Category: Archive

  • Super Mario Bros. Deluxe (Nintendo, 1999)

    Super Mario Bros. Deluxe (Nintendo, 1999)

    Developed/Published by: Nintendo R&D 2 / Nintendo
    Released: May 1st, 1999
    Completed: 21st April, 2015
    Completion: Finished Super Mario Bros. (once as Mario, using saves, once as Luigi, using no saves but one of the 1-up tricks.)
    Trophies / Achievements: n/a

    Super Mario Bros. is a masterpiece. That probably doesn’t sound like that crazy a revelation, but I don’t know about you but I haven’t thought about Super Mario Bros. in a long time! It’s real easy to give lip service to its place as one of the building blocks of video games as we know them without thinking of it as a work in its own right, and if you go back and play it—especially after not thinking about it for a long time—it’s… superb?

    Ok, Super Mario Bros. Deluxe isn’t exactly the original Super Mario Bros.. It’s a Game Boy Color port. It suffers due to the interesting decision to keep it pixel-perfect: there’s less screen space on a Game Boy Color, so you only see about a third of what you’d see on the NES. If you’ve played Super Mario Bros. it feels absolutely insane to be playing with such a small field of view, and if you’re like me and you’ve played Super Mario Bros. but not for ages, this, combined with Mario’s inertia and the harsh collision detection makes the initial experience… unpleasant.

    It’s actually quite crazy to go back to the original Super Mario Bros. after years of molly-coddling—dying because you haven’t landed on a Koopa just right, being killed by being touched by a single pixel of a Hammer Bros. hammer, or just sliding into an enemy due to inertia… it’s stunningly unforgiving. Combined with the limited screen space you’d think this would make the game unplayable to a modern audience, but here’s the thing: it isn’t. You just slow down, you take your time, and you play a challenging platformer (that once you hook into, isn’t that challenging.)

    In fact, it just forces you to unlearn a lot of lazy things you’ve probably learned to do in platformers. I don’t know about you, but I play basically every platformer since Super Mario Bros. 3 by holding down “run” at all times and going for it. I basically play them all as endless runners. Run into something and die? Ah, I know where it is for next time. Here, you can’t do that, because you’ve got to inch through the levels more deliberately, and if you’re running all the time, your inertia will kill you.

    At this slower pace, I think I really started to appreciate Super Mario Bros. on a level I hadn’t before! It’s just a great game. Did you know I’d never actually finished Super Mario Bros.? I’d played it so much (especially in its Super Mario All-Stars incarnation) but always got stymied in World 8 (8-2 is a nightmare) and while here I was able to cheap out with its forgiving “save every level” I finished it without any save-states at least.

    Anyway. You might ask why not just play the NES version of Super Mario Bros.. Well, if you’re interested, Super Mario Deluxe is the template for the Mario games that followed in a slightly segmented fashion. While the original game is untouched, you unlock the ability to play every level searching for red coins, a high score and Yoshi eggs. Again, this lets you look at levels in a way you haven’t before—I haven’t been bothered to do all of them (the high scores required are harsh!) but it’s better/more interesting than finding the three big coins in New Super Mario Bros. or whatever (a series I don’t rate at all.)

    There’s also a slightly harder version of the original game (disappointingly not that different, but it’s a cool addition) and a version of The Lost Levels (modified heavily, unfortunately, due to the screen size and the like making it impossible otherwise.)

    Look, Super Mario Bros. is great. You should revisit it, in any form you can. I think Super Mario Bros. Deluxe is actually a pretty decent way to do that!

    Will I ever play it again? Immediately after beating it I started playing the star levels and then I felt just like playing through the original again so I did, beating it without saves. Yeah, I’ll play this again.

    Final Thought: Super Mario Bros. is great but placing a Hammer Bro right at the end of 8-4 (a level you can’t get a mushroom on) is cheap as hell. Come on.

    (Though if you’re interested—my second playthough I beat 8-3 as fire-flower Luigi and then walked through 8-4 easily. It’s a game of many depths and layers.)

  • Starship Defense [aka Starship Patrol](Q-Games, 2009)

    Starship Defense [aka Starship Patrol](Q-Games, 2009)

    Developed/Published by: Q-Games / Nintendo
    Released: December 18th, 2009
    Completed: 15th April, 2015
    Completion: Finished all 30 levels, 16 perfects.
    Trophies / Achievements: n/a

    I feel like I’ve talked about tower defence here already, but apparently I haven’t. Must have been on Twitter, then.

    Here’s my thoughts on tower defence games: I have a “they’re hypnotically… ok”/hate relationship with them? They’ve got a loop that is undeniably compelling—build a thing, watch it perform, did it work? Repeat—but they also (often) have a problem that comes with that: if you don’t know what the thing you are building is supposed to do exactly, you’re going to be annoyed as you watch it fail. Also because the games tend to have multiple waves, unless you’ve been building for future waves—in a way that will feel sub-optimal for earlier waves, likely—you can get wiped out towards the end in a way that can feel somewhat annoying.

    These problems are definitely apparent in Starship Defense! I picked it up in a “god, apparently I have all these Nintendo points on my DSi” splurge right before Club Nintendo ended in the hope it would raise some more Club Nintendo points (I think it got me 10) and because I’ve generally been interested in Q-Games’ output on Nintendo systems. I had managed to forget totally that I hated Pixeljunk Monsters (their earlier tower defence) and didn’t really like Trajectile (or at least, I tired of it quickly.)

    Anyway. Starship Defense looks nice—it’s almost a pencil-on-paper look, but not quite. Maybe they just thought it was too dull when they did it with black space. And I like the feel of the top screen being a Galaxian-like formation of baddies. Unfortunately, I just wasn’t crazy about the tower defence. You only get a glimpse of the route enemies will take right before they start to take it, and it makes planning for future waves difficult. Enemies are split up into two kinds, normal and stealth (stealth being the “flying” enemies you usually get in other tower defence games) and there are only three weapons that can attack stealth enemies, only one of which is cheap/immediately available, and it’s weak and unsuited for attacking other enemies, so you need to know exactly when and how to combat the stealth waves.

    (This is problematic, because there are several special, expensive weapons you will never use because it only makes sense to use the one most powerful weapon that damages both stealth and normal enemies. I beat the game, generally, using only 4 of 8 weapons.)

    I suppose tower defence games are for people who want to replay levels to get a perfect—in some respects my criticism of Starship Defense is personal. I’d much rather be playing a game where I’d be able to change tactics on the fly or have enough information, in advance, that mistakes would be my fault rather than the fault of ignorance. I don’t find it fun to replay a level where I’ve “solved” a bunch of waves to get to the wave where I should have done something different, and the game even discourages tactics changes (destroying a weapon costs energy, so you can’t switch a weapon’s position without, generally, paying double.)

    Starship Defense still offers that pride, however. Pride of having a really nice, weapon-loaded ship, and seeing it get to work. And it’s only got 30 levels, so it’s a nice “hit” of tower defence if that’s what you’re looking for?

    Will I ever play it again? Nah. And I hope this reminds me not to play a tower defence game again unless it does something really, really different.

    Final Thought: It’s slightly disappointing this didn’t take more cues from vertically scrolling shooters, with enemies flying in Galaxian formations, or the player placing fighters that can only move left/right in rows? There’s probably something there!

  • Pokémon Shuffle (Genius Sonority, 2015)

    Pokémon Shuffle (Genius Sonority, 2015)

    Developed/Published by: Genius Sonority / The Pokemon Company, Nintendo
    Released: February 18th, 2015
    Completed: 11th April, 2015
    Completion: Finished 100 levels and was like “No. No more.”
    Trophies / Achievements: n/a

    There are 150 levels of Pokémon Shuffle, and several more “expert levels.” I stopped at 100 because… well… I was like… “why am I playing this? This is obviously a waste of time.”

    I’m not going to faff around with this one. Pokémon Shuffle is a free-to-play game, and I’ve written about a few of those before. I think most notable would be No Heroes Allowed: No Puzzles Either! because this is the Nintendo equivalent of it—match three where you’re beating up on an enemy by making the matches; consumables help you win levels when you’re struggling.

    Looking back, I have no idea why I played No Heroes Allowed: No Puzzles Either! as long as I did, because I gave up on this fairly fast (fairly… for me.) It’s possibly that I would never have downloaded this if it hadn’t just shown up on my 3DS home menu. Incredibly sneaky of Nintendo to more or less force their free-to-play games on you (I think they did this with Rusty’s Real Deal Baseball also?) and like No Heroes Allowed, playing it a couple of times a day didn’t seem like such a terrible waste of downtime, even though it obviously was.

    I mean… I can’t really explain it. This game is stupefying. Move things, things fall, combos happen… it’s simplistic to the point where it’s deeply uninteresting, and it never gets more strategic than being able to see potential lines of four or intersecting lines of three? So it’s just move some blocks with a stylus, wait a few hours, do it again.

    Until level 90 where you literally cannot beat the level without using consumables, and I was reminded this wasn’t a way to waste time, but players’ money. I beat it using about 13000 coins worth of consumables (almost my entire savings!), finished ten more levels and was done with it.

    This is a reminder: don’t start playing these games. They do nothing for you. There’s nothing there.

    Will I ever play it again? I could go back and finish the last 50 levels but I’m sure there’s another “pay money please” roadblock at some point so no. Also, as established, this would be a stupid waste of my time on earth.

    Final Thought: I really, really want to play through and write up Rusty’s Real Deal Baseball, I must admit. But I’ve stuck fairly well to my “no spending money on new games” rules and (I think) it costs you about $16 total. Maybe I’ll run a $16 Kickstarter.

  • Mass Effect 2 (BioWare, 2010)

    Mass Effect 2 (BioWare, 2010)

    Developed/Published by: Bioware / Electronic Arts
    Released: 25th January, 2010
    Completed: 26th March, 2015
    Completion: Everyone survived the suicide mission.
    Trophies / Achievements: 860/1355

    A few weeks ago I had a dream—one of those sort of generic dreams where you find yourself doing a test, but you can’t read the pages—but something about it involved me starting Mass Effect 2. I can’t remember in what context or why. So, not one to go to war with destiny, I booted it up.

    Here’s an important fact: I didn’t like Mass Effect. My main memory of Mass Effect is that it was boring. Boring shooting. Boring dialogue. Boring bumping around on boring planets, before boring missions in boring, samey (sometimes exactly the same, I remember) spaces.

    However, I’d made it through the whole game so I imported my hero into Mass Effect 2 (after changing his face significantly, because he was a rum looking chap and that’s no mistake) and got down to work of saving the galaxy again or whatever.

    Now here’s where the article gets a bit… I don’t know. It’s the kind of thing I think can easily be discounted as sort of fannish complaints (despite the fact I wouldn’t consider myself a fan) relating to one of the biggest factors of the Mass Effect series and (in general) Bioware’s output—the romance system.

    You see, something I definitely respect about the Mass Effect games is that adherence to the idea that your choices stick and have consequence. In terms of game franchises that go to some effort to tailor the experience via the player’s actions from one game to the next I can more or less name this and… The Walking Dead? I’m not even sure if that’s true for The Walking Dead offhand.

    So here’s me, playing the game. I’ve shot up to my cabin on the Normandy, I’m wandering about… and I’m like… “that’s weird. Why is there a picture of Liara on my desk?”

    Liara is one of the cast in the first game; I didn’t romance her. Actually, I had sort of unintentionally conspired with the game with a really retrograde past for my hero—I’d romanced Ashley Williams (the one other possible romance target) only to, at one critical point of the game, let her die because—I can’t remember actually, but it was critical to the galaxy or whatever.

    So there’s my hero with his sad and clichépast—the woman he loved, dead because he chose the galaxy over her… except the game has decided that actually I’ve kept a torch for Liara instead.

    And it didn’t make me particularly happy that on meeting Liara during the game, she made out with me. I didn’t consent to this. I feel… genuinely uncomfortable.

    You might consider that a massive overreaction. After all,  I actually recollect the Mass Effect team—at some point, possibly while doing press for 3—discussing that Commander Shepard isn’t the player, but a character the player is guiding (this was in contrast to a more traditional RPG like Dragon Age.) It’s something that’s kind of reflected in the weirdly fuzzy dialogue, where, for some reason, it gives you lines of dialogue to choose from, and your character then might say something almost entirely different (I’ve never understood why they didn’t keep the selections down to verbs: “comfort” vs “admonish” etc.) Yet it’s a tension I ignore—Commander Shepard is me, whether they like it or not. So when something as important as my past is altered, when decisions are made for me that I have no input on, my trust has been violated.

    And this got me thinking about consent in these games. Because romance is treated as a system, and I know what they’re aiming for—that action movie scripting; the hero, the admiring female (or male! Shepard can be played as a lady) who falls into your arms before the suicide mission. The problem is—and many people have commented on it, I’m not pretending I’m somehow extra insightful—that your potential paramours basically just stand about and wait for you to force their interest. Talk to them, say the right things enough, and get some action. Push in compliments, get out sex.

    The women in this game stopped being characters, or people (and they have to be people, they have to be characters) and became playthings. Here’s me sitting, leading all three up to just the point where I have to “commit” to one—not really sure that I will commit, because I’m still annoyed about Liara—and in fact, I’m probably more interested in “Yeoman Kelly Chambers” who offensively doesn’t even get to be a real romance option because she’s not a main character.

    It actually gets to this point where two romanceable characters—Jack and Miranda—have a fight. Now, for a little background, Jack is the survivor of abuse. She’s a character that I’m not sure of the quality of, to be honest—the classic “survivor of abuse that’s really mean and difficult but also promiscuous and risk-taking, because she’s so damaged”—but when given the option of defending Jack—abused by the corporation, Cerberus, Miranda represents—or siding with Miranda who (for no good reason) chose to make a point about how “it wasn’t really Cerberus” I sided with Jack, rather than take the special magic “everyone is made happy” Paragon option.

    As a result, I could now never romance Miranda. That’s it, the algorithm decided I didn’t play the game right. I’d pushed in enough compliments but I made a nuanced choice. No sex for me!

    This kind of interaction has none of the pleasure of… you know, actually interacting with another human. The idea that I could at least make Miranda “loyal” (important to the wider, non-romance game system) again if I made all the most goody-two-shoes choices to eventually unlock a dialogue choice… it’s ridiculous, boiling Miranda down to a vending machine I have to reset my pin code to use. And consider that I clearly engaged with the story and characters to the point that this bothered me. Why put systems in place where I have to “game” my interaction with characters I saw as people to the point where I see them as robots?

    And if you engage with the “game”, the romance narratives feel dangerously naive. Have sex with Miranda and you’re treated with the saddest, 80s soft porn sequence, but your sex sequence with Jack is the culmination of the story where your interest in her “validates” her and she cries as you penetrate her with your magic penis that makes people move on from decades of abuse. That’s awful.

    Mass Effect 2’s romance system feels like… well, it feels like a joke about a programmer’s idea of how love works. The kind of thing someone with absolutely no experience would make if they tried to boil it down to the most basic systems. And as a result, consent gets lost in the shuffle. You can make that beautiful woman like you if you just say the right things, whether she’s interested or not. You decide. They don’t. And one dialogue choice “switching off” romance doesn’t make it any better; it’s still my action that made them perform one way other the other, and the system breeds entitlement of the player to the character they want; you just reload rather than role-play.

    (And look. It just doesn’t work the way it does in an action film anyway, unless we’re talking about something as stupid as a Bond film, because not every woman you see in an action film immediately has a lob on for the protagonist, and then waits for him to fire into her passively. Yes—I’m actively claiming your average action film has women with more agency when it comes to romance than Mass Effect 2. Things are different if you play as a female character, and I’ll even admit your average action film doesn’t have as many women in it as Mass Effect 2, but the issues of system and consent exist even if you’re a female Shepard firing into Garrus or whatever.)

    I didn’t romance anyone in the end. Before the suicide mission, Mathew Shepard stared longingly at his picture of Liara.

    “For fuck’s sake,” I said.

    Will I ever play it again? No, but I’ve already started Mass Effect 3. While I have very specific complaints, Mass Effect 2 is a pleasant diversion; bad narrative pacing, but nice enough shooting and a grand enough finale to make me want to keep going quite happily. Goodness, it’s almost like you can still enjoy media while acknowledging it has problematic aspects, eh?

    Final Thought: I’m cheating here but lets talk about Yeoman Kelly Chambers. At the end of the game, if you’ve romanced no-one, she’ll do a sexy dance for you in your cabin! Anyway, you can meet her fairly early in Mass Effect 3 and she’ll note that she was so disturbed by being kidnapped by “The Collectors” earlier in Mass Effect 2 that she’s suffered serious trauma about being on the Normandy and can never set foot on it again.

    That’s right! Sexy dance from a traumatised woman. Probably should have thought that through a bit.

    This essay is featured in Every Game I’ve Finished 14>24.

  • Tom Clancy’s Ghost Recon: Shadow Wars (Ubisoft, 2011)

    Tom Clancy’s Ghost Recon: Shadow Wars (Ubisoft, 2011)

    Developed/Published by: Ubisoft Sofia / Ubisoft
    Released: 25th March, 2011
    Completed: 16th March, 2015
    Completion: Finished campaign mode on Veteran!
    Trophies / Achievements: n/a

    Fancy pillaging a bit of personal history? Well, Tom Clancy’s Ghost Recon: Shadow Wars might be interesting because it’s a Julian Gollop-designed tactics title (he of X-Com, Laser Squad, Chaos, and so on) but this write-up is interesting because I believe (though don’t quote me on it) my review of his previous Nintendo tactics-me-up Rebelstar: Tactical Command for Eurogamer is the first game review I was ever paid for. I’m like “2005! Not that long ago” but then I’m suddenly like “fuuu… ten years ago.”

    Anyway, give it a read if you want to read a review of a Julian Gollop game that I enjoyed, but was a bit disappointed in because there wasn’t much to it other than the pleasantness of the core systems. Er, before you read me outline roughly the same thing about Ghost Recon: Shadow Wars.

    Actually, that’s unfair! Ghost Recon: Shadow Wars was a game I found totally entertaining. I’d say it overstays its welcome a bit in length, and it’s interesting to consider how harshly simplified it is even from Rebelstar—for example, your characters have no action point systems, it’s just one move and one shoot, unless you get up to certain shenanigans—but it’s still a perfectly fun diversion if you’re looking for a tactics-em-up.

    The biggest problem—and probably the main reason it gets a bit tiresome towards the end—is that it’s saddled with the whole “Tom Clancy’s Tom Clancy” thing. As a result, it goes out of its way to be super boring. There’s a plot that’s pretty much ripped from the headlines before they knew what the headlines were going to be (Russia invading Ukraine) but it’s about as exciting as if the game had come in a brown paper bag labelled “video game” and everything in the game was a cube (note: that is probably actually more interesting.) Yes, there’s some (mild) banter between your squad, but they’re rarely ever more than their class to you.

    That’s fine though! The classes are fun, from exploding a whole squad of dudes with a rocket launcher to (my personal favourite) manipulating “command points” to allow your stealthiest Ghost Banshee kill several enemies in a single turn (I think my record was six or seven enemies, which felt amazing.)

    When it comes down to it, talking up Ghost Recon: Shadow Wars feels sorta like trying to talk up a puzzle game like Sudoku, or something. It’s like… it’s fun! But how to make it sound exciting when the wrapper is so—intentionally, in some respects—dull?

    Wait… I hate Sudoku. Forget that. Basically: I enjoyed Ghost Recon: Shadow Wars and I’m glad I played it. There.

    Will I ever play it again? Nope!

    Final Thought: You don’t see it in the game, really, but if you look at the top-screen art for the game in the 3DS menu, you’ll see that the character models have a really cool, low-poly style. Really made me sad that wasn’t more on show.

  • OlliOlli (Roll7, 2014)

    OlliOlli (Roll7, 2014)

    Developed/Published by: Roll7
    Released: 21st January, 2014
    Completed: 19th February, 2015
    Completion: Finished all the challenges in career mode.
    Trophies / Achievements: 50%

    About half-way through OlliOlli’s playthrough—by which I mean, as I was reaching the end of the “amateur” section of the career—I was thinking to myself “god, I’ll probably never finish this. It’s so demanding, dexterity-wise. I’ll get tired of it, and put it down, and come back to it months later, and having lost all of my muscle memory, I’ll just be immediately frustrated.”

    I was sort of imagining I’d write an article here about these games that require this kind of dexterity—memorisation if not of exact moves, of movements and flicks and combinations of presses—and how they live in this dangerous space where if they’re too hard to learn or to master you give up, but if they’re too easy there’s no challenge, and no point in continuing.

    Anyway, I was imagining that, probably ultimately moaning that OlliOlli just overshot it, when the strangest thing happened. Right as I finished OlliOlli’s “amateur” mode—which I absolutely struggled with—it ‘clicked’. I was in pro mode, and I finally felt like a pro at the game.

    Now, that’s not to say I breezed through the rest of the game. I’ve actually been super ill with a crummy cold/flu, and one day, in the depths of it, I spent what must have been about five hours just trying to beat the last couple of challenges I had in the game. Five hours or something spent on the same, tiny, repetitive two levels of a wee game. And I didn’t even notice the time passing (pro tip, kids: podcasts, radio shows… they are your friend.) I was having fun.

    Of course—whose to say when this game would click for you, or for any other person? Maybe you’d give up long before I did, or maybe you would end up putting the game down for a while thinking you’ll come back to it. But here’s the thing I’ve forgotten to say! Even if you did, I think OlliOlli’s totally worth it. It’s the pleasant lovechild of a messy ménage à trois of Uniracers, Canabalt and Tony Hawk (yes, it’s true, Tony Hawk once got drunk and shagged an SNES cartridge and his iPad) and whatever time spent it is totally worth it, I think.

    Will I ever play it again? No, but I’ll happily play the sequel. I didn’t originally expect I’d want to but I would.

    Final Thought: Of course, I can say “whatever time spent it is totally worth it” but what if I’d spent five hours trying to beat those two levels and still not managed it? Weird thing is I think I’d just have kept trying. It always felt within reach. I think Roll7 know what they’re doing. Thumbs up.

  • Wario Ware D.I.Y. (Nintendo, 2009)

    Wario Ware D.I.Y. (Nintendo, 2009)

    Developed/Published by: Intelligent Systems, Nintendo SPD / Nintendo
    Released: 29th April, 2009
    Completed: 10th February, 2015
    Completion: Finished all the Nintendo-developed Wario Ware games and read all the 4-koma!
    Trophies / Achievements: n/a

    Aye, so… I actually started this in, like… March 2014, because that was around when Nintendo had announced it was closing the servers for a whole raft of Nintendo DS and Wii games, and this was one of them. I was all “oh no! I’ll need to download all of those good levels people made and save them to my cart!”

    However, turns out that while my Nintendo DSi will connect to my router, a lot of these (all?) of the Nintendo DS games don’t actually use the on-system wi-fi connection (or something?) and so couldn’t actually connect to my modern router. I could have faffed about with my router settings, but I wasn’t actually bothered, so I forgot all about it after finishing Fire Emblem: Shadow Dragon (which I finished, ok, shut up.)

    Without the ability to upload levels I’ll be honest I didn’t actually bother my arse trying out the level creation stuff, and anyway that’s my actual job so fuck that for a game of soldiers. And without the ability to download levels, I was stuck with the pre-installed ones, which, much like Wario Ware: Touched! all use the touch screen, so they’re crap compared to the brilliant ones on the GBA. Totally forgettable and dull.

    But at least there aren’t too many of them! The best thing about Wario Ware D.I.Y. is, however, the weird inclusion of loads of 4-koma. If you’re not familiar, 4-koma are a very Japanese style of four panel comic strip, usually super absurdist and often quite wordy compared to your usual, western style of three panel comic strip. These are great. They’re all super funny and you have to unlock them by playing Wario Ware D.I.Y. every day, which sucks, but it’s something to return to, which I did every time I remembered, which, apparently, was rarely, because it nearly took me a full year.

    However, the 150-odd 4-koma were worth every penny, even if nothing else about this is particularly good post server shut down.

    Will I ever play it again? Nope.

    Final Thought: A brand-new game idea!

  • Tomodachi Life (Nintendo, 2013)

    Tomodachi Life (Nintendo, 2013)

    Developed/Published by: Nintendo SPD / Nintendo
    Released: 18th April, 2013
    Completed: 3rd February, 2015
    Completion: Unlocked all the places on the island, I guess?
    Trophies / Achievements: n/a

    I went home for Christmas this year—as I am wont to do—and before I went a read a funny tweet by my, yours and everybody’s beardy pal Brandon “tha B-dogg” Boyer, where he said “I’ve been playing Tomodachi Life for 7 months & no one has ever even expressed vague interest in dating my Mii and it’s incomprehensibly sad.”

    Now, I’m sure most of you took from that “ha ha, his Mii is such a sad bastard” and went on with your life, but I went “Christ, he’s played it for seven months? I should really give this a go after all.”

    It’s weird, because I was so, so, so excited for Tomodachi Life when it was announced. If you watch the early trailers, it seems so incredibly full of potential. Like it’s just going to be super, super hilarious and fun to play.

    But then people I knew got it, and they were all like “no, this is quite boring, actually” and put it down after a few hours, maybe a few days. So I just didn’t bother to try it.

    And now I have! Trading it off with Fantasy Life in the ol’ 3DS slot. I dutifully checked in on my wee Mii society, every day… except I realised a couple of days ago that I haven’t even looked at it in nearly a month. I didn’t even notice that I wasn’t playing it. It was so uncompelling that my brain just, more or less, erased Tomodachi Life from my memory.

    So I guess I have to say I’m done with it.

    “But wait!” you ask. “What is Tomodachi Life?”

    Well, my confused friend, it’s a video game where you put all your wee pals on an island, with personalities that sorta correspond to the Myers-Brigg types (I think) that you sort out yourself, and wait for the magic to happen.

    What this means is that you click on the apartment they live in, and they say something like “I’m hungry” so you give them a crème brûlée. Or they tell you someone they want to be friends with, or they’re asleep, or they give you something like a bath set so you can watch them bathe (uhh…) You can also decorate their apartments and dress them up, that sort of thing. But mostly, the game is “click on apartment, resolve need, click on other apartment.”

    Occasionally they do stuff! like have funny dreams, or interact with other Miis in a silly way. It’s cute, but in that way where you go “heh.”

    The problem with Tomodachi Life is that the interaction with the game is so stupefyingly repetitive and uninteresting. It led me into this long thought on why EA had never just straight up done a Sims game with Miis, which then reminded me they’d actually done a game called “MySims” which was Mii-like but not actually Miis. What’s up with that? I’m going to say it’s corporate hubris, because when I think of Tomodachi Life but instead it’s, you know, a basic “The Sims” with Miis, and it’s got a lot of the wackiness of this, it seems like a real winner. Like something that would actually be good. Stupid corporate hubris!

    Don’t get me wrong. I’m actually glad that they went out of their way to localise this game. But it seems like there’s something cultural about this game that doesn’t translate, and it’s the (likely stereotypical) idea that Japanese people aren’t very open in public, so seeing friends and loved ones acting crazy is really, really wild. I feel like I remember someone describing the game as analogous to a Japanese variety show, and that sounds spot on. It doesn’t translate because seeing people do strange things just isn’t enough—as in The Sims series, we need context to make it really hit home, as being openly silly isn’t transgressive or shocking in the same way.

    Anyway, Tomodachi Life is bad, and I don’t know why tha B-dogg has played it for seven months. It’s joining that ignoble list of games where I’m straight up deleting my saves. Sorry, wee dopplegangers of my pals.

    Will I ever play it again? No, but I still hope they make (and localise) sequels.

    Final Thought: tha B-dogg, in my game, successfully dated Nikki, the wee lassie who used to be the mascot for Swapnote. So he can have some success… with fictional characters, in someone else’s copy of the game.

  • Doug Dug. (The Electric Toy Company, 2014)

    Doug Dug. (The Electric Toy Company, 2014)

    Developed/Published by: The Electric Toy Company
    Released: 5th July, 2014
    Completed: 18th January, 2015
    Completion: $39,000, 621 meters depth.
    Trophies / Achievements:18/31

    January has been a tough month here at exp. Towers, with little to report in the “completed games” stakes. Of course, when I say “tough month” what I mean is “I’ve played Fantasy Life more than anything else, and I’m enjoying it, and ‘finishing it’ isn’t something I’m really bothered about doing, so…”

    Doug Dug. is an “endless digger”! I know there are some other versions of this idea—there’s that game I Dig It, isn’t there?—but this one feels like they said “I’d like to make an endless Spelunky, sorta” and went ahead with doing that. When I started playing it, I hated it. Basically, your wee guy (Doug, I guess) digs his way down, but dirt has several strengths. if you dig under blocks and leave them supported by blocks that are less strong than they are, they fall and will almost certainly squish you.

    To begin with, it’s really, really hard to grasp the system that leads to blocks falling. In fact, although I’ve grown to very not-hate Doug Dug., I’d be lying if I said I understood it well enough that I’m not usually killed by this happening. There is one solution (a bit like Spelunky): extreme caution.

    That’s what makes this game a bit more fun than the other endless-me-do that I played recently, Crossy Road. Crossy Road isn’t interesting after a while because as you get good at it, moving forward for quite a while isn’t challenging, and collecting coins doesn’t offer enough of a reward to be worth the risk. Here in Doug Dug., you’ve got two high scores (depth and cash) and you kind of need to keep pushing both upwards, so you’ll, even in the first 100 meters, find yourself pushing yourself into dangerous positions to get some cash.

    (And if you don’t—and I’d be interested if the developers have confirmed this is coded or just random—the game eventually spawns stuff in your way so you don’t cheaply just dig down, down, down, to avoid anything falling on you.)

    I don’t like that there’s a randomness to dying (in particular, you’re much much safer if you happen upon a helmet which protects you from one cave in, but you don’t always) but I do like that there’s a reason to keep playing… up to a point.

    Because once you’re past 500 meters (I’d say) the early levels do lose their lustre, and the game introduces some pretty unfair baddies, including a huge troll that seems to be indestructible apart from that one time I happened upon him and he was already dead (dynamite, maybe.) And it’s at that point the “I didn’t understand exactly why that fell on my head” thing starts to feel really annoying, not just unfair, and you stop.

    It’s still good for a while though.

    Will I ever play it again? Nah. Quite comfortably done with it.

    Final Thought: You know what’s a good series? Mr Driller. I should play one of those again.

  • Woah Dave! (MiniVisions, 2014)

    Woah Dave! (MiniVisions, 2014)

    Developed/Published by: MiniVisions / Choice Provisions
    Released: October 30th, 2014
    Completed: 5th January, 2015
    Completion: A high score of $2.20 in the main arcade mode.
    Trophies / Achievements: n/a

    Woah Dave! cost me a dollar (well, $1.04 with tax) and I can’t recommend it. I really want to give Woah Dave! a kicking, especially at the $5 it’s supposed to cost, but I’m going to try and be nicer than that? A bit???

    Here’s what’s up with Woah Dave!. It’s a tiny arcade game that’s very (very) much in the style of Super Crate Box. Only instead of shooting baddies with a range of weapons, basically you pick up anything you run into (that’s not an enemy) and can throw it. Enemies hatch from eggs, and there are also skulls that explode. Enemies that run off the bottom of the screen jump to the top of the screen as a more powerful evolution. Occasionally you get a “woah” block that kills everything on screen, and later on flying saucers appear that destroy platforms. But that’s pretty much it.

    Woah Dave! is, you know, interesting as a case study, because it’s like someone looked at Super Crate Box and decided to get it all a bit wrong. For example, are you a fan of Super Crate Box’s crap jumping? Well, please enjoy Woah Dave!’s “Unity test project”-quality game feel! Then there’s the enemies respawn; where in Super Crate Box they simply appear again from the same spawning position, in Woah Dave! they leap back up the screen and can kill you during their leap. It’s the kind of thing where you’re like “was this actually a game design decision?” Being killed by enemies shooting up the screen is zero percent fun.

    There’s also the cool times that involve your “weapons” the eggs and skulls. Yes, they start to flash right before they change/explode so you know you need to throw them, but because you pick up the first thing you walk into every time, there are many fun experiences where you pick up things right before they change/explode or you simply mistime a throw because of how subtle the timer is.

    I can hear the designer moaning “but that’s the design! That’s the core of the whole game!” Perhaps, but it’s… not a good design? There is no excuse in an arcade game in leaving the player feeling frustrated because their character picked something up they didn’t want to pick up (particularly fun when things get piled up, as there’s no obvious rule to what your character picks up, so congrats on picking up the about-to-explode egg hidden behind that fresh skull) or killed because things aren’t clear enough.

    Could you fix Woah Dave!? Maaaybe. Respawning enemies not killing the player and a much more clear timing on bombs and eggs (not quite sure what, but even a timer would be better) would do some work, but you’ve still go the problem of items piling up, so don’t let eggs and skulls layer? But then you have to improve the jump so you can get to the thing you want to pick up if it’s between other things you don’t! Thing is, I totally get how Woah Dave! is playable as is; how you could get to this point and be like “pretty good! Ship it.”

    It just crumbles completely if you play it intensely for a few hours. Frustrating.

    Will I ever play it again? I shall not, no.

    Final Thought: It’s weird because the game is close to one of those “expert player game loops” that you get in things like Geometry Wars etc., where you’re supposed to let enemies evolve to the point the screen is crowded and then wipe them all out with a woah block. But it doesn’t work because the jump is so crap and eggs/skulls change so imperceptibly on a crowded screen that past the first woah block you are much better off keeping the screen clear as things get faster and more dangerous anyway. $2.20 isn’t much to write home about, but I got the score by playing conservatively past a dollar.