Tag Archives: Xbox Live Arcade

Best of 2012 #5: Trials Evolution

Trials EvolutionThis hasn’t been a banner year for Xbox Live Arcade, and indeed by many accounts it’s been PSN that’s had the most interesting releases. Trust a sequel to one of Live Arcade’s brightest gems to keep up appearances on Microsoft’s platform, and it’s an example of how a sequel should be done.

How so? Well, it’s the original, only better in every way. There wasn’t a huge amount of variety the first time around, whereas this one took in warehouses, countryside, towns, and the now-compulsory levels based on other indie darlings. Despite simple appearances, it’s technically very impressive too.

That Gigatrack stage took me an embarrassing 22 minutes the first time through, incidentally. It became a priority to post a more respectable time, but it’s quite a time commitment even when you do well.

Trials is endearing mainly because of its purity. It’s basically one trigger and a stick, but the way it harnesses its physics and makes use of the full range of motion on the analogue inputs – I’d argue that I haven’t been as aware of the fine-grained control to this extent since Super Mario 64 – makes it both accessible and frighteningly deep. One of the masterstrokes is how it shows the progress of friends overlayed on your game, which, unless you socialise with the savants who post ridiculous times on YouTube constantly drives you forward. This is an approach to high scores that I first noticed in the superlative Geometry Wars 2 and still hope for it to become the standard.

It was a shame how thin on the ground great XBLA games seemed this year; I hope the relative dearth of innovation is a mark of development switching to new platforms rather than, as part of me suspects, a sign that the interesting indie developers have moved to other platforms in the last couple of years. But if this does prove to be a last hurrah for the service, it’s a fine way to go out.

Best of 2012 #6: The Walking Dead

The Walking DeadIt’s going to be hard to come up with much to say about this given how recently I spent a few hundred words gushing about how well done The Walking Dead was, but I’ll do my best.

The best evidence of how effective the story here was the fact that I’m still thinking about it. Daring stuff compared to the cliched nonsense that passes for in-game plots most of the time. I’ve spent hours poring over flowcharts about what might have been, had I been nicer to this person or saved that one instead. It feels cheap to boil it down to the numbers like that, but it’s an outlet when the wait for the follow-up series. We are getting a second season, right?

In all seriousness, I would refer you to the recent post for my thoughts on the game, because they’re so recent that my opinion hasn’t changed. The Walking Dead represents Telltale finally fulfilling the promise that it had only threatened to before, despite the quality of the licences it had to work with.

I wouldn’t go as far as some in praising it as it has some annoying niggles and occasionally not that much game, but it’s going to live on forever more as evidence that a game’s story can make you cry.

The Walking Dead

It always seems to happen this time of year. There I am, happily whittling down my annual game of the year list, and then something comes along and throws it all off. Usually it’s a Christmas present or an acquisition in the new year sales that now seem to start at some point in mid-December, but occasionally it’s a game I overlooked that is suddenly being showered with accolades. I’d heard good things about Telltale Games‘ adaptation of The Walking Dead, but with its previous adventures frequently falling short of the promise of the subject matter – some being significantly better than others – I was content to wait for the inevitable Steam sale appearance.

The Walking Dead

The recent plaudits pushed that schedule forward, however, and I’ve been playing through an episode at a time over the last few days – as with watching a TV series on DVD, I find that to be a much more agreeable way to experience an episodic story.

It’s strange, because all those point-and-click classics are known for enjoyably obtuse puzzling and a great sense of humour, and this doesn’t really have either. There are puzzles and there are funny bits, sure, but neither is the main impetus behind progression. This is one of the great modern examples of pure interactive storytelling, as if a point-and-click adventure got spliced with one of those visual novels that occasionally makes it over from Japan. Continue reading The Walking Dead

I Won’t Miss Game

In case you’ve missed the news, Game is on the ropes. Given that Game Group owns Gamestation, the only specialist high-street gaming retailers going under seems to be a matter of ‘when’ rather than ‘if’, which will leave us with the hardly stable HMV and… well… that’s it. Here in Bournemouth, with no large supermarket branches in the town centre, if Game and Gamestation go there will be absolutely nowhere to buy new games at retail – used from CEX, or the slim hope that the Tesco Express starts selling big releases.

I’m not going to deny that almost no high-street presence is a bad thing for the visibility of gaming, putting it entirely into the hands of online retailers and forcing platform holders’ hands in getting their digital distribution systems together. High-street electronics stores haven’t exactly been thriving either, and the low margins on hardware have always made them lukewarm on gaming at the best of times – again, none of them in my town – so it’s not unfeasible that some towns will have nowhere to buy games of any kind in the near future, unless you count an iPhone from the O2 shop.

But even despite these onrushing problems, I won’t mourn Game when it goes.

It’s been everything that’s wrong with games retail for a long time. Coupled with the supermarkets and online retailers, it mostly killed off the once-thriving independent retail market, which, for me, took away a big part of the gaming community and places where I made friends I still have today. No indies meant no import games in shops, but moving entirely online hasn’t destroyed that market and it won’t for the games market in general.

Having Game be this industry’s sole representative at retail has been embarrassing, frankly. Looking around one of the shops, it’s both a typical example of a retailing dinosaur, struggling to sell new product as it claws desperately to the RRP that no one expects to pay any more, and devalues games by looking and acting like it’s only patronised by people who like shopping in a glorified pawn shop. I don’t feel good when I bite the bullet and go in because I need a product immediately but find myself stuck in the queue behind a kid haggling over how little he’s being offered for FIFA 08, or when I buy something new and get nudged towards saving a whole £5 by buying the used one with stickers all over it and not a penny for the developers I’m supporting. No wonder people who only go in for birthday and Christmas presents think gaming is for people with a mental age of 12.

I appreciate that I just went after the notion of the RRP and that digital distribution has a lot to learn there, but without the likes of Game complaining, platform holders – and, you’d hope, the developers themselves – are free to actually compete on price. I fear Sony and Microsoft’s enforced pricing structures here, but I’m sure they’ll fall into line eventually. Microsoft has already shown itself willing to compromise on restrictive policies, with more rumoured to come, under pressure from gamers and developers, and all the collapse of retail means is that a lot of this learning is going to be done on the fly, perhaps sooner than we anticipated, more out of necessity than design.

So farewell, Game. You won a couple of battles, but you’re going to lose the war.

Best of 2010 #8: Pac-Man Championship Edition DX

Pac-Man Championship Edition DXGiven that I had precisely zero expectations about this game, and that I only raised my head from my desk in the office to look at it after someone announced that they had unlocked all of its achievements within a couple of hours – I’m still a bit of a whore like that – it must win an award for being a stealth hit. Perfect scores and nights spent trying to one-up friends followed, making it probably the best and most-played score-attack game since the original Geometry Wars.

It’s simple and beautiful, and painfully, painfully addictive, and games like this make me thankful that this kind of thing has been given a revival in the era of online leaderboards, which is the most relevant they’ve been since the original Pac-Man was in the arcades. While the implementation of leaderboards falls short of the high water mark, Geometry Wars 2, this game rivals that one for content and certainly beats it for competitive high scores.

When I play Geometry Wars and look at the top of the rankings, I know I’m never getting up there. In Pac-Man, on the other hand, I’m only a few hundred thousand and, judging by the replays, a couple of eliminated mistakes and some route optimisation short of the top, so small are the margins for error. Let’s be honest: I’ll still never get there, but at least this lets me feel like I’m in with a chance of getting that carrot.

Pac-Man Championship Edition DX

Biggest surprise of the year? No need for a vote because this is definitely it. Truthfully I had no idea that this was even coming out, and it’s already only the third game for which I’ve unlocked all the achievements – not too difficult in this one, admittedly – and has sucked up hours on chasing high scores. No score attack game has had its hooks into me like this since Geometry Wars.

In the pantheon of classic retro arcade games, I’ve always had a soft spot for Pac-Man, and feel that its classic high-score-chasing gameplay has held up better than many of its contemporaries. Really, jazz it up with some HD neon graphics and I’d be pretty happy to pay for that, but the Championship Edition gave it a full modernisation, ramping the speed up to sometimes ridiculous levels, giving it a pumping soundtrack, doubling the maze width, and bringing in a host of new mechanics. This DX edition brings in some new mazes and further tweaks, so it’s one of those convenient follow-ups for latecomers that renders the original redundant.

But even with all the modes and mazes to choose from, I’m happy with the new Championship II on the standard five-minute score attack. That’s where the competitive play is, and although I’m unlikely to reach much beyond my current position, skimming the top 1,000, adding a few thousand to your top score and pushing yourself up the ranking is brilliantly intense. Get much beyond about 1,300,000 points and it becomes necessary to get yourself completely ‘in the zone’, and one mistake can warrant a restart – and you’re still miles off the 2,000,000+ scores at the top of the leaderboard.

I’m not the only one who’s gone head over heels for this game, and even if you’re one of the multitude of Call of Duty addicts, this is highly recommended. The five-minute games lend themselves to quick blasts now and again, with the occasional new high score dangling like a carrot the whole time, and as I’ve jumped between my current playlist of Black Ops, Halo: Reach and Castlevania, it’s become the perfect palate cleanser. Work up those reactions for COD after a spot of adventuring, or relieve the pressure of a hard day’s deathmatching before you go to bed.

Or, more likely, some twerp on my friends list is taunting me about overtaking my high score again…