Monday July 10, 2006
DS lite: fashion wins again
Written by gatmog at
07:09 PM
Categories:
gaming,
nds
As much as I enjoyed holding Nintendo’s glistening white lozenge in my hands, something about it didn’t feel right. The DS Lite was more screen than portable gaming device – which is fine for showing off the significant difference in brightness from its predecessor. In a game like Metroid Prime: Hunters, I almost didn’t notice the difference when using the plastic nub and touch screen because my thumb was naturally closer to the edge of it. However, in any other game, having the ABXY buttons packed together and so close the edge of the unit can be a little unnerving when you’ve got oversized man-hands. The easiest comparison to make is playing any GBA platformer on my DS and then going back to play it on the GBA SP: my hands felt cramped in the smaller playing space. The old DS may be unattractive, but it wasn’t overdesigned to the point of being almost unusable. Are we really past the point where it's unfashionable to carry around an ugly piece of hardware?
On a general DS note, I wouldn’t advise changing the Gameboy/Gameboy Advance display screen on the DS while a game cartridge is in the slot. I lost all of my progress in Castlevania: Harmony of Dissonance (including my recent replay) when I switched from the upper to the lower screen, though I haven’t read of this happening to anyone else. It wasn't a big deal; I already know how it ends and my opinion of the game hasn’t changed two years later.
Sunday June 11, 2006
New Super Mario Bros.: it's all relative
Written by gatmog at
04:27 PM
Categories:
action,
arcade,
nds,
reviews
Did the New Super Mario Bros. have to be made for the DS? After all the thought that went into the handheld's features, is a simplistic, side scrolling platformer really what it needs? Short answer: yes.
Now it's time for the long answer.
Continue reading "New Super Mario Bros.: it's all relative"
Saturday May 20, 2006
Dawn of Sorrow: Julius mode
Written by gatmog at
07:19 PM
Categories:
action,
gaming,
nds
From what I can tell, the upcoming Castlevania: Portrait of Ruin is introducing another playable character, with a series of puzzles that can only be solved while using both characters. It follows that a co-operative multiplayer version of the game is also available. Other than that, it seems like a return to pre-Symphony Castlevania. It also sounds like a game that I played last year.
Dawn of Sorrow's "Julius Mode" is unlocked by completing the ending where Soma (the character in the main game) assumes the mantle of Dracula. As Julius Belmont, you must go through the same castle to fulfill the destiny of the Belmonts. Subtracting the details of spell and inventory management, what remains is a veritable tribute to the Castlevania games of old. In fact, this same premise was used for Julius Mode in 2003's Aria of Sorrow. Only this time you have friends.
Dawn of Sorrow's Julius Mode gives you a team of three characters. Aside from the whip, Julius comes with a solid collection of traditional Castlevania powers like holy water, axes, and a cross boomerang. Yoko Belnades, who was a character from the main game, adds fire, ice and lightning spells into your repertoire of powers. Last, but certainly not least, as Julius you run into Genya Arikado (a returning character from Aria of Sorrow), who reveals himself to be none other than Alucard. While not having as many powers as the other two, he can change into a bat which allows entrance into some of the castle's otherwise inaccessible areas. The current character is switched at the press of the "X" button.
As such, balancing the use of these three characters becomes an entirely new game that focuses on the straight ahead side-scrolling action of Castlevania before it had been fused with Metroid. The game even allows you to level up the characters. Aria's Julius mode simply gave a full powered static character to plow through the game with, which was no easy feat during the last third of the game. My only criticism for this experience system is that the levelled-up life and mana pools are shared among the three characters, so the weaker Yoko will tend to drain the health pool faster than say, Alucard. Yoko's mana will recharge a lot faster, though. With regard to castle exploration, there are quite a few dead ends such as the "Ice Blocks" area that is extremely time consuming to clear with the whip, only to find that there's nothing at the other end worth pursuing. Though I'd hardly fault Konami for these shortcomings - they've essentially turned a bonus for completing the main game into a completely separate adventure.
Friday March 31, 2006
the hunted
Written by gatmog at
05:37 PM
Categories:
fps,
gaming,
nds,
reviews
Is Metroid Prime: Hunters really the best first person shooter for a handheld? More than likely, even though it's probably the only one in the eyes of the average gamer. Some people seem to forget that both Doom and Doom 2 were released on the GBA just a couple of years ago, not to mention the countless number of homebrewed Doom and Quake ports on portable devices. As a finely tuned FPS, Metroid Prime: Hunters certainly delivers what you would expect, carrying over elements from the Gamecube versions that made them some of the best games I've ever played. The controls are suprisingly easy to get used to, but the lack of custom configurations is limiting for those that aren't huge fans of the touch screen and default button assignments for Right and Left handed players. The aiming and "mouselook" with the Thumb-strap felt completely natural as someone who plays FPS on the PC regularly, and I'm impressed how easily this control scheme has been adapted for the DS. As a result, the multiplayer feels fast and action-heavy, and a lot like playing Quake III Arena. The race for the big weapons and bunny hopping to dodge rockets is usually most players' default strategy. The fact that it plays so well without me realizing I'm using a handheld is evidence enough that Hunters has managed to make full use of the DS' abilities. But that's where some reviews seem to end. What about the game?
Continue reading "the hunted"
Friday February 03, 2006
gaming in 2005: the year's best
Written by gatmog at
09:04 PM
Categories:
features,
gaming,
nds,
pc gaming
The list is shorter this year, because frankly I felt 2005 was a weak year for gaming. There were a lot of very good releases, but there was no game that stood above the rest, immediately recognized for its strengths or unique contribution to the medium. World of Warcraft made great strides in capturing audiences worldwide in 2005 - what is it, five million concurrent subscribers now? The XBox 360 launched with one of the worst lineups since the Saturn, with an engineered product shortage that somehow convinced people they actually needed one. But in terms of a singular victory on any platform, I am hard pressed to name one. I also could have easily padded a list with the other games that I played last year that left me satisfied, but to do that would lessen the meaning of the other selections. These are, after all, the best games I played from last year, and as such should come across as titles actually worth playing, not just looking into.
Continue reading "gaming in 2005: the year's best"
Tuesday January 17, 2006
castlevania: dawn of sorrow
Written by gatmog at
08:34 PM
Categories:
action,
nds,
reviews
I find Castlevania in its current form irresistible.
As much as I love to complain about a lack of exciting new concepts in games, Castlevania: Dawn of Sorrow continues to refine the formula that makes the portable version of this series so appealing. When you aren't mentally replacing the main character with one that wears bionic armour, the gameplay remains gripping. The need to collect better armour, weapons and more powerful spells (the souls that first appeared in Aria of Sorrow) drives the game forward. Ever since Symphony of the Night, Castlevania has turned into a kind of "Castleroid", adopting the exploration to acquire new power to unlock new areas methodology. Though what Castlevania adds is experience points. It gives purpose to repeatedly visiting the same rooms during those long sessions of trying to figure out where to go next. Except this is not really an RPG, because the player has no control over the main character's stat progression. And yet somehow the entire system manages to work.
Continue reading "castlevania: dawn of sorrow"
Friday January 13, 2006
mario kart DS
Written by gatmog at
12:55 PM
Categories:
arcade,
gaming,
nds,
racing,
reviews
It's hard to imagine a Nintendo console without a version of Mario Kart. Ever since the mold was cast on the SNES, there have been numerous imitations. Even Nintendo's own following iterations didn't seem to capture the same charm as the original. This time Mario Kart DS provides the entire package, borrowing only those components from its ancestors that worked well and created one of the best games I played last year.
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Wednesday August 24, 2005
Nintendogs continues the distortion of reality
Written by gatmog at
10:47 PM
Categories:
gaming,
nds
I own a dog. She's five months old, and has been a ridiculous amount of work. But my wife and I love her. Despite whether the favour is returned or not, we spend time on her. Housetraining, obedience, and general manners - it's all important if you want to be able to live comfortably with a pet. It's because of these efforts she is growing into a fantastic animal companion for us. When I read about Nintendogs I see that exactly 8% of what I've spent the last five months doing is actually represented.
With hints of the Tamagotchi craze of the mid 90s, Nintendogs takes the features of DS and creates an entirely new interactive experience with a virtual pet. From a technology perspective, seeing how the voice and touch screen elements of the DS come together makes Nintendogs sound like a genuine accomplishment. Reading through some of the reviews, it seems that the underlying simulation is lost amid the praises for using the DS's capabilities to their fullest. Let's take away the fact that there is a cute puppy on screen waiting to be played with. What is the ultimate goal?
Nintendogs can hardly be considered a "game" in the traditional sense, as it takes elements from what we have come to expect from a "virtual" pet with that of a simulation of sorts. You can record yourself saying "sit", and your dog will eventually learn to do it on command. After three or four tries. You can "walk" your pup around the neighborhood where you might find accessories for your new dog, like a new...hat. You can enter your dog into obedience and frisbee catching competitions and win awards to buy more stuff for your dog. You can feed your pup to keep him happy, but he will never grow. It all might seem very appealing to some people, and it's entirely possible that Nintendogs' undeniable cute factor will prompt new sales of the DS. Though what I'd be more curious about is whether this game causes someone to go out and actually buy a dog. They'll be in for a surprise.
Where I thought this game would excel is in player-to-player interaction. A proper component of raising a dog is socialization, so what better way to exploit the DS's wireless connectivity? Through something called "Bark Mode", Nintendogs players can meet each other's pups in a generic-looking play room. However, all you'll be seeing is a "local" version of the other player's puppy; none of the activity is happening in real time. That means the other player can't call his dog back to him, or throw a frisbee and the both of you watch your dogs go after it. With the inclusion of dog competitions in the single-player game, it's all the more unfortunate that players can't compete with each other in obedience trials or even something simple like a race.
The most notable aspect of multiplayer interaction is that the game assumes the dogs will get along. You don't need me to tell you that every dog behaves differently, regardless of breed. Walking your dog through a park with other dogs usually results in friendly play, but you will occasionally go through the harrowing experience of having to put up with an aggressive dog and an owner that can't control it. Nintendo obviously chose a selection of lovable, cuddly breeds to include in Nintendogs, but that doesn't mean they can't be - or become - aggressive. It's obvious this game was made for kids, but is there any kind of reaction for poking your dog repeatedly with the stylus? Or neglecting it for long periods? Something tells me the experience is intended to be short term, with the results of this negative parenting never affecting the development of your virtual puppy.
I enjoy gaming because it's an escape from reality. This is main reason why I avoid sports games: as much as I can appreciate the "fantasy" aspect of controlling one's favorite team, I'd sooner go outside and play the real thing (which rarely happens anyway). The same can be said of Nintendogs. Where's the fun of actually walking with your dog? How empty would you feel yelling into a machine, only to have the insolent collection of pixels disobey the command? Would you show this virtual pet to your friends and expect some kind of reaction? This process of thought made me question where games in general are going. To simulate real-life physics to put a player in the middle of a compelling fictional setting is certainly an admirable goal; simulating the triviality of real life seems wasteful and indulgent. I'm sure a direct relationship can be found between obsessing over virtual lives with the popularity of reality TV.
While the thought of spending $40 plus the cost of a DS for a "dog" is probably appealing to some parents, the fact of the matter is you can still turn off the game. Your dog will never die of starvation or neglect, it will never run away, and will remain a puppy forever. I'd hardly call that a simulation, and it simply reinforces a fundamental flaw in game design: the lack of any real consequence.
it's a perfect day to lock yourself inside
Sunday August 07, 2005
PC gaming on the DS
Written by gatmog at
02:52 PM
Categories:
gaming,
nds,
pc gaming
A strategy I never anticipated for the DS was to host a series of PC ports. I should probably call them "re-imaginings", though, because an initial inspection of Age of Empires DS reveals only a passing resemblance to its forebear. The game has been turned into a turn based strategy title, with battles looking like something out of Advance Wars as opposed to the RTS classics of yesteryear.
Strategy First followed this up with news that turn based franchises Disciples and Jagged Alliance would be available for the DS as well. Along with Age of Wonders, Disciples helped re-galvanize the weakened state of turn-based fantasy epics and secured a position in my catalogue of PC favorites.
On a similar note, Paradox announced last month that their turn-based Europa Universalis II would be available for the DS sometime in 2006, with seemingly little visual modifications.
Nintendo has always been known to capitalize on past successes, as any Gamecube or Gameboy Advance owner can tell you. Instead of simply re-releasing old games, however, developers will be taking advantage of the DS's interface. The buttons coupled with a stylus will attempt to mimic the mouse and keyboard, the PC gamer's requisite control scheme. With two screens at a player's disposal to display information, I can see these titles succeeding in concept, though what remains of the gameplay will be the ultimate deciding factor.
The trend continues in homespun ports, with agile programmers utilizing a growing number of DS development tools to get SCUMMVM running on the DS. I've only seen photos of The Secret of Monkey Island running - but that's enough to get the gears turning. I've said before that Indiana Jones and the Fate of Atlantis is easily one of my favorite games of all time; to think that I would be able to play it on the DS has me considering the purchase of a wireless network card to interface with my DS.
Based on my experiences with Metroid Prime Hunters: First Hunt, the first person shooter is another genre that has the potential to broaden the DS's library. Case in point: Heretic DS. Forget for a moment that Heretic was a feeble attempt to recapture the success of Doom. The programmer responsible for the port has not only managed to get the game to run with both screens in operation, it appears that he has essentially copied the design concept of Metroid Prime Hunters. Do not think for a moment that the lack of an analog control stick somehow cripples the DS. When you realize that the touchscreen is an extension of the control pad the potential for this platform becomes perfectly clear.
he hands the drill to his son
Wednesday August 03, 2005
meteos: not quite tetris
Written by gatmog at
08:26 PM
Categories:
gaming,
nds,
puzzle,
reviews
![[Launch Meteos into the stratosphere!]](http://toase.net/gfx/meteos-scrn-01.jpg)
Comparisons have been made between the release of the PSP and its flagship Lumines and the original Game Boy that allude it's some measure of the platform's success. These comparisons would be entirely valid, too, except for the fact that Lumines is a separate purchase from its already overpriced do-all platform. Tetris came with the Game Boy, and for some people that's all they ever played. Reviews claim that Lumines is the only game you will need for the PSP. Let's contrast the DS. Released four months previous, the standout launch title was Super Mario 64 DS. An excellent port, but it doesn't promote the short game sessions portable gaming should be striving for. It's also not a title that embodies the unique gameplay opportunities gestating within the DS.
Polarium was a puzzler released for the DS earlier this year to noncommittal reviews: it used the stylus, to be sure, but the gameplay was dreadfully uninspired. The color scheme was equally boring, and the game wouldn't seem out of place on a cellphone. DS owners were left feeling cold. Until some colorful blocks started falling from the blackness of space.
Continue reading "meteos: not quite tetris"
Tuesday February 01, 2005
Konami to provide more Castlevania action
Written by gatmog at
08:13 PM
Categories:
action,
nds
Konami has answered the question I have been asking myself since the Nintendo DS's release in November. I think I always knew that I would eventually get one, because the fascination of what it offers in terms of new and exciting types of gameplay is more appealing than what it lacks in streamlined design. Sure the stylus is a bit awkward for portable gaming, but when I saw it used in this gameplay video for Castlevania DS, I knew I was witnessing the reason I should own a Nintendo DS.
Any negativity surrounding the use of the touch screen has now been dispelled for me. The rumoured "sealing" system that will be used in Castlevania DS will allow you to "banish" boss monsters by tracing a certain sequence on the touch screen like some demonic incantation. And as seen in the video, the stylus can actually be used to eliminate obstacles, or provide access to new areas. Castlevania DS follows the further adventures of Soma Cruz from Aria of Sorrow, who must put a stop to an evil cult intent on resurrecting Dracula.
Though this isn't the only Castlevania title due out this year - Castlevania: Curse of Darkness will be released for the PS2. This latest chapter establishes a new hero, Hector, a former student of Dracula and skilled in the summoning of "innocent devils" who can be used to complete his quest. This isn't that far off from the use of captured Souls in Aria of Sorrow, but a brand new character complete with a new story should hopefully renew interest in the series. Based on the reaction to Lament of Innocence, Castlevania may have to be entrusted to its heritage of 2D adventures.
Wednesday January 21, 2004
dangling precariously
Written by gatmog at
07:58 PM
Categories:
gaming,
nds
I'm not sure how to react. Should I be enraged? Should I make a clever mockery of the codename "DS"? Somehow I knew the collective reaction to Nintendo's big announcment would be negative, given their persistent vagueness in the press. The aptly named "Nintendo DS" portable gaming system (probably a modded Gameboy Advance) will come equipped with two processors and dual screens* allowing you to view a map while still playing a game, manage character inventories, or view the game from different angles simultaneously. The concept itself is not even new for them, and it seems like a waste of everyone's time - including Nintendo's. Through some blind sense of loyalty from gamers they will still manage to survive 2004, maybe even 2005. But if they lose the battle on both fronts; that is, Sony gains the upper hand with the PSP and its outrageous price I will not mourn the loss.
Maybe things work differently over there in Nintendo's Super Lucky Research Facility. I mean the president said himself this device wouldn't be liked by the majority of people. Inconsiderate of these facts, I nurtured a small ember of hope that the mystery device would be some attachment or retrofit to existing GBAs that would help it compete with the PSP until their next generation handheld was available. Some good may still come out of this, however, because beyond the dual processors the press release states it will have "up to 1 Gigabit" of memory (which works out to about 125 MB). Could this be a testing ground for the next Gameboy's architecture? Perhaps it will act as an even more detailed display during multiplayer game sessions in Final Fantasy: Crystal Chronicles. You know, since they're basically making prospective Crystal Chronicles players buy GBAs at knifepoint. Well, maybe just a really powerful cattleprod.
* These aren't real.