I am posting this up as it relates to an article I wrote a short while ago about video games and sex and the tastelessness of it all. Basically the ESRB, who rate video games for violence and sexual content in North America have branded the latest Dead or Alive swimsuit simulator as "creepy voyeurism". For more details check out the full story at Eurogamer or simply become a creepy voyeur youself by watching the trailer for the game in question.
I'm sure this is an issue that will run and run on this blog.
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.
I wanted to be able to bring you my review of Mass Effect 2 this morning, but a funny thing happened: I haven't finished it yet due to the boring, yet completely addictive mining mini-game. For those of you who don’t know, Mass Effect 2 is a Sci-fi RPG developed by BioWare for Xbox 360 and PC and a sequel the 2007 original. I am supposed to be firing laser guns and talking to blue-skinned Aliens (no, not those ones), but instead I’ve been flying around looking for minerals in my starship, evidently a glorified space-digger. Yes, I’ve used these raw materials to upgrade the hull, shields and weapons, but so far they have been redundant... I just can’t stop mining for mining's sake. We have seen things like this before: Ryo had to get in his fork lift truck every week day morning in Shenmue and Fable 2 had you chopping wood, but this is the most addictive time-sink in game job yet.
It goes like this: I travel to a new system, under the pretence of recruiting some exotic space marine into my band of plucky space crusaders (of course I never tell them about all the mining we’re going to be doing) and instead spend three to four hours visiting unexplored worlds and mining the shit out of them. This is made even more tedious by the fact that you run out of fuel and mining probes (apparently capable of locating, digging up and recovering raw minerals from the rock... what do the space unions make of this?) quite regularly and are forced to fly your ship to the nearest fuel depot, where you stock up again, before flying back for more Platinum mining of the fourth moon of Epsilon VI, or whatever.
What I find amusing about this planetary plundering is that the worlds have a status regarding their abundance or scarcity of minerals, ranging from Rich to Depleted. Now, I usually find a world Rich in minerals and mine it until it’s Depleted... but how and why is this possible? Why is my military ship making off with whole solar systems worth of raw materials? Why are the governments of these planets allowing me to do this to their economies and their landscapes? The mind boggles. Although you could be forgiven for thinking I’m getting too worked up over the technicalities here, it is precisely this level of absurdity that has kept me so entertained.
Now, I understand this ISN’T the game. If I wanted to, I could be blowing things up and trying to consort with beautiful alien females, but there is just something about this mining mini-game that both infuriates and compels with equal force. Once I even used my minerals to research improved mining.
For a look at mining in Mass Effect 2, the video below really captures the essence (though don't watch it all!), as does the comment posted on YouTube by one fan: "Where is the best place to find element zero?" Mass Effect 2 is really very good and when I'm done mining you'll able to read my full review on this blog! In the mean time, for some propper games journalism (including an in-depth technical analysis of Halo: Reach), 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)