Tag: Nintendo

Game Changers: GoldenEye 007

GoldenEye 007 (Nintendo 64) (Rare, 1997)

Game Changers is a semi-regular column featuring games which have had a significant impact on me over the years. Games that were so incredibly stunning and awe-inspiring, they changed my conception of what a game could be at the time. Previously, I have written about Out Run, Street Fighter Alpha 3, and Red Dead Redemption.

When the first-person shooters first rose to prominence, they were almost entirely non-existent anywhere besides the PC. Console controllers at the time simply weren't equipped to handle movement and aiming together in any kind of intuitive way. That all changed with Rare's 1997 smash hit, GoldenEye 007.

Rare made expert use of the uniquely designed Nintendo 64 controller when implementing the control scheme for the game. They utilized the brand new controller features like the analog joystiq, yellow C buttons, and gun-like Z trigger for more natural-feeling movement and shooting than had been possible before. The brilliance of their control scheme was that it worked so well with Nintendo's oddball controller. A device design that had previously left many fans scratching their heads suddenly made (some) sense. It seemed almost as if Nintendo had designed the controller for GoldenEye, and not the other way around. What's more is that for the first time, a game developer had successfully created an acceptable way to enjoy the wildly popular first-person shooter genre on a home game console.

While the first-person shooter control scheme may not have ultimately achieved perfection until 2001's Halo on the original Xbox, GoldenEye represented an absolutely crucial stepping stone along the path; basically, the only real stepping stone. The game opened up the world of first-person shooters to millions of people who only liked to play games on their television sets. The genius of this timeless classic cannot be overstated and the controls are only but one of the numerous reasons why.

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Why I Can’t Take E3 [Or Any Trade Convention] Seriously

It happens every year.  Every year, without fail, at around this time, "real" news [and I use the word in inverted commas, because really - game releases and hints at game releases aren't really "news" at all.  They're - at best - terrible product placement] drops right off the radar.

Why?  Because some PR drone way up on high has decided that nothing can leak out prior to E3.  And that results in what fans generally call "lots of slow news days."  While that's a problem, E3 - and shows like it - have a far bigger issue that I want to tackle.

They're pageants. Read more

Greywolfe’s Games To Look Forward To In 2016.

Please note:  This article is LITTERED with links.  They will open in a new window and will take you off-site.

Now that four-in-February is behind us, I thought I'd take some time to look into games that I'm at least a little curious about for the calendar year of 2016. I have divided my choices into three broad sections:

Things that will almost definitely be with us in the near-future or before the end of 2016.

Things that might make it into 2016, but you never know.

And, finally, things that I'm totally worried about. Sometimes with good reason.

So, let's take a look and see, shall we? Read more

The Twinstiq Podcast – Ep. 25: #4iF

The Twinstiq Podcast is back with a promise: It includes audio!

Granted, not the best of promises, but we have a 100% satisfaction or else money back guarantee when it comes to the inclusion of audio. Tell us of another podcast that does that!

Topics this week: #4iF, one year without Joystiq, one year with Twinstiq, VR (surprise!) and some other stuff I can’t remember right now. Hope you enjoy it.

Banjo-Kazooie Review: It’s In The Nuts And Bolts

My comfort zone when it comes to video games extends to slow games. I like adventure games. I like turn based strategy games [assuming there aren't a billion units]. I like turn based role playing games [assuming there isn't a stupid ton of micromanagement]. So, platformers are generally right out. The speed of a platformer, coupled with the number of enemies and the level of sheer frustration those games can engender just make them not worth my while.

But I've been trying. I most recently beat Evoland 2, a game that takes some inspiration from platformers of the past. I also beat Shovel Knight, again, earlier this year, because I love that game a great deal.

Both these games are great, but they're modern and have modern gamers in mind. Evoland - thoughtfully - saves your progress every time you change scenes. Shovel Knight has a clever, player-directed difficulty setting where you can either break your checkpoints or you can leave them intact, allowing you to make the game incredibly difficult, or just "somewhat challenging."

Banjo-Kazooie, however, comes from a different time. A time when men were men, squirrels could get their own game and you could still get away with making a cutesy, animal-based platformer.

Banjo-Kazooie is this last, a cute, animal-based platformer that doesn't really take itself seriously at all. The plot is pretty simple: Bad witch discovers she's not the nicest looking witch in all the world. A bear by the name of Tooty is. She decides this simply will not do, kidnaps the bear with the intention of swapping bodies and gets caught in the act, red-handed by a mole named Bottles. Bottles yells for Banjo to help his sister, which, basically starts the adventure.

The creepy nature of the plot aside, Banjo-Kazooie is a blast. You start at Banjo's house where Bottles teaches you a couple of moves that you can use to jump, stomp and run through each ensuing level. For the first few worlds, your move set will slowly broaden until you can fly, bomb creatures from the air and run extra fast with the help of a pair of running shoes.

Each world in Banjo-Kazooie is different from the last. In this world, we're in a seaside-adventure sort of place. There are palm trees, beaches and sharks.
A seaside vacation. Hippo optional extra

Each level is a complete little world, with it's own particular perils and theme. In one world, you might be in a winter wonderland, while in another, you may be traversing a scary mansion. No two worlds are ever quite alike. Each has its own [fantastic] musical theme, little character designs that show just enough personality to be memorable [but, given the brief nature of your visits to each, don't get fleshed out overmuch] while never getting in the way of game play or bogging the player down with superfluous fluff.

This particular game comes from an age that incentivized exploration through collectibles. In Banjo-Kazooie, the main "currency" of the game is the musical note. You can pick up 900 of these and each note that you pick up brings you closer to opening sections of Gruntilda's [the witch] lair. At the beginning, you simply need fifty notes to progress, but as the game slowly winds up the difficulty crank, so it expects you to rise to the challenge of collecting ever more notes.

To unlock future worlds, you need puzzle pieces that complete picture frames throughout the lair. Again, starts off simple - you only require one of these to get into Mumbo's Mountain, but by the time the game winds down, you're going to make sure you're scouring levels for as many as you can get. These are - in the game's parlance - Jiggies.

Wozza's jiggy is simple: Just don't be a scary bear.
Two adorable walruses :)

Jiggies are earned through doing a collection of little "quests" throughout the level you're in and these are great. It's a very rewarding way to entice the player through the game. Some are fairly "standard." There's a Jiggy for collecting a "collection" of Jinjo's - little, bird-like creatures that have been scattered throughout the levels by Gruntilda, while others are more esoteric and need far more work. In one of the very last levels, for example, your patience with a young bird [that you hatch, yourself - and then later feed, too] is rewarded when, at last, the bird takes to the skies and reveals the Jiggy it was holding onto for you.

There are other collectibles: extra lives, honeycomb pieces [that extend your life bar] and Mumbo tokens [which allow you to visit the local shaman, Mumbo and be transformed into something native to the world you're in. In one world you might be an ant and in another, you might be an incredibly adorable walrus.] all of which you'll seek out, but the main game requires that you simply collect notes and Jiggies.

Some places are just out-and-out beautiful. Fall in Click-Clock Wood has amber, falling leaves that drift - lazily - from the sky as you play the level. It's incredibly wistful and pleasant.
Fall in Click-Clock Wood. Beautiful and full of hidden nooks and crannies.

And this seeking out is the most fantastic thing about the game. Modern games will hold you by the hand and guide you, step by step through what you need to be doing next. Shovel Knight had the over world. Evoland 2 - while incredibly open in it's second act - still has a structure you can follow. Banjo? If you're smart and wily, you can sequence break - going into worlds that you should only visit further along in the adventure. Likewise, each level is wide open. You can start at any point [for the most part] and collect any Jiggy you choose. [This is almost always true. A couple of worlds force prerequisites on you - Clanker's Cavern has an entire second half that can only be done by doing a very specific Jiggy-related task.]

Before you fight the final battle, you have to do battle of a different sort: on a game show. It is a completely memorable "boss fight."
Did I mention that part of the boss fight is a game show level? It's awesome.

One of Banjo-Kazooie's greatest assets is this variety. You never quite know what you're going to run into while you're playing and this makes it easy to want to play. If there's one thing modern gaming has entirely lost, it's the element of "what's around the next corner" and this particular game has that down to a fine art. Wozza the Walrus won't deal with me if I'm a bear, but how about when I'm a walrus, too? There's this very weird camel guy in Gobi's valley that says all this funny stuff, I wonder if I can get him to move? All these little things add up to make Banjo-Kazooie a joy to play.

But it is not without its faults.

One early move you learn is a maneuver that allows you to toss eggs, but it's never as accurate as you'd like it to be, because 3d gaming was in its infancy and trying to aim your "missiles" so that they did what you wanted could be quite daunting. This is - to a lesser extent - a problem with every move in the game. 3D wasn't a perfected art at this point, so judging distances - especially when you're high up in a level and the prospect of falling is a clear and present danger - could be tricky. One of my single biggest gripes with the control of Banjo-Kazooie was that they didn't just come to a complete stop. Often, if you're running in a direction and you take your hands off the controller, there's a little gap between your action and the action on screen. Essentially, the bear and bird pair will skid to a halt a couple of steps further than you meant for them to be. This can create a weird kind of terrible tension where you absolutely need to stop dead, and sometimes, the game will keep moving you, plummeting you to your doom.

In the same vein, the forced swimming is atrocious. You get "used to it" by the end of the game, but it is difficult to control, has a tendency to make you overshoot your actual goal and drowning is a thing that can really happen.

And when you die...

...Well, I mentioned that this was an old game with an older design paradigm, so when you do kick the bucket, your notes that you collected get revoked. You're forced to re-play that section of the game again to re-acquire all the notes you just lost so that you can beat your "note score" for that world. This can be a frustration at the end-game where the levels get increasingly more difficult and require particular dexterity on your part. [Engine room in Rusty Bucket Bay, I'm looking at you!]

Besides, at least this frustration has been dealt with in the XBox re-issue of the game.[that you can currently snag through the Rare Replay compilation.]

This Xbox version introduces it's own set of frustrations - Motzhand's organ plays exactly the same note regardless of which key you hit while you're working with that particular puzzle. All of the Nintendo branding and shout-outs are gone [this is understandable, but sad] and that special kind of tension where you lose all your notes when you die is gone. [This can swing both ways. On the one hand, the challenge can be interesting. On the other, it can also be particularly frustrating.]

What do I think of Banjo-Kazooie? I think it's absolutely worth experiencing. The current re-release does some things rather differently, but if you've never played it, this would be the place to start. Of course, if you want the original experience, you should attempt to find it for the Nintendo 64.

This is easily, behind The Dig, one of my favourite games this year.

This is a cross-post from Greywolfe's Blog.


Honeycomb image courtesy of Pixabay

Some new Nintendo news from the wankers over at the Wall Street Journal

We got some new information on the Nintendo NX. According to the fucking (Pay-)Wall(ed) Street Journal, development kits for Nintendo’s announced but not really console or whatever have been distributed to select third-party developers.

The NX will “likely include both a console and at least one mobile unit that could either be used in conjunction with the console or taken on the road for separate use”, at least according to the fucking Wall Street Journal, who in turn got that info from “people familiar with the development plans”.

Do I need to point out the obvious in that? Who are those people the Wall Humper Journal got their info from? My grandma is familiar with Nintendo’s development plans: Release a couple of Mario games, maybe a Zelda one. Done.
The Tosser Journal then continues with another amazing prediction: Nintendo is aiming “to put industry-leading chips in the NX devices”. Yeah, no shit?! Industry leading? So they are faster than the day-1 obsolete hardware in current gen systems? Wow.

The best is yet to come though, and I won’t even comment on that (that, I’ll leave to you): “We are increasingly of the idea that Nintendo might launch the NX in 2016 because of the softness of 3DS and Wii U.”

 

no, I won't even link to the article

Picture: Sadly no idea. Let me know if you find out

Opinion: Embrace Emulation

Computer games have a pretty short history when you compare them with other media - books, movies and music all have far, far more works attributed to them than video games could ever have - and yet those media [books, movies and music] don't have nearly the same technological hill to climb as video games.

Whole chunks of gaming history just get abandoned as we march ever onward toward greater polygon counts, better musical fidelity and tonal shifts in gameplay. Where once the platforming collect-a-thon ruled the roost, today, most people only really want to play first/third person shooters.

And in that shift - from one platform to the next - we lose games. Sometimes catastrophically terrible games, but sometimes, we lose wonderful pieces of history, too. Like Banjo Kazooie or Okami.

One of the answers? Emulation. But the industry tends to frown upon emulation, because it requires reverse engineering the original game console [or operating system] and Sony, Nintendo and Microsoft aren't fans of that.

But... Read more

Opinion: He’s Just Not My [Body] Type

AAA gaming seems to be in a rut of making perfect protagonists. That is: body perfect men in their prime who can shoot guns and wield swords and do all kinds of crazy stuff. Most of these men don't have an inkling of self-doubt. Once they set themselves on a course, they follow through with nary a second thought.

There are no Mario's or Guybrush Threepwood's. In other words, there are very few actual human beings with flaws who aren't Adonis-type men. And that, I believe is a problem. Read more

Opinion: The Mystery Of Music

Long, long ago. Back when computers were new and gaming was just a twinkle in Nintendo's eye, the music that computers actually made was...well, atrocious. It sort of depended on which computer you had, of course, but the IBM PC - my gaming platform of choice - largely went silent in those years, because it was a pretty binary choice. You either enjoyed the sounds of silence or you had to contend with the PC speaker. And oh God. You did not want to contend with the PC speaker.

Capable of only outputting one tone - a high pitched bleep - composers would try to wrangle the PC speaker into making music that would make you grit your teeth. Some folks managed semi-interesting sounds: The opening of Xenon 2, Megablast, wasn't terrible on the PC speaker. The same is arguably true of Maniac Mansion, but by and large, most people's reaction to PC speaker music was "TURN IT OFF."

So, when sound cards came along, I bought one immediately. And it changed my entire perspective on gaming.

And Sierra Said "Let There Be Music" And Lo, For There Was

The first few sound cards for computers were ridiculously expensive until the Adlib came along. The Adlib didn't sound great, but in comparison with the PC Speaker, well, it was /fantastic./
Ah, the Adlib. FM-Synthesis at it's cheapest.

The first few companies to seriously embrace music on the PC did so at great cost: the only sort of electronic machinery capable of playing the sounds that the original developers wanted to hear were expensive, costing easily into the $500 realm. This, of course, simply wouldn't do. So Sierra helped usher in the era of the cheap FM-Synthesis card in the form of the Adlib. And from there, things took off at a swift pace.

Cryo, masters of beautiful, somewhat confusing games, threw their hat in the ring. The Dune soundtrack is - to this day - a marvel of FM Synthesis. However did their composer get that card to make those noises? No one but he [and some professionals who know that hardware very well] knew what he did, but it was magic.

It was the first game sound track I fell in love with and it opened my ears to a world I'd - quite frankly - formerly ignored.

But There Were Many Machines And They All Sounded Different

If you switched on a computer or a console during the mid-eighties or the early 90's, you had no real way of knowing what you were in store for music wise. It was quite an interesting time for video game sound.
The Amiga 1000, the NES and the SNES - each sounded very different.

While I'm talking - most specifically - about the IBM PC, because that's what I got to know the best, there were a bunch of other machines out there - and they all sounded a little different, because they all used very different music chips. The Amiga, for example, used the Paula sound chip to great effect, allowing composers to use samples as part of their songs. A game that perfectly showcased this ability and that made a lasting impression on anyone into gaming music was Shadow Of The Beast 2.

But then, too, there were the consoles. And each console was created differently - because nobody could settle on standards at that particular time and place - and we were grateful of it, because it allowed us to hear so many different soundscapes.

On the NES, for example, there was the awesome, proto-rock of Contra. You couldn't help but bob your head along to the music of the first stage. And while it wasn't quite the same as the sounds coming out of an arcade, it was of a vintage all it's own. Something you soaked up and listened to long after the game was over.

As time marched onward and music chips got better and better, so too did the sounds. The 8 bit frontier gave way to the 16 bit land of Utopia and with it came a new plethora of sounds and songs that could get pretty dense if listened to in the right atmosphere. I remember the very first time I heard the slow, pulsating electronica of Stickerbrush Symphony and being absolutely blown away by how complex that piece of music was - how many different layers of sound were bubbling just underneath the surface of such a simple song.

The Most Important Thing: Every Machine's Sound Was Unique

To The Moon had emotional, beautiful music with some haunting lyrics. Shovel Knight just sounded like a lost NES classic from the word go.
To The Moon and Shovel Knight, both aural classics in their own way.

One thing that - I think, anyway - is missing from modern computing and modern gaming is how different each of these sound chips were - what they could do, how they would sound, which musical genuis would learn the ins and outs of this specific hardware. A lot of that mystery has fallen by the wayside as we reached the pinnacle of sound in the form of CD-Quality music.

Sure, you can get a symphony to record your soundtrack now, but the problem with that - for me - is that anyone can do that. There's no real mystery in what I'm hearing anymore. No interesting finessing of the hardware to produce something radical and interesting.

On the other hand, this has given me some of my favourite more modern soundtracks. While there are only a handful of real "songs" in To The Moon, each song [with vocals - something that was difficult to achieve in that long-ago time of near-silence] is special in it's own particular and beautiful way.

And - to be fair - modern composers might find the soundscapes of the NES somewhat stifling - having to only work within very particular constraints to produce very particular tones means that there are limits to what you can do. While - for example - the soundtrack of Shovel Knight was amazing, I imagine that the composers for that game might have been genuinely taken aback at first with what they could and couldn't do, given their desire to slavishly emulate the NES.

So, you win some and you lose some. But I am just grateful - in the very long run - that we moved away from the sound of silence. The mystery of music is far better.

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New Nintendo eShop Releases: Mario Golf (64)

Mario Golf (64) is now available for the Wii U Nintendo 64 Virtual Console! The first of the "modern" three-dimensional Mario Golf games, Mario Golf was also released over 12 years after the previous, NES entry (Nintendo never made a Mario Golf game for the Super Nintendo). Also out this week, the never-before-released outside of Japan, 2-player, Vs Excitebike, and an HD-upgraded Wii U combo-pack of two previously 3DS Western indie games. Fore! Proceed further to see this list of new releases.

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