1er impression de différents jeux
Publié : 14 mai 2003 20:42
billy hatcher
Is Sonic Team's latest a Mario killer, or will it not live up to the hype?
I unfortunately didn't get to spend a lot of time with Billy Hatcher, but I did get to play it long enough to provide some more insight into the title.
The controls are extremely intuitive, something that seems to be the theme of almost all the GameCube games I got to try out. When you see an egg all you hav to do is simply run into it, and you'll begin rolling it in front of you. No button presses necessary. The A button throws your egg boomerang style, returning it to your hands after a couple of seconds. The B button jumped.
The demo that I played had me fighting a water-based boss. He's appeared in many prerelease screenshots of the game. To defeat him you just had to pick up one of the eggs strewn around the arena, and once you learned his pattern, time your throws right. It was possible to hit him twice with one shot, since the egg comes back to you. It was fun, but quite easy. Health and other powerups were encapsulated in bubbles which your egg could pop, and there was enough of them around that I never once came close to dying.
Graphically, Billy Hatcher was impressive, but not overly so. The draw distance is extremely impressive, though. Perhaps even moreso than Mario Sunshine. Right now the title is in a spot where it could be great, or it could sink to mediocrity. It was fun to play, but it didn't wow me. I'll be sure and spend some more time with it and give you more in depth impressions later on in the show.
Mario party 5
The Mario Party 5 demo unfortunately didn't let you see or try out any of the new boards. In fact there were only a handful of new minigames to try. What was there was simple yet addictive, though. Did you expect anything less?
The first minigame I tried had players with giant ice cream cones in their hand, with scoops of ice cream falling from the sky. Using the shadows you had to position yourself to catch the ice cream. The cool part was that you could knock other people out of the way to steal the scoop they were planning on catching.
The second minigame I tried out seemed to rely more on dumb luck rather than skill, however. The four players are in an arena surrounded by buckets, and you have to be the first to uncover three flyguys. If you lift a bucket and it's a bob-omb or other baddie, you're stunned for a few seconds.
The last minigame I got to test out was by far the most frantic. You were on top of a very large stack of blocks, and you had to ground pound your way to the bottom. Besides just relying on your ability to ground pound quickly, there was also some strategy involved. Different blocks took different numbers of pounds to get through, so it was important to choose the right path.
Perhaps Nintendo just had the AI turned down for the show, but I won all three minigames easily, even though I didn't really know what I was doing at the start. Hopefully when the final game is released the computer controlled players will provide some challenge. All in all Mario Party 5 looks to be more of the same. Whether you view that as a good thing or a bad thing is totally up to you.
Kirby's Air Ride
Let me get one thing out of the way first: Kirby's Air Ride is not a good looking game. It doesn't look like an N64 game or anything, but it's not going to be turning any heads.
I can't quite understand why Nintendo chose to demo the game the way they did. You were supposed to be in a race, but there was no track; it was just one very very big world that you could cruise all around in with the computer players. That made it very hard to visualize what the finished product will be like.
As has been previously reported, the game's controls are intentionally very basic. B is your gas, and the innovation comes with the A button. It acts as your brake, but it also acts as a turbo. Pressing A slows you down but the longer you hold it the bigger boost you get when you release it. This keeps the gameplay fast because you can immediately be back up to speed after a sharp turn.
Many elements of the environment are destructable. Running into something once might make it crack. After a couple more times it will crumble and disappear completely. Sometimes there would be powerups hidden inside these objects, although they could also be found scattered liberally around the play area. They came in all the standard varieties, including increased cornering and speed boost.
All in all, it would have been nice if we could have actually raced someone in this racing game. It appears the demo was mostly meant to show off the game engine, which is shaping up nicely if one is willing to overlook the graphics.
1080 Avalanche
The game that everyone was disappointed with seems to have turned itself around...
Whether 1080 can dethrone the SSX series as the king of the snowboarding genre remains to be seen, but I can happily report to you all that the title is vastly improved over what has been shown in the past.
The graphics still aren't up to the level of SSX Tricky, but that's a very high level. The game does look nice, especially the environments. The character models need some work as they still look pretty jaggy, but the other graphic aspects have really improved.
The gameplay itself seems to take a more realistic approach to the sport, although it's still very far from a snowboarding "sim." The emphasis appears to be on racing rather than tricks. In fact the trick system was rather underdeveloped at this point. B button plus a direction for grabs, and the shoulder buttons for spins. That was it. Jumping is handled nicely in the game though. It borrows from the Cool Borders series in that you can't just hold down A forever until you're ready to jump. It's all about timing your jump just right if you want the big air. This means you have to anticipate ramps and other air opportunities and think a little bit more about what you're doing.
The controls themselves felt extremely tight, and very very nice. The L button is used to crouch and increase your speed, but you can't turn well. Release it for sharp turns, just like the original 1080. I had a lot of fun playing the game when I stopped trying to pull off tricks. The racing was very, very fast. You get a real sense of speed flying down the mountain, and the controls are tight enough to handle it.
If Nintendo rethinks their trick scheme 1080 could be a serious contender when it's released.
Mario Golf
As someone who never played the original, I'm now learning what I was missing...
The impressive thing about Mario Golf was the fact that you could pick up the controller and mess around and be hitting the greens like a pro after only a couple of practice shots. That's a hard thing to do for a golf game if it still wants to include any kind of depth.
When setting up a shot the best angle and the best club are automatically chosen for you. No doubt once the game is released players will develop strategies of their own to improve on those given to them, but it still helps make the game accessible to everyone. Once you've lined up your shot a power bar appears at the bottem with an arrow wherever the player should try to stop it. Then there's a second bar for your shot's aim, and the farther off the more you slice.
Once nice thing about the game is that the player has pretty free control over the camera. It's an important feature in any golf game to be able to look at things from any angle you like. Besides just having the standard behind-the-player and overhead views, the C-Stick can be used to manipulate and place the camera almost anywhere you like.
One aspect of the game that needs some work is the putting. I mentioned the power bar earlier, but I didn't mention how fast it moves. You have to have extremely good reflexes to stop it right on the nose, but normally that doesn't matter. If you miss a putt and your ball ends up close to the hole, the stopping arrow for your bar bar is very very close to the starting one, since you're mere inches away. That makes it hard to stop the power bar without it going way way over. Closer putts should be easier to make, not harder.
Mario Golf featured two full courses, and it was a lot of fun, but the simplistic gameplay is slightly worrying. It's unknown at this time how much depth the title has. That's going to be the aspect that either raises this game above the pack, or keeps it squarely in the middle.
Wario World
Come on, the game is developed by Treasure! You know you want the scoop...
Wario World plays almost exactly like it looks. If you've seen the game in motion you have more than a good idea of what to expect when you get to play it for yourself. With A and B you can jump and punch, and punching multiple times allows you to execute simple combos. Some of the smaller baddies and dispatched with a few simple kicks, but the real fun begins with the bigger guys. Hit them enough and they get knocked unconcious with stars buzzing around their head. Wario then has a few seconds to pick them up. You can then toss the baddie to dispatch him, or better yet toss him into another group to take them all out. Coolest of all, if you rotate the control stick when carrying an enemy, Wario begins to spin him around by his feet, eliminating anyone else around you, and giving him some major distance when you let go and toss him. It's all very very simple to execute.
Any time you hit an enemy a few coins are released, and when one is elimated you're rewarded with several. I was one of the first people to try out the game at that kiosk and over 1100 coins had already been collected. It's unknown what they're used for at this time, but the game gives them out quite liberally.
Wario World isn't just about punching and tossing bad guys though. In the short time I had with the demo I epxereinced a couple of simple puzzles as well. In one spot there was a sphere floating in the air, so out of curiosty I jumped at it. Wario grabbed the sphere and before I knew it it was floating through the air. You could crawl all over all 360 degrees of it and you'd have to quickly move from once side to the other to dodge various things. It was cool because it seemingly came out of nowhere. At the end of my sperical/aerial quest I was awarded with some "big" item, which then showed up on the status screen. It really gave the impression that there's quests and things to do everyhere.
Wario World impressed me, and it's definetly a title I'll be spending a lot more time with later in the show.
Rogue Squadron III: Rebel Strike
Interested in the latest installment of the Rogue Squadron franchise? Clicky click!
I just had an opportunity to check out Star Wars: Rogue Squadron III: Rebel Strike. It follows in the same vein of the previous Rogue Squadron titles with the space and atmospheric missions, but now features new ground-based elements to the levels.
The most stunning level I played was set in the forest moon of Endor and had you cruising around with, you guessed it, speeder bikes. The visuals looked unbelievably fantastic, with lush forestry and superb lighting. The sensation of speed is right-on; it's pretty intense to be dodging around, below, and above all the trees while simultaneously blasting the stormtroopers on bikes.
The familiar Hoth level is still present, although there's a new twist with it in that you start out on foot with a gun and can shoot snowtroopers. You also get a chance to re-experience the movie when you shoot a grappling hook onto the underside of the AT-AT, whip out your lightsaber to cut a hole, and throw in a thermal detenator to destroy it.
The other two levels involved space and atmospheric combat, one set in an asteroid field and the other above the forests of Yavin 4. I didn't get a chance to try these, but the gameplay basics seemed to be the same as the previous Rogue Squadron titles.
What's pretty cool is that clips directly from the real movie are integrated into gameplay as transitions. They serve their purpose well in providing a break in between the action.
Some of the demo units had two controllers set up to show off the multiplayer capabilities, but unfortunately the one I was at only had single player. Stay tuned for a more in-depth impression of Rebel Strike later on in the show.
F-Zero GX
How does the latest F-Zero game stack up? Very well, I must say.
F-Zero has always been one of my favorite racing titles, and I was uber-excited about F-Zero GX on the GameCube. Turns out I wasn't disappointed.
After the guy standing in line of me handed me the controller, I entered the level select screen... only to have it freeze. Oops. One of the Nintendo representative guys came and reset the machine, and then I was ready to go. Hopefully that was just a freak event?
But after that little hiccup, F-Zero GX was smooth butter. I chose the level with a storm raging in the background and lightning flashing ever so often to add so much atmosphere to the level. Right from the get-go, I was immediately comfortable with the game, leaning into the turns and taking out other racers with spin moves. The game moves so blistering fast that the first time through the level I hit a wall dividing the track that I hadn't even seen a second ago and fell plunging into the ocean. The Nintendo guy watching me said, "It's fast, huh?" Oh yeah.
The track retains the familiar feel of the F-Zero series with twisting loops and vertical climbs. What's especially impressive is the breathtaking visuals. The wire-mesh of the track streaks under the vehicle while you try to speed past 29 other racers. All the while rain was falling and lightning lit up the sky.
That's a brief synopsis of my experience with F-Zero GX thus far. Rest assured I'll spend plenty more time with it and come back with a full in-depth impression.
Is Sonic Team's latest a Mario killer, or will it not live up to the hype?
I unfortunately didn't get to spend a lot of time with Billy Hatcher, but I did get to play it long enough to provide some more insight into the title.
The controls are extremely intuitive, something that seems to be the theme of almost all the GameCube games I got to try out. When you see an egg all you hav to do is simply run into it, and you'll begin rolling it in front of you. No button presses necessary. The A button throws your egg boomerang style, returning it to your hands after a couple of seconds. The B button jumped.
The demo that I played had me fighting a water-based boss. He's appeared in many prerelease screenshots of the game. To defeat him you just had to pick up one of the eggs strewn around the arena, and once you learned his pattern, time your throws right. It was possible to hit him twice with one shot, since the egg comes back to you. It was fun, but quite easy. Health and other powerups were encapsulated in bubbles which your egg could pop, and there was enough of them around that I never once came close to dying.
Graphically, Billy Hatcher was impressive, but not overly so. The draw distance is extremely impressive, though. Perhaps even moreso than Mario Sunshine. Right now the title is in a spot where it could be great, or it could sink to mediocrity. It was fun to play, but it didn't wow me. I'll be sure and spend some more time with it and give you more in depth impressions later on in the show.
Mario party 5
The Mario Party 5 demo unfortunately didn't let you see or try out any of the new boards. In fact there were only a handful of new minigames to try. What was there was simple yet addictive, though. Did you expect anything less?
The first minigame I tried had players with giant ice cream cones in their hand, with scoops of ice cream falling from the sky. Using the shadows you had to position yourself to catch the ice cream. The cool part was that you could knock other people out of the way to steal the scoop they were planning on catching.
The second minigame I tried out seemed to rely more on dumb luck rather than skill, however. The four players are in an arena surrounded by buckets, and you have to be the first to uncover three flyguys. If you lift a bucket and it's a bob-omb or other baddie, you're stunned for a few seconds.
The last minigame I got to test out was by far the most frantic. You were on top of a very large stack of blocks, and you had to ground pound your way to the bottom. Besides just relying on your ability to ground pound quickly, there was also some strategy involved. Different blocks took different numbers of pounds to get through, so it was important to choose the right path.
Perhaps Nintendo just had the AI turned down for the show, but I won all three minigames easily, even though I didn't really know what I was doing at the start. Hopefully when the final game is released the computer controlled players will provide some challenge. All in all Mario Party 5 looks to be more of the same. Whether you view that as a good thing or a bad thing is totally up to you.
Kirby's Air Ride
Let me get one thing out of the way first: Kirby's Air Ride is not a good looking game. It doesn't look like an N64 game or anything, but it's not going to be turning any heads.
I can't quite understand why Nintendo chose to demo the game the way they did. You were supposed to be in a race, but there was no track; it was just one very very big world that you could cruise all around in with the computer players. That made it very hard to visualize what the finished product will be like.
As has been previously reported, the game's controls are intentionally very basic. B is your gas, and the innovation comes with the A button. It acts as your brake, but it also acts as a turbo. Pressing A slows you down but the longer you hold it the bigger boost you get when you release it. This keeps the gameplay fast because you can immediately be back up to speed after a sharp turn.
Many elements of the environment are destructable. Running into something once might make it crack. After a couple more times it will crumble and disappear completely. Sometimes there would be powerups hidden inside these objects, although they could also be found scattered liberally around the play area. They came in all the standard varieties, including increased cornering and speed boost.
All in all, it would have been nice if we could have actually raced someone in this racing game. It appears the demo was mostly meant to show off the game engine, which is shaping up nicely if one is willing to overlook the graphics.
1080 Avalanche
The game that everyone was disappointed with seems to have turned itself around...
Whether 1080 can dethrone the SSX series as the king of the snowboarding genre remains to be seen, but I can happily report to you all that the title is vastly improved over what has been shown in the past.
The graphics still aren't up to the level of SSX Tricky, but that's a very high level. The game does look nice, especially the environments. The character models need some work as they still look pretty jaggy, but the other graphic aspects have really improved.
The gameplay itself seems to take a more realistic approach to the sport, although it's still very far from a snowboarding "sim." The emphasis appears to be on racing rather than tricks. In fact the trick system was rather underdeveloped at this point. B button plus a direction for grabs, and the shoulder buttons for spins. That was it. Jumping is handled nicely in the game though. It borrows from the Cool Borders series in that you can't just hold down A forever until you're ready to jump. It's all about timing your jump just right if you want the big air. This means you have to anticipate ramps and other air opportunities and think a little bit more about what you're doing.
The controls themselves felt extremely tight, and very very nice. The L button is used to crouch and increase your speed, but you can't turn well. Release it for sharp turns, just like the original 1080. I had a lot of fun playing the game when I stopped trying to pull off tricks. The racing was very, very fast. You get a real sense of speed flying down the mountain, and the controls are tight enough to handle it.
If Nintendo rethinks their trick scheme 1080 could be a serious contender when it's released.
Mario Golf
As someone who never played the original, I'm now learning what I was missing...
The impressive thing about Mario Golf was the fact that you could pick up the controller and mess around and be hitting the greens like a pro after only a couple of practice shots. That's a hard thing to do for a golf game if it still wants to include any kind of depth.
When setting up a shot the best angle and the best club are automatically chosen for you. No doubt once the game is released players will develop strategies of their own to improve on those given to them, but it still helps make the game accessible to everyone. Once you've lined up your shot a power bar appears at the bottem with an arrow wherever the player should try to stop it. Then there's a second bar for your shot's aim, and the farther off the more you slice.
Once nice thing about the game is that the player has pretty free control over the camera. It's an important feature in any golf game to be able to look at things from any angle you like. Besides just having the standard behind-the-player and overhead views, the C-Stick can be used to manipulate and place the camera almost anywhere you like.
One aspect of the game that needs some work is the putting. I mentioned the power bar earlier, but I didn't mention how fast it moves. You have to have extremely good reflexes to stop it right on the nose, but normally that doesn't matter. If you miss a putt and your ball ends up close to the hole, the stopping arrow for your bar bar is very very close to the starting one, since you're mere inches away. That makes it hard to stop the power bar without it going way way over. Closer putts should be easier to make, not harder.
Mario Golf featured two full courses, and it was a lot of fun, but the simplistic gameplay is slightly worrying. It's unknown at this time how much depth the title has. That's going to be the aspect that either raises this game above the pack, or keeps it squarely in the middle.
Wario World
Come on, the game is developed by Treasure! You know you want the scoop...
Wario World plays almost exactly like it looks. If you've seen the game in motion you have more than a good idea of what to expect when you get to play it for yourself. With A and B you can jump and punch, and punching multiple times allows you to execute simple combos. Some of the smaller baddies and dispatched with a few simple kicks, but the real fun begins with the bigger guys. Hit them enough and they get knocked unconcious with stars buzzing around their head. Wario then has a few seconds to pick them up. You can then toss the baddie to dispatch him, or better yet toss him into another group to take them all out. Coolest of all, if you rotate the control stick when carrying an enemy, Wario begins to spin him around by his feet, eliminating anyone else around you, and giving him some major distance when you let go and toss him. It's all very very simple to execute.
Any time you hit an enemy a few coins are released, and when one is elimated you're rewarded with several. I was one of the first people to try out the game at that kiosk and over 1100 coins had already been collected. It's unknown what they're used for at this time, but the game gives them out quite liberally.
Wario World isn't just about punching and tossing bad guys though. In the short time I had with the demo I epxereinced a couple of simple puzzles as well. In one spot there was a sphere floating in the air, so out of curiosty I jumped at it. Wario grabbed the sphere and before I knew it it was floating through the air. You could crawl all over all 360 degrees of it and you'd have to quickly move from once side to the other to dodge various things. It was cool because it seemingly came out of nowhere. At the end of my sperical/aerial quest I was awarded with some "big" item, which then showed up on the status screen. It really gave the impression that there's quests and things to do everyhere.
Wario World impressed me, and it's definetly a title I'll be spending a lot more time with later in the show.
Rogue Squadron III: Rebel Strike
Interested in the latest installment of the Rogue Squadron franchise? Clicky click!
I just had an opportunity to check out Star Wars: Rogue Squadron III: Rebel Strike. It follows in the same vein of the previous Rogue Squadron titles with the space and atmospheric missions, but now features new ground-based elements to the levels.
The most stunning level I played was set in the forest moon of Endor and had you cruising around with, you guessed it, speeder bikes. The visuals looked unbelievably fantastic, with lush forestry and superb lighting. The sensation of speed is right-on; it's pretty intense to be dodging around, below, and above all the trees while simultaneously blasting the stormtroopers on bikes.
The familiar Hoth level is still present, although there's a new twist with it in that you start out on foot with a gun and can shoot snowtroopers. You also get a chance to re-experience the movie when you shoot a grappling hook onto the underside of the AT-AT, whip out your lightsaber to cut a hole, and throw in a thermal detenator to destroy it.
The other two levels involved space and atmospheric combat, one set in an asteroid field and the other above the forests of Yavin 4. I didn't get a chance to try these, but the gameplay basics seemed to be the same as the previous Rogue Squadron titles.
What's pretty cool is that clips directly from the real movie are integrated into gameplay as transitions. They serve their purpose well in providing a break in between the action.
Some of the demo units had two controllers set up to show off the multiplayer capabilities, but unfortunately the one I was at only had single player. Stay tuned for a more in-depth impression of Rebel Strike later on in the show.
F-Zero GX
How does the latest F-Zero game stack up? Very well, I must say.
F-Zero has always been one of my favorite racing titles, and I was uber-excited about F-Zero GX on the GameCube. Turns out I wasn't disappointed.
After the guy standing in line of me handed me the controller, I entered the level select screen... only to have it freeze. Oops. One of the Nintendo representative guys came and reset the machine, and then I was ready to go. Hopefully that was just a freak event?
But after that little hiccup, F-Zero GX was smooth butter. I chose the level with a storm raging in the background and lightning flashing ever so often to add so much atmosphere to the level. Right from the get-go, I was immediately comfortable with the game, leaning into the turns and taking out other racers with spin moves. The game moves so blistering fast that the first time through the level I hit a wall dividing the track that I hadn't even seen a second ago and fell plunging into the ocean. The Nintendo guy watching me said, "It's fast, huh?" Oh yeah.
The track retains the familiar feel of the F-Zero series with twisting loops and vertical climbs. What's especially impressive is the breathtaking visuals. The wire-mesh of the track streaks under the vehicle while you try to speed past 29 other racers. All the while rain was falling and lightning lit up the sky.
That's a brief synopsis of my experience with F-Zero GX thus far. Rest assured I'll spend plenty more time with it and come back with a full in-depth impression.