Wednesday, May 2, 2012

Trials Evolution Review - Keep rollin', rollin', rollin'


Strap on your crash helmet and padding; you are going to face plant, break some bones and come crawling back for more in the Xbox Live Arcade release of Trials Evolution. For those somehow unfamiliar with the Trials series, it is a collection of challenging, obstacle-riddled tracks which you must complete on your motocross bike with as few faults as possible.

Trials Evolution packs shiny new graphics and the maps have been made more dynamic than ever. There is no shortage of pyrotechnics as pieces of levels explode, break apart and change as players progress through the level. When players finish, there is often a big explosive send off for the rider as bombs drop, shipment containers fall or the rider simply slams into stacked debris. RedLynx has outdone itself in this regard with some fantastic and diverse level design. Some, including the fantastic Limbo-themed level, contain nods towards other indie titles and pop-culture references which is always a nice touch. The levels will test and challenge veterans of the series, but still accommodate for the newcomer. Simply completing some levels is a reward in itself, but there is always a new goal set by the game, by friends or by the online leaderboard.



There are some moments where it seems like the game goes out of its way to be challenging. Some landings are shrouded in shadow or blocked by pillars and debris, and there are platforms that will change between the time players first see them and actually attempt the jump or landing. The old expression “slow and steady wins the race” can be thrown out the window because, while a perfect run is regarded highly by the game, certain jumps and sections require momentum. All of these factors mean that a trial and error approach is required at times, which is an artificial way of extending a title that can otherwise easily pull people back.

As long as you can earn enough medals, in any way at all, it is possible to unlock the next event and new challenges. Thankfully this means that overly challenging levels can be skipped until players feel they can tackle it with renewed vigour. RedLynx has also made it possible to scour the online leaderboard to view replays, which may help players to get past tricky parts. Unfortunately, the in-game ghosts are no more than dots which tell you where a rider is, but the replay option more than makes up for this with its breakdown of throttle or brake as well as the ability to enter slow motion for greater analysis.


Once again, the additional side skill games return, but they seem to show off the potential of the in-game editor more than act as a side distraction. The games are an eccentric bunch which have players testing their skills without fuel or without brakes, or put other qualities to the test as players land UFOs or play a Splosion Man clone. A handful of them will certainly be replayed, but they don’t hold the same draw as throwing a rider down a set of stairs to teach them a lesson.

Traditional multiplayer is the big new addition to Trials Evolution. The local side of things is a blast as up to four players rampage along a series of tracks and compete for the victory. A variety of tracks can be chosen as part of a tournament, which ensures that bragging rights are always at stake and players can continue to build or sustain rivalries. The action is fast and frantic and this allows players to hop straight into another tournament, which is the inevitable outcome of finishing one. Races are kept competitive because when players crash or drop too far back, they lose a point for the fault but get reset at the next checkpoint. This means that even the most unsteady rider could win from the last checkpoint and lessen the damage done by fault points. The multiplayer is easy to get into and even newer players will be able to compete after a handful of races. Unfortunately, there is a limited track selection and very few are that challenging, which means you’ll be replaying the same tracks a lot.


So far, the online multiplayer has been a disappointment. It takes a long time to find a match which really takes away from the experience. While it is possible to rematch when the tournament is done and dusted, I have found myself back at the searching screen once again. This is where the quick and frantic side of Trials gets exposed as a negative because players spend so much more time searching than actually playing online.

Trials Evolution as a stand-alone title is excellent, but it is always going to be compared to its older sibling, Trials HD. When the word “Evolution” is mentioned, many would conjure the image of humans evolving from apes. The problem is that Trials HD was so good that Trials Evolution feels like the evolution of an ape to a slightly bigger and prettier ape. The graphics are shinier, the levels are more dynamic and the level editor is a pastime in itself, but it stands alongside the superb Trials HD rather than overshadows it. Trials Evolution is a steal at 1200 points because there is so much content and play time contained within…just don’t tell RedLynx that.

Friday, April 6, 2012

YouTube takes back

Gamers have usually been left disappointed by movie tie-ins, but thankfully there are glimmers of hope. When the fans take back the power or the route to the end audience is more direct, the resulting work can be incredible. This post is inspired by the short film Pac-Man. It is a really well done project and pays tribute to the classic title while putting its own spin on it. I really enjoyed this video and watched it a couple of times I have to admit.


I previously wrote about the Mortal Kombat Legacy series and was impressed throughout the rest of the series. There was a break of a couple of weeks between the second last and last episode, which was a little strange. However, the quality of the series was excellent throughout. Unfortunately it never built to a climax or cliffhanger, but instead acted as an origin story for each character. The first series has ended, but it is unclear if a second is on the way. The first installment was viewed over 16 million times while the ninth and final episode hit over 6 million views. Surely this should be reason enough to delve into the universe once more.


Another video which bore the "Legacy" tagline was a fan made Street Fighter short. The video sees Street Fighter favourites Ryu and Ken square off in a forest complete with slow motion action sequences and special effects. It is another project that I would like to see more from.



Hopefully those involved with these projects can get the go-ahead or the support to do more. I would not say no to more episodes from the Mortal Kombat series or longer cuts of other projects. Have you seen any other videos that are worth checking out. I have heard of a Splinter Cell live action movie, but haven't had a chance to check it out just yet.

Thursday, April 5, 2012

My frustrations with FIFA Street

Don't get me wrong, I enjoy FIFA Street and think it's a well done game. However, the online has become overly frustrating. First of all, my team is now rated 95 despite only just unlocking Stage 3 of World Tour. This means that it's difficult to get a game as people back out. THEN you have to wait while people set up squads because it isn't possible to do so in any prior menu.

And then finally, you get into the game only to find that people are playing as if it's FIFA 12. I can count on on hand the number of skill moves that I have seen attempted by my opponents in-game. Instead, they run down the wing and pass across in the hope that my defence hasn't tracked (which it often doesn't - thanks A.I.!) or my keeper fluffs it (which he often does).

I try for a little bit of style and entertainment, but without fouls in most game modes there is no punishment for simply steamrolling a player with the ball. So in the end, the person who keeps it basic and doesn't try anything can often get the win. The solution seems simple: put Panna as an online playable mode. The problem then is that FIFA Street occasionally awards beats that simply aren't there or misses clear beats.

From here on out, the only way I'll be playing FIFA Street Online is as part of the FIFA Street Adventures. It's less frustrating and at least Jonathan and I can have a bit of banter or joke about the fact that every opponent plays in the same way.

The expression goes, "don't hate the player, hate the game". However, in this instance I think I'm well within my rights to hate the online player. Don't want to entertain? Go back to FIFA 12 where you belong.


Wednesday, April 4, 2012

Pornstars & gaming


This video is in response to the news announcement that porn site Brazzers had expressed interest in sponsoring players, such as LI|Joe, and possibly events in the future. The news was met with mixed reactions from players, tournament organisers and spectators alike. For practical reasons, such as widening the potential sponsor pool, I can see this as a good thing.

I understand that people don't want kids who attend fighting game tournaments to be exposed to sites such as Brazzers. However, if it is simply a logo on a t-shirt, then it's like any other logo and when was the last time you investigated a logo that you had never heard of before. Dirty magazines are drifting off the top shelf in newsagents and every second magazine aimed at women has tips on how to please their man. This is all in plain sight. The internet has become more and more accessible for everyone and if you want to seek something out, it is very possible to do so regardless of barriers put in the way.

Of course, I don't want explicit material to appear on every second stream or for people to be encouraged to visit these sites. If handled correctly and done properly, the partnership of Brazzers and members of the fighting game community could be a positive thing.

This announcement has placed the fighting game community in an awkward spot. The largest tournament, EVO, has already said that it will not be referencing the sponsor at its tournament. What other tournaments will follow suit? The Fighting Game Community is heading towards the problem that has faced eSports for years. There are no organising bodies outside of individual tournament organisers, which means that there is no way to centrally agree on something.

Formula 1, for example, was put under pressure regarding tobacco advertising years ago. Individual grand prixs would not allow it and then eventually the governing body put a rule in place. Nothing like this exists for competitive gaming. For example, rule sets are based on what has happened before, even if a change might do some good.

It's unlikely that LI|Joe will find himself unable to compete in tournaments bearing the Brazzers or BRZ tag, but what will the prize pots be like at these events? There has been a shift towards bigger events with streaming and professional coverage and professional players have linked up with eSports brands. The smaller, possibly underground, scene still exists and still allows commentators to say whatever floats into their head, trash talk, blow-ups and so on. But on the flip side, the money isn't in these events.

Tuesday, April 3, 2012

Where is the line with Quick Time Events?

As games get more and more cinematic, the move towards Quick Time Events (QTEs) becomes more apparent. Certain titles have really overused them or used them incorrectly recently I feel. Games are supposed to be a source of escapism and enjoyment, but QTEs can really blow this concept out of the water.

Asura's Wrath was a title with lofty goals and ambitions. Some of the battle sequences are impressive to say the least and really push the boundaries. There aren't many games where a boss the size of a planet will attempt to crush you with his index finger, but Asura's Wrath was willing to push the boundaries in this regard. However, the demo was enough for me. Why? The overuse of QTEs. Everything in the two featured boss battles was a case of pressing the right button at the right time. This isn't gaming and it isn't fun. While I appreciate the attempt to go bigger and better, I felt removed from the experience. What is the point of doing big, dramatic battles if I have to focus on two square inches of the screen?                          

I have been playing Syndicate recently and, while I enjoy the game as a whole bar the iffy A.I., the Quick Time Event button mashing for simple tasks such as opening a door irk me. In life opening a door, even if it sticks a little, isn't the most taxing experience in the world. However, Syndicate possibly made it more tiring to conduct even the most basic tasks at times.

Then there is the infamous Need for Speed: The Run experiment. "Why are there action QTE sequences (on foot) in a racing title?" many fans exclaimed. The reasoning behind it was to get players involved in a cut scene. Again, the cinematic experience is lost as players must focus on a small area of the screen or risk failure.

Quick Time Events allow developers to go for bigger scenes that players would more than likely be unable to accomplish themselves. However, overuse of them becomes tiring and takes away from the cinematic side that developers may be trying to push. I enjoy battles with enemies and like the feeling of accomplishment when I know that I have contributed to my victory, rather than simply feeling like I pressed the buttons at the right times and the game did the rest.

QTEs make it difficult to relax when playing a game. I find myself watching cinematics with one eye on the bottom section of the screen in case a command pops up. The days of eating and drinking during a gaming session could also be something consigned to the past as a result of these cinematics. The day is coming when we read a news headline some day that a gamer drowned while playing simply because a QTE popped up as they were taking a drink. Just you wait and see...