. A website with reviewers who actually focus on the actual experience of playing a game. In all of its joys, surprises, and controller throwing mania-there is really only one reason we all play games: for the experience of the game.

psu.gifI recently read a review in a popular video game magazine for a game on the PS2 and Xbox 360 – Phantasy Star Universe. For weeks I had been looking at the screen shots for the game, anxiously anticipating a new online universe to immerse myself in. Then, without warning, one of my favorite video game reviewers brought my world to its knees with a 6.0 out of 10.0 score. Despite my initial excitement, I was discouraged and almost chose not to play it. Thankfully, Game Fly didn’t have my first choice in my queue, and sent my second: Phantasy Star Universe – which turned out to be very entertaining, and an experience like no other.

Now don’t get me wrong, there isn’t anything cutting edge about it. There are no bells and whistles, and the music is comparative to tracks I remember from the Super Nintendo and Sega Genesis eras. But the imaginative art work, graphics, and character design, coupled with a simple gameplay brought me many hours of fun an excitement.

So, gamers of tomorrow, I will leave you with a question: As the “next gen” systems roll out, will we continue our time honored tradition of cutting edge imagination, creativity, fun, and excitement? Or will we sacrifice the experience of gaming for being overly critical of something that is only supposed to bring us a little fun and laughter?

If you’re looking for the experience, you are right where you should be. Consider yourself a Game Person.

Decision-tris

Sid Meier is often quoted regarding his stance towards an enjoyable game dynamic. For him, the play needs:

“an understandable and enjoyable stream of decisions.”

Reading a recent interview I was reminded again of the wisdom of this statement, proven not least by an impressive catalogue of well recieved games.

tetrisold.gifHowever, I am not so sure it needed to keep him within the turn-based genre typical of the majority of his games. It is possible to engage the play with decisions within a real-time interacting environment.

Back in the day, when Civilisation was a twinkling in Meier’s eye, a little game on the original Gameboy introduced a decision based puzzle game that captured the imagination of many gamers. Together with Nintendo Tennis and Super Mario Land, this formed one part of a killer trilogy in the early days of the platform.

tetris2.gifNintendo’s excellent repackaged and updated version for the DS provides a modern rendering of Meier’s gaming vision, all be it in a very different way. The ever descending blocks provide the player with a stready stream of decision-encounters. Extended play uncovers ever increasing nuances to each decision. As a game deveops each decision affects the other as the simple play mechanic takes hold.

The experience and enjoyment of the game grows as the player needs to learn how to make wiser and quicker decisions. They find themselves honing their ability on many levels to imrpove their chances of survival:

Dead brick technique: How efficiently they can deal with bricks that don’t fit anywhere. They correct decision being the spot where they will case the least dissruption, and hopfully play with the next few bricks to cancel out any detrimental affect.

Start-tris: Key in the mutli-player mode. How quickly can they set-up and trigger a four row clear (tetris), and put the other player on the back foot. This demands both a tidy and quick use of blocks.

Clean up play: How quickly can you elliminate broken lines, after missplaced or dead bricks.

Look ahead: How efficient is their brick management, considering the bricks that are flagged up in the preview tiles.

These together with the already documented, back-to-back and t-spin moves make for a dynamic play experience, that gives Meier’s decision gaming a whole new meaning.

Counter Strike

cs1.gifMaybe because it was a community sponsored mod that Counter Strike had the stones to enter the controversial terrorism arena.

The purity of the game was simple. A first person shooter with two sides: terrorists and counter-terrorists. Each side had their own tactical advantages. But more importantly each had their own particular thrilling and tantalising experience.

Let me set the scene; ! stand with five men in pre-game, our objectives clear and familiar, we choose our weapons from the available arsenal, we grab some body armour, ammo, grenades or flashbangs and we’re set.

This is no random match making but a long standing clan, We all know our purpose and we all have a role. Some hang back for covering fire, some push forward with the heavier weapons. Once we have our positions, we wait. Wait for the other team to make their move, to give away their position or blindly run past. Without headsets the preset voice commands somehow added to the tension, ‘stick together team’ “enemy spotted”.

Whether freeing hostages or diffusing bombs, the whole experience is heightened by how easy it is to die. Body armour can help but still a death in counter strike is a quick one without respawns.

The longer you survive the more of the mission falls in your lap alone. You fight on with the rest of your dead team silently egging you on. The sweetness of a miracle victory is never sweet than when you are watched by five of your fallen team mates.

These are the moments that give counter strike a soul. Pouring time into this game never felt like anything but pure value. I still look back with honour that I was part of the Counter Strike world.

Reality Gap

It is a key element of game design to define how best to imerse the player’s experience in the game world. The best interfaces dissapear as the player feels they are just interacting with the game environment. This enables the player to suspend their disbeleif and become emersed in the game.

A willing suspension of disbelief that accompanies a first-person simulation enables the person who participates to feel what it would be like to have greater personal power. – Brena Laurel

This obviously has echoes of the interface that Nintendo are trying to achieve with the wii. How often have we heard about the key turning moment in Metroid, that felt so solid and emersive.

Merely opening doors requires such a wide range of interactions it’s practically thrilling…It feels great. Exactly like opening a door!

It’s almost as if Nintendo have Laurel on staff, as their design echoes her desire to reach my hands right through the screen and do what I want to do.

dsgap1.gifThere is an interesting case we can discuss in relation to user interface in the recent Yoshi’s Island DS. A key aspect of the game is the ability to throw Yoshi’s eggs across the two screens of the DS. The designers have obviously looked at Yoshi Touch and Go on the DS which had a similar play-mechanic. However they have decided to present this interaction differnetly.

Yoshi Touch and Go - No gap.In Yoshi Touch and Go the space between the two screens on the DS did not exist in the game world. This had the benefit of eliminating any dead space that could not be seen bewteen the two screens. However it made it notoriously hard to fire an egg across the screens. You effectively needed to aim a little higher than it appeared to land the shot.

yoshi2.gifyoshi3.gifIn Yoshi’s Island DS the space between the two screens on the DS is preserved. Although this does mean there is some play area that cannot be seen by the player, you can aim an egg normally.

For me this delivers a much more imersive experience, as I am not jarred out of the game world to make my egg go where i tell it. This far outweighs the dead space between screens, as I can still see this space by looking up or down within the game. As put much more concisley by Howard Rheingold:

That part of a computer game that makes the user step outside the game world, that doesn’t help the user to participate in the pleasure of the game, but acts as a tool for talking to the program — that’s where distance comes in.

This approach has now been proven with good sales success of Yoshi’s Island DS:

We’re very pleased with the performance of Yoshi’s Island DS. DS is becoming a real showcase for great platform games.

Rainbow Racing

rainbow.gifThis is not an easy cash-in follow up, that would come later with Bubble Memories and Symphony. Rainbow Islands is a full reimagining of its forbears play mechanic with rainbows replacing bubbles.

The game allowed itself a denser and initially more awkward control scheme. Rainbows could be both walked along and broken over enemies, which meant a new player would often struggle just getting around the screen. The experience was not dissimilar to the first few outings with Gran Tourismo, spend pulling unintentional donuts around the track.

gt.gifLike the driving game, with time the simplicity and single minded design of the control mechanism wins out. The player realises that it works this way for a reason, primarily to give them a more open and flexible play experience. After a while many of the familar bubble techniques can be performed with the rainbows and the player can deftly traverse the playfield.

Once this play scheme is proven to be a success Taito have then taken a leaf out of Nintendo’s book and turned their attention to replay-ability. Unseen in the playfield are levels of interaction that, once unearthed, make repeated plays essential to obtain a truely high score.

Bonuses: In addition to bonus items awarded for each kill, the player soon discovers that each level is litterally strewn with hidden items that can be unearthed by dropping rainbows at ground level.

Power-ups: Much like bubble Bobble, there was a whole world of causal pipes delivering a complex hierarchy of power-ups.

Diamonds: The final stroke of genious, playing to the strength of their theme was the ability to collect rainbow coloured diamonds. Moreso once the player realises that the colours awarded can be controlled by a carefully placed kill, and that collecting them in order was the only way to finish the game proper.

These add up to a rich play experience, much as the levels of tuning and driving does in Gran Tourismo. And the genius of it all is that they exist in the background of the play, tempting mini-achievements that can be drawn on at will, but never intrude on the main mechanic of rotund-ex-dragon-hero and his rainbow.

On the Bubble

bubblebobble3.gifThe simplest games can generate complex experiences. So goes the rhetoric behind Halo:

‘find a play mechanic that is enjoyable and then provide a context in which the player has reason to experience this multiple times’

However, long before Halo’s release in 2002, two little dinosaurs were proving the validity of this concept in the fixed screen platform game Bubble Bobble.

The main experience currency of the game was bob and bub’s bubble play. Their main interaction with the game world was by blowing, nundging, jumping on and finally poping bubbles. This simple mechanic enabled them to capture and kill enemies, ride air currents, climb walls and trigger chain reactions. Once understood this made even most basic levels offered interesting space to play and experiment with these moves.

Power-ups: The purity of this dynamic was always repsected even when offering enhancements to these abilities. A limited set of power-ups, much like the restricted weapon set in better modern games, altered the play without breaking it. A yellow sweet meant you could blow more bubbles, a purple sweet mean you could blow them further across the screen and a blue sweet increased their velocity. All the time the focus remained on the action of player and bubble.

Scoring: The scoring system again focused the action back on the player and bubble. Points were awareded for careful popping of multiple enemy bubbles, for jumping on bubbles, for popping bubbles. This meant that even the time between levels became playable, as the players would use different techniques to rack up a few extar points.

Levels: The clean levels, viewed in one screen, quickly became familiar. So much so that strategies could be planned when away from the game ready for the next session. Repeated play also revealed another aspect of these environments, the air currents that could carry your bubbles around. This opened up new possibilities for quick completion by craftly postioned chain of bubbles.

Collectables: In addition to all this, there was then the causal system of collectable items. Your action of dealing with bubbles and enemies triggers a string of power-ups. The realisation that you affect the game on this again makes the detail of how you perform your basic moves all the more important.

halo.gifThe play experience of these two little dinasaurs turns out to be no accident. The joy of a chain reaction, or the perfect bubble jump, or wall climb, or multiplier kill has all been intended from the outset. Evrything that may inhibit this experience has been cleared from its path, while features to enhance and focus the play have been carefully introduced.