Resistence is futile!

I think Sony must have it in for me.

They must have heard of my determination to hold off getting a PSP until well into 2006 (when the price may be a little less damaging and the second generation of games will have appeared) and told developers to tap into my gaming nerve.

I kid you not, when I saw thumbnails of the SSX PSP game below I thought that I was glancing at the PS2 version of the game. I can’t wait to see this moving!

SSX on PSP
SSX on PSP

And then they go and dish out the trailer and more screenshots for the PSP killer app that is Grand Theft Auto – Liberty City Stories. I learned that Rockstar Leeds (in conjunction with GTA grandfathers Rockstar North) dropped the Renderware engine from the game and built new technology from the ground up. I’m a little concerned that all the footage and screenshots that I’ve seen appear to be from cinematics or posed-for-camera style shots but I really can’t see how this game can fail to please.

GTA on PSP
GTA on PSP

Apparently, Burnout Legends is another stonker too. God help me if I see any of these titles actually moving in front of me – any sense of discipline will surely crumble. I think I’m turning into a chav gamer and graphics whore. What’s worse is that I think I like it.

Ghost Recon + X360 =

Not much to say, just look at those pixels!

I’m liking that draw distance in that first screenshot but the casual gamer in me can’t help but think “Wow, just imagine what the next GTA game might look like!!!1!”

Also, the explosion effects are fantastic, truly cinematic stuff. The most efficient way to give you a demonstration is to link to a 2 megabyte animated gif of some footage I found.

I know it’s not just about the graphics but, by gum, thems sure is purdy.

Shadow of the Colossus

First things first, as the eagle-eyed amongst you will have noticed, there’s no wee picture on the right. In a post dedicated to the aforementioned game I feel that there’s simply no graphic that could do justice to the look of the game.

Secondly, you should realise I’m a big fan of the original Ico and will therefore be biased – even when I think I’m trying not to be.

So, the game. From what I’ve now seen and played of it I can say that it delivered on pretty much all counts. I think there’s room for improvement with the way camera control is handled and also player control. Everything else is just stunning.

The game opens in much the same way as the original Ico did. An engine-based custscene takes it’s time conveying the hero traversing wilds and forest on horseback. A delicate theme plays throughout. The touches that elevated Ico’s look and sense of reality are evident at this stage too. The hero comes to a small chasm so he manoeuvres his horse around until a confident run and jump can be performed. Elsewhere there is a close up of a forest scene with moisture dripping onto plant leaves, the leaves give way to the impact of the droplets as they fall. A remarkable amount of care and attention to a synthetic world. The intro ends as the hero comes to a mighty bridge, hundreds of feet long, that leads into a large temple-like structure. As the camera pulls away to a distance so far that we can no longer make out the hero or his horse the legend “Press Start” delicately fades in.

You start the in what I presume is the other end of the temple. Your mysterious significant other laid on the altar and your horse idly standing nearby. If you’re anything like me, you won’t be dashing straight into looking for goals and objectives. I’ve looked forward to getting the chance to savour what these people have produced and I intend to take my time and soak it up. You have control over the camera and I decided to get a good look at our hero. The hero doesn’t appear typically heroic. The hero posesses a genteel posture and less than rugged frame and has an almost androgynous appearance. Moving the camera rapidly invokes a motion-blur effect on the environment that also affects the frame rate. The hero is not affected by this motion blur and stays crisply portrayed throughout.

Time to push some buttons. Triangle makes you jump, no great shakes there. Square unleashes an attack. D-pad left and right swaps your weapons between bow and arrow and your sword. Pressing X calls your steed and reminds you instantly of calling Yorda in Ico. Holding the circle button raises your sword to the skies. In well lit areas the light will bounce off your sword and then give a kind of starburst effect off the blade. Moving the camera whilst the sword is held aloft affects how this starburst appears. The beams of the starburst contract and expand as your focus moves and they will eventually contract to a single, wide beam when you’re facing in the direction you need to proceed in. Whilst a compass with a marker or a column of light might serve the same purpose I have to admire how this information is all conveyed within the context of the game. No need for arbitrary maps with icons overlayed on them here! Subtle but effective.

Your horse is your companion, as Yorda was in Ico or as Epona was in Zelda: Ocarina of Time (to which endless comparisons will undoubtedly be made). I really can’t convey just how succesfully the team behind this game have made this entity seem like a living, independent being. Save for a few sharp angles and a slightly thining mane, this is a real horse. I won’t attempt to say any more on the matter as I don’t think anything I can say will do it justice. Pressing the jump button near the horse will allow you to mount it. Once atop the horse left and right pulls on the respective reign and allows you to influence the horses direction of travel. Pushing up will dig your heels in and pulling down will pull on the reigns giving the instruction to halt. The game clearly wants you to feel like you are controlling your hero, not your horse, when you are sat on it. The horse takes just a moment to react to the instructions given by the hero and retains it’s sense of being an independant creature and not something that you directly control.

It’s time to leave the temple. As you travel under the archway leading to the outside world you are greeted to an expansive plain. Here is where you can play giddy-up and learn how to focus on making sense of using the light to find your goals and get a better feel for riding and controlling your horse.

Sooner or later you’ll end up at the base of a largish rock wall. This is an excersise in training you the way to control your hero and getting him to jump, grip and climb walls and ledges. Importantly it shows how you can traverse moss-covered surfaces and walls. Once you’ve scaled this wall you’ll meet your first Colossus. He’s one of the guys you’ve seen in the pictures and videos of game footage and makes a fairly modest appearance – which I was quite surprised at. I really expected that the unveiling of your first nemesis would be quite a theatrical affair but it’s done with little fanfare other than the plodding of his feet and a camera-pan up to his head.

And now the game begins in earnest. Shining the sword is meant to help reveal the weak spot(s) of the Colossus but I found this had no discernable effect. I spent a good five minutes running away, getting the sword out, aiming the camera to see nothing change at all. Every now and again the beast would take an almighty swipe at me with his club – making the entire ground shake and debris fly. This also has the effect of unbalancing the hero and throwing him onto his back a few feet away. The hero receives damage (clearly depicted in a smallish status panel in the bottom right of the screen) that regenerates over time when this can happen. Other errors such as long drops or being trodden on won’t help your in your efforts either!

The encounter with the Colossus was accompanied throughout by a dramatic score. On the whole there’s a far greater audio presence in this game than in their last one. But then, the tone of the game is far more dramatic and grand. The audio is ideal – I couldn’t really say that there was anything I noticed in a positive or negative way other than the footsteps of the Colossus didn’t resonate as deeply or loudly as I might have expected. Whether this is them or the bass settings on my TV audio I don’t know yet. I wouldn’t be surprised to learn it’s me, not them.

So, I spent some time dashing around the big guy and, for kicks, walked between his feet and ended up behind him. Swivelling the camera round I saw a weak spot! His shire-horse-like hairy shins had a blue area on it. I had to get to it now. Timing my jump with his footsteps I attached myself to his ankles and clambered up. The Colossus was walking all the time and the hero was flung wildly around as the monster took his strides. A grip meter is an integral game mechanic and portrayed by a diminishing disc near your health gauge. You can hold on for as long as you have the ability to do so (and holding down R1 too). When you run out of grip or release the R1 button you’ll drop off whatever it was you were attached to. Your grip meter takes about 15 / 20 seconds to return to maximum. So there’s the primary mechanic – travel from safe spot to safe spot before your grip runs out. I climbed up his ankle and hairy shin and prepared to attack the weak spot. Attacking whilst holding on involves holding down the square button to draw your sword and charge, you then execute an attack by releasing the button. As you would expect, the hero is depicted holding on to the shin by one hand, his legs supporting him and his other arm raised about to strike – all the time whilst your entire world is lumbering around creating chaos all about you.

Striking the spot creates a reaction from the Co
lossus, a scream and a pause as he lowers to one knee. Your environment has changed! You’re no longer clinging onto a hairy wall but crouching on a hairy platform as the creature kneels. Quickly, there’s time to release from the shin, run along to the back of the knee then jump onto a monstrous thigh. The beast is up again. The hero is climbing the back of his leg and onto it’s waist. No further progress upwards can be made from this point so the hero clambers hand-over-hand along to a large spinal plate sticking out the small of the creature’s back. It’s safe to stand unaided on this area and recover grip but the movement of the creature still forces the hero to lose balance constantly. Looking up, the rest of the journey is obvious. A mane of hair covers the head, shoulders and central back of the Coloussus. Climbing is straightforward and feels epic as you, like an ant, climb this monster. At the top of his head, another weak spot. Hold, release, STRIKE! Jets of black blood are released and the creature wails and shakes. The hero is thrown but his grip is secure. Another strike, more jet black liquid erupts and more of the creature’s health is lost. A simple horizontal bar across the top of the screen indicates half my job is done. But the hero has no more grip and is flung to the floor.

Wash, rinse, repeat.

The creature falls, devastating the land around him and as he lays still, the dust still to settle around him, black streams of energy snake around the air, swirling around it and making their way to the hero’s sword where they are absorbed fully.

And with that, the gameplay ends. A short movie plays showcasing more footage from the game. The end.

On the whole, I’m totally satisfied with what I’ve seen and heard. As I stated earlier, the camera controls need a little work. Holding L1 fixes the camera in such a way so as to keep the hero and the Colossus on screen at once and can prove to be cause difficulties because, due to the sense of scale, you’ll see more a lot of chin, nostril and sky and not be able to determine where you are in your environment too well. Or maybe I just suck.

Another concern is what I saw of having to repeat the ascent of the colossus because the game design won’t allow you to stay at the crucial weak spot due to your grip running out. I don’t know whether this mechanic will be repeated for every giant but I can imagine it taking away a chunk of fun from the game if you end up having to repeat things too much. Perhaps later giants will change their stance and structure after your initial attack and create a need for a new path to be found as you head to it’s weak spot in future attempts.

The only other criticism I have is that the hardware of the PS2 may not be up to the vision of the game design. Certain events cause a noticable drop in frame rate (such as swinging the camera across an open plain invoking the motion blur effect or when huge chunks of dust and debris are created when a creature lands the swing of their club). These aren’t fatal by any means but they do serve to break that wonderful suspension of disbelief that the rest of the design works so incredibly hard to convey.

I remain thrilled and full of anticipation for the rest of the game and to see how cunning the design of the later encounters will be. I think the idea of having ‘living’ levels is a fabulous idea and a logistical and design nightmare. I’m convinced that I’ll be seeing some new styles of platfoming and cerebral challenges in the game and it’s that, as much as it’s stunning appearance that maintains my excitement.

Thanks for reading this far – I’ve deliberately made this as detailed an account as I can muster whilst working from memory. If you have any questions that I might be able to answer, feel free to ask. So long as they’re not begging for the game demo that is!

Thanksgiving

Give thanks! The dry season is over! Here in the UK we don’t know, care or celebrate Thanksgiving at all. We have Guy Fawkes – a guy with a sense of occasion. Of course, in the US Thanksgiving is is a big deal. In fact, it’s a huge deal an absolutely enormous commercial holiday season. As far as retail trade is concerned Thanksgiving is bigger than christen.

Summary: big games are coming!

Lets see, Fahrenheit (aka Indigo Prophecy) went gold yesterday, Rebelstar Tactical Command shipped on GBA yesterday, the Shadow of the Colossus hit my PS2 yesterday (yay!) and the long awaited Age of Empires 3 demo appeared yesterday. The latter weighs in at a less than 400mb install file – pretty good compared to Dungeon Siege 2’s 1gb+ download size.

Not bad for a Wednesday, I think you’ll agree.

In a couple of weeks time the latest installment of the Burnout series will be with us. Whilst it’s not the same technical jump from 2 to 3 that we saw last year there’s more than enough stuff introduced in it’s look, style and mechanics to warrant proper investigation. The usual EA doubters and dismissive types can snort, but I believe it’s them that’ll be losing out, not EA.

So, get ready for the season of gaming overload. The summer drought is over and the trickle that started recently is sure to become a flood.

Yes, I played Shadow of the Colossus. Yes it was awesome. My views will appear later on today.

Minor rantlet

There’s something that’s been niggling away at me for a while now. What the hell is it with websites with deliberately shitty gallery navigation.

Primary offender: Worthplaying.com. It’s a good site, plenty of information, good reviews, previews and updates. But, goddamnit, click on an image thumbnail and a new window opens to display it. That’s not the problem. But you can’t advance to the next or previous image from that new window. Ooooh no. You have to close the window and click on the next thumbnail instead.

An oversight perhaps?

Unlikely. The thumbnail links use javascript:void instructions so the boffins know what they’re doing and they know that using such a method defeats the convenience of tabbed browsing too.

Now, I can understand if you have major exclusive and you don’t want kids hotlinking to your images and stealing your bandwidth. Just make the gallery Flash based or something. But Worthplaying clearly isn’t too fussed with that and they also watermark all their images.

So, please, someone explain the mentality of deliberately making your large, sprawling, multimedia website a right bloody pain to navigate – seemingly for the sheer hell of it.

Footnote: This post sounds better if you imagine an exasperated John Cleese is saying it.

Smug get!

Two minor achievements to report!

Firstly, I’ve answered my own request for a Gradius V playthrough video and uncovered a heap of speed run sites to raid. The Gradius playthrough video can be found on the first site listed below. You’ll also find Ikaruga and Radiant Silvergun playthroughs too!

http://benjamin.bouloch.free.fr/ben-shinobi.htm

http://www.ikaruga.co.uk/files/

http://speeddemosarchive.com/

http://www.archive.org/details/gamevideos

http://home.comcast.net/~arcthelad/movies.html

http://www.vortiginous.com/

Second achievement and one earning me some seriously hardcore bragging rights: I’ll be playing Shadow of the Colossus in the next 24 hours. This won’t mean much to some people but I’m expecting my OPM October coverdisk to be with me shortly and it features a playable demo of this highly anticpated game.

Go me!

Gameboy Love

Sometimes my timing can be a bit off. I recently chucked Final Fantasy Tactics Advance back onto my GBA and started afresh. It’s an awesome game with some of the highest production values that you could possibly throw at the little machine.

However, this week (today in fact) is the release day for Rebelstar Tactical Command. Huh? What? Well, it’s UFO: Enemy Unknown Advance by any other name.

UFO is a legend of gaming that, truthfully, has aged rather badly, but was one of the most engrossing and enjoyable games I ever played back in the days of MS DOS. My life doesn’t have time for FFTA and this and I know which one’s going to get the boot by the end of the week.

I’m expecting great things of this. Gollop, don’t let me down!

Koffdrop.com email updates – status check

Well viewers, the polls are closed, the results are in, the votes have been counted and a verdict can now be cast.

Contrary to my earlier leanings I’d now say that RMAIL is a better option than RSSFWD. Both are pretty much the same, you get a full html email of the post – including links, pictures and formatting with either option. The difference between the two is that RMAIL tends to email you almost immediately after koffdrop.com has been updated whereas RSSFWD can take up to two hours.

Now, I’d be surprised if any readers are such enormous fans of my meanderings that they feel they simply cannot wait a whole two hours after I’ve made a post, but there you go. I’m simply supplying the results of some research and feedback.

Who goes? Who stays? YOU decide.

Subscribe via RMAIL

Subscribe via RSSFWD

Frog, Prince

So, the weekend has come to an end. Again. Saturday was unproductive in the conventional sense of the word but I feel happy with what I achieved. After my brief stint with Prince of Persia: Sands of Time earlier in the week I felt compelled to play it more – to the point of completion no less. I enjoyed every second of it and have higher regard for the game than I did originally.

I’m more than pleased with my completion time of seven hours and I wondered what the best time for the game was. After all, this was the second time I’d completed the game and some of the routes through the environment were now familiar to me. I recall being stuck for some time simply because the camera didn’t give me a comprehensive view of the situation and I couldn’t fathom how to proceed. No such problems this time.

Still, a quick scurry to the Speed Demos Archive showed me that the game had been beaten in a humbling 2:09. With bandwidth to spare I downloaded the video of the run and watched the technique. Pah! Dodging all the fights – WIMP! Still, I was very happy to note that I’d spotted a short-cut that Mr. Speedy hadn’t.

I spent a bit of time at the Speed Demos Archive, marvelling at Metal Slug being beaten on one life and Contra: Shattered Soldier being given similar treatment. I’d love to see a good playthrough of Gradius V on the PS2 without having to import the Gradius Perfect DVD. If anyone happens to know that such a download exists, please let me know. Thanks.

Sunday was going to be a day of hard labour. My mother-in-law is halfway through transforming her front garden from a rather solid, plant-unfriendly place to something more suited to her green fingers. This involves turning over a large patch of earth that turned out to be clay. Now, me and hard labour aren’t exactly bedfellows. Hell, we barely know each other. But when it comes to helping out my mother-in-law, the answer is YES regardless of the task. She looked after me and spoiled me rotten for a solid year when I lost my job and she’s a fabulous woman – wise, funny, sincere and the mother of a fabulous, now married, woman.

So, I was moderately relieved to learn she’d decided to get the professionals in with a digger rather than rely on me. This just left a good family afternoon gathering at my sister-in-law’s place were much good food and liquid was enjoyed by all. The family had only recently returned from a holiday in the south of France which they were keen to tell us all about. In no time at all a plan was hatched to return in 2006 – this time with all of us in tow. My wife was rather jealous of them originally as she adores France and had spent a few years living and working there. She’s now delighted to have another holiday planned and has already started counting down to August 2006.

Life is good. I’m a man of relatively simple means and it often turns out that because I’m rarely reaching for an impossible goal that I’m rarely disappointed. Of course, having a stupendous amount of good luck doesn’t hurt either – but I can’t really give any tips on that.