Wednesday, November 26, 2008
Review: Sonic Unleashed for Nintendo Wii (With Bonus!)
A review for a Sonic game usually introduces itself in the same fashion. It’ll mention how the blue hero made a name for Sega back in the early 90’s and that in reviewed game, the writer hopes that the game keeps up with that legacy. Well here at Never Unplaying, we’re big Sonic fans: all one of us. We know there’s no legacy and that times change. Back when Sonic flourished was when Circuit City was making a brand name for themselves as the biggest electronic store. Fast forward to today, they filed for bankruptcy. So we don’t ask if this game will single-handedly revive the franchise, we just ask for a decent 3D Sonic game to go next to our copies of the last great console Sonic games: Sonic Adventure 1 and 2 back on the Dreamcast.
One thing Sonic fans have tried to do was piece together an adequate story for the entire Sonic franchise. Nevertheless, Sega seems to make a new game with an even more ridiculous plot. They make new enemies that make no sense pieced by new places that ignore the older games. Unleashed does that and then some with the awakening of Dark Gaia when Eggman tore the planet into 7 pieces. Sonic runs into this little dog with wings that he names Chip. Chip tags along to regain his memories while they go out to charge the Chaos Emeralds.
The stages are mixed into day and night. During the night, Sonic is transformed into a furry beast dubbed the Werehog. During the day though, Sonic is his quick Hedgehoggy self. The daytime levels are a mix of classic 2D platforming and 3D runways ala Sonic and the Secret Rings. Everything here is nicely polished; the sense of speed is completely realized. It’s nice seeing the Sonic run through loops and bouncing about in the rollercoaster craziness that the series was meant for. The only gripes are that the levels are nothing but going right and pressing a few buttons and they end too quickly. After you beat the daytime stages you’re given missions to do in the level you completed. It’s a cheap way to extend the speed levels, especially when the mission requires you to dodge things, making you go slow and careful during the rollercoaster moments.
Sonic the Werehog stages are another story though. While Sega decided to get everything right when the sun’s out, it comes to a dead halt when nighttime rolls around. Sonic’s alter form cuts the exhilarating speed and preferred attacks in exchange with slow pacing, generic hack and slash battles and frustrating platforming. It would be pretty ignorable if they lasted as long as the three minute day stages, but you can spend about 10 minutes on the night stages due to the slow pacing. The stages doesn’t go day-night-day either, you’ll be de doing three night stages before the hint of a day one.
Controls for the Werehog make the platforming difficult, because he’s a total mess. You’ll be dying needless deaths due to unresponsive jumps, uncoordinated acrobatics or dashing by accident. Later night stages get more so difficult that the two lives you get are not enough to pass the stage the first time, resulting in game overs and restarting the level from the beginning. Combat is controlled with mostly two attacks, left punches and right punches. Stream them to gain combos and smooth out fights or use them in different combinations for special attacks. You’ll be fighting the same generic enemies so combat will feel totally plain. Total shame too, because without the Werehog stages, this would be a standup title. It could be a deal-breaker, and it’s a large chunk of the game where you just want to ask yourself why this part was included in the first place.
Though the Wii is known for the use of motion controls, Wii games can do something else that no other current console can do: Allow the use of totally different interfaces. Sonic Unleashed was generous enough to allow the use of the Classic controller and GameCube controller along with the default Wii Remote and Nunchuk, a major plus for the Wii version. Good thing too since the Wii Remote/Nunchuk combo is straight up horrible. Sega has filled the motion sensing version with tons of needless waggling for homing, light dashing and Werehog combat. For example, punching with the Werehog controls feels like WiiSports Boxing: literally punch with your hand to give the same effect on screen. Funny enough, it’s just as lame as WiiSports Boxing, resulting in you begging for the superior and effective GameCube controller. The game’s hard enough with standard buttons that the least thing you need is unresponsive and tacky waggling. Meanwhile, the Classic controller isn’t a meaningful replacement either; which oddly enough represents a control scheme similar to the other three console versions of Unleashed.
Sonic games are usually structured in two ways: either it goes from stage to stage without much interference in between, or the stages are located in a town and the character must physically travel to the stage to continue. Unleashed decided to mold them and make it a complete waste of time. Instead of exploring a town for missions or story enhancement like Sonic Adventure, the town is presented as a menu and you decide which ugly citizen you want to mindlessly chat with. Since nothing is story driven, you might just want to ram the buttons to continue without reading anything. It’s burning time and disk space that can be used for fun.
Arguably, the best parts of Sonic Unleashed are the in-game audio and visuals. The stages look very big and detailed for Wii standards, though I’d like to see more fleshed out character models. The stage music fits the level you’re playing, but the town stuff is a little generic. When playing the night stages, you’re given the same lame jazz music during the many fights and you’ll be wishing for more varied and catchy battle music. At least this all happens while the game runs in a smooth framerate, progressive scan and widescreen; very well done there.
It’s nice to say that Sega has kind of been bringing the blue blur on the right path, but Sonic still has a long way to go. They have been tweaking the game by using what worked and what didn’t in the last decade. It results in the daytime stages being most polished and enjoyable Sonic moments since the two Sonic Adventures. Though there are major hitches with the Werehog bits, Unleashed isn’t the worse recommendation to any desperate Wii owner wanting a platformer during this scarce holiday season. Sonic fans like me have been through hell (Sonic the Hedgehog for Xbox 360/PS3) and Unleashed sadly hasn’t brought us greatness that previews showed. However, if Sega keeps up on the Sonic franchise like they have been, future Sonic titles may have some deep potential. You’re almost there Sega, just no more gimmicks like the Werehog again, please!
Sonic Unleashed for Wii: 6.2/10
I will not end the review here though. After playing the Xbox 360 version of Sonic Unleashed, I was extremely baffled. They feel like totally different games. So I decided to delay the whole review for a very in-depth comparison to Sonic Unleashed. More meets the eye here, from controls, visuals and stages. But does the 360 version beat the lesser powerful Wii version? This one's for the Sonic fans wanting to know in detail which version to get.
Sonic Unleashed: Nintendo Wii versus Xbox 360
Never has the saying “Different as night and day” seemed so true. No, this isn’t an analogy for the night and day stages, it’s about how the Wii and Xbox 360 versions of Sonic Unleashed are total polar opposites. The game is mediocre on both platforms, but weirdly enough for totally different things. If only the good parts of each version were unified in one version, this game would have been good.
Visuals:
-Obviously the high-definition, higher powered Xbox 360 beats the Wii’s not-bad visuals.
-The Wii version retains a better framerate which is crucial for some parts.
-The entire interface is different as well: from loading screens, title screen and menus.
Oddly enough, there are some things that are cut from the Wii version of Unleashed:
-The Xbox 360 version has a more in depth ranking system and level-up system when you beat a level, while the Wii version ignores any customization of abilities.
-The 360 version has more attacks for the Werehog.
-Mini games are taken out: Flight levels between continents, chili dog eating contest, etc. Though Wii owners aren’t missing much.
-There are chunks of stages missing alongside the ability to collect sun and moon medals in-stage (Thankfully).
-The biggest thing missing is interactive towns though. On Wii, the menus represent areas of towns and clicking around gets you though the story. Xbox 360 owners though have a small bit of town to run around and little else. Ironically enough, the Wii version beats the interactive town. Both versions’ towns are such a waste of time, but the Wii ends these town events faster due to the lack of physically running to the areas.
Controls:
-One Xbox 360 controller vs. three control setups on Wii.
-The Xbox 360 setup is similar to the Classic controller, but the differences stalemate the mediocrity of both:
-Homing has always been controlled by pressing the jump button in the air, retaining all airborne control on one button. The Xbox 360 version decided to throw simple convenience out the window by making the homing attack on a separate button.
-Running as Sonic the Werehog on 360 is used with the right trigger combined with the analog stick, which makes sense and keeps control on speed when walking down tricky areas. This beats the horrendous double tap on the analog stick on Classic controller.
-Either way, the GameCube controller’s controls in Werehog battle makes Nintendo’s seven year old controller the best overall controller for Unleashed.
Difficulty:
-The Wii version hands you two lives for every level without the ability to gain more lives like in older games in the series.
-The Xbox 360 version gives you five lives with the ability to gain lives via 100 rings.
-The Xbox 360 version is too easy while the Wii version is too hard without any good middle ground between the two.
These two versions reek of the words “if only.” If only the 360 used a control setup like the GameCube controller. If only the Wii version had the same level content as the Xbox 360’s version. If only we had a good version of the game. Sonic Unleashed has done something that no other multiplatform game has ever done before: Stalemate each other by varying ways of failure. If I had to choose one version to get, get the Wii version. Only if you have a GameCube controller to use, otherwise get the Xbox 360 version. Though after this torture, your best bet is to get a good game.
Sonic Unleashed for Xbox 360: 6.0
Tuesday, November 11, 2008
Games You Shouldn’t Unplay: Final Fantasy Fables: Chocobo’s Dungeon
Games become best-sellers because when they have big budgets and even bigger marketing, more copies are sold. Unfortunately some of these games are not the best out there, but there’s a sadder story here and it is totally the opposite. There are great games out there that get virtually no publicity whatsoever, so it should be up to the gaming community to make sure these lost gems become found. Note: It’s a better idea if these games are bought brand new (If possible and if it’s not long discontinued), because the publishers will get the money and support. This publisher support can include green lighting a sequel, making a spinoff or more publisher support on that system.
This time on Games You Shouldn’t Unplay is a pretty recent release: Final Fantasy Fables: Chocobo’s Dungeon for the Nintendo Wii. This was actually a surprise game since the last time Americans saw little Chocobo star in a console game was the Chocobo games on the original PlayStation nine years ago. This fable starts off with Chocobo and his treasure hunting partner Cid warping to the town of Losttime after searching for an artifact known as Timeless Power. Losttime is cursed with the Bell of Oblivion, a devastating chime that when rung, the people of the town lose their memories. Of course, it’s up to our adorable yellow hero to save the residents by going in the dungeons of their minds and recover those memories.
Chocobo’s Dungeon will be very familiar to those known to rougelike RPG’s like Pokemon Mysterious Dungeon and Izuna: Legend of the Unemployed Ninja for the Nintendo DS. If you are unfamiliar with the concept of rougelikes, they basically consist of walking on a grid in many randomly created levels. It is turn based and each turn lasts as long as a single step. Developer h.a.n.d. Inc. has made tiny adjustments to the formula to cater to Final Fantasy fans and people who think rougelikes are too hard and boring. They integrated a primitive version of the Final Fantasy job class system. Yes this cute little thing can become a black mage (complete with beady yellow eyes) or a combat heavy knight.
As a Wii exclusive RPG, there is a surprising lack of motion controls. A quick swipe to organize the item menu is all you’ll waggle at in the main game. Making a RPG a wagglefest can be a disastrous result, and luckily Chocobo’s Dungeon refrains from doing that. It plays either through the Wii Remote on its side or if you want, a Classic Controller can be used. Motion controls are used, but only in the loudmouth Moogle’s mini-games, because what’s a Wii game without mini-games?
Thankfully though, most of the mini-games are pretty fun, especially the Pop Up Duel game. By playing the main game, you can gain cards for a Final Fantasy themed deck for Pop Up Duel. You can fight computer enemies or duke it out online via Nintendo Wi-Fi Connection. It really feels like there’s a completely second game in this game
Chocobo’s dungeon looks great. You can see the art perfectly in sync with the cutesy charm that the game is full of. Menus are very clean looking and easy to understand like the rest of the game. Catchy music is the first you’ll hear when you boot up this game, later combined with good voice acting (for the exception of Moogle). Finally for those with compatible televisions, and the game does run in widescreen and in progressive scan, something that should be standard by now. Square-Enix knows how Wii games should look and sound and hopefully we will see more games from them on Wii.
Some will probably feel like Chocobo’s Dungeon and rougelikes in general are tedious and frustrating, but h.a.n.d. made enough tweaks to make the genre more appealing and satisfying. The game starts off basic, but the game constantly give you more to do and makes the game feel more complete. You probably either never saw this game or saw this game with little or no response. Either way, this game is at least worth a rental to see how you like it. Chocobo’s Dungeon is one of the best rougelike RPG’s out there with tons of charm and worth a gander at for RPG newbies and veterans alike.
Monday, November 3, 2008
Demo Impressions: Mirror’s Edge
If you don’t know what Mirror’s Edge is, watch the trailers for the game. The exhilaration that you feel watching it is something that can’t be perfectly described in words. The feeling of jumping between large gaps to only cling to a pipe makes your heart skip a beat. Well late last week, Electronic Arts released the playable demo of Mirror’s Edge on Xbox Live and PlayStation Network and finally everyone can get hands on with the unique first person action game.
It’s exciting to play demos like these before the game comes out. Games that look and feel so refreshing and innovative are some of the best experiences that you can achieve as a game developer and a gamer. Mirror’s Edge takes the acrobatic styles like Prince of Persia and Tomb Raider and twists it with speedy gameplay, stylish combat and puts it in a first person perspective. When you boot up the demo, you’re treated to an extreme slick menu followed by a beautiful animated opening. The question is, after all the spine tingling trailers, after all the all the stunning audio and visuals, do gamers have what it takes to control a game like this?
Though most gamers can relate Mirror’s Edge to games like Prince of Persia, it actually feels like it spiritually runs parallel to Sonic the Hedgehog. It primarily consists of trial and error gameplay mixed with a ton of speed and dexterity, something Sonic fans have understood with since the original hit nearly two decades ago. When you first play through the demo, you probably feel like you cannot grasp the speed, the coordination and the fun the game is supposed to feel. Tragically, that is exactly what the newer three dimensional Sonic games have been dealing with over the last few years. You will have to learn how to get past obstacles one at a time by failing and dying, which for some people, can feel like work than fun. You’ll feel like a mess when missing a jump or failing to disarm a guy correctly and dying only to try it again until you do it right. Though if you run the demo a second time, in all likelihood you should be guaranteed to at least cut the time it took the first run-through in half. Playing the demo after that first time captures what Mirror’s Edge tries to be, but the surprise and suspense that it wants you to feel is worn off due to memorization of the route.
The controls help damper the experience as well. After playing the demo on the Xbox 360, it’s perfectly understandable that it feels more at home on a PlayStation 3. The game’s platforming is based on the 360’s left trigger and bumper, which is not at all comfortable compared to the DualShock’s L1 and L2 (it can be switched to the right, but the results are the same). It ends of feeling very unintuitive can lead to needless deaths or screw ups. The lack of custom mapping the controls was a foolish decision, since some players might have liked using the A and X buttons instead of using the left bumper/trigger.
Mirror’s Edge is watching poetry in motion, but only if you’re able to string along the visual rhyme scheme. Though multiple runs grasp the concept better, it sacrifices the heart-stopping action that the game was meant to initially deliver. Though this is a short demo and the game might deliver on its promises with later levels, the controls mixed with annoying hit or miss trials make Mirror’s Edge lose its edge.
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