The Trouble with T.Davies
I thought The Next Doctor wasn't all that good. That was down mostly to RTD's writing, and it's often something I have problems with.
Having watched all his episodes, I've found that he generally writes two types of episode - one where the threat level remains constant throughout, and the other where there's a big reveal about two-thirds of the way through.
The episodes where the general tone of the episode and the overall threat remains roughly the same throughout work really well. Tooth and Claw, for example, or The Waters of Mars. Whether it's a constant feeling of doom or just a standard romp, they generally turn out pretty well.
The episodes where there's a big reveal about two-thirds or so into the story are not as good. Love and Monsters is a prime example of this, as was The Next Doctor. Up until that point, the story will be pretty good, but once you get to that reveal, RTD can't resist having some big earth-shattering event or an utterly ludicrous monster (or both) that just stops the episode dead in its tracks. Once you hit that moment, you're gone - you've lost whatever respect or enjoyment you previously had for the episode and you switch to mocking mode. 'That monster looks ridiculous!' or 'That makes no sense at all!'. And once the big reveal happens, you still need to have the Doctor beat this threat. But if you don't take this threat seriously, then it's hard to watch someone else do so.
Let's take Voyage of the Damned as an example. It wasn't the most fantastic episode in the world (way too much death for my liking), but it was enjoyable enough. Until we find out that the big bad is a head in a box. An annoying, smug, vain and just plain irritating head in a box. And it's an ugly head in a box as well - sparkling teeth and everything. Once we, the audience, discover this, we stop caring. It could be the head of Hitler for all we care, we're just not going to take it seriously. And if we won't take that seriously, then why should we take anything else seriously? And then Kylie takes a forklift to the ugly head in a box. I'll repeat that.
Kylie Minogue drives a forklift and forces an ugly, irritating head in a box to fall down a hole.
If anyone else had written a script with that in it then it would never have gotten through. It's just ridiculous. And RTD expects us to not only accept that, but feel sorry for Kylie as she then falls down the hole herself and dies. Which is absurd, because he's already lost us. He's crossed the line and lost the viewer's respect. And then he goes on and has Queen Elizabeth evacuate Buckingham Palace in case the ship crashes into it, and when it doesn't he has the Queen actually thank the Doctor. This isn't serious drama - it's a bad comedy sketch.
Several of his episodes play out like this. With Boom Town it was the Slitheen taking control of the TARDIS and causing somewhat unconvincing cracks to appear in Cardiff. With Love and Monsters it was the Abzorbalof (or, rather, Peter Kay). The Stolen Earth/Children of Time, the sheer cluster-f*ck of characters. The Next Doctor, the CyberKing. And so on.
I'm not saying this happens all the time. It's something I've only found in some of the episodes written by RTD. And even then, those episodes are fine, even great, until that 66% mark. It's the fact that RTD includes those OTT moments that means I am thrown out of the plot with little to no hope of getting back in. And when I say 'we/us', I mean me as a typical audience member. I admit not everyone shares my views, but if you visit the Gallifrey Base forums (formerly the Doctor Who Forums), for example, there are a fair few who do.
I very much enjoy Doctor Who. Even the old, not-as-good ones (well, except the early ones which just go on and on and on...). And when RTD is on form, he can write some of the best episodes. But, conversely, he can also write the worst. It's still better then a lot of other shows, but when compared to the brilliance of Who, he can really fall short.
I enjoyed Planet of the Dead - I thought it was an enjoyable romp, if not exactly jam-packed with tension. And as I already mentioned, The Waters of Mars was, with the exception of a few make-up issues, bloody marvellous. It seems that co-writing episodes with someone helps to temper RTD's bad habits.
Honestly, I don't really like to over-analyse stuff. When I do, all I find are more things to dislike. But I've had this view on RTD's writing for a while now and I felt like sharing. In doing so, I help myself to actually realize why I feel that way. I look forward to the Christmas two-parter.
- Ironically, RTD did exactly what I ranted about once again in The End of Time - Part I, with the Master turning everyone on Earth into himself. I mentioned in another thread that it was the sort of thing a six-year-old would come up with, which I think sums it up nicely. Part Two was brilliant though.
Lego Doctor Who - The Classic & New Blocks
Anyway. This particular piece (somehow) came about after I started a topic talking about the last episode(s) of David Tennant's stint as The Doctor. I'm not really sure how, but the conversation moved onto the possibility of a Lego Doctor Who game, which I naturally jumped upon like a starving wolf being presented with a nice shiny jugular covered in marshmallows and chocolate.
This is pieced together from a few different posts, but I think it makes sense once edited together. Now if we can just get this made, we'll be sorted.
Coming soon! Lego Doctor Who: The New Blocks! Chronicling the new series, from Rose to the End of Time! Thrill as you play through the very best of Christopher Eccleston and David Tennant's adventures through time and space! Tremble as you fight the Daleks, Cybermen, Juddoon, Sontarans and the diabolical Master! Laugh as the once treasured stories are rendered in lovable bricks and quirky cutscenes!
And let's not forget the classic adventures! Lego Doctor Who: The Classic Blocks, Volumes I, II and III! Marvel as William Hartnell swaps heads with Patrick Troughton! Shiver as the Master first appears! Puzzle over how Tom Baker manages to avoid tripping on his scarf! Laugh at Colin Baker's terrible dress sense! Gasp as Paul McGann gets more then one adventure!
In stores soon, provided the BBC has even a shred of sense and lets Traveller's Tales actually make it!
-x-
The specs:
Lego Doctor Who - The Classic Blocks - Volume I
Chapter One - William Hartnell
Levels - The Daleks (aka The Mutants and The Dead Planet), Marco Polo, The Dalek Invasion of Earth, The Romans, The Time Meddler, The Myth Makers, The Massacre (of St Bartholomew's Eve) and The Tenth Planet [Total - 9]
Chapter Two - Patrick Troughton
Levels - The Power of the Daleks, The Highlanders, The Macra Terror, The Tomb of the Cybermen, The Ice Warriors, The Web of Fear, The Invasion, The Space Pirates and The War Games [Total - 9]
Chapter Three - Jon Pertwee
Levels - Spearhead from Space, Inferno, The Claws of Axos, The Curse of Peladon, The Sea Devils, The Three Doctors, The Green Death, Invasion (of the Dinosaurs) and Planet of the Spiders [Total - 9]
Lego Doctor Who - The Classic Blocks - Volume II
Chapter One - Tom Baker (The Early Years)
Levels - The Sontaran Experiment, Genesis of the Daleks, Terror of the Zygons, Pyramids of Mars, The Seeds of Doom, The Hand of Fear, The Robots of Death, The Talons of Weng-Chiang and The Invasion of Time [Total - 9]
Chapter Two - Tom Baker (The Later Years)
Levels - The Key to Time (Parts I, II and III), City of Death, The Creature From the Pit, The Leisure Hive, Meglos, The Keeper of Traken and Logopolis [Total - 9]
Chapter Three - Peter Davison
Levels - Four to Doomsday, Black Orchid, Earthshock, Mawdryn Undead, Enlightenment, The Five Doctors, The Awakening, Resurrection of the Daleks and The Caves of Androzani [Total - 9]
Lego Doctor Who - The Classic Blocks - Volume III
Chapter One - Colin Baker
Levels - The Twin Dilemma, Attack of the Cybermen, Vengeance on Varos, The Mark of the Rani, Revelation of the Daleks and The Trial of a Time Lord (all four parts) [Total - 9]
Chapter Two - Sylvester McCoy
Levels - Time and the Rani, Delta and the Bannermen, Dragonfire, Remembrance of the Daleks, The Happiness Patrol, The Greatest Show in the Galaxy, Battlefield, The Curse of Fenric and Survival [Levels - 9]
Chapter Three - Paul McGann
Levels - The Movie (aka The Enemy Within) - [Audio Adventures] - Storm Warning, The Sword of Orion, Invaders from Mars, The Girl Who Never Was, Blood of the Daleks, The Zygon Who Fell to Earth, Worldwide Web and Death in Blackpool [Total - 9]
Lego Doctor Who - The New Blocks
Chapter One - Christopher Eccleston
Levels - Rose, The End of the World, Aliens in London, Dalek, The Empty Child, The Parting of the Ways and The Christmas Invasion (David Tennant in Eccleston's outfit) [Total - 7]
Chapter Two - David Tennant (Brown Suit)
Levels - New Earth, School Reunion, The Girl in the Fireplace, Rise of the Cybermen, The Satan Pit, Doomsday and The Runaway Bride [Total - 7]
Chapter Three - David Tennant (Blue Suit)
Levels - Smith and Jones, The Shakespeare Code, Evolution of the Daleks, Human Nature/The Family of Blood*, The Sounds of Drums and Last of the Time Lords (two levels**), along with Voyage of the Damned [Total - 8]
*I prefer the second title, to avoid confusion with the book called 'Human Nature' upon which the TV episodes were based.
**In the first level, you'd be David tennant trying to save Martha, and in the second, you'd be Freema Agyman trying to save the Doctor.
Chapter Four - David Tennant (Various Outfits)
Levels - Partners in Crime, Planet of the Ood, The Sontaran Strategem, The Doctor's Daughter, The Unicorn and the Wasp, Silence in the Library and Journey's End [Total - 7]
Chapter Four - David Tennant (Various Outfits)
Levels - The Next Doctor, Planet of the Dead, The Waters of Mars, The End of Time (Part One) and The End of Time (Part Two) [Total - 5, possibly 6 if Dreamland is included as well, though that's debatable]
Current Status
At present, I am waiting on The Escapist to approve my second review, this one of Time Gentlemen, Please!, which I have a whopping great ad for on the right of the screen. Seriously, you can't miss it. Anyway, I've been waiting on The Escapist for about a month and a half now, which is getting rather frustrating, and I've sent a couple of 'reminder' e-mails asking why they've been taking so long.
I've also been working a a whole new series of reviews, this time of the PS2 Ratchet and Clank games. I'm not doing the PS3 titles, as I don't actually have a PS3, which is fair enough, really.
However, I've finally landed a job at the new PoundLand store that's opening in Worthing, so I'll have much less free time to scribble down words and present it as a serious piece of literature. Probably. Stupid job.
Anyway, that's what's been going on in my life. How about you? Everything all right on your end?
Well, that's nice.
I'm a Published Writer! - UPDATED 22/08
Thankfully, now that they've apologized and fixed the errors they introduced thanks to their editing, I actually can! I've actually printed off the e-mail they sent me, claiming that I'm 'passionate about my reviews', which made me very happy indeed. The fact that I was slightly drunk at the time is completely irrelevant.
You can read the review here. Enjoy!
Ben There, Dan That! and Time Gentlemen, Please! (Reviews)
Sort of. I'm trying to get this used as a Featured Review on The Escapist, and when I submitted the original version of my review, I asked for feedback. Which I got. As a result, I rewrote about 80% of the review to incorporate this feedback, resulting in a much improved and better flowing piece.
For the record, there were three comments.
1) Is this one game or two?
2) Are you writing from a checklist?
3) What's the plot of the games?
I'm just copy-pasting this from The Escapist, so this one'll include pictures. I normally remove these from the reviews I post here, but I honestly can't be arsed this time.
I first heard about Ben There, Dan That! in an article in PCGamer UK, where one of the game's authors wrote an interesting article about its creation. I never bothered to actually try the game, but after playing MI:SE recently, I developed a taste for classic adventure gaming, and during my searches for good free games, stumbled upon Ben There, Dan That! by Zombie Cow Studios. Once I'd finished that, I immediately went and bought its sequel, Time Gentlemen, Please!. If this were a just and righteous universe, you would all do the same.
Ben There, Dan That!, like the recent Tales of Monkey Island, opens at the tail-end of an adventure staring the two title characters, Ben and Dan. Tragically, Dan has managed to end up deadified, and having completed a whole load of off-screen adventures, the player-controlled Ben has finally gotten him all ready for resurrection. All that remains is to stick a firework up Dan's bumhole and shoot him along an incredibly long piece of twine over a bottomless gorge and into a shack full of corpse-reanimating equipment. But that's far from the end of their adventures.
Upon returning home after a funky title sequence, the pair settle in to watch Magnum PI. Or they would, had Ben not been forced to use the aerial in his attempt to bring Dan back from the dead. A makeshift antenna to stick out the window is hastily made, and the pair are promptly zapped aboard an alien ship full of doorways leading to parallel universes. In order to return home, the two have to venture forth into these alternate worlds and find the two pieces of a yin-yang, which will open up the door back to their own world. Along the way you'll kill a Priest, cause a miniature Death Star to fry a dinosaur, travel through the rear end of a cow and absorb a man with a sponge.
If any of this sounds offensive to you, chances are that this series are not for you. Which is a real shame, as it's brilliant. The sheer amount of charm the central characters exude more then compensates for any distasteful actions they, and by extension you, take. These may be some of the most offensive adult games you'll have played, but they're also absolutely hilarious, far more so then many other so-called 'comedy' titles released in the last few years.
One of the major factors crucial to this is the writing. Having to get past a Priest by killing him would seem cruel, even offensive if taken straight. Doing so by not only whacking him over the head with his own bible, but then expressing a forlorn hope that he's just sleeping (when really, you're not fooling anyone, not even yourself), and then developing that action even further, turning the act of inadvertently killing people while trying to get things from them into a running joke, takes a LOT of balls. Thankfully the writers manage it with aplomb, and that's not even the worst they have to throw at us. The darkest side of humour is evident throughout the game, but because everything is played for laughs, it's actually surprisingly difficult to become offended at the actions taken by Ben and Dan. The blank expressions permanently worn by the pair, coupled with the dry comments offered by the two really endear them to you, and it's hard to hate such a pair of lovable scamps, even if they do swear a tad too often.
Also taking a large amount of the edge off of things are the graphics. While you'll inevitably think the two leads seem incredibly basic, they quickly grow on you, and you'll find that their oddly distinct animations make them hard to hate, even as they inadvertently kill someone via the gift of toilet cakes. And while the characters may not be particular highlights, the backgrounds are the real stars of the show. The parallel universe angle means that there are several different versions of the London skyline, all lovingly rendered with jaded angles and straight lines. It's a wonderful throwback to classic LucasArts games without being generic, as other games made in the same vein can end up being.
I mention LucasArts adventures for a reason. One of the highlights of those games were the puzzles, something Ben There, Dan That! does relatively well with. The tried-and-tested 'pick up everything not bolted down and combine it all with everything else' technique will show just how much care has gone into the game, as almost every combination possible has a custom response. Trying to use a crowbar with a dinosaur will warrant a 'I'm not Gordon Freeman!' comment, while trying it on a PC will warrant a concern that that'll crash the computer. Unfortunately while these responses are funny, there's no real hints or tips as to what to do in any given situation, and it can be a bit hard to get into the frame of mind the designers had while making the game. Once you do stumble upon the answer though, it all makes a wonderous kind of sense.
Another point against Ben There, Dan That! is the music. Or, rather, the lack thereof. While the theme tune is certainly funky, it's also pretty much the only piece of music you'll hear throughout the game, aside from the lift music that crops up in a horrifically long elevator sequence. There's background ambience in certain places, such as keyboard tapping in a software development office or the blurred-out commentary of the big game in a pub (or, rather, bar), and you'll get a little musical flourish whenever you unlock a new universe to explore, but that's about as sophisticated as it gets. The developers weren't able to afford to have someone score the game, which is a shame, as it really could have enhanced the game a great deal.
In the end though, these negative points don't really do that much to damage Ben There, Dan That!. It's still an entertaining game, and you'll have hours of fun with it, but compared to its sequel, you get the feeling that it could have been just that little bit better.
Time Gentlemen, Please! opens up with a recap of the events of Ben There, Dan That!, and immediately impresses with a full-on attention grabbing musical piece and fantastic artwork accompanying the text. From there, the game only gets better, as Ben and Dan try to find the setting of their previous adventure in the hopes of utilising some left-over technology to undo the inadvertent mass destruction of the entire world. Finding a way back in time, they attempt to stop coathangers from being invented, but in the process wind up allowing Hitler to take over the world with the aid of an army of cloned Dinosaurs. If such a thing is possible, the game only gets weirder from there.
As we've come to expect from sequels, the game looks even better then its prequel, not just in the higher resolution artwork, but also thanks to the additional new-fangled flashy effects. A great example of this is the opening sequence - the rain coming down over a now devastated London (accidentally brought about by the lead character's actions, naturally) looks absolutely stunning, and really push the AGS engine used by both games to new limits. Thankfully Ben and Dan both look the same as they did before, although they now have more then one expression, which is used to great comic effect at times.
Also much improved are the puzzles, which now have a much more imaginative flair about them, making use of an old-school text-based adventure game, ageing or de-ageing inventory items and even altering the very fabric of time itself. If any of the puzzles seem too hard, dialogue from the lead characters will often nudge you in the right direction, drawing your attention to items that can be picked up or nudging you about certain things you should try. It's a sort of in-game hint system that you can't turn off, and though sometimes you'll already know that you should do something, more often then not you'll appreciate being told that you should use a different inventory item instead of the one you're currently trying to use, or that Dan is capable of doing something that Ben is not. That said though, sometimes this hint system will fail you and you'll be left wondering what you've missed, and given how much bigger this game is compared to its prequel, this can mean a lot of running around trying to find that one item. Fortunately there's a new map included which lets you zip around the world, but even so, it's a shame they haven't managed to completely overcome the genre's biggest problem.
The final item on the checklist is music, and this too is much improved over the first game, in that there actually is some. From the remastered theme tune to the party mix that plays during the stone-age disco, there's a surprising amount of mileage to the soundtrack, especially so given that most games made using the AGS engine are relatively simple, featuring rather basic tunes or stuff ripped from different sources. You can even alter how loud it is in the options menu, something very few, if any, AGS games have at all. As a result the whole feel of the game is incredibly professional.
These games really do push the boundaries of adventure games, both in content and in style. They're ludicrously adult, frequently absurd and gleefully over-the-top. And they're both some of the best games I've played in years. I cannot recommend them enough. Go and play them, you simple-minded fools. Where else will you see a battle-mech striding Hitler in command of an army of cloned dinosaurs? Nowhere, that's where.
The first game, Ben There, Dan That!, is absolutely free, so you've got no excuse not to at least try it. The second game, Time Gentlemen, Please!, isn't free, but it's only £2.99 (around £3.35 including VAT, which the website shockingly didn't mention you'd need to pay!), which is around $5ish. If you do the math, that's WAY less then the Monkey Island remake, and they'll last you as long, if not longer. Go and play them already, I want to see a third one.
Addendum: At the request of the Ben (of Ben & Dan fame, folks!), I'm adding a score for Metacritic. Three out of... Nah, kidding. 9/10 for Ben There, Dan That! and 10/10 for Time Gentlemen, Please!.
Screenies from the Zombie-Cow website and softonic.com. Thanks guys!
Okami Wii (Review)
Another day, another review. I'm trying to get through the fairly large number I originally posted on that wonderous forum of legend. This one's quite short, mostly because it feels extremely similar to a Zelda game and when you've played something so often, you tend to forget about the most obvious things. I should probably go back and rewrite this, beefing it up a little, but eh, whatever.
When I went into Okami, I wasn't all that sure what I was going to get. I hadn't done a lot of research beforehand, and even if I had, I doubt it really would have prepared me for what I was to encounter. Simply saying it's pretty steeped in Japanese culture, for example, really doesn't get across just how different it is from most games.
Okami is very Japanese. It doesn't so much embrace the culture as take a photograph and wear it as a mask, claiming that this is it's real face. The character designs, the levels, the dialogue, the menus, the gameplay, everything is as Japanese as you can get without going over there and ordering a round of sake. And this, I feel, is it's biggest flaw, because as you're starting the game, it's just overwhelming. There's no respite, save for a wacky 'sidekick' of the American persuasion, and even he seems to be a Japanese version of a spunky partner. There's so much to take in all at once, you can't simply ignore it - you have to embrace it. Once you do so though, there's a brilliant game lurking underneath.
Rather then play as the standard action hero #4,562, you actually play the reincarnation of a god, taking the form of a White Wolf. As such, you don't use weapons in the standard fare. Your basic attack is a simple headbutt, while your major assaults will be made by using a paintbrush to 'paint' the attack you wish to use. Again, it's a lot to take in at first, and it will confuse you to begin with, but once you get the hang of it, you'll start to really enjoy the different style of gameplay.
The most important aspect of any game like this is the combat, and it works fairly well, though there's a few minor niggles. Holding B to ready your brush and then moving the remote while pressing A to actually paint your move works great once you get the hang of it, though making the B button a toggle rather then a holding option would have made things a bit easier on the hand. Also, sometimes the game has trouble recognising some of the moves you make, and the close combat, which requires you to shake your remote to do the headbutt move, is a very finicky tactic I have yet to master, despite playing the game for hours.
Graphically, the cell shading looks good at first, but after a while the odd character designs and interesting application of the art style will cause people to rethink their stance. Unlike other games using similar techniques (Zelda: Wind Waker is the obvious example), this game does actually seem to age, and it hasn't done so as well as it could have done. The low resolution, presumably carried over from the original PS2 version of the game, certainly doesn't help the cause, and the odd cases of pop-up, where plants and animals suddenly appear about a meter in front of you while on the move, are more jarring then anything else.
The plot, while having a very Japanese twist, is little more then 'the bad guys were sealed up in the past, seal has been broken, go beat them back again' fare that many games have, but there's enough charm and personality behind it to keep you going, even if it is just to see where the supposed village hero pops up next, and he's a cliché himself. The people who inhabit the villages and fields you visit all have a personality, and you never mind helping them, out with the problems they have, but after a while it'll dawn on you that these are little more than the fetch quests of old. It's never enough to make you stop playing, but there's a distinct feeling of deja vu through a fair bit of the game.
Oddly, the game seem custom made for the Wii, even though the console wasn't out when the game was first released. There may be a few problems, and the actual gameplay itself may not be as revolutionary as it claims to be, but in the end there's a great game buried here. It's just a shame there's so much Japanese smothering it.
Ben There, Dan That! and Time Gentlemen, Please! (Review)
As the games are made by a small indie developer, they ask people to spread the word. I decided to do so by writing a review which I submitted to be a featured review on The Escapist. I haven't heard back, so I don't think it'll actually amount to anything, but the Ben from 'Dan and Ben' was thankful nonetheless. Nice to be appreciated, even if it's just for praising something awesome.
I first heard about Ben There, Done That in an article in PCGamer UK, where one of the game's authors wrote an interesting article about its creation. I never bothered to actually try the game, but after playing the recent Monkey Island remake, I developed a taste for classic adventure gaming, and during my searches for good free games, stumbled upon Zombie Cow Studios and their two adventure titles, Ben There, Done That and it's sequel, Time Gentlemen, Please!
The games follow the escapades of two characters, paradoxically called Ben and Dan after the pair primarily responsible for making the games, and details their various misadventures through time, space and parallel dimensions, all with a very twisted sense of style and humour along the way. Not only do they alter the very fabric of reality, they also reboot a robot, stuff a kitten down an exhaust tube, cause a miniature Death Star to fry a dinosaur, help a videogame Hitler to escape a prison cell, travel through the rear end of a cow and cause a man to be repeatedly shot... in the cock.
If any of this sounds offensive to you, chances are that these games are not for you. Which is a real shame, as they're brilliant. The sheer amount of charm the central characters exude more then compensates for any distasteful actions they, and by extension you, take. These may be some of the most offensive adult games you'll have played, but they're also absolutely hilarious, far more so then many other so-called 'comedy' titles released in the last few years.
One of the major factors crucial to this is the writing. Having to get past a Priest by killing him would seem cruel, even offensive if taken straight. Doing so by not only whacking him over the head with his own bible, but then expressing a forlorn hope that he's just sleeping (when really, you're not fooling anyone, not even yourself), and then developing that action even further by turning the act of inadvertently killing people while trying to get things from them into a running joke takes a LOT of balls. Thankfully the writers manage it with aplomb, and that's not even the worst they have to throw at us. The darkest side of humour is evident throughout the game, but because everything is played for laughs, it's actually surprisingly difficult to become offended at the actions taken by Ben and Dan. The cheeky grins and dry comments offered by the two really endear them to you, and it's hard to hate a pair of lovable scamps, even if they do swear a tad too often.
Also taking a large amount of the edge off of things are the graphics. While the two leads both starts as something seeming incredibly basic, they very quickly grow on you, and you'll find that their oddly distinct animations make them hard to hate, even as they inadvertently poison someone via the gift of toilet cakes. While the characters may look basic though, the backgrounds are almost works of art, featuring the most insane images being lovingly rendered at jaded angles and straight lines. It's a wonderful throwback to games such as Day of the Tentacle, though with the additional of new-fangled flashy effects, TGP! frequently manages to look even better. A great example of this is the opening sequence - the rain coming down over a now devastated London (accidentally brought about by the lead character's actions, naturally) looks absolutely stunning, and really push the AGS engine used by both games to new limits.
One of the other aspects of the games is the puzzles, often the make-or-break factor of adventure games. Fortunately they have a twisted sense of logic behind them, even if they are deliciously freakish at times. BTDT is a tad hard in places, but given enough time, even the most obscure barriers can be overcome, if only through the time old method of 'pick up everything not bolted down and combine it all with everything else'. TGP! features similar puzzles, but the dialogue from the lead characters will often nudge you in the right direction, drawing your attention to items that can be picked up or nudging you about certain things you should try. It's a sort of in-game hint system that you can't turn off, and though you'll occasionally know that you should do something, more often then not you'll appreciate being told to try a different inventory item instead of the one you're currently attempting to use, or that the other character is capable of doing something that the current one is not.
Musically the games both feature a surprisingly rich score, featuring an appropriately rocking theme tune. The majority of the music is upbeat and, while not exactly memorably, certainly fitting with the locations. Again, it's better in the second game then the first, but only just. Both titles have an impressive amount of mileage to them, which is especially surprising given that most AGS games are relatively simple, featuring rather basic tunes or stuff ripped from different sources. The music here is all new, all fresh and all awesome.
These games really do push the boundaries of adventure games, both in content and in style. They're ludicrously adult, frequently absurd and gleefully over-the-top. And they're both some of the best games I've played in years. I cannot recommend them enough. Go and play them, you simple-minded fools. Where else will you see a battle-mech striding Hitler in command of an army of cloned dinosaurs? Nowhere, that's where.
The first game, Been There, Dan That, is absolutely free, so you've got no excuses WHATSOEVER. The second game, Time Gentlemen, Please!, is not, but it's only £2.99 (£3.35 including VAT, which the boys shockingly didn't mention you'd need to pay..!), which is around $5ish. If you do the math, that's WAY less then the Monkey Island remake, and at about 3-5 hours each, they'll last you as long, if not longer then LucasArt's effort. Go and get them already, I want to see a third one.
The Secret of Monkey Island: Special Edition (Review)
One note - I was playing the PC version of the game, and it was £6.99 on Steam. It also represented the first time I'd paid money for a brand-new game in quite some time. What can I say? I'm a massive cheapskate.
The Secret of Monkey Island: Special Edition
And so LucasArts goes full circle. Having been reduced from a once well known and respected company to becoming second only to EA for franchise-murdering, they've decided to try their hand at starting over and remaking one of their most beloved classics. Only they haven't, really. Just splashed a bunch of paint over it and hoped we wouldn't notice.
I'm going to mention the positives first, because they're what I paid my £6.99 for. The most impressive feature, right from the off, is the new graphics, which look stunning. The backgrounds are nothing short of beautiful, and the character redesigns all fit the characters perfectly. The music is also fantastic, and the tunes have never sounded better. Having the game being fully voiced is also a major boon, and the characters really do benefit from this, making the dialogue come alive in places. Finally, it's quite possibly the most faithful remake anyone has ever made, with absolutely no changes to the script or story whatsoever. For better or worse, this is exactly the same game people first played back in 1990.
Right. That's that over with - let's start nit-picking.
One of the major problems I have with the game is the fact that, aside from the voices, it doesn't make use of any of the advances made in adventure games over the 20-odd years since the original was released. This was presumably a concious decision to make the game as faithful as possible, but in the end the stupid idea to create the Special Edition on top of the original creates more problems then nostalgia can overcome.
As a result of the game essentially being built upon the old SCUMM engine, the characters which looked so good in screenshots fall apart whenever they move, because they all have a limited number of frames for each particular action. As a result, their movements all look stiff and unrealistic, making the game seem like a particularly well-made fan game. You'll adjust to Guybrush's movements pretty quickly since they're the best ones, but it's the other characters that cause concern. Take the pirate swinging from the chandelier at the SCUMM bar. A few more frames would have made the animation look much better, but instead the whole thing just feels flat and rushed.
The dialogue also suffers from a similar problem - while the lines are all well delivered, there can be a brief pause between lines lasting anything up to two seconds. The dialogue's simply being delivered faster then the game thinks it should be, much like games translated from other languages. And, rather stupidly, you cannot skip lines of dialogue in the new version, despite it being an option in the original. This is an utterly inexcusable omission, particularly since the target audience of the game will be people who have played the original and may want to skip certain sections of dialogue. This will likely become a problem as you learn the art of sword-fighting, and get tired of hearing the same lines over and over - the only way to skip them is to switch to the classic view and then press the period button. If they could include the option in the old version of the game, why not the new one?
The most shocking oversight though is that the new interface, where you have to press different keyboard buttons to bring up both command or inventory screens, is incredibly fiddly to use. If you want to use an item in your inventory with someone or something, you have to press a button to bring up the command menu, press another button to select give/use, then a third button to bring up the inventory, a fourth button to select an item, and then a fifth button to actually use the item. While this may work well for the XBox version of the game, when it comes to the PC version, this is a ludicrously tedious way of doing things, and compared to most other adventure games these days, it just seems overtly complicated.
A good example of this is freeing Otis from jail at the end of the first act, where you transfer grog between gradually melting mugs. Because you have to keep bringing up different screens, you end up going through the above-mentioned process several times in quick succession, making the whole process even more convoluted then it was originally, which even the most ardent fan of the series will find hard to overlook. While it helps having the same keyboard shortcuts as the original (S for Push and Y for Pull*, for example), it's not an acceptable replacement for a flawed control scheme.
While being able to flip between old and new editions of the game is a nice idea, I can almost guarantee that the feature will hardly ever be used, and even when it is, it'll mostly be to compare the two versions. If the developers hadn't included this feature and instead just created a new engine for the remake, a huge number of the problems I have with the game could have been avoided.
Sadly, this is a textbook case of how not to do a remake. Other such games, like Bionic Commando: Rearmed, only changed the basics such as graphics, leaving the core gameplay aspects untouched. With this title, they've updated things that didn't need to be altered, and they did so in such a way as to make the game more complicated as a result. All of which means, as much as I want to, I simply can't recommend this.
Addendum: Out of curiosity, I figured I'd have a look at other reviews to see what others thought of this. Amazingly, I could only find one other review that mentioned the awkward control scheme, along with the other problems I picked up on. Nostalgia really is more powerful then I thought.
*S for Shove and Y for Yank. I'm really showing my age by knowing that.MySims Racing (Review)
Minor note - this is a review of the Wii game. I don't technically own a DS, so haven't been able to try that version. Not that I'd want to - I don't think the DS does racing games very well. Adventures or RPGs though...
MySims Racing
The first and most important thing to remember about the MySims series is that it's made by EA, which explains a great deal. Taking an idea and running it into the ground is hardly a fresh concept with the company, after all. But they seemed to have grasped that just releasing the same thing a hundred times over isn't winning them many friends, so the MySims series features different types of games that happen to use the same cutesy graphics and oddly likeable characters.
The MySims series has been going for a few years now, and it's changed from its original design of 'The Sims, but cuter' to being 'Every other game, but cuter'. MySims Kingdom was a RTS with no battles, MySims Party was a minigame collection, and now we have MySims Racing, which doesn't even try to disguise the fact that it desperately wants to be Mario Kart with a plot.
Right from the off, the first hurdle any racing game has to overcome is the gameplay one. There's a lot of kart-based racing games out there, only most of which are trying to be Mario Kart. MySims Racing actually manages to pull off the hard feat of being almost, if not as much fun as Nintendo's premier multiplayer series. The primary aspect of the game, the titular 'racing' part, is honed down to a fine tee, with power-ups not dissimilar to Mario Kart (although much more fair - there's no Blue Shell equivalent, so you'll rarely be punished for daring to be in first place), vehicles which handle extremely well and a series of tracks complete with shortcuts and boost pads, just like every other kart game ever.
The actual physics of the cars is surprisingly tight, with unlockable parts for your vehicles, which let you customize it's handling, top speed, acceleration and weight. All these factors play a key part in gameplay - having a heavier car will means you can steer better and bash into others, while being smaller means you can zip ahead much quicker and maintain a faster pace. As you unlock newer parts, you'll be able to improve some of your vehicle's stats, but will have to lower others. It's a fine balancing act, and it adds a bit of tactical depth to the game.
That said, customization is the norm in these sort of games, so rather then getting genuinely useful parts for your cars, you generally unlock extras instead, such as different types of headlamps, or oddly random items that go on your bonnet (and completely block your view). While some of these items are quite fun, the majority are twee and will never be used, rendering them pointless. Having choice is all well and good, but what's the point if most of the choices are rubbish?
One of the other major features of the game, and the one that'll decide whether you win races or lose them, is the boost system that lets you grab air, collect jewels or just drift round corners to build up a boost bar. It'll take you a while to get used to it, but once you do, you'll find the majority of the game doesn't pose you with any major challenges, and you'll be getting gold medals with only two or three attempts.
For single players, there's actually a pretty well thought out campaign, which has you racing around tracks trying to collect a certain number of items or pass through a series of gates within a time limit, as well as the standard races and time trials. The plot, which is entirely forgettable, will barely cross your mind as you skim across the town map, accepting missions from the townsfolk and try to get gold medals on each one. Compared to Mario Kart's 'here's all the tracks we've made, go race around them a bunch' style of play, MySims is definitely the better game for solo players.
Multiplayer wise, the game is also great fun. There's a wide variety of characters to choose from, each having their own vehicle (Fire Chief Ginny, for example, has a Fire Truck, while the King has a very regal-looking car), the tracks are nicely varied and there's no cheap attacks - winning is mostly down to skill, no luck. If you have your own character on a different machine, you can store it in the remote and bring it over to another Wii, which is a nice touch, but it doesn't excuse the biggest failing - there's no online aspect to the game at all. Considering how much fun online play is in Mario Kart, it's disappointing that MySims Racing doesn't even try anything similar.
Overall, this is actually a pretty solid title, and though I'm a little loathe to admit it, I prefer it to Mario Kart - in the single player aspect of things. The lack on online multiplayer really does hinder the game, but if you've got some friends who don't mind coming over, you'll have a lot of fun with this title.
Opposing Force and Blue Shift (Review)
It's much better as a result. Honest.
Back in 1998, Valve released what is considered by many as the greatest game ever. Half-Life was, and indeed still is, an impressive title that featured an excellently realized story, friendly characters you actually cared about, a variety of challenging enemies and an interesting mixture of weapons. Valve's decision to never leave the First Person perspective meant that you literally controlled the protagonist, Gordon Freeman, all the way through the game, which in hindsight is a decision that would change the way games were played.
While in previous titles games would often use cutscenes to convey the story, here you didn't have that luxury, instead living through the events as they happened, barely able to pause for breath. As a result, you not only felt a surprisingly deep connection with the lead character, you really felt for the other characters who were caught up in the desperate struggle to survive as well. The game revolutionised the FPS genre, and had many fans desperate for more. Fortunately, more was exactly what they got.
Opposing Force
Opposing Force is one of three official add-ons for Half-Life (the others being Blue Shift and Decay, the latter of which was never officially released on the PC, though did make it eventually in the form of a fan-made port), all of which were made by Gearbox Software. They were also responsible for a significant amount of work on Counter-Strike: Condition Zero, though their name doesn't actually appear on the box. Opposing Force was their first release though, and while their subsequent work may have varied in quality somewhat, it's particularly impressive how they echoed Valve by making their début title an excellent one.
Rather then follow the established tradition of continuing the adventures of the lead character from the original game, as most other game expansions of the time did, OpForce instead focuses on a different character entirely, one Corporal Adrian Shepard, who would be considered one of the bad guys in the first game. The other twist is that is takes place at the same time as the original game, and you can even catch a glimpse of Gordon Freeman at times.
While playing through as a US Marine killing scientists and guards may be fun, it'd also be very easy, given your arsenal, which has been expanded to include several new military weapons, such as a Sniper Rifle and a SAW. So as well as a new alien race, Race X, there are also new human enemies, the Black Ops, who are there to clean up the Marines, who have failed themselves to clean up the original Xen aliens. Told in this summarised format it may seem a little complicated, but in the context of the game it's told well and makes sense.
The gameplay is essentially the same as Half-Life, but since HL was one of the best games of its kind, it's hard to fault the expansion for being more of the same with a few minor improvements, which is what its target audience wanted. There are a few new features, such as the ability to climb ropes and use other soldiers for different purposes, but for the most part it's still the same old game - the majority of the models are the same and the voice actors from the original are all dragged back to record new lines, so it really does feel like you're back in Black Mesa.
Since you're a Corporal now, it'd only make sense that you have others under your command. While in the original Half-Life you could only have the one security guard tag along with you on occasion, here you can command squads of up to four other soldiers, each of whom have their uses. The medic can be used to heal you or other squad members, the engineer can cut through doors and everyone can shoot at the bad guys, though with varying levels of success depending on which weapon they carry. Keeping these guys alive isn't as much of a trial as it was in the original game, as they can better look after themselves, allowing you to focus on the enemy rather then keeping them safe. It adds a more tactical feel to fights whenever you encounter them, and helps to make the game feel more fresh.
It's not just the soldiers who have variety - there's also Otis, a new addition to the Black Mesa Security Team. Essentially a more entertaining version of the already existing security guards, Otis is shorter, fatter and more amusing then normal, and packs a Desert Eagle as opposed to his colleagues simple pistol. While his presence is certainly appreciated, mostly thanks to his improved fire-power, it's also a curiosity, as almost all the lines he has are just sillier versions of what his partner says. Essentially, he's a comical character in an otherwise serious game, which is just as bizarre as it sounds. You could almost imagine his team-mate actually existing, but Otis seems more a cliché then anything else, and doesn't quite work as well as he could have. A more serious character would have been more appropriate, but it's a small flaw in an otherwise impressive diamond.
With hindsight, it's not too much a leap of the imagination to say that Race X is an advanced invasion force for the Combine, but at the time no-one at Gearbox knew what Valve had planned, and it's a shame that Valve have subsequently claimed that the two (or three) mods that Gearbox produced are not canon, as this really is an excellent piece of work that raises the bar on what an expansion should be, and it's one that every Half-Life fan should try.
Blue Shift
Blue Shift is the second add-on for Half-Life produced by Gearbox Software, and was originally intended to accompany the Dreamcast port of Half-Life. In the end though, that port was cancelled (even though it was essentially finished, as a leaked version of the game revealed), and Blue Shift was eventually given a stand-alone release for reasons of laziness.
As the developers of the Blue Shift Unlocked mod would later say: The BSP map file format was a little different than the standard PC format. Gearbox never converted it back to the PC format, instead opting to use their modified version of the Half-Life engine when they released it for the PC. This meant that the Blue Shift maps were not compatible with the normal Half-Life engine.
As a result of this, the whole package feels like it deserves more respect then it's actually earned. If Blue Shift had been released as a mod, this might have been more favourably received and looked at in a better light, but instead it was a stand-alone title, and so falls short on several counts.
One of the main reasons is the fact that it does little new from the original Half-Life. While a change to the armour system is interesting, it amounts to little more then a return to the old 'collecting armour shards' system that Half-Life had moved beyond. The only other real change is the fact that you now have to escort a scientist, Doctor Rosenburg, through the last third of the game, which is handled as well as it could be within the limits of the engine. But escort quests have never been appreciated by players, and this is no exception.
The rest of the game essentially plays out like the original Half-Life, only in new locations. While there's nothing technically wrong with this, it's literally more of the same, and having been spoiled by Opposing Force, players had come to expect more. While the levels are designed well (with the exception of a sole misaligned texture), there's nothing special or particularly unique about them, and they could have come from almost any well-made fan mod. There's no new weapons this time round, for example, and after being spoiled with the increased armoury in OpForce, this came as something of a let-down, though it's easily explained - you're a security guard, you've no need for anything more advanced then a pistol. There's no mention of the Race X enemies either, and this can't really be explained, except to say that Blue Shift was developed for a medium that didn't include OpForce (the Dreamcast port of Half-Life), and there was no need to include anything from it. While it makes sense from a technical point of view, it definitely left fans feeling cold.
The voice actors return once again, but there's something slightly off about them, as if they're almost being dragged back and forced to do their lines. They're recognisably the same people, but there's a certain something in their voice that means they don't quite match up to the extremely high quality of the original Half-Life, which is a shame. The new security guard lines make the character sound bored (which, given the situation in which they're used, may actually be appropriate), the typical scientists just sound condescending and the man playing Rosenburg is the only one who seems to put any energy into his lines, but unfortunately you'll get tired of his constant 'let's go!' tone rather quickly.
The main draw of the game, ironically, isn't the add-on itself but the HD pack included, which updates the majority of the models from the original Half-Life, Opposing Force and Blue Shift to the higher definition versions made for the Dreamcast port. The change really is impressive, and though it's rendered obsolete by fan-made models being even better, at the time is was a massive step up in quality and I'm sure tempted many a player to replay the games. For me the most impressive change was the shotgun, which also had the sounds for it changed - it went from a lousy 'pew' to a massive 'BOOM!' making it incredibly satisfying.
While there's nothing technically wrong with Blue Shift, it was simply marketed wrong. If it had been properly converted into a standard mod rather then a stand-alone title I'm sure more people would have looked on it favourably. Ultimately though, it wasn't, and people didn't.
Addendum
I chose to review these two mods because I started a thread in another forum* asking for games to review. Someone suggested Opposing Force, so I said 'How about I do that and Blue Shift?', and then promptly did so without even waiting for an answer. As mentioned, Gearbox did make a third add-on for Half-Life. entitled Decay, though given that it was a co-op mod developed for the PS2 version of Half-Life, this was never officially released for the PC. Never underestimate the fans though - they eventually ported it themselves.
The style of add-on that Gearbox perfected led to some impressive fan mods following a similar story-telling technique - allowing the player to take control of another character who has to survive the events of the whole Black Mesa disaster. A few of these that I would recommend are Case Closed, Cleaner's Adventures (which I'm working on an English patch for), Escape (Part 1, Part 2), Operation: Nova, Residual Point, Visitors and HL Zombie Edition.
*Yep, the same small-knit forum I mention in my other posts.