Pardon the inflammatory title, but “Grow Up Australia” is the name of a high-profile campaign which is seeking to persuade the Australian government to allow the introduction of an ‘18+’ age rating for in-game content (read the full news item here). This has been a hot issue in Australia for many years, with a great deal of moral panic generated by the media and politicians regarding the dangerous moral sewer that is the video gaming industry. There are lots of good articles about the history of video game censorship in Australia and the video below depicts a notorious recent example of this policy in action, with footage of the Australian version of Left 4 Dead 2, released with significant changes to its content last year.
I won't get into whether or not media images can turn children into serial killers (though, for the record, I doubt it) as that is an issue for another day and a longer post. I am just baffled by the fact that this debate is even happening in modern day Australia. Censorship is an unpopular idea when it comes to limiting freedom of expression, so how is it possible for video games to be singled out in this way? Well, because they are still not are still not seen as a form of artistic expression and so they are easier to censor or ban than a book or a film, especially as they are still perceived by many to be children's toys. In the UK, many parents I have spoken to (whilst working in games retail) will happily buy their young children BBFC-rated '18' games, whilst they may be less keen on them seeing a film with the same certification. People simply assume that a video game is something produced for children. When I have explained to parents that a game they are buying include the similar content to that of a violent film, they often express surprise that a video game might contain such graphic content.
Isn't the video games industry partly to blame for this perception? Because whatever their content, most games are still too juvenile to be taken seriously. It is the games industry, as well as Australia, that needs to grow up, and once that happens games may be able to confidently contain the same content as a graphic movie, perhaps even with the consent of the Australian government.
The official "Grow Up Australia" website is full of information about the history and future of Australian video game censorship and those interested should check it out!
It is well known that a couple of things really scare the games industry these days. One is pre-owned games, which undercut publishers and provide zero profits for anyone but the retailer. The other is the internet and all the high-speed piracy it has introduced - pretty much crippling the PC games market all together (with the exception of The Sims and Football Manager), whilst consoles like the DS have also seen their software sales take a hit thanks to illegal downloading.
But as Valve have proven with the success of Steam on the PC (pictured), internet downloading can be a friend to Games publishers (and developers themselves), who are looking seriously at cutting out the middle man on the high street and selling directly to the consumer. By doing this, publishers can better dictate the price of games, can cut out pre-owned and can provide a legal alternative for those who prefer to download their media. This sounds like a good solution for everyone (but the high street retailer).
Although we maybe a few years off a total download-only games industry, the first signs of this change can be seen happening within this console generation. The PS3 already has full retail games like Burnout: Paradise available in digital form on its PSN store. Similarly the 360 has launched its own Games on Demand service, allowing gamers to buy a whole range of older titles using their Microsoft points. None of the titles offered by these services have, as of yet, been new releases, with Sony and Microsoft seemingly content to dip their toes in the water, but it is a sign of things to come.
Another good indicator of this trend is the online-exclusive download games available on all three major consoles, via XBLA, PSN (pictured) and WiiWare. Whilst a few years ago the output in this domain was limited to retro arcade titles or HD renditions of simplistic mobile-phone quality games, they now in some cases rival full-retail products, having become increasingly sophisticated. Games like Epic’s Shadow Complex on the XBLA are now pushing at the boundaries between download-only and retail product, whilst a number of PSN titles have since become retail products (Pain, WipeOut HD, Quest for Booty, Siren: Blood Curse). Fable 2, a full 360 retail game, has also been converted into an episodic XBLA game, available in small instalments, another move which could indicate future changes to the way we receive this medium.
So far, these titles have subtly served to introduce gamers to the idea of downloading games directly to their consoles, as well as to the idea of paying for something without receiving a hard copy. Now all that remains is for the majority of people to have high-speed internet access and then we can expect to see this form of games distribution become the mainstream.
Of course, there are already download-only platforms on the market, in the form of the PSP Go and the iPhone (and now the iPad). There is also the OnLive platform, which was announced last year and plans to cut out retail through live streaming of games over the internet (think of it as being like YouTube, but for games). Digital Foundry’s Richard Leadbetter has already written an interesting piece questioning its viability, which I won’t go into here. But whether or not OnLive works, it is yet another example of a burgeoning trend in video game distribution.
Here are some download-only games I highly recommend: Oh, the hours I've spent on this! A brilliant re-vamp of an arcade classic, Pac Man Championship Edition on XBLA (also available at retail in the Namco Museum compilation):
The highly-rated World of Goo, available on WiiWare (and through Steam on PC):
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.
'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)