Monkey Island: Not-so Special Edition

Seriously, I feel like some kind of traitor by posting an opinion like this, as someone who owns every SCUMM game and would give the world for legitimate DS and/or iPhone versions, but The Secret of Monkey Island: Special Edition has left me quite disappointed. It’s not entirely the fault of the new version but rather the fact that the flaws of the original seem magnified with the shiny new presentation and without the full benefit of nostalgia.

The Secret of Monkey Island: Special Edition

It’s not bad, though. The voice acting is excellent, bringing great delivery to the old jokes and with some great touches, like the way selecting the wrong riposte during an insult swordfight will result in a different delivery to if it was correct; the new background art is superb, with some nice enhancements to familiar environments – I particularly liked the ships docked behind the previously uninhabited Scumm Bar, for example (see above); and it even controls acceptably with the analogue stick, only becoming mildly annoying during certain sequences that involve time-sensitive manipulation of certain corrosive materials between receptacles.

I also love how you can switch between the old and new versions completely seamlessly, which is a feature that should be in more retro remakes. In fairness, I suppose having to keep the versions in sync was limiting in what could be done to update things, and it is quite technically impressive – I assume that the Special Edition is some kind of new ‘skin’ running on top of the emulated classic version. It shows when you occasionally get overlapping dialogue, presumably when a line runs out of time to run without bringing the two versions out of sync. On a similar note, it’s also a shame that you can’t play the old game with voice acting, but it seems like that’s more of a technical limitation than anything else.

But as nice as it is to see the original Monkey Island looking fresh, I’m not the biggest fan of the new art style. I thought that just flicking between the two versions on the close-up character portraits – compare this and this – shows the new style as really soulless, particularly when there are existing sources of inspiration to use when taking the Monkey Island series in a more cartoony direction.

All this makes me wonder if it really justifies the ‘Special Edition’ tag. The voice acting is the only absolute improvement, there’s no new content whatsoever, and the flaws of the original – my main beef is the to-ing and fro-ing when you’re going from place to place, in particular the arduous walk from the town on Melee Island to the overworld map, which you’ll have to do several times – are still there. If this was a DVD special edition, it would be from the days when ‘interactive menus’ counted as a bonus feature.

Even so, it’s still Monkey Island and I’ve already finished it twice in the five days it’s been out. It’s still very funny, only helped by the voicework, and I’ll be first in line for Monkey Island 2: Special Edition, if only because it’ll be a nice experience to play one that I haven’t finished several times before with the new look.

And, while we’re on the subject, how about those DS and iPhone versions?

Revisiting Final Fantasy VII

Final Fantasy VII

Final Fantasy VII is a perennially popular game, but one that is almost as fashionable to hate. It’s true that it has its flaws and probably isn’t even the best Final Fantasy game, let alone the best RPG ever made, and it’s probably equally true that the reason for its popularity is because it was many players’ first RPG. But even so, there aren’t many games that have spawned a CGI feature film, an anime short film, several novellas and four spin-off games, and I think the only Final Fantasy that would be more anticipated than XIII would be the much-rumoured FFVII remake. It really is a franchise in its own right.

Anyway, it was the latest chapter in the Compilation of Final Fantasy VII, Crisis Core, that originally got me interested in revisiting this world. The PSP game is very impressive, but I got the feeling that some things were going over my head, given that I’d never finished Final Fantasy VII. I hadn’t finished a Final Fantasy game full stop, with a save at the end of Final Fantasy IV Advance being the closest I’ve got. Yes, I’m ashamed.

Back when it came out I didn’t have a PlayStation and so had little opportunity to play it – I don’t think I even got out of Midgar around release – and my most successful attempt so far was almost three years ago, when I bought a new NTSC copy and actually made it to disc 2 (OMG Aeris dies!!!1) before petering out somewhere on Gaea’s Cliff, about 19 hours in. With custom firmware PSPs supporting multi-disc PS1 games, I worked out how to get my original PS1 save ported to the PSP – it involves a chipped PS2 and some homebrew voodoo -and, after familiarising myself with the abilities that I’d left on the characters, I powered on through the previous sticking point. (more…)

The Evergreen Street Fighter II

Guile

Speaking as a fan of Street Fighter III, which is a beautiful, deep, competitive game that didn’t receive nearly the attention that it deserves, it really has nothing on its predecessor. A rough calculation tells me that I’ve already bought Street Fighter II three times this decade, and playing the new HD Remix has really reminded me of just how brilliant this game is.

Besides its better, more iconic characters that have gone on to become archetypes in themselves, Street Fighter II is a game that just never seems to age at all, no matter how many times I play it, and that amazes me every time I return. The lick of paint for the latest release obviously helps, but looking beyond graphics it’s as much fun today as it ever was. Everyone must have at least some experience with this game, and you only have to play for a little while to feel at home again, even if you haven’t played since it came out, which is pushing two decades ago. It’s impossible to have ‘just one more game’, especially now that we have a version that works extremely well online.

What’s impressed me more than anything, though, is how playing online has shown just how deep a game it is, even compared to one that is so deliberately tough to master as its sequel. People know every in and out of every character and move, and some of the high-level players you’ll meet online can completely humble you, switching styles as they go and thrashing you, even with characters that I wouldn’t touch with a ten-foot pole. Even after all these years I can’t work out how to effectively play as a ‘charge’ character like Guile, and yet I can go online and be routinely humiliated by one of them. Such is life…

It seems like HD Remix has been timed to hype up a certain other fighting game due in February, and if that was indeed one of its purposes it’s worked with me. The previews are coming out and suggesting that the talk about Street Fighter IV going back to the deep yet accessible roots of Street Fighter II, appealing in the process to both the hardcore and casual fans – that’s ‘casual’ in the old sense, not the ‘plays Imagine Party Babyz’ kind – may actually be true. While that ‘back to basics’ marketing trick has lost its power not to make me suspicious after its repeated use on Sonic games, there just isn’t a better foundation for a fighting game than this.

Because of this, no matter how good SFIV ends up being, it won’t be its immediate predecessor that it’s held up against. Aiming to succeed Street Fighter II is ambitious, given that even the best new fighting games struggle to be played for three years, let alone seventeen, but again, this is the sheet to crib from. I hope it succeeds, and I bought an arcade stick as evidence of my faith – okay, so HD Remix had something to do with it as well – but I have my suspicions as to which Street Fighter I’ll still be buying with each new generation when 2025 rolls around.

Ten Years Ago Today…

Well… ten years ago in a few days, I was stood in the Video Game Centre, waiting for some of the first Dreamcast units to arrive in the country from Japan to be brought down from the supplier in London, hoping to catch a glimpse of what would surely be the future of gaming.

It wasn’t to be, of course, either that day with the disappointing Japanese launch games, or indeed ever, but I couldn’t let the tenth anniversary of one of the greatest systems ever made pass without a mention. Virtua Fighter 3tb, Godzilla Generations, and Pen Pen TriIcelon might not have done it for me, but at that point we were only six months from the Japanese release of Soul Calibur, which would be the one to break my resistance and buy the little white machine that would outlast the PS2, Xbox, and GameCube in enjoying a dedicated spot among my currently active consoles.

Dreamcast

I really think it goes without saying that the Dreamcast is pretty much unparalleled for a library of innovative, technically impressive – for the time, obviously – games. It had a network connection as standard three years before the Xbox and four years before Xbox Live, and used it – some of the time with voice chat, no less – in games like Quake III, Alien Front Online, Unreal Tournament, and, of course, Phantasy Star Online: a game so good that Sega still can’t repeat its magic formula. And with 480p VGA and 60Hz PAL games as standard – how long did it take for all major PS2 games to be full-screen/full-speed over here again? – it’s one of the few retro consoles that will actually look good on an HDTV. (more…)

Devil May Cry, but I certainly will…

Devil May Cry 4

Despite my (correct) assertions that Ninja Gaiden is the best of the current big three 3D actioners, I’ve remained something of a Devil May Cry virgin. I’ve gotten to first base with the series, having owned the godawful PAL version of the original, but when I got frustrated with that and saw the bad reviews for DMC2 I just stopped caring about the series, so I never went all the way.

Naturally, with Devil May Cry 4 available in demo form and shortly to be released in all its glory, now is the time for me to get cosy with Dante. And that’s the last love analogy, I promise.

I nabbed myself a copy of the Devil May Cry 5th Anniversary Collection, which contains the three PS2 instalments in all their NTSC full-screen full-speed glory. A good deal at their original retail price, but thanks to some credit they only set me back £20. If you need proof that now is a good chance to go back and get the last generation’s classics for ridiculously low prices – assuming you don’t have a 40GB PS3 ;) – there you go.

I haven’t even had the chance to touch the second two games, being that I’ve found the first one obscenely hard. For all the flak that Ninja Gaiden gets for being difficult, when I revisited that last year I can honestly say that I didn’t hit a sticking point like I did with THE FIRST BOSS in Devil May Cry; the same point at which I got stuck when I first bought the game. I was getting my arse kicked, to the point that I restarted the game from scratch and spent a while fighting the enemies of the second mission, getting enough red orbs to buy more powerful attacks. Essentially I was being forced to grind in an action game. And when I did finally beat him I immediately suffered a kicking at the hands (paws?) of some shadowy big cat thing.

But yet I’m still thoroughly enjoying the game, even despite the awkward button layout. I’m finding that it has the same well-pitched learning curve to the combat that I enjoyed in Ninja Gaiden. You can feel yourself getting better at it and although death can be frequent, it’s usually something that you did wrong. It’s the thing that both series do right and that the fireworks of God of War have no answer to. And of course NG makes you feel like a ninja, DMC a badass demon hunter, while both have far deeper combat and combo systems. It’s no contest, really.

The Devil May Cry 4 demo is fantastic, by the way. I’ve played both versions and you can’t go wrong with either (depending on how much £10 is to you), and it’s looking like a phenomenal game – Nero is a great character and playing the original at the same time really shows how much more polished the series has become. And then with any luck by the time I finish it off we’ll be mere weeks away from Ryu’s next appearance. Can’t wait.

LTTP: Ninja Gaiden

Ryu Hayabusa

Maybe it’s that shiny Sigma demo that’s doing the rounds or maybe it’s the chat about the inevitable Ninja Gaiden 2. Or, more likely, it’s the goading from a borderline obsessive friend who insists that I’ve missed out on the best action game ever made. I finally got Ninja Gaiden for the Xbox from eBay and have spent some time kicking around with that.

I’d be lying if I said I’d never played NG because I gave it a try back in 2004, only to give up on the second boss because I found it too ball-achingly hard. It still is hard – the difficulty wouldn’t be such a big sticking point if it wasn’t – but it’s one of the deepest and most rewarding action games around. Some parts, especially bosses, are unnecessarily evil (in chapter 9: a tank, another tank, and then a helicopter gunship!?) but although death is often inevitable it’s usually a case of your mistake. It plays like a fighting game which necessitates learning the fighting system and gives rise to the possibility of being killed by one of the peons, an ignominious end for a master ninja.

At the same time the odds are stacked in your favour because most of the time you have all the tricks they do and more, and most of the time you’re stronger and faster as well. It’s much more of a game of skill than the other top 3D actioners, God of War and Devil May Cry, as good as those ones are. Intelligent use of blocking is essential, the various weapons have their benefits and caveats, and it’s hugely beneficial to learn your repertoire of moves. Again, like a fighting game.

I implore you, if the difficulty made you give up on Ninja Gaiden, give it a try. The Xbox version is dirt cheap (still looks great in 720p on the 360) or you can plump for Sigma if you’re a PS3 owner. Or wait for the 360 version of Sigma when the PS3 one sells 50,000. Yeah, I went there.