A few weeks ago I wrote a little bit about the point and click adventure games of old. Since then, I have been happy to discover that LucasArts are again raiding their (impressive) back catalogue in the form of a re-release of Monkey Island 2 (original pictured above), with the same additions as last year’s brilliant re-release of the first game (voice acting and a graphical overhaul). I (obviously) welcome this move!
I seem to spend a lot of time on this blog harping on about XBLA and PSN games, and this next few months promise to be no different, with Monkey Island 2 being joined by an XBLA version of the N64 classic, Perfect Dark, and by the release of Sonic 4 this summer. I will certainly be playing all three of those.
I am really looking forward to Perfect Dark because, although I was an N64 owner, I never played it. I was obsessed with Rare's own GoldenEye (Perfect Dark's predecessor), but Perfect Dark tried to get every last possible effect out of that old hardware and the result was a really blurry, hazy and (in my view) unplayable game. I am in the minority here, as it was really enthusiastically received upon release in 2000 (just realised that's 10 years ago now!), but I couldn't stand to look at it (a problem I now have with all N64 games). However, I find the idea of playing a new sharpened-up, HD version of that game very appealing indeed (it will certainly be better than Perfect Dark Zero, the over-hyped and underwhelming 360 launch title).
Below I've put a before/after videos of N64 Perfect Dark and the new graphical overhaul on XBLA (run them both at once... go on). Enjoy. The game is out on the 17th of March for 800 Microsoft Points, whilst Monkey Island 2 and Sonic 4 are just "summer 2010" releases for the moment.
Gameplay footage of the N64 original, Perfect Dark:
A trailer for the improved HD version running on XBLA:
Sonic the Hedgehog was the first game I ever owned. I didn’t even know what a Mega Drive was when I returned home from school one day to find that my dad had brought one. As a result I view the announcement of a new Sonic game with a degree of (usually tragically misplaced) hope and optimism. So when today SEGA confirmed the name, the release date and the platform for the new Sonic game, previously known as ‘Project Needlemouse’, I was very excited. Sonic 4: Episode 1 is set to be released this summer on all three consoles as a downloadable title and has been touted (by its developer) as a return to the characters gaming roots. Certainly early concept art has been encouraging (the ‘badnik’ pictured is an original Sonic 1 enemy) and the title is another sign from SEGA that the game is intended as a true successor to the series as seen in its Mega Drive heyday – reverting to much-loved 2D side-scrolling gameplay (comparison pictured below).
However, after years spent playing games of crushing mediocrity, Sonic the Hedgehog fans could be forgiven for having given up on SEGA’s spiney blue mascot. After all, a slurry of recent 3D outings have failed to re-ignite passions for the franchise. And with the 2006 game Sonic the Hedgehog and 2008’s Sonic Unleashed having both been billed as a return to form in early previews, it isn’t hard to understand why some fans may still feel pessimistic about this new game. I understand it... but I am not one of them. Despite my better judgement I am quite excited by the prospect of this game.
The problem with Sonic of late has been a fundamental lack of understanding, on SEGA’s part, of what the charm and strength of the original title was. Read any press release about a Sonic game made in the last ten years and the same comments come up every time. “Sonic is all about speed” they say. And so the more recent titles have increasingly based themselves around hitting boost pads and running along at high speed. When done well, as with a few of the levels in Sonic Unleashed, it has been fun, but the original Sonic was a different prospect entirely. Back then you had to earn the speed, without much in the way of boosts to help you. For example, a run round a loop-de-loop would need a build up of momentum with failure to achieve the required speed resulting in an unceremonious fall right back down to the bottom. It was also the case that the speed of Sonic was something which needed to be controlled in those early years, as much as embraced. Running from one end to the other without pause could be dangerous: you could easily fall into a pit; you could over-jump a gap resulting in landing on some devilishly placed spikes; or you could simply fail to gather enough rings to reach the zone’s special stage (and completion without the Chaos Emeralds isn’t really completion, is it?). When Sonic did attain speed shoes, the games one speed boost power-up, you tended to feel more vulnerable than not. With this in mind, it was comforting to read a recent press release for Sonic 4 where it seemed SEGA and Sonic Team had come to the same realisation. Apparently Sonic 4 will be less reliant on boosts and more traditional in terms of the build up of momentum.
It has also been noted, with some relief, that this game waves goodbye to the many terrible supporting characters Sonic Team has been introducing over the years. SEGA have been at pains to point out that Sonic is the only playable character in Sonic 4, and has confirmed that the likes of Big the Cat and Chip the whatever-he-was won’t be appearing this time. Hopefully the game will do away with “story” altogether, sticking with a “Press Start” “Zone One” immediacy missing from modern games in general. It would also be nice if the game had traditional electronic-toy sounding video game music and not the sort of J-Pop and soft rock that has plagued the series for the last fifteen years. I, for one, want to hear the old tunes.
There is caused for one note of caution however, as it has also been revealed that Sonic will still possess the “Homing Attack” as seen in every game since Sonic Adventure in 1998, an attack that always seemed to remove any need to time or judge jumps. It made sense in 3D, where the depth might have caused an added level of confusion (although Mario 64 never had a problem), but in 2D it seems redundant. Hopefully this minor concern will be put to rest when more videos and previews of the game are released. I am certainly watching this one with interest and will be reviewing it (for better or worse) when it is finally available later this year.
Enjoy the first gameplay footage of the new game below, in this nostalgic trailer:
For a less optimistic view on the new Sonic, head over to IQ Gamer.
'Beames on Games' is a regular sister blog to 'Beames on Film' written by the author of that blog, Robert Beames, aswell as his brother Chris. The aim of this blog is to give a serious look at the much-maligned art form of the video game. True, most games are crass and rubbish, but so are most films (or books or paintings etc etc). I will be aiming to review new games, look forward to games which are coming up and to write the occasional article on the medium in general. I will be aiming to do all of the above with an earnest respect for the medium.
1) Flower (PS3) 2) Batman: Arkham Asylum (360/PS3/PC) 3) Uncharted 2: Among Thieves (PS3) 4) New Super Mario Brothers Wii (Wii) 5) The Beatles: Rock Band (360/PS3/Wii)
Rob's favourite games include:
Bioshock (360/PS3/PC) Crazy Taxi (Arcade/Dreamcast) Half-Life (PC) Fifa: World Cup '98 (N64/PS1/PC) Flower (PSN) Football Manager 2009 (PC) GoldenEye 007 (N64) Grim Fandango (PC) LBA 2 (PC) Portal (PC/360) Rome: Total War (PC) Shadow of the Colossus (PS2) Shenmue (Dreamcast) Sonic the Hedgehog (Megadrive) Super Mario 64 (N64) Super Mario World (SNES) Star Wars: Knights of the Old Republic (X-Box/PC) Star Wars: Rogue Squadron (N64) Star Wars: Tie Fighter (PC) Toy Commander (Dreamcast) Wipeout HD (PSN) Zak and Wiki (Wii)