Saturday 7 December 2013

Perfect 10s - The Legend of Zelda: Ocarina of Time


Perfect 10s

The Legend of Zelda: Ocarina of Time


Wednesday 13th December 2013 marks the 15th anniversary of the release of The Legend of Zelda: Ocarina of Time in PAL regions. 15 years!

15 years since my Mum queued up outside Electronics Boutique in Cardiff, alongside other Mums, in a desperate attempt to acquire the perfect Christmas gift. The 25th December 2013 will mark the anniversary of me receiving the perfect Christmas gift and repaying her efforts by not speaking to her for the rest of the day while I worked solidly away at Links newest adventure.

After 15 years this is a game that is no longer possible to review. Thousands already exist and they all say the same thing: 10/10, 100%, perfect! It was re-reviewed countless times when Nintendo re-released it in an attempt to boost 3DS sales. It was still perfect and 3DS sales were indeed boosted.

So rather than put forth another review explaining how wonderfully cinematic the game first appeared, how mind blowing the animation of Epona was or how a simple thing like auto lock-on could improve a game ten fold, today it seems more appropriate to talk about my all time favourite gaming moment. Ever. Period. 

The moment comes early in the game. Having explored the Kokiri forest and obtained the Kokiri sword and Deku shield, you battle your way through the first dungeon inside the Great Deku Tree. A claustrophobic, arachnophobic affair full of cobwebs, spiders and tight spaces; you emerge the fledgling hero. Despite your best efforts the Great Deku Tree dies but with his last breath urges you to your adventure. Accepting fate you say goodbye to your Elfish friend Saria at the gates and leave the forest.

For a brief moment, the claustrophobia continues. You step into a narrow pathway lined with trees, you follow the path as it bends to the right and then it happens; you step into the open world, out into Hyrule and the unknown. The sun arches overhead, the sky is blue and the game takes on a completely different feel.

This gaming moment reminds me of one of my favourite music moments in OK Computer by Radiohead. After the thumping drums of Let Down and Karma Police, the claustrophobic, crunching guitars and wailing of Electioneering and Climbing Up the Walls, after the misery of No Surprises, you are offered an opportunity to ‘slow down’ and take a breath as the album pitter patters to a sedate close. The only difference is that the ‘The Legend of Zelda: Ocarina of Time’ is only just beginning and another 20+ hours of story are waiting to unfold.

After 15 years the perfect game remains perfect. And probably will for another 15 years. And maybe another after that.

The Legend of Zelda: Ocarina of Time: 10

Keep it timeless! Keep it OMG! 

Wednesday 20 November 2013

Perfect 10s - Rayman Origins


Perfect 10s

Rayman Origins


There have been many character comebacks and re-inventions throughout the history of gaming, some successful and some not. Metroid on Gamecube was brilliant, repeated attempts by Sonic have been somewhat less brilliant. Some are demanded but never arrive; F-Zero Wii U anyone? And then there are others…

No one demanded that Ubisoft (Montpellier), the curious French studio, make a new Rayman. When it was released no one expected it to be very good and when it turned out to be exceptional no one expected it to sell. Sadly the latter prediction was true and Rayman Origins remains an under played and under valued game by the wider gaming community. For shame! If you are new to Rayman Origins then prepare yourself to be overwhelmed with delight.

Upon first entering the game you are presented with an opening cut scene that serves a number of purposes. Firstly, it vaguely introduces the vague story that precedes the adventure - this sounds like a potential negative but so firmly is tongue in cheek that the game is, in fact, better for this vague-ness; there is a beautiful comedic value to it. Secondly the cut scene introduces the downright gorgeous art style of the game, which needs to be seen to be believed. Thirdly, as the cut scene progresses, it introduces the jazzy, funky and imaginative soundtrack that will literally have you dancing in your seat as you work your way through the 10 hours main game offered.

The game plays as beautifully as it looks and sounds with each level presenting new twists on old standards. Yes there is platforming; yes there is swimming underwater and yes you still primarily progress from left to right in traditional platform style but everything feels fresh and new. The game occasionally takes a step into left field for an explosive flying shoot ‘em up level and each world is punctuated with wild chases where you need to catch a hilarious looking treasure chest.  The pace is high and frenetic and the platforming action difficult but never unfair. One particular chase took me 20 attempts to complete but I was never angry; challenged? Yes. Cheated? No.

Add to this an outstanding co-op and the game takes on another dimension – party mode. Completing levels together is rewarding and the collection aspect of the game instantly becomes competitive. Also, giving another player a slap in the face feels solid and satisfying, which is important. Get some beers and friends around and play, dance and shout together. Just like the old days…

This is a game that is once played, never forgotten. It’s beautiful; the music will remain with you, tucked at the back of your mind until one day POW! You wake up humming like a musical fish (play the game and this will make sense to you)! It’s hilarious in parts, challenging but not impossible in others and has a great multiplayer. I can’t ask for anymore than that!

Rayman Origins: 10

Keep come backs awesome! Keep it OMG!

Wednesday 13 November 2013

Perfect 10s - Tekken 3


Perfect 10s

Tekken 3


There was a time when the Tekken brand was inseparable from the PlayStation brand. Sega had Virtua Fighter and Sony had Tekken; this was just a fact. The first Tekken sold PlayStations with its ‘arcade perfect’ visuals while the first Virtua Fighter helped create the myth that the Saturn couldn’t do 3D. The second Tekken sold PlayStations by refining the gameplay and refining the FMV videos to create the appearance of the perfect fighting game package while Virtua Fighter 2 looked incredible, played incredible but felt like a somewhat empty experience.

By 1998 the PlayStation was rolling, the Saturn was dead in the water and Tekken had played a major part in Sony’s victory.

Enter Tekken 3.

Tekken 3 picked up where Tekken 2 left off, opening with a wonderful FMV sequence to carry the Tekken story on a generation. Returning characters had aged and new characters added fresh blood and fresh balance to the mix. No character felt overpowered and each was distinctive with large pools of moves, designed around their individual fighting styles, that included combos, juggles and counters, all performed smoothly and speedily. Slick.

On release the game looked incredible. Any concerns over Namco’s ability to convert the game from the System 12 arcade board to the PS1 were immediately laid to rest as the fighters lunged in and connected with big hits that resonated out of the screen. Yes, on closer inspection some textures were a little blockier than the arcade version but never had a port been so very close to arcade perfection.

The game is packed with features including two new game modes that ensure that Dualshocks groan at the thought of playing through this game again. Tekken Ball and Tekken Force – beach volleyball and Double Dragon respectively – are both, oddly, brilliant in their own right. Rewards come thick and fast: hidden characters and awesome FMV endings (including Gon’s never-ending ending) are just two that should be mentioned.

In all, Namco made a game that (still) feels complete and that is a rare thing. Tekken 3 took what had gone before and ran off far into the distance, laying down a challenge to all other fighting games. 

Has it been bettered since? It’s difficult to say. Soul Caliber 2 and Street Fighter 4 have come very close. Subsequent Tekkens have not.

But on a generation of hardware notable for fantastic fighting games, Tekken 3 was the finest example and you can’t say fairer than that really.

Tekken 3: 10

Keep it FMV. Keep it OMG.

Wednesday 6 November 2013

Perfect 10s - Super Mario Galaxy

Perfect 10s. 

Super Mario Galaxy.


It seems fitting to begin a series on Perfect 10 games with the definitive game from the recently discontinued Nintendo Wii; the game that Eurogamer has this week listed as the number 1 game of the last generation and the game that launched Mario into another universe of platform gaming excellence.

“Another decade needs to go by before we'll know whether it will come to be as revered as 64 did,” said Eurogamer in 2007.

I think it’s fair to say that 6 years on we can say this with confidence.

Mario Galaxy hit the Wii in time for Christmas 2007 and was another tick in the ‘revolution’ box for Nintendo. Where Super Mario Sunshine had struggled to convince that it was a step forward from Mario 64, Mario Galaxy wasted no time in proving that it was a leap forward.

A pivotal moment in the game comes early as Mario is stood on the edge of a platform; to progress Mario must reach the underneath of the platform. Let’s check that again: Mario is on the top of the platform and the means to progress sit on the platform but underneath. Can you jump to it? No. Can you perform a slide down an adjacent wall and wall jump to it? No. Have you missed something? No.

Mario Galaxy is laughing in the face of everything that has gone before; it is tearing up the platform game rulebook with glee.

The solution? Walk off the edge.

It seems so simple now. Just walk off the edge and let the Galaxy gravity take care of you. In 2007 this was mind blowing new ground.

For this moment (and the clever use of physics) alone Mario Galaxy would score highly but when it is mixed with in-genius, fragmented, planetoid level design and the familiar, easy to pick up controls this game becomes a Perfect 10. Add the bumblebee suit, a subtle yet effective multiplayer solution and gorgeous visuals and you could keep adding numbers to that. But a 10 is enough.

Mario Galaxy: 10

Keep it revolutionary. Keep it OMG.

Tuesday 5 November 2013

Perfect 10s


Perfect 10s

What makes a perfect game? Graphical wizardry? Engaging story? Tight controls? Explosions? Characters you can relate to? A memorable place in history? Mind blowing set pieces? Explosions? Breaking new ground? Sweeping musical score? Art direction to die for? Explosions?

I’m not a big reviewer of games. Although I am very opinionated and have very strong views on what I consider to be good or great games, I find that the process of attaching scores to games makes me feel somewhat uncomfortable. 

It's the permanence, you see? This is particularly true of reviewing new games where a score is based on perhaps a few days of play. It is difficult to attach such a permanent figure to something so new when it is possible that opinion may change or that a game may carve out a solid place in gaming history. Goldeneye (N64) is a good example of this. It received strong contemporary reviews upon its release in 1997 but not perfect scores, something which at least one respected magazine has corrected in recent months.

And so it is with the benefit of hindsight that I approach this series of articles on games that I consider Perfect 10s. Over the coming Wednesdays I will publish an article on each game to which I believe I would award a Perfect 10.

Those expecting controversy can look away now; this is not a list designed to encourage disgusting arguments on the comments thread. There may be very few surprises but I would hope that some choices will leave you saying ‘Oh yeah, I’d forgot about that.’

Excited? Me too. What better way to look to the future than to remind ourselves of the past?

Keep it perfect. Keep it OMG.

Wednesday 23 October 2013

Memories of the Wii...


Memories of the Wii…


Although it comes as no surprise, the news that Nintendo is ceasing production of the Wii this week leaves me a little sad. To be honest, I often get a bit melancholic when a console is discontinued but this time I find myself feeling almost guilty as I read through the ‘obituaries’ appearing on the various gaming websites. (My favourite is by Edge, found here: http://www.edge-online.com/features/a-temporary-revolution-our-tribute-to-nintendos-wii/)

Without wanting to sound too dramatic, it is a bit like reading about the passing of an old school friend in the local paper; one that you have had zero contact with for a number of years, but one that you were close to for a while.

Yes, my Wii has been back in its box for around 10 months and before that it suffered 2 years of neglect; its only use being that of my 7 year old nephew playing Ben 10 on his Sunday visits. For shame!

But with the discontinuation comes a flood of memories: laughing at the ridiculous name when it was first announced at e3 2006. Ridiculing the ridiculous control system as something that would never work. Guffawing at the re-hashed GameCube architecture; how ridiculous was that? Ridiculous.

I also remember the first time I played a Wii in December 2006 at a friend’s house and realised that I had been wrong. Realising that it did work. Realising that whenever a software house got it right, the Wii could be fantastic.

I wasn’t alone as the Wii sold out that Christmas and remained in short supply for months after. I purchased my own Wii in April 2007 after seeing an advertising board outside Electronics Boutique kindly informing me that the Wii was in stock that day. I didn’t even check my bank account for funds I just bought one.

For the next 6 months I played on Mario Strikers Charged endlessly. Tense online co-op sessions with my housemate saw us ranked in the top 10 of the world on more than one occasion.

For Christmas 2007 I received what may be the greatest ever Mario game: Mario Galaxy. Through January 2008 I drank wine and worked to complete Galaxy night and day. The addition of the co-op mode meant that both my housemate and I could share in the experience.

In Summer 2008 Smash Bros came out and replaced Strikers Charged as the multi-player game of choice and this was followed by Mario Kart. Multi-player hadn’t been this good since the N64.

But, in August 2008 I moved into a shared house occupied by staunch non-gamers and this is when the Wii stalled for me. MadWorld and Super Mario Galaxy 2 would drag me back for a short time but it was obvious: the Wii was the life of the party; it wasn’t your best mate.

At this point I drifted to the PS3 where deep one-player experiences were the norm not the exception and again I know, I am not alone. The PS3 slim became a go to place for many disillusioned Wii owners.

So the news this week is a reminder that for a time, the Wii was my number one console. In fact, in its 2 years of real use it probably experienced the equivalent of 4 years worth of gaming. It also reminds me that there are still some exceptional titles I have not played: Xenoblade Chronicles is just one.

Finally, it is a reminder that, although it lost its momentum, the Wii remains Nintendo’s greatest expression of creativity and that against all the odds, whisper it, it won the last generation; 100 million sales ain’t half bad for a ridiculous little white box.