Wednesday, 6 March 2019

Perfect 10s - Sega Saturn Magazine

Perfect 10s

Sega Saturn Magazine


It is difficult to talk about gaming magazines or a childhood that was full of them without accidentally stepping into the nostalgia zone and, almost by default, implying that the current lead medium of games journalism, i.e. YouTube based video pieces, is substandard. However, that is not the intention of this piece. I think the availability of content and the lively nature of online discussion (where it doesn't descend into abuse) is very appealing. Despite my love of magazines I can't ignore the fact that the internet has removed the need for demo disks and VHS promotion videos and that this is a good thing. Gaming is a tech based industry and a love of retro need not mean exclusion of the new.  

But I do love magazines. In gaming terms, Edge has been high quality for many years whereas Games TM is now sadly departed. I have a full collection of N64 magazines. I can say that CVG, GamesMaster, Nintendo and Playstation Official, and EGM from the USA have all impacted my gaming life at one time or another. But for me, only one magazine is worthy of a Perfect 10. 

On the face of it, Sega Saturn Magazine (SSM) did nothing special. It was designated as the official magazine of the Saturn in the UK, it was perfect bound (nice) and contained the usual mix of news, reviews, letters and features. As was normal in the 90s it provided the odd demo disk, most significantly carrying Christmas Nights (December 1997) and disc one of Panzer Dragoon Saga (an incredible achievement for the May 1998 issue). But SSM did all these things with such care and attention. Every screenshot was handpicked and married to carefully constructed articles with a particular emphasis placed on in-depth features. The result was a beautiful magazine that truly showcases the purity of the Sega Saturn gaming experience.

The magazine also played a perilous game of fulfilling its 'official' status while delivering fiercely independent thought.

The first issue of SSM that I purchased was Issue 3 (pictured) at a time when the Saturn Big 3 (Sega Rally, Virtua Fighter 2 and Virtua Cop) were dropping. Incredibly, at this point in early 1996, SSM was already openly allowing for discussion of the poor commercial performance of the Saturn; reading the letters page of Issue 3 now, along with the put down of Daytona USA in the Sega Rally review, is quite a surprise. This attitude can be seen throughout the 37 issues under both editors (first Sam Hickman and from Issue 12 Rich Leadbetter).

SSM was quick to pull the trigger on Sega's own games when they disappointed, delivering criticism where it was due. "If Sega Touring Car Championship was on your list for Santa this Christmas, I'd cross it off post-haste" declares a review from Issue 26 of what should have been a big release for the system

With the increasing absence of PAL releases to review, SSM went so far as to review import games and gave advice on how to operate in the import market. For an official magazine, this was unheard of and it's difficult to imagine Sega rejoicing in such consumer friendly pieces. The final five issues all sport the Dreamcast logo on the front cover with splashes inside - a very visible sign that the Saturn was on its way out.

This openness and willingness to treat the readership with respect led to SSM having a strong following. SSM led the gallows humour that pervaded the Saturn community as Sega's black box of tricks rumbled towards its end. The language of the magazine was persistently pithy, witty and tongue in cheek. There were regular put downs for the PlayStation and these were always self-aware; although often born from a genuine belief that Saturn's best trumped PlayStation's best, these were the put downs of not only the underdog but of the beaten party. These put downs have as much in common with Monty Python's Black Knight as anything else.

As the Saturn has become a sought after retro commodity, demand for SSM has never really diminished. As new people discover the Saturn, SSM is still a go to source for tips, cheats, guides and features on the making of cherished games (the Issue 3 Virtua Fighter 2 guide with moves lists is brilliant). There is not very much Saturn literature out there and so high quality scans of SSM do the rounds of the Saturn cultists.

We could talk about how SSM saw a number a great games journalists cross its pages, not least Rich Leadbetter now of Digital Foundry fame, and we could talk about individual issues but instead I prefer to think of the magazine as a whole, an almost biblical presence on the retro scene far greater than the sum of its considerable parts. This was a magazine that captured the spirit of a console and  the spirit of a time as well as the community of games players who stuck with it to the end (and far beyond).

SSM is a Perfect 10 of a magazine, it is the greatest games magazine in creation and as long as magazines continue their slow decline, that is a position it will hold in perpetuity. And rightly so.

Sega Saturn Magazine: 10

Keep it perfect bound. Keep it OMG.



Sunday, 11 March 2018

Perfect 10s - Red Dead Redemption

Perfect 10s




Red Dead Redemption



Red Dead Redemption is a perfect game.

From first placing hands on the ultra modern meets spaghetti western box art, to the emotional end of the main story, to the excitement of the expansive multiplayer, this game oozes atmosphere, showcases game direction at its finest and still thrills players to this day.

Taking control of John Marston, players are immersed in the old wild west as it retreats during the early 20th Century. John is a throwback who is thrown back into a world he has left behind. Complicated and engaging, the lead character is a triumph of modern game storytelling, forming a genuine bond between player and fictitious world. As the story twists and turns, so the player twists and turns with it, dragged along in the most compelling way.

The world itself, set in fictional counties along the Mexican border is beautiful, large and demanding. This is no simple backdrop as players are forced to transact with their surroundings, to go off the beaten track, to explore and to find their way.

Towns are busy, roads and paths are used by locals and by travellers, dialogue drifts across the plains, screams and shouts highlight the ever present threats and dangers of the west, trains chug by, puffing and wheezing and whistling.

This world is alive and it challenges you to climb to the highest peak and peer across its vastness before exploring further still.

The music drifts in and out, dynamically adapting to each situation, gun fights explode out of the screen and every character is believably acted. There is even a Welsh character, Welshy; quite the rarity.

Upon finishing the main story, a friend text me to confess that he had cried. I had required a cigarette and a moment's contemplation myself. Never had a moment struck me with such finality, not in gaming. As the odds turn insurmountable, no amount of 'Dead Eye' bullet time can change the fact that the past has finally caught up with you. The game ends and with it, the chance of a sequel.

That end game is brave and ambitious. The fact that an enormous post game opens up immediately after was a huge surprise. This is a game that does not know when to quit.

The online multiplayer was capable of great set pieces. One particular session saw a friend and I skirmish against the odds across the map, from town to town, while fighting a large gang of American players. I can still hear the heavily accented 'son of a bitch stole my horse' ringing in my ears as I succeeded in one particularly daring escape.

Red Dead delivered on every level when released in 2010. All of the prowess that Rockstar had been honing was unleashed in one of gaming's most monumental achievements. That publishers are now seeking to delay their 2018 releases to avoid Red Dead 2 is no surprise. Red Dead is serious business.

Very few games are as accomplished, very few so perfectly capture every western fan's fantasies and very few deliver so much for so long. Even the DLC, Undead Nightmare, was fantastic; the Good, the Bad and the Ugly meets Zombieland.

An undeniable classic, a work of art from a studio at the peak of their powers.

Red Dead Redemption: 10

Keep it Dead Eye. Keep it OMG.

Sunday, 4 March 2018

Perfect 10s - The Nintendo Switch's first year

Perfect 10s


The Nintendo Switch's first year

 

Now, before anyone overreacts I should explain that this perfect 10 is being awarded from the viewpoint of Nintendo. From a consumer's point of view, the score for the Switch's first 12 months is more open to debate. For Nintendo, this is a nailed on 10. 

And who would've thought it?

After the initial reveal sent gamers into meltdown, the cheers that greeted the brilliance of the concept in October 2016 were replaced by jeers at the price of it all in January 2017. A £300 handheld, £70 Joy-Cons, £60 games. I admit, I was one of a number who cancelled their pre-order when the pricing was announced - maybe wait until Mario Kart, I said to myself.

By the time Mario Kart was released in April, Switches were in short supply. Following its release on 3rd March 2017 two things became abundantly clear: firstly, Nintendo were ultra cautious in their production of the Switch following the Wii U's commercial failure and secondly, the Switch was no Wii U.

Demand far outstripped supply. Breath of the Wild was immediately hailed as a new pinnacle in gaming, a rare moment of perfection that drove the market into a frenzy. The frenzy was further fuelled by the promise of what was to come - a new Mario, a reworked Mario Kart and Splatoon 2 all within seven months.

Nintendo were holding very little back it seemed.

I purchased my own Switch (neon red/blue, thank you) on the release of Mario Kart. A number of things struck me straight out of the box. I was amazed to find that the Switch was tiny, much smaller than I had expected. As the fresh silicon smell drifted from the air vent, I was impressed by the speed of the thing. With no bloatware to slow the Switch down, it flies through its menus and boots games rapidly.

On playing Mario Kart for the first time, whizzing around rollercoaster tracks like Big Blue (is F-Zero Switch on the horizon?), I found myself unable to believe that a handheld was this capable. Docking and undocking at light speed confirmed for me that Nintendo's concept was not only spot on for today's busy home, but it was also perfectly timed to technological progress. Technology had now caught up with the vision that many suspect drove the development of the Wii U and its gamepad.

So on I went, driving around the looping courses of Mario Kart 8 Deluxe, my only Switch game until Splatoon 2 released. Mario Kart was soon usurped as I fell into the miniature culture wars of the Splatfest. A bizarre, hipsterish, hyper cool world populated by Squid. From the mechanics to the music, Splatoon 2 was refreshing in every way. 

It is worth noting that both of these games were essentially available on Wii U (as was Breath of the Wild), but the harmony of the Switch's technology and concept meant that this was the only place worth playing these games now. Many like me, who had missed the Wii U, were now falling back in love with Nintendo.

Falling in love with Nintendo is an easy thing to do and the Switch has helped me remember that. The Mii creator is charming and intuitive. The ability to pose your character in ridiculous positions made both my girlfriend and I laugh out loud. The noise that greets you as you click into the Mii section from the main menu, the whistled call and response. Simple things that Nintendo do so well.

And then came Mario Odyssey. I will be writing more on Mario Odyssey but for now, and for this piece, lets simply say that it was reviewed and scored close to perfection across the globe and by the end of 2017 had sold over 9 million copies worldwide. In only three months. Incredible. Incroyable. 信じられない.

I spent a lot of time with Mario Odyssey and still do. I have also since picked up Breath of the Wild and have enjoyed it in a way that I have never enjoyed a game before. The sense of freedom and exploration is unparalleled in my experience.

There are problems, no doubt. The online service, as it stands, is simply not a service for which people should be asked to pay. The servers of Splatoon are often frustrating and can be unreliable. The infrastructure still seems threadbare. Having to use a phone app to party chat is a great misstep for a console that otherwise seems to hit every beat. Time will tell whether Nintendo can improve upon this.

Those problems are why, I believe, the Switch's first year score for a gamer is debatable, and it is being debated right now on forums around the world. I am sure you have your own opinion.

For Nintendo though, there is no doubt that with 15 million Switches in the wild and with a number of multi million selling games, the Switch's first year is a perfect 10.

The Nintendo Switch's first year: 10 (for Nintendo)

Keep it docked. Or not. It's your choice. Keep it OMG.


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.