Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Friday, 25 November 2011

Mutant Chronicles: Doom Troopers, a Retrospective Review


Mutant Chronicles: Doom Troopers, a Retrospective Review



Reviewed by Tim. S

 

 Around four years ago during late 2007, there was a time of my life I’ve dubbed “the eBay explosion”; I was scouting out some old DOOM paraphernalia (I was also experiencing a perpetually simultaneous “DOOM explosion”). During that time, I stumbled upon an odd-looking Super Nintendo game titled ‘Mutant Chronicles: Doom Troopers’. Well, it had DOOM in the title, so based solely on that merit I put forward the $10 or whatever it was and took the punt. Hell, got nothing to lose except a couple of dollars for what could be a lousy game, or a kick-ass game to add to my collection, right?

I didn’t take the game particularly seriously when I first plugged it in; I only really wanted to check that it worked, then played it for maybe 30 minutes, lost my patience with it then shelved it in my cupboard of mystery and left it there ever since.

However lately I’ve been curious about this oddity; why has no-one else ever talked about it? I haven’t met another human being who’s actually played or heard of it, nor do I know anything about its prefixial “Mutant Chronicles” title series.

After doing some research, I learned the ‘Mutant Chronicles’ franchise began in 1993 as a pen-and-paper role playing game set in a post apocalyptic world; however, since then the franchise has er, mutated into a series of spin-offs including a trading card game, a miniatures game, a board game, a comic book series and finally, a pair of console games released on the Sega Genesis/Megadrive, and the Super Nintendo.

Lacking any sort of familiarity with the source material, I’ll be judging the 1995 SNES game purely on its merits as a stand-alone experience.

One hyped-up point of the title was specifically the graphic and bloody violence in the enemies’ death animations. Man, it’s gruesome for a Super Nintendo game; after unloading a barrage of bullets into a monster, his head pops off and blood sprays everywhere. However, against every modern instinct where decapitation leads to instant and irreversible death, here the suckers just stand around firing blindly into the air until you bludgeon them their headless bodies into bloody submission.

Perhaps the game’s most glaring shortcoming is the particularly short and linear nature of the campaign. The game is only twelve levels long, divided over four planets which might sound fair, if not for one level of each planet being devoted to a boss battle, effectively reducing the games length to only eight levels long.

You haven't really won anything in life until your mug is plastered over some urban castle


Coupling this, with the fact that the early levels are a mind-numbingly linear “keep-walking-right-until-you-reach-the-edge-of-the-screen” fare, then it’s clear that innovative design wasn’t high on the developers’ priority lists. Having said that, levels further into the game do make a genuine attempt at non-linearity, with one level even involving an assault on the reactor core of an enemy base, leaving only sixty seconds to escape with your cajoles intact.

However this mostly falls flat as it happens completely without warning, the game suddenly changes tack and expects you to adopt a hit and run advance, requiring a circuited approach to the level. The biggest problem here, is that to open up the necessary exit path to escape the reactor core, you need to destroy a particular switchboard pretty much right at the beginning of the level; this is very easy to miss, and as no other level in the game features any destructible assets this is bound to be a sticking point of frustration.

The game just doesn’t offer you any real reasons to go exploring; the power-ups aren’t that helpful, and they don’t carry over when you die, which is also a real problem; on more than a few occasions I’d grabbed a special weapon power-up, only to realise my life was down to 11%; I’d either have to spam all my special ammo, or just die and forget I’d ever found anything cool.

Speaking of death, Doom Troopers is a strangely mixed bag when it comes to difficulty; the difficulty settings lack linearity; I played through the game on the ‘Easy’ setting, and most of it was just a complete cakewalk; the hardest parts were working out the safe terrain from the death zones. The level design was somewhat frustrating in that sense, as the environmental design was often ambiguous as to what actually passed for safe terrain.

That platform is about to go all Houdini on your ass

Several times I’d be walking along to see my character fall right through solid ground and into a pit of instant, fiery death. Other times, he’d grab onto a ledge halfway inside the ledge, and there were times where you’d just have to take a lucky jump and hope that whatever the hell you landed on wasn’t going to be some kind of wacky mirage. Still, boundary and navigation issues aside, the environmental graphics are appropriately dark and ominous, and are very well suited to such a grim journey of trepidation.


Legal disclaimer: shampoo on this planet may or may not melt off all your flesh.


 Doom Troopers also suffers from some genuinely frustrating control issues; To aim in any direction other than straight ahead, your character must come to a complete standstill and then you must hold the right shoulder button which allows you to choose any of the eight directions with the D-pad to shoot in. Why you have to go to this awkward aiming mode to shoot doesn’t make much sense; why couldn’t you just aim anywhere right off the bat, and only use this still-aim button for when you DIDN’T want to move anywhere for a careful shot?

Even then, the idea of careful shots is laughable. The game offers no targeting system or anything to help you aim and you honestly have no idea if your shot’s even going to connect; it’s not so much of a problem if you’re shooting at a monster on the same plane as you, but if you’re trying to hit a target directly above, or diagonal to you then you’re on your own. Just got to fire and hope it hits.

Graphically, the game is a mixed bag; it looks alright for 16-bit standards, but doesn’t feel like it properly utilises the power of the console; the game doesn’t seem to use any of the SNES’s coprocessors or tiling effects, with only a touch of Mode 7 effects in the final cut-scene; there’s a little parallax scrolling on some of the background and foreground objects in some levels, but overall the game’s visuals look to be down-sampled to the lowest common denominator of the 16-bit era (being the Sega Megadrive specifications).

Don't accept any sexual favours from this guy
Some of the pre-rendered graphics look alright; the opening scene features an impressive full-screen render of some butt-ugly mutant thing, and the rotating models of heroes Mitch Hunter and Max Steiner look pretty cool too. The in-game graphics are generally acceptable; while some of the animation looks good, the enemy sprites can look somewhat nondescript. Then again, they’re mutants, maybe it’s intentional. 

Bleeding to death, or mourning the lunch he spilt all over himself?
 
The variety of enemies in the game also feels a little limited, as they come in three basic types: The first type the player encounters are the Legionnaires, who are the basic, rifle-wielding mutant grunt found on all levels, all over the place. After taking some damage, their head will pop off and they’ll remain stationary and fire in random directions until permanently killed. They can occasionally be found hanging from trees, chains or other environmental paraphernalia.

The second type, the Necromutant is a blade-wielding berserker who comes flying at you with all piss-and-vinegar. However they’re not actually that tough and aren’t too bright when it comes to jumping to safe platforms versus pits of certain death. Also, if the player scores a hit on them while they’re mid-air, it’s an instant kill.

The third type, the Dark Legion is the heavily armed shock trooper. Wielding both rifle and grenade launcher, these guys are something more of a threat; the grenades can do a bit of bouncing around before detonating, though it turns out these grenades are just as dangerous to you as they are to his own compadres; often in crowded situations, it’s not uncommon to see a Dark Legion bombing his own comrades- the prospect of dying a fiery, explosive death doesn’t seem to phase them to the point of reaction though. Upon taking enough damage, they’ll lose their legs and their sentient torso half will continue to shoot the still-working rifle at you.

You’d better get used to these guys, because you’re going to be seeing a lot of them while you’re sluggin’ it out with Doom Troopers. There are four bosses in total, though sadly they’re nothing too spectacular. The most interesting was the boss of Mercury, who’s invincible to both your normal and special weapons, so to defeat him you’ve got to shoot his little boomerang-blade-thing to send it out of control to hit him. I didn’t realise this until I’d depleted all my ammo along with numerous lives but it was actually a relief to experience a somewhat intelligent boss battle; an experience that involved more than emptying clip after clip of bullets into his face, which is basically the rest of the game as well as every other boss fight.

The final and perhaps most important question regarding Mutant Chronicles: Doom Troopers is: Is it fun? I can safely say yes, the game is a hell of a lot of fun! It’s far from the perfect experience of a game, it's quite short, there’s not much variety with the monsters, and there’s only has one damned weapon. But I challenge you to find another Super Nintendo game that lets you smash your boot into some sucker until he pukes his guts up. It’s not the most intelligent or even memorable game, but there’s something about it, as if it’s some kind of diamond in the rough. I can’t help but wonder how a modern day remake would turn out. 

Even advanced alien races can't resist tacky clichés

Saturday, 15 October 2011

Nintendo Connection Tour 2011 Impressions

Nintendo Connection Tour 2011 Impressions


By Tim.


Nintendo… The name’s synonymous with most of Gen Y’s childhood, and though it’s easy to see the Big N with rose-tinted glasses of nostalgic glory, I got a hard dose of reality today with previews of the upcoming first-party titles on both the ageing Nintendo Wii console, and new-kid-on-the-block, Nintendo 3DS.

The Legend of Zelda: Skyward Sword (Nintendo Wii, 2011)


The centerpiece no doubt, was the latest installment of Nintendo’s blockbuster ‘Legend of Zelda’ series, titled Skyward Sword. The playable consoles were only running demo versions of the game, featuring three scenarios: a dungeon, a boss battle and a flying mode.

A big feature of the game is in its support of the Wii motion-plus, supposedly giving an even greater degree of control and precision to the movement and combat mechanics. In my opinion, they plain sucked. One source of this feeling was in the axial recognition; the tolerance levels felt far too blurry, as attempting to have Link do a forward thrust often results in him swinging wildly in other directions; If the game’s combat is meant to be fast-paced and action driven, then why did they make the controls so finicky? 

I couldn’t for the life of me figure out how to even pull the shield out- I’d tried every logical button combination but the damn thing just hung by my side as I dodged flying arrows left and right. It wasn’t until my friend suggested I try swinging the nunchuck controller that I actually saw some results. It might not seem like the most cryptic maneuver, but when EVERY other Zelda title since Ocarina of Time had the shield designated to a button, this felt like an unnecessarily clumsy and uncoordinated choice.

I think Twilight Princess had it right with the controls; essentially, swinging the Wii-mote was the equivalent to mashing the B-button: it had no directional significance, it only detected when to swing the sword, not where the sword went. That was dictated by the directions on the analogue stick. It felt tight and concise. The pointer function was effective too, making the aiming of the hookshot, arrows, and the boomerang very quick and easy. 

Using the bow in Skyward Sword was one of the sloppiest moments of all- pressing the button wasn’t enough, you had to go into an awkward first-person view while holding down one button, then hold down a separate button with the other hand to actually charge and fire the thing. It felt nowhere near as fluid as the bow on previous Zelda games, where you could fire off arrows on the fly while targeting an enemy. I tried desperately to pull out my bow in the boss fight while targeting him, but my efforts were in vain.

To top that off, the game’s graphics are a butt-ugly, low resolution, low poly mess. I don’t want to get into any of the long-running debates about the Wii and its graphical capacity, so I’ll simply mention the predecessor, Twilight Princess. I remember an article five years back in a popular gaming magazine upon the Wii’s launch, reviewing Twilight Princess, a launch title. The game was praised as a great effort as a Zelda game, but the graphics were criticized as ‘Looking alright, for a Gamecube game’. 

Personally, I thought Twilight Princess was visually quite nice; sure it was no comparison for the hardware monster that was Crysis, but it looked sharp and nice; the environment was nicely detailed, the geometry was pretty and certain elements like ambient lighting and sharp shadow details were effective and pleasing to the eye. As the game was ultimately a port from a Gamecube title, obviously it wasn’t about to push any hardware envelope on the Wii, but visually it was among the best looking Gamecube games (along with Resident Evil 4).

Now flash forward five years; a lot has happened with graphics and gaming in that time, even for the Wii; with games like The Conduit (2009, High Voltage Software) that proved the Wii is capable of high-end graphical processes like bump mapping, detailed lighting effects like reflection and refraction, motion blur and animated textures. 

This helped restore some faith from the visually oriented gamers, and showed that perhaps there is hope for some visually pleasant gaming on the platform, comparable in some small way to what we’ve seen with the PS3 and Xbox 360. Nintendo instead did a complete 180 on this technology, opting for smudgy, bland textures, ugly low-poly geometry and an overall look that appears to be stuck in some kind of 10-year time warp.

Graphics may not be everything, but seriously, what the hell is hanging from that tree?


The system’s definitely showing its age, but some elements have aged more gracefully than others- for instance, I caught a glimpse of some players trying out the Kirby game; I was far more satisfied with the simplistic platformer visuals of that game- essentially they looked like a zazzed-up version of the old 16-bit sprites. I liked it.

All I can say is that the final game had better be something real spellbinding because the demo felt like a muddy, uncoordinated, uninspired mess of a game. A Link To The Fail.

 

Mario Kart 7 (Nintendo 3DS, 2011)


I don’t have much to say about Mario Kart 7. For better or worse, it’s Mario Kart as we’ve known and loved it. Maybe that’s what’s so average about it though, it really doesn’t bring much new to the table. I only played one track, the items were all standard Mario Kart fare, but there was also a bunch of ‘coins’ scattered around the track, which when collected act as both a defensive barrier and increase speed. It’s good to see an otherwise unused feature from the original Super Mario Kart (Super Nintendo, 1992) make a return.

On top of that was the new feature of Kart equipment; you can now equip your Kart with hang-gliders to add a degree of aerial control during long jump sequences. Apparently there will be more stuff in the future, so this could be interesting in shaping the experience of the new game.

I’m pretty sick of the whole ‘3D’ gimmick of the 3DS though. From some articles I’ve read, a significant number of 3DS owners don’t even play with the 3D effect, I really don’t find it adds much to the experience.

I only hope the final version has a better system of online play than Mario Kart DS, which was flawed on a number of levels. I think they got the formula right with Mario Kart Wii; having 12 racers coming together in a drop-in-drop-out system really worked well. I’m hoping Mario Kart 7 supports a similar scheme to this. Good multiplayer has always given longetivity to Mario Kart games.

Super Mario Land 3DS (Nintendo 3DS, 2011)


This felt awkward more than anything; trying to preserve 2D platform mechanics into a pseudo-3D environment really didn’t do it for me. It was cool to see Tanuki Mario make a return (after a long hiatus from SMB3), but overall the experience felt empty. Being a 3D Mario game, I felt naturally entitled to Mario’s plethora of physical attacks from Super Mario 64, but he delivered none. I’m guessing because they wanted to go back to the basic platforming roots.. If so, why’d they still include new features like the U-turn jump, wall jumping and the ability to grip onto wall faces?

The camera angles felt crude and unrefined; unlike the Super Mario 64 camera, which flowed freely and dynamically with you and your environment, the camera here sits statically, giving a fixed side-on look. To move the camera angle, you’ve got to move your left thumb down from the analogue stick and make adjustments with the D-pad; that might not sound like much, but its enough to take you out of the moment- whatever movement you’re doing must come to a complete stop, unlike in Super Mario 64 where the camera buttons were all operated by your right hand, while your left managed the analogue stick. Even then, the camera still felt stiff and unaccommodating.

Starfox 64 3D (Nintendo 3DS, 2011)


I loved Starfox 64 (or Lylat Wars as it was known here in PAL territories). Naturally, I was keen to see what they’d done with the concept some 14 years after the original smash hit took over Nintendo 64s all over the world. It’s still Starfox as we remember and love; the scripted sequences still happen at the same time, in the same way. One thing that did irk me was that while some textures had been overhauled (the water looks fantastic), and new visual effects had been added, the basic geometry of the environment is still the geometry from 1997. This leads to a somewhat paradoxical experience as you go through a very familiar, yet fresh terrain.

Another detail I found obtrusive was the frequent use of subtitles whenever an event occurred; when a boss or Starwolf appears, you get a  text description appearing onscreen about them. This felt somewhat unnecessary, and something that seemed like a better moment for the credits than mid game. It’s a decent game, though the controls take some getting used to, especially for us N64 kids.

At the same time I can’t help but ask why? Why did Nintendo have to go and re-release an old classic title on the 3DS? Why couldn’t they make a new Starfox title for the console, a fresh start? A reboot? In all honesty it feels like more of a lazy cash grab from the Big N on a game that most of my generation has fond memories of, than a genuine attempt at creating a compelling new experience.

I don’t know, I can’t say I got a particularly good feeling of Nintendo’s up and coming first party titles… They felt like a stale mix of rehashed, tried-and-true franchises, but with gimmicky features like 3D (that’s more straining on your eyes than anything else) and heightened motion control sensitivity (that never does what you want it to do). 

The problem isn’t that they’ve forgotten their roots; the problem is they’re too afraid to let them go.

Tim.