Nut Load. Mini reviews of games old and new. No fuss. No spoilers. Occasional shock face.
Showing posts with label Beautiful. Show all posts
Showing posts with label Beautiful. Show all posts

Wednesday, December 14, 2016

The Last Guardian (2016)

Genre: Adventure / Puzzle / 3D Platformer  |  Players: 1  |  Developers: Team Ico / genDESIGN / SIE Japan Studio

The many delays and behind the scenes troubles that plagued the game's development are well-documented elsewhere, so I'll skip all of that. My stance can be summed up with a familiar phrase, 'better late than never'. And in a strange way the delay makes TLG more special to me, because it delivers the kind of one-player PS2-era experience that is becoming rare in titles on modern consoles.

But, subjective silver lining aside, there's a drawback to deal with. While not much of a problem at the beginning, what's required of you as you progress deeper into the game causes the camera mechanic to feel outdated. Because it has to acknowledge both the boy and the giant cat-bird-dog creature (named Trico) featured on the cover art, it can favour one when you need it to favour the other. It moves freely with the right stick, but in cramped spaces its functionality takes a hit, leading to frustration, and the game features quite a lot of such places.

Trico feels more alive and has more personality than any collection of pixels should conceivably have. Equal parts ferocious and timid, Trico is a genuine wonder, and it only takes about twenty minutes of play to become completely attached to its presence. The creature has its own mind, it's not an empty-headed steed, so when you want it to go someplace you'll have to encourage it, which often means assessing its mood and influencing it accordingly. If it's hungry, feed it; if it's frightened, soothe it, etc. Judge well and you'll have smoother sailing.

If you enjoyed Ueda's previous games, namely ICO (2001) and Shadow of the Colossus (2005), then the chances are good that you'll enjoy TLG, too. The world has the same kind of ancient, historically rich beauty as its predecessors; the same kind of forward progression and puzzle solving as ICO; and the necessary interdependence of the two main characters is once again where the heart of the story resides. You play as the young boy, but if you're an animal lover in real life then the winged Trico is likely where the majority of your sympathies will lie.

The many set pieces that punctuate the emotional journey are heart in throat experiences that I'll remember and no doubt relive for years to come. Takeshi Furukawa's music often heightens them, periodically adding mysterious, exotic, sympathetic and dramatic tones that help bring what's important to the surface.

4 nutritious barrels out of 5

Sunday, November 2, 2014

Shadow of the Colossus (2005 / 2011 in HD)

Genre: Action / Adventure  |  Players: 1  |  Developer: Team Ico

Team Ico’s follow-up to ICO (2001) is a very different kind of game. Nevertheless, there’s the feeling that they both exist within the same fictional universe, making SotC a spiritual sequel.* It’s the story of a boy and his horse. There’s also the matter of a dead girlfriend. Wander (the boy) will do whatever's required to bring her back from beyond the veil, even kill at the behest of a mysterious voice.

Combat is essentially a series of boss battles. The Colossi are the kind of thing you’d face at the end of a Legend of Zelda dungeon. Many are so large that they need to be climbed so that you can attack their vulnerable spot, but just finding the Colossi can be a challenge in itself because the game world is vast.

Your only companions are your horse Agro and your conscience. As you traverse deserts and plains you’ll see man-made structures reclaimed by nature, signs of a once-great civilisation. The loneliness gives you time to reflect on your deeds but will likely bore anyone seeking a quick fix. Seriously, there's almost nothing to do outside of the core objective. Some side-missions would've been nice, but I can understand why they weren't included. The ambitious, uncompromising vision of the game designers is clear to see but will be the very thing that alienates people the most. If possible, trying before buying is definitely recommended.

Most of the story doesn't happen until the last quarter. Until then you’re the principal part of a mystery, required to repeatedly take a life in the hope that aggressive single-mindedness will result in your wish being granted.

The colossi will defend themselves like any animal would and should, but that doesn't change the fact that you‘re the trespasser. You’re the greater evil. The sadness and silent cries of ‘Why?’ on the faces of the victims cuts deep.

Like ICO did, it forces you to ask questions as you play. Why does the game try so very hard to instil a sense of guilt in the player? Are Wander's actions selfless or the product of a beleaguered conscience? How exactly did the girl die? We can take nothing for granted. We can only hope that the end justifies the means. In essence, it's like acting out a Greek myth.

New players will likely have trouble with the horse. Keep in mind that he isn't a car, so don’t try to control him as such. Spur him on, use the reins to direct him and leave him to it. He can be an idiot at times, but mostly you won’t need to negotiate every turn or corner because he’s quite capable of doing that himself.

4½ surmountable bods out of 5

*There’s evidence within SotC to suggest that it may actually be the second part of a trilogy being told in reverse. If so, that would make it a prequel to ICO. The theory will remain just that unless the third game, The Last Guardian, sheds new light. I don’t expect it’ll confirm either way, but I live in hope.

Note: SotC was re-released in 2011 as one half of The ICO and Shadow of the Colossus Collection HD. For more info on ICO, stab right about HERE.

Saturday, November 1, 2014

ICO (2001 / 2011 in HD)

Genre: Adventure / Puzzle / 3D Platformer  |  Players: 1  |  Developer: Team Ico

ICO is an adventure game unlike any that the PS2 had seen before. You play as the titular character (pronounced Eee-co), a young lad with horns on his head. His adventure begins in a large room inside a larger castle. You'll have a fair idea why he’s there, but won’t know why he was chosen. Was it because of the horns or some other reason? We also don’t know why there’s a second individual, a caged female, perhaps a little older than Ico, who doesn't speak the same language as the boy. If they’re to escape before whatever it is they've been offered up to comes for them they must somehow overcome barriers and work together.

Unable to communicate verbally the pair exchange meaning via gestures, inflections and discernible emotions. If you want her to follow you the best way is to grab her hand and lead her. United by circumstance you become guide and protector. The bond that develops between them is all important, and mostly it’s up to you to create and sustain it. Is it a love story? Perhaps. It’s certainly a story of chivalry and mutual respect. If you fail to take an interest in that aspect of it then you may as well quit playing before you've even begun.

There’s no tutorial, no HUD and no objectives other than escape. To do that you’ll be required to solve puzzles and overcome challenges, including avoiding the clutches of the creepy shadow people that rise from the ground, determined to drag the girl into their shadowy existence.

As you progress though the castle you’ll catch glimpses of areas you've been and areas you've yet to reach. You know walls are basically just textures arranged at right angles, but it feels solid. The higher you go the more the defiant wind howls, carrying with it the call of the raging sea and the occasional bird. The prevalent atmosphere is one of wonder coupled with unknowable dangers.

The camera is a point of contention for some people. It’s fixed like a movie camera, but you can pivot and zoom at any time, even during cut scenes, and it’ll swing or pan as you run by to encompass the enormity of the environment. If you had complete freedom to move it wherever you liked then the puzzling aspect would be less effective and it would be arguably less dramatic visually.

Combat is simplistic. You hit things with a stick. You might be lucky and have something other than a stick, but the available actions never change. It doesn't matter. Like everything else in the game, it gives you only what you need. Even Michiru Ōshima's beautifully evocative music is minimal. The ambient sounds of the castle are the soundtrack the majority of the time.

I've maybe made it sound less than perfect in some ways but only because I don’t want to give a false allusion. It’s a game that doesn't rely on gimmicks. It uses emotion as a narrative device, wherein a small person can make a big difference, and for which an understanding of friendship is a key requirement.

5 flights to freedom (and stairs) out of 5

Note: ICO was re-released in 2011 as one half of The ICO and Shadow of the Colossus Collection HD. For more info on SotC, click HERE.

Monday, August 18, 2014

Bastion (2011)

Genre: Action Adventure | Players: 1 | Developer: Supergiant Games

The protagonist known only as "The Kid" wakes up in his bed to find an apocalyptic event called "The Calamity" has shattered the land and only random pieces of landmass float around as he makes his way to the titular Bastion; an emergency evacuation place for the city of Caelondia. Only one other person survived to make it to the Bastion; An old man known only as "the Stranger" who also provides the wonderful, low growl narration. The Bastion can be enhanced by finding Cores; huge crystals that used to power the city. The more cores that are found makes the Bastion larger and more functional. It also allows the Skyway that shoots him to remaining landmasses to send the Kid to farther landmasses. While exploring the wild, the Kid will fight various monsters with a variety of upgradeable weapons and search for cores and survivors while the Stranger narrates about the background of the places visited and sometimes snarks about what the Kid is doing (usually something the player did).

The Kid runs around in an isometric environment with the maps revealing themselves as the player explores in a beautifully rendered, highly colorized artstyle that somewhat contrasts with the downer scenario. The combat follows the old adage of "easy to pick up, difficult to master". It is fairly straightforward, but with nuance and the various weapon combinations add more as players progress. The Bastion can also be upgraded to add a forge for weapon upgrading, a distillery that allows for equip-able potions that offer a variety of passive buffs, and a shrine that adds more challenges when the various gods are invoked. The soundtrack is a wonderful new mix of old time western tunes with some more modern electronic and heavy bass. The controls were at first obtuse and janky on the PC since aiming with the mouse made a weird disconnect with attacks especially with melee weapons were The Kid would attack where the  cursor was instead of the direction he is facing which feels unnatural and is probably different with a joystick. Having gotten used to it though it still worked pretty good and eventually I couldn't put it down. With the great story, wonderful fresh genre soundtrack, and a fair amount of replayabilty with different weapons, modes and New Game Plus makes this one an easy recommendation.

Buyer's Guide:
Available on Steam, Xbox Live Arcade, iOS, OnLive and as a browser game for Google Chrome.

4½ Level-starting Faceplants out of 5

Thursday, July 10, 2014

Ōkami (2006) / Ōkami HD (2012)

Genre: Action / Adventure | Players: 1 | Developer: Clover Studio (PS2) / HexaDrive (PS3 Conversion) / Ready at Dawn (Wii Conversion)

Ōkami is a strong contender for the finest Legend of Zelda game that Nintendo never made. I don’t use the comparison lightly. LoZ is one of my most treasured game franchises, so for anything to come even remotely close to it is an accolade in itself. It’ll draw comparisons with Twilight Princess mostly, principally because of the use of a wolf as protagonist, but TP didn't hit the shelves until over half a year afterwards; that they both involve a wolf is an unlucky coincidence.

Visually it's exquisite. As Ammy runs, flowers shoot up and blossom in her wake, similar to the Forest Spirit's passing in Studio Ghibli's Princess Mononoke (1997). (In the NA version of the game Ammy was genderless. A wolf god is okay but a female god isn't, eh?) The painterly quality is inspired by traditional Japanese watercolours and Ukiyo-e wood carving art. The beguiling nature of that style is even more magnificent when backlit. No words can do it justice.

When combat is initiated a wall springs up surrounding you and your quarry. Far from being limiting, it’s useful in that it keeps flying enemies enclosed. You can escape if you want (never!), but combat, while being frantic and highly enjoyable, isn't particularly difficult. If you exploit enemy weaknesses effectively you’ll rarely die. You attack with what’s known as Celestial Brush techniques. You can attack repeatedly, as often as you like with as many techniques as you've learned, until your Ink Pot runs dry. If that happens you’re weakened until it replenishes.

The HD release renders everything in 1080p. It makes the lines sharper and the colours more vibrant. It also added Move support (chuckle) and trophies (yawn).

The one thing that I found annoying about the game is the slow-moving text, particularly during the introduction when all you want to do is get on with the action. I adore a game with a lot of story but I dislike that I couldn't hurry its pace to my preferred reading speed. On second viewing you can often do just that but not skip it entirely; that could've been easily remedied in the update but wasn't.

The music is as alluring as the visuals. It’s inspired by traditional Japanese instrumentation and captures perfectly the majesty and beauty of nature. It got a release on CD. There were five discs; that’s how much of it there is.

5 leaps before thinking out of 5

Sunday, February 9, 2014

LittleBigPlanet (2009)

Genre: Puzzle, Platformer | Players: 1 | Developer: Cambridge Studio

The full PS3 nut is here. This is for the PSP version that is slightly different and developed mostly by a different studio. The main idea is basically the same as players control Sackboy in a cute little ethereal world made up of the unused ideas of humans or something from the opening animation with a wonderful narration by Stephen Fry. Sackboy can traverse the multiple levels with themes ranging from Australian outback and oriental China to ancient Persia and modern Hollywood with fun little physics based puzzles on multiple 3D planes. However, the PSP version necessitated some trimming so there is now only 2 planes to switch between rather than the original 3 and no multiplayer.

The physics are generally fun if a little wonky, but most troubling is when it affects jumping. Just a simple jump, which is about 90% of gameplay given that this is a platformer, is often unreliable and unresponsive. This can make or break the game whether it decides to be floaty cartoon magic or a frustrating slog as you continuously murder Sackboy on electric panels and fire pits because the jump decided you were a little off or worse made you switch planes unwillingly because reasons. This can taint the whole experience, but when it is working perfectly it is still quite a joy with very interesting puzzles with levers, jetpacks, sleds, etc. and a wonderful aesthetic and soundtrack.

The story is barely there both in length and as a motivation for Sackboy to traverse the levels with the only real incentive being the puzzles and the various costumes and stickers to collect. Too bad the small PSP screen makes it very hard to discern what the costume pieces look like, unless they are particularly over-the-top. I ended up with a dino costume and pretty much stuck with that the whole time. The stickers I actually never used outside of what the story required and there was no detriment, so take that for what it's worth. The multiplayer is gone, but the level designer and DLC is still there, but there was a limited selection so many years later and on a less than super popular console.

Overall, not as good as it's full PS3 version, but you might stay for the whimsy and soundtrack. What story that is there is actually different too if that matters to you.

Buyer's Guide:
Available on UMD and PSN.

2½ At least the shared energy bar won't ruin any friendships now out of 5

Friday, February 15, 2013

Ni no Kuni (2013)

Genre: RPG | Players: 1 | Developer: Level-5

I was so hyped for Ni No Kuni that I pre-ordered seven months before it was even released on these shores. I began to think there was no way it could live up to my expectations. I was very wrong. It’s the kind of JRPG that hasn't been seen for a long time; the kind that comes along about twice every console generation.

You play as Oliver as he searches for something meaningful within two worlds and within himself. Along the way he’ll face physical and emotional trials.

The story could've tugged more fiercely on the heartstrings; there are scenes that feel forcibly reserved, which is odd considering it's by Studio Ghibli. They also provided cut scenes, character designs and beautiful in-game animation full of colour and vibrancy. Sadly the traditional 2D animation gets less frequent as the game progresses, but the consistency in quality remains.

Battles mix real-time movement and turn-based inputs. When you enter the menu the action halts. After you input a command the action resumes.

Oliver doesn't fight alone. He can recruit creatures to fight alongside him, Pokémon style. Mostly you’ll be instructing them to fight on your behalf, utilising their abilities and swapping them in and out when needed. You can’t rely on them completely because they get tired and must be rested. During boss battles you’re going to need millisecond timing.

The game has two flaws that keep it from a perfect score. The absence of your party members’ magic bar during combat is one. If you’re relying on them to heal you it’s vital to know if they have magic or not.

The second is that pre-rendered animations take precedence over any attempt you make to damage an enemy; e.g. if you release your most devastating attack just before the boss goes into his/her attack routine, they'll take the hit but it won’t do damage. You’re left with depleted magic and no time to defend.

Neither issue is game-breaking, but being aware of them in advance will help you plan your strategy better. It's a small criticism of an otherwise wonderful experience, which is the perfect antidote to bland sequels and rushed reboots.

Joe Hisaishi's soundtrack is superb; parts of which is the best he’s written in years.

I played with the Japanese v/o. I checked the English dub on YouTube and it was dreadful in comparison. If you're not averse to subtitles, I'd recommend them.

Buyer's Guide:
Available for PS3 only.

4½ emotional transfusions out of 5

Wednesday, March 14, 2012

Journey (2012)

Genre: Adventure | Players: 1 or Co-op | Developer: thatgamecompany

You awake alone in a desert. In the distance is the tallest landmark. It seems the obvious place to go, because logic says the higher up you are the more you can see, and the more you can see the more you can understand your environment.

Along the way you’ll encounter other players, but they won’t be identifiable with a username and text/voice chat is impossible. You’ll have to decide if it’s worth accompanying them or for them to accompany you. Your only means of communication is a button press that draws their attention, if they even notice you to begin with. You can go solo, or meet someone else, or you may meet the same person; there's a way to know if you pay attention. There's a definite advantage in having a companion, sharing the journey, having someone walk where you walk; what that is you can discover for yourself.

Find a piece of cloth and you can fly for a short time. You can extend the time allotted by collecting something else, but you’ll have to go exploring for that.

Stylistically. Journey's a weird hybrid of cell shading, realistic sand and gradient textures. It manages to vary the landscape so it never gets dull. Like the developers previous game, flower, there's no map or instructions to guide you, no visible HUD to annoy you. It forces you to experiment and rely on your wits and emotional responses. The director claims the initial concept was to create something that didn't involve the egotistical “defeat/kill/win mentality" of most video games. I applaud that, but I'm biased.

It’s very short, you’ll finish it in one sitting, so you'll have to ask: is it worth the money? That depends on the individual. You’re paying for an experience filled with wonder and joy. Can you put a price on joy? It’s like being in love: it’s magical the first time you go through it; the second time it’s less engaging, but you can be guide for someone having their first play-through. If that’s worth more than money to you, then it’s worth it. Everyone else, wait for it to be on offer.

Buyers Guide:
Available from PSN only. Price: £9.99 / $14.99

5 meaningful climbs out of 5

Saturday, November 12, 2011

Flower (2009)

Genre: ??? | Players: 1 | Developer: thatgamecompany

In flower you play as an air current that exists inside the dream of a potted flower that sits by a window in a city block. I know that sounds kind of weird.

You pick up a single flower petal and by using the PS3 controller's tilt mechanism direct the petal toward unopened flowers, steering by tilting left or right, gaining height or swooping down by tilting forward or back, and accelerating with a button... any button, they're all the same. It’s the only game I've played that’s managed to make proper use of the tilt-sensing aspect of the controller.

Once you've mastered the control system (30 seconds) it’s relatively simple to encourage your petal passenger serenely along your chosen path, and as you brush past other flowers they blossom and add more petals to your cargo.

Get enough of one colour and something wonderful will happen. Get all of every colour and the world comes alive with a vibrant picturesque response, similar to Clover’s Ōkami (2006). The sense of serene, uplifting achievement as the landscape changed because of my actions is hard to express; I felt like Van Gogh, the controller was my brush, the game world my canvas and I was an artist.

Personally, I despise FPS games. I hate the grey and brown shades that accompany the generic bald jarhead thug so popular nowadays. If you feel similarly then flower is a welcome relief and may be the game for you. At heart it’s simple, but is executed with such beauty and passion that it’s easy to lose hours in the poetic unravelling of colour and life.

It's a PSN game, so is available via download only. There’s a demo of the entire first level so it won’t cost anything to try.

5 interactive paintings out of 5