Thursday, 18 February 2010
'Super Monkey Ball Step & Roll' review: Monkey Balls...
I am quite conscious that, so far, I have reviewed two “mature” games, both of which involve a lot of shooting in dimly lit corridors (I am of course referring to Bioshock 2 and Mass Effect 2). I therefore thought that it would be a good idea to make my next review a Wii game, with a more casual (less bloodthirsty) audience in mind. I am also aware that I’ve been giving SEGA a rather easy time of it lately. First I talked up their new 2D Sonic game, then I charitably compared one of their biggest flops (Shenmue) with one of this year’s most anticipated titles (Heavy Rain), before going on to praise the demo of (what is sure to be) a fairly average Mario Kart-clone in the form of Sonic and SEGA All-Stars Racing. In the interest of balance, it seems only fair that I now take SEGA to task over their most recent release: Super Monkey Ball Step & Roll, on the Wii.
For those unfamiliar with this particular franchise, the original Super Monkey Ball was a rather brilliant Arcade cabinet game which became a successful and well-received Gamecube launch title back in 2001. The game basically sees the player take control of a monkey in a gumball. You must guide this monkey to the end of each level within the time limit whilst avoiding falling off the stage. Effectively you were not so much in control of the monkey itself, but of the level, tilting it so as to cause the monkey to follow your chosen path. It was good fun and was a decent party game as you could easily pass the controller around upon failing and give somebody else a go. Since then, SEGA has released a number of sequels to varying degrees of success.
I was relatively excited by the prospect of this new Wii iteration of the series as it employs the Balance Board peripheral (hence the word “Step” in the title) and whilst a few mediocre titles have so far tried to incorporate Nintendo’s fitness controller, Monkey Ball is arguably the first respectable games franchise to give it a try. In theory it is a good fit. As anyone who has played Wii Fit knows, the Balance Board is sensitive at detecting changes in weight distribution and this should lend itself to Monkey Ball well, as you tilt your body to tilt the level onscreen. But whilst this works in theory, in practice it is far too sensitive for its own good, rendering the game’s harder stages impossible. I was able to struggle through and complete the game’s two easiest “worlds” (sets of 10 levels) using this control method, but as the game progressed it became clear that I would need to switch to the Wii Remote.
It is a great shame that the Balance Board option doesn’t work as hoped. However, when played with the Wii Remote, Step & Roll handles fairly well after a bit of practice, and the difficult later stages become much easier. This is another problem with Step & Roll. It is too easy. With only 70 levels in the main mode (compared with around 300 in 2005’s Super Monkey Ball Deluxe on the XBOX/PS2) the game is far too short and even the hardest of the levels are quite simple to beat. Furthermore, losing all your lives results in being given the option to continue from the same point... which is completely pointless. Why bother with having lives when they are so meaningless? And when you (inevitably) complete each 10-level world, you are treated to an unskipable end credit sequence, each with it's own delightful J-Pop song (including lyrics about “living your dream” and “following your heart” like every piece of J-Pop ever recorded) which has nothing to do with guiding a monkey to the end of an obstacle course, whatsoever. The first time this happened, after world one, I thought I had completed the game within ten minutes.
Not only are Step & Roll's levels much easier than those in earlier instalments, they are also less fun to play. Whereas the original games were focussed purely on remaining on the level by avoiding holes, often building up a lot of speed, Step & Roll is mainly about the finesse required to roll around obstacles planted over every inch of each stage. Totems, rocks and blocks of ice are scattered throughout the levels and buffeting off them is not fun and just breaks any hope of building momentum. The game is best in the few levels where speeding from one end to the other is still possible and when this is possible, the game is still quite brilliant fun.
Whilst the main mode is unreasonably short (I completed it within a couple of hours), there is the option of co-operative play to add a little replay value to those courses, as well as the allure of besting your score from last time around. There are also around 20 multiplayer mini-games to keep you and your friends entertained. At least that is the intention. Bizarrely none of these mini-games employ the Super Monkey Ball gameplay mechanics at all, instead requiring you to: shake the Wii Remote to knock your friend off a pedestal; hold the Wii Remote like a steering wheel for a terrible Mario Kart-style game; waggle the remote to pump air into a balloon and so on. None of the mini-games have anything to do with Super Monkey Ball, or the concept of "fun". Take a look at the video (below) to get an idea about just how fun these mini-games are for yourself.
All in all, Step & Roll is not a bad game. It just isn't as good as it should/could have been, especially with regards to use of the Balance Board, which seemed like a match made in heaven. The originals were superior games and people who haven't played either of the first two instalments in the series would do better to utilise the Wii's Gamecube disc compatibility and find an old copy of one of those instead. However, if you can't find those games or if you have played them and are hungry for more Monkey Ball, the single player is fun (if short) when played with the Wii Remote. People looking for a fun multiplayer experience should probably stick to Wii Sports or buy a more polished dedicated mini-games collection (Raving Rabbids or WarioWare for example) and avoid what's on offer here.
Super Monkey Ball Step & Roll is out now on Wii and is rated '3' by PEGI. For another piece of SEGA-related news, check out the latest news on Sonic 4 at IQGamer.
Labels:
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Super Monkey Ball
Monday, 15 February 2010
'Bioshock 2' review: Now that it's finished...

Last Thursday I posted my first thoughts on Bioshock 2, based on having played about four hours of the game. I was unimpressed and felt the title was falling way short of its glorious predecessor. However, I have since completed the game and can now say with confidence that Bioshock 2 is a very good game which not only lives up to, but improves upon, the original in most respects. I should probably start by directly explaining the reasons for this change of opinion.
Bioshock 2 is a slow starter. As I mentioned before, you begin the game a little underpowered. But any misgivings I had about the weapons at the beginning of the game were long gone by the game’s climax. Not only can you power up the original weapon set so that it becomes quite effective, but the game also introduces a number of more powerful weapons (not least among these: the shotgun and spear gun) which dramatically improve your offensive options. While I never ended up feeling like an all-powerful “Big Daddy”, I did end up really enjoying the combat the game offers.
A big part of the combat in both Bioshock games is the ability to use “Plasmids”, injections which genetically alter your character enabling you to acquire superpowers, and these powers are better balanced and more refined than those in the original game. There are two good examples of this. The first is that the only Plasmid I ever felt I needed to use in the original game was telekinesis.
In the first game the telekinesis plasmid was overpowered to the extent that you could pick up any item (a tin of beans say) and hurl it at an enemy with the effect of killing them. I saved a lot of ammo that way and it was pretty fun, but it wasn’t great game design.The second example of an improvement in balancing the Plasmids comes in the shape of combining what were once two separate (and therefore largely pointless) abilities into one much more effective one. In the first game you could use the “Enrage” Plasmid to make an enemy fight against his comrades, whilst using the “Hypnotise Big Daddy” power enabled you to force one of those hulking guardians to come to your aid. Now, in the place of these is an improved “Hypnotise” Plasmid, which at its lowest level causes enemies to fight amongst themselves and at a more advanced stage enables you to convince any enemy (Big Daddy’s included) to defend you. So two Plasmids I never bothered to equip last time became the one Plasmid I couldn’t do without, in the sequel.
It is also fair to say that the game has some interesting locations which rival those seen in the original. Whilst I was at first concerned that it lacked the same personality, as the game progresses you reach some really nicely realised sections of Rapture, which never feel repetitive or too similar to those seen in the first game. Whilst I am still unhappy that the developers removed some of the games personality (for instance by removing the jingle from the vending machines), Bioshock 2 is not a personality free zone, as I had orinally thought.
In my original post, I also expressed some concern about the games story, saying that Dr. Lamb was not as compelling an antagonist as those battled in the previous game. Well, as with just about everything else, the story really got going after that initial spell of playing, and whilst it is certainly worth criticising the game for failing to really capture my imagination from the start (in the manner of the original), it is also worth pointing out that this game improves on its predecessor’s sloppy ending. Without giving anything away, Bioshock 2 does build to a good climax and the story ends up enriching the story of Rapture (and its fall) in a way I never expected. I had wondered how a character that was never mentioned in the first game could suddenly become such an important part of the story, but the game addresses this issue satisfactorily and does well to keep continuity with the original.
I’ll stand by some of my initial complaints though. Enemies don’t really seem to fear you (but then again they don’t seem to mind taking on the regular “Big Daddys” this time around either) and the “Little Sisters” you protect don’t have enough personality about them. They do occasionally chime in with “look daddy another angel” or something similar, but this is merely functional and not done to provide that illusive “atmosphere” Bioshock 2 ultimately rather lacks. Perhaps they need to be singing nursery rhymes or something. I can understand why a developer might cut something like that out in order to avoid annoying the player, but I think it would have added something, and would have made me feel a little creeped out (which is how the spooky corpse-inspector children should be making you feel, right?).
I don’t want to get too far into talking about the new online multiplayer mode. This is partly because I haven’t yet put the hours into playing it, but mostly because there is a lot I had to write about the single player, which takes precedence. However, I will say that from what I have played the multiplayer it is a solid addition to the game. I was impressed by the effort that has gone into its setting, as the Bioshock 2 multiplayer is based during the fall of rapture, and as such tells as story (complete with collectable audio logs) which serves to complement the main event. It is certainly nice to glimpse Rapture in a less run down state and it is refreshing to come across a mulitplayer mode that has clearly had some effort put into it.Ultimately, Bioshock 2 manages to improve upon the (excellent) first game in terms of the gunplay, with a slightly improved control system, as you can now wield a weapon and a Plasmid at once. Add to this the refined set of weapons and Plasmids and the combat is quite brilliant. The additional gameplay element of defending the “Little Sisters” is welcome and quite enjoyable, although it is not exploited enough during the campaign. The story is a little stronger this time around and the end section (including the ending itself) is much improved over the original, although it lacks the original’s pacing, taking longer to get going. In terms of atmosphere Bioshock 2 fails to generate the same tension and never pulled me into Rapture completely, despite some nice level design and interesting visual elements (like the shrines around some of the “Little Sister” vents). Perhaps this is simply because I have been to Rapture before, rather than that the game is made inferiorly, as I can’t really put my finger on what is missing. However, the fact can't be avoided that Bioshock 2 is a sequel and so can't really be expected to make as great an impact as the original.
I would definitely recommend Bioshock 2 to fans of the original game. And although I would probably advise new players to experience the original for a proper introduction to my favourite city under the sea, playing the first is by no means essential to the Bioshock 2 experience.
Bioshock 2 has been available in the UK since the 9th of February and is rated an '18' by the BBFC. For a look at the game from a technical view point, head over to IQGamer.
Saturday, 13 February 2010
Rejoice for the SEGA All-Stars (and, again, that bloke from Shenmue)

After railing against console-brand-biased fanboys earlier this week, it is time for me to be a big hypocrite and don my SEGA fanboy hat. Last night I played the 360 demo for “Sonic and SEGA All-Stars Racing” and loved it. I know Sonic’s track record for spin-off titles isn’t great, with lacklustre games like Sonic Riders and All-Stars Racing developer Sumo Digital’s previous effort SEGA Superstars Tennis scoring poorly with reviewers. However, from what I played, this new Sonic racing game was pretty good fun. In the same way that Sumo’s Sonic tennis game was based around the principles of SEGA’s Virtua Tennis franchise, All-Stars Racing seems to have been based on the driving mechanics of the arcade series Outrun, in that you must drift to turn corners. As a pretender to the Mario Kart throne, the game seems to be a lot better than it has any right to be and may provide PS3 and 360 fans with the opportunity to enjoy a decent game of that type without having to go cap in hand to Nintendo.
As I said, though, I am a bit fanboyish about this topic. Most of my time playing the demo was spent gawping at the references to other SEGA games, most of which come from the Dreamcast era and pointing them out to my girlfriend (who couldn't care less). There are playable characters and stages from Space Channel 5, Shenmue, Jet Set Radio and Samba Di Amigo and nods to other neglected games like Chu Chu Rocket. I also loved the fact that the music for the Sonic-themed stage of the demo was taken from directly from Sonic Adventure. I hope all the stages take their music directly from these old games. I couldn’t tell from the demo whether Shenmue’s Ryo Hazuki is voiced by the legendary Corey Marshall, but I remain hopeful (despite the fact his IMDB entry doesn’t list the game).
Basically, as you can tell from that last paragraph, a fair slice of my enthusiasm for this game comes from loving many of the franchises which it is cynically cashing in on. I knew I’d like that aspect of the game when it was first announced (it had me at “hello”), but what surprises me is that the game seems playable enough for me to actually buy it. It seems off though that this game should be released now and continue the Sonic Adventure-era branding of Sonic, seeing as SEGA are trying to bring the franchise back to its roots and put an end to this kind of crap. Anyway, enjoy the video of Shenmue's hero getting his race on below:
Sonic and SEGA All-Stars Racing is rated '7+' by PEGI and comes out in Europe on February 26th... which come to think of it, clashes with the release of Heavy Rain.
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