[15/6/12] Xbox 360 - First Impressions
Wednesday. That was the day I finally got my hands on an XBOX 360. As
Darth Vader would say, the circle is now complete. Well, more like a
pentagon, as I now have all five generation 5 consoles. DS, then Wii,
then PSP, then PS3, and now XBOX 360. And so, the
version I bought. The 4GB Kinect Celebration Pack. Two games, Kinect
Sports and Kinect Adventures, came with it. And so, here I go.
up the console was easy enough, with it saying what you need to do at
each section. Even connecting and setting up the Kinect was easy to do.
The updates were installed quickly and the whole console and my account
was set up in no time at all. The interface of the console I found
interesting. Exploring for a bit, I found everything was where it could
be easily accessed. A press of the Home button brings up a sub-menu. This
I found cool as well, since the PS3 only opens the XMB and the Wii just
has four buttons on its sub-menu.
Moving onto the two games for
Kinect, I was impressed with the accuracy of the Kinect. Sports is
enjoyable, and allows for player v CPU or player v player. This I also
found rather cool as it allows multiple sign-ins, with each player able
to get their own achievements. The five sports on offer in the game were
good fun, and offered a good workout. The same with Adventures. The
games on offer with Adventures were interesting and keep with the 'get a
better score' game ethic to keep you coming back. And just with Sports,
it gives a good workout.
The playtime over, it came to exploring
the Marketplace and downloading something. A demo of Kinect Star Wars.
The Marketplace is set out well with searching for something being easy.
The download of the game demo was automatically put to background
download, so I could get on with other stuff knowing that the download
was still progressing. This is harder to consider with the Wii, where
there's no such thing as background download, or the PS3 where it
requires you to manually select download in background and even then
will sometimes buffer. When the download was finished it alerted me with
a notification which stated exactly what had been done in the bottom center. This is more handy than something in the top right corner of the
Enough comparing though. As the day after it was time to
see how the controller handled with Forza Motorsport 4. The game is
great, with a lot of modes, races and cars. I especially like Car
Bowling. The controller I felt handled the game perfectly, and the game
ran smooth, and was better than I expected it would be when I had a play
of the Switzerland tracks at Toys R Us. And the controller is easy to
hold also makes playing the game better.
The bad things are few
and far between, but one thing I will mention is the fact that the
Kinect doesn't always seem to work. While playing Kinect Sports with my
sister it kept telling me to move right, even though if I moved any more
right I would be right behind my sister and it wouldn't have seen me at
all. Another thing is, well, its the Kinect again and how the voice
recognision doesn't always seem to work.
Other good things is the
automatic updates for the achievements and the easy intergration
between console and xbox.com. I added my sister as a friend from
xbox.com and she added me straight back from the console. And with the
news of integration with other Microsoft devices from E3, it's sure to
So, that concludes my XBOX 360 First Impressions blog.
More better than the PS3 in some areas and a lot better than the Wii in
others with good features and functionality.
[23/7/12] Mario Kart: The Test of Time
So, we all like Mario Kart in some way or form. I mean, who doesn't? But
after the main introduction of Classic levels [or Retro], starting with
the DS version, I feel hasn't been very productive. Don't get me wrong,
blasting around tracks from the past with that new gloss that comes
with more graphical power is always welcome. This argument doesn't
follow the graphical capabilities of the console though. Rather, it
follows the physics and game mechanics added to each new rendition of
Let me explain. Double Dash was a marvelous
addition to the series, and is basically the odd one out of all the
Mario Kart's. But some tracks, when racing around on a newer Mario Kart,
just doesn't feel right. Take DK Mountain, remastered on Mario Kart
Wii. With the Gamecube version, as soon as we were out of that cannon,
it then became a test to see who could stay on the ground the most to
stay at top speed. With the Wii version, all that went, as we had tricks
to always boost ourselves over the lumps and the ramps where the sudden
drops of Double Dash were placed meant that the sudden withdrawal of
speed when in the air became a trick fest as we tried to find the best
way to get over them. Some of the challenge was lost with that track
being remastered, as with another. Daisy Cruiser, also for Double Dash,
remastered on Mario Kart 7, loses all of its challenge in terms of the
track. The introduction of driving through water now means that one of
the most testing parts of the track has been reduced to a gentle float
down to the pipe. It is, of course, the hole in the ground part. And the
obstacles placed to make it challenging don't really do much at all.
And then of course, the part before that, the moving tables. Where in
Double Dash there were loads, it has now been reduced to four moving
from one point to the other on the main path.
not all Double Dash tracks I feel have been ruined. DS' Luigi's Mansion
track, for example. Nothing except a graphical update here, unless you
count the useless glide points. And also, though some might disagree,
Coconut Mall from Wii. The cars on the Wii version went from one side to
the other, covering the speed boosts. With the 3DS version, they move
to the middle in a pattern that makes no difference. And the glide
points are also useless, where before you'd just fall down after
performing a trick to drift around the corner to tackle the cars head
on. Now, with the gliding section added, we can use our Golden Mushroom
or Triple Mushrooms and skip the car section completely.
this isn't me moaning and griping. It's constructive. As while some are
ruined slightly or massively by the new mechanics and physics, other
are improved by them. For example, Luigi's Raceway for the N64 version.
We now have those added parts around the 180 degree turns to avoid items
and also blast around as close to the edge as we can while not falling
off. All of the Super Mario Kart and Mario Kart: Super Circuit tracks
are greatly improved with the added extras, and other Mario Kart 64 and
Double Dash tracks are improved as well. DK's Jungle Parkway, for
example is a lot better with the wider track layout given to us by the
Wii version's mechanics. The drifting also makes the track a lot better.
Yoshi Falls on the DS benefits the wider track, and the trick section
added also gives a bit of challenge if not properly aligned for it.
many other tracks hardly benefit at all from the new features, but have
them anyway where available, even if not fully accessible. Peach
Gardens featured ramps on the grass, near the end, that could only be
accessed by a Mushroom or Star and allowed for a trick to boost.
the point of this. Allowing remasters of older tracks is a good thing,
as long as it benefits the track in question. DK Mountain, for example,
would have been a better choice than Daisy Cruiser for Mario Kart 7,
simply because the physics of the 3DS version are more like the GCN
[31/7/12] The Mario Kart 7 Challenge
And so, 27 days later and also on the deadline I set, the save data of
my Mario Kart 7 cart reads 20,000 coins. Roughly 13 hours put into it,
and god knows how many grand prix cups, the challenge was to reach
20,000 coins by the end of this month thus completing [in a collectible
way] the game.
Starting on the 5th of July with 14,205 coins, I
input the amount of total coins into an Excel document at the end of
each day to track the amount of coins earned on that day, and when seven
days came, in the week. In the first week of the challenge, I
had only earned 916 coins with most days' totals coming in at roughly
150 with the highest at 401 and the lowest total at 74. Sounds good, but
I had missed two days of coin collecting.
So it was either pick up more coins in a day, or play for all seven days of the week.
And the first is what I did, but I missed three days of play during the
second week. However, the total for the second week was 1400, with most
totals in the upper half of 350, and only one total lower than 300.
With two weeks left, I knew I had to pick up the pace. A lot.
so that's how the third weeks' total managed to reach 2082. On one of
the days, I had earned a massive 645 just in that day, with the second
highest being 442 and the third 432. The other two totals were in the
upper half of the 200's. Yes, I had missed two days of play, but with a
week total that big, it didn't matter.
And so the last
week, I could sort of relax. But with only five days given to me until
the 1st of August, I needed high totals. And that's what I got. 1411 for
the week, with the highest being 457 and the lowest 260.
this was hard, since I had to average the amount coins I wanted for the
day by saying how many GP's I wanted to do [basic translation - how
many 40 x GP's in terms of actually getting the coins]. And then of
course, there was the CPU themselves. Sometimes they just left me well
alone. Other times they wouldn't even give me a chance. But by any means, no way have I become a champion on Mario Kart 7, but I know the tracks very well now.
time soon, I may consider another challenge like this, but for now, I'm
taking a sort of break from it, meaning I won't be playing as often as I
have during this challenge.
[6/12/12] The Star Wars Battlefront Debate
So, lifelong Star Wars fan. Battlefront is my favourite series.
Everyone's heard it from loads of different Star Wars fans, and even a
couple that aren't [just the Battlefront part]. Point is, if you want to
make a Star Wars game, give the player control.
Take The Force
Unleashed series for example. You play as one person who's a Jedi,
going through preset levels with a few puzzles, bosses and powerful foes
here and there. Nothing truly groundbreaking, but you have control of a
range of Force moves and two lightsabers. You have the fun the first
few times, the challenge is good. You complete it, get bored easily from
that point on. Why? Hardly any replayability unless you are a
completionist. Again, take the game on all sixth generation
consoles [GCN era]. Star Wars Clone Wars focuses on battles during The
Clone Wars. We play as a range of characters in a range of levels doing a
range of things. It has a great multiplayer mode that entertains, but
going back to the main story once you complete it still gives you the
challenge you had before, but again is lacking something.
something is full control. 2004 came along and the first Star Wars
Battlefront game comes out. A range of factions, a range of classes
including a special for each one, a range of vehicles, a range of
locations. You can choose anything to do within the games limits. Take
the fight on foot or blow up a stack of droids in a tank. Be a hero in
the team, be a villian and shoot your own team mates, it effected the
outcome of the battle. Yes there was a story mode, but it still gave the
sense of control by still allowing us to do all we can to wipe the
enemy out. And the gameplay wasn't focused on the story mode.
Battlefront doesn't need a story mode to be a good game, but we get one
anyway. Why is simple to understand.
What comes next
however is how the Battlefront series gets remembered and followed.
Battlefront 2 is released a year later, giving us more classes,
vehicles, locations, and new modes which equals more factions. We also
get space battles. It is then we look upon the story mode. Still giving
us the freedom to do what we want, it added missions to the story
levels, and while we have to complete these missions, we also have to do
them quickly to keep our reinforcements up. However, there were some
technical glitches within the game, and we could also play as Jedi in
the free play mode, including a new mode exclusively for the heroes and
villains. This then, is how the Battlefront series goes.
is sure to be the next Battlefront game should have come out in a year
or two, but due to difficulties was stopped and handed to Rebellion, who
developed a version of Battlefront only for the PSP in 2007. This
version introduced the character creation, which enabled us to use three
bodies, three heads, a range of colours and insignias to use. It also
gave us custom weapon loadouts, and also gave us spawning as a leader on
the spot. Then came the faults. The controls weren't the best, and had
advantages and disadvantages depending on which of the two loadouts you
used. Then there was the gameplay of using a lightsaber, which was
awful. And so was using a jetpack. You could sprint faster sideways than
you could forwards, and sometimes even normal running forward
was slow. Then came the missions, which felt more locked than ever by
utilising the custom loadouts to great effect. Or so it started out as.
Everyone has their prefered loadout, and because there was a limit,
which each weapon and item added a certain amount to, this prefered
loadout was often ruined when the mission objective called for something
Two years later came Elite Squadron, which fixed a
lot of issues with the other PSP version game, but also brought more
along. This one came with three custom loadouts and six presets, again
with character customisation. However, instantly a problem. Almost
everything is locked. Following the achievement system from Renegade
Squadron, Elite Squadron had nearly all customisation features available
as unlockables either with these achievements or from completing
missions in the story mode, which again is more locked than freedom. And
another problem. It's not just completing the story mode, it's also
completing it with all three difficulty modes. And also, while we might
have land to space battles, it did mean we get only two vehicles, while
Renegade had five. The two were the fighter and shuttle. And while we
got some special space battles in Renegade with capturable middle bases,
in Elite it was just the plain basic two cruisers. Even the importance
of destroying the critical systems on the cruisers took second place
compared to ridding the shield and blowing the reactor up.
with Battlefront 3 making headlines, what should it be like when it
finally comes out [if it does]? Should it follow the first one with the
freedom of everything including the story mode, or should it take the
restrictions of the latest versions? Should it use the customisation
options of the later versions, or bring the return of classes? Bringing
customisation to the series removed some of the best characters in the
Hopefully, when a new studio gets this game, they
can decide what makes Battlefront good. But this comes back to the first
point. To make a good Star Wars game, you must give a lot of control to
[8/1/13] Pokémon X and Y Announcements
Well I have to say, I was predicting a Pokémon Yellow remake in the
style of Dragon Quest Monsters, but this will do me just fine. And suit
me well it will.
Today, in the Nintendo Direct, which was worldwide, Satoru Iwata
announced the revelation. Generation 6. I have been looking through
different forums, and the general masses are in awe. Some still find
something to complain about however, although most people usually do
anyway. I can find nothing to complain about.
factor is, obviously, the starter Pokémon announced. There is nothing
wrong with them except the rather peculiar names. Froakie - the water
frog, Fennekin - the fire dog/cat crossover, and Chespin - what looks
like a racoon/otter combination, and is the grass type. The German names
compared to these sound much better, those being Froxy, Fynx, and
Igamaro respectively. And besides, people hated on Snivy last
generation before they saw what it evolved into.
Now, the real analysis. 3D environments. Proper environments in battles.
Psuedo-3D battle arenas. All these things have been asked by fans for
ages. While it looks like we still only have four directions to move in,
the areas we move in look so much better. While I also have a gripe
about the movement itself, there is still time for improvement. And -
Rollerskates. It seems that this time around, the bike, a Key Item and
almost always used transport since the first Generation, seems to have
been replaced with rollerskates. This is no bad thing, as they both
allow us to move quickly through areas.
The battles have gone
beyond that of Generation 5 with even more movement and animations. This
is what I have been imagining. I even had plans to make a fake
Generation 6 battle sequence before Black/White 2 were released in that
style. While this short amount of footage for the battles has us in awe,
and comedy [if smashing a Magikarp in the face counts as such], it
makes you think whether they really did look to Genius Sonority's
Gamecube games for inspiration in the battle system. But if this is what
is available now, think what is going to be done with the next
Generation, or even the second games of this Generation.
That's all I can think of now, apart from the fact that the legendaries are looking awesome as per usual.
all we have to do is wait until as late as E3 [or early, if they want
to be like that] for the next major announcements of these games, which,
most likely, will be the story plot, enemy teams, and other major
changes including Wi-Fi.
[9/2/13] The Future of Star Wars Battlefront 3
I realise I might go on about the Star Wars Battlefront games way more
than I should, but why can't I? It's the only shooter game I am most
interested in, as goes for the 28,000+ people that like the page Who Else Wants Star Wars Battlefront III [Now The Star Wars Hub]. The question on that page is what makes me return to my blog and post this.
what would you rather want? The 2008/9 Pre-Alpha version of Star Wars
Battlefront III finished and released or for Star Wars Battlefront III
to be rebooted from scratch for the Nex Generation era?"
everyone knows, Star Wars Battlefront III was meant to come out ages
ago. It then got caught up in setbacks and financial difficulties as the
management of LucasArts changed. Free Radical were counting on this
game to get them out of the difficulties they were in, and the new
management of LucasArts kept rearranging deadline dates and demanding
results, to the end that Free Radical eventually called for
administration at the losses they had with Battlefront III. The obvious
successor was Pandemic Studios, who had produced the first two
Battlefront games to critical acclaim. Rebellion Developments were also
shortlisted, having produced Renegade Squadron, a spin-off to the main
series exclusive to PSP, and released it the year before. Several
sources report that Pandemic had lost the rights of development after
closing its studio in November 17, 2009. Whether this was true is
unknown, as Rebellion Developments had yet again released a Star Wars
Battlefront on PSP, this one being Elite Squadron, on 3 [US] / 6 [EU]
November. Featuring the same sort of technology that was shown in the
leaked Star Wars Battlefront III footage, albeit with a small cutscene
during loading the transition to each area, it became a hit on PSP, but
still we had rumours flying everywhere of Battlefront III.
Away from the history and onto the question, Star Wars games we know are in production or soon to be released are as follows:-
LEGO Star Wars IV
can count the Pinball game out as having any relevance to Star Wars
Battlefront, as it doesn't even have shooting elements to it. 1313 is
the Uncharted of Star Wars. However, lurking underneath there
somewhere might be references to the Battlefront series, or even a
secret hint of a release. LEGO Star Wars IV is a questionable one. The
third one did feature a 'Battlefront' mode, but this was more strategy
than Battlefront, but it still showed it could be possible. Since that
third game, we've had many advancements to the LEGO engine. It could be
possible for Traveller's Tales to put in an even closer realisation of
Battlefront in the fourth game. But at its fore, it would still be a
LEGO game, and we'd all much rather the real deal of Battlefront III.
So, this finally brings it back to the question. Pre-Alpha finished and released or a reboot featuring the new trilogy?
it was the reboot on the new trilogy, we would have to be waiting a way
long time. And it seems as though LucasArts feel we don't even care for
a new Battlefront. So how best to test this then, by finishing the work
Free Radical started, and releasing it on digital formats? It wouldn't
warrant a full disk release, as it wouldn't be near finished, but bug
testing and getting it onto those digital stores for a fair price will
show that the community wants a new Star Wars Battlefront game. That
gives a years worth of sales from the game, as it will be popular, as
well as the extra years it also sells for. That then raises enough money
to start on the latest Battlefront, and even if it's not for another
five years or so, at least we will be able to play what Free Radical
first set out to do.
[4/3/13] Time Attacker 'Glitched' Trophy - Sonic Generations
So today, I finally earned the Platinum Trophy of Sonic Generations.
From the reading I had done, it seemed I wouldn't be able to do it, due
to the 'glitched' trophy.
This, however, is nonsense. The
trophy is not glitched at all. Instead, it is the servers of the Sonic
Generations leaderboards playing up.
SEGA announced that
this was a glitched trophy, and the only way to get it was to remove
all of your friends from your account. But why would you do that?
Especially when going through the hassle of re-adding them again,
especially if you have a lot of friends. But no. The answer is simple.
when I got on Sonic Generations, I went straight to the Online Mode,
and one of the things I noticed was that some of the levels I had
previously played now had times for them. This got me thinking of what
could possibly make the uploads faster.
So, looking at
what didn't have a time for it, I set out to set a time. Planet Wisp Act
2 was played three times before I decided that turning the game off
might help. Turning it off, and loading the game again, I got straight
back to Online Mode and a time hadn't been posted for Planet Wisp Act 2.
I persevered and played the level again. It was then that a time was
posted. It wasn't the fastest time I had set, but it was a time
I then set about doing this for the rest of
the levels. Amazingly, it worked for all of them. This is when I came
to the conclusion that the trophy isn't glitched, but the servers are
slow unless you force them to react.
The only other
trophy I had left to do was 'Can't Touch This', another fairly hard one
unless you are quite good at dodging. Redoing the last boss, the Time
Eater, you need to dodge all of its attacks while beating it up. It is
hard to see if you get attacked by the Time Eater or hit a piece of
debris sometimes, which is why I was completely surprised when the
trophy came up. I had thought I had been hit by the Time Eater, but just
wanted to complete the level to restock on lives.
I'm no trophy hunter, and have had the game since launch, but when you
get so close to the Platinum trophy [I saw I was on at least 85% of
completion] you just have to at least try.
though I have completed the trophy list of Sonic Generations, in no way
am I trading it in. The game is too good to be selling, despite its
niggles. And even though I have completed it, I will still be playing
[12/3/13] What I'm Waiting For - Volume One
So, I realise I might use the Gaming section of my blog quite a lot. And
it's true. There are more posts in this section alone than all the
others, and that's because gaming is a central part of my life.
one of the things I thought of doing was this. What I'm Waiting For
will be a series of blogs on two series, and why I'm waiting for the
next in them. For this first one, I've chose two series which,
fundamentally, have been going through quite a change.
we have Sonic the Hedgehog. This series has been going through a change
recently. From the Adventure games, the console games sort of went down
hill. We had Sonic 06 [sort of an Adventure game, since it features six
selectable character stories] which was the most glitched game in Sonic
history [however, I am soon hoping to put this to the test]. Then we
had Unleashed, which in Japan held the title of World Adventure, despite
only having Sonic as a playable character, had him traveling to
different countries. The Sonic sections were highly praised, but the
Werehog sections were greatly criticised. But though this came Sonic
Colours, the game which broke Sonic from the 'Dark Times' as some
moderately dub them games. Sonic was all that a 3D Sonic game should be,
despite having some flaws, mainly with controls. The series people have
dubbed the 'Storybook series' don't count. For one, all I'll say is
on-rails and leave it at that. After Colours was Generations, bringing
back Classic Sonic and older levels from across key games in the entire
Through all of that though, the handheld
games never faltered. The Rush games on DS and the Rivals games on PSP
are some of the better Sonic games out there. Perhaps this is why there
have now been download only games. Sonic 4, bringing the classic
gameplay back, has had moderate success, and the iOS games Jump and Dash
have also gained a massive following, but since Generations, there has
been no retail Sonic game. A recent rumour / report brought forward some
interesting facts about what might be the next retail Sonic game. Many
thought a true return to the Adventure series. After all, ten characters
with different play functions and twenty cross-character levels might
have that affect. Cross-character levels is what Adventure 1 did, after
all. But the three acts per level doesn't seem to fit into the Adventure
series. There have been no acts in the two Adventure games. Which then
led me to another cross-character levels-in-acts game. The Rivals
While this is in 2D, with the success of its 2D
games, would SEGA risk it by transferring 2D based games to 3D? This
essentially gives us a cross-over between Rivals and Adventure. Certain
facts of that rumour could have been wrong though, or we could end up
with an entirely new game from the rumour.
comes out of it, I am a real Sonic fan and follower, and have quite a
few games in the entire series. Having recently fully completed
Generations and running through the Rivals series, I cannot wait for a
new game in the series.
Then we come to Star Wars, and
even murkier shadow. Force Unleashed 2 comes along, and somehow, it just
doesn't feel as good as the first. Rumours of Battlefront 3 are
circulating everywhere, and the entire studio of LucasArts has been kept
quiet, with the only thing coming out Kinect Star Wars. Then, out of
the blue, Star Wars 1313. It looks exactly like what we've been waiting
for from a Star Wars game [if you can get around the complete lack of a
Rumours though, are all that the Star Wars tale
becomes. A report comes through that one game had been cancelled and
one had been put on hold around 2011. Force Unleashed 3 has been
expected, due to the cliffhanger at the end of the second. Since there
is a two year gap between the release of the first and second, people
expected it in 2012. No luck. Other reports include hiring staff for a
first person shooter, and of course, the leak of the Battlefront 3
footage. The latest report is that Star Wars First Assault was the FPS
game that staff were being hired for, and was a predecessor to
Battlefront 3. If this game sold, we would get Battlefront 3. The
previous report spelt doom for 1313 though. It said cancelled / put on
However, there is a glimmer of hope. The entire of
Lucas Film, and with it LucasArts, have been in disarray following the
Disney takeover. However, Lucas Film Animation, through Dave Filoni,
have stated their new plans and commitments. If the animation and film
department have been sorted out, this can now mean good news for the
gaming section as well. We might very well get First Assault ahead of
1313, and a new Battlefront 3 might already be in waiting via a new game
engine. And then there was the LucasArts logo on the list of developers
at the PS4 reveal.
As for the statement and the hidden
question underneath that of why I'm waiting, whatever comes from
LucasArts now has got to be good. Devs have been working away, unsure if
their projects will see the light of day, and with the company
finishing its new state shift, these projects are sure to be officially
Or so we hope.
[12/4/13] Sonic and the Need For Online
Admit it. Playing Sonic the Hedgehog games competitively against others
is fun. Both Adventure games, Heroes, and the 3DS version of Generations
all feature local multiplayer, and in the case of the 3DS, online play.
have been avid to booting up Adventure 2 and Heroes when mates are
round, and all enjoy it. But modern Sonic games seem to have just become
single player affairs.
Now then. Look at this picture.
Imagine how cool it would be, playing with multiple characters on a
multiplayer mode. Now this exact scene might not be able to be played -
after all, City Escape of Adventure 2 cut the last part of it's level
just after running down the building for the ease of access. After all,
multiple GUN trucks on that last part wouldn't be advised. Just like
multiple choppers jumping at the scene in that picture wouldn't be
advised. But why couldn't that part be bypassed? After all, a new level
file needs to be placed if even the slightest change to a level is made,
meaning both co-exist peacefully and depending on the number of players
one file is swapped for the other.
And there are multiple
routes to take, and even if not, they can be made for a possible second
player. Take Green Forest and its vines. Because only one person can use
the single vine, springs were placed to allow the second player to pass
without waiting. For Green Hill on Generations then, the underpass
could have been bypassed for multiplayer sake. I wouldn't know exactly,
but surely the part above the waterfall would have made an excellent
choice. As for later levels, Chemical Plant is fully playable, Sky
Sanctuary cut just before the falling path. Speed Highway needs no
editing, just like Seaside Hill. City Escape, again cut just before the
GUN truck part. Crisis City would be a bit more difficult for the player
behind, but can be rectified with jumps instead of the usual placement.
Rooftop Run is fully playable except for the last part with the blimp
and lasers. Planet Wisp can be cut before the dropping walls at the end,
or better yet, don't make them fall.
As for other
games, Unleashed as far as I can tell would have been good for
multiplayer. Colours I think had some form of multiplayer, as did Black
Knight. Sonic 06 would have been terrible for online, even though that
was the last game to feature other playable characters in the main story
[Black Knight had other characters playable, but were optional].
appeal for multiplayer is there, but due to the lack of other playable
characters [which to be fair isn't an excuse] SEGA deem it not necessary. Now you might have noticed I was only talking about the
modern levels. And that's because handheld Sonic games have always been
supported with multiplayer. Which to be fair, doesn't offer the
competitiveness of a 3D Sonic multiplayer.
hope that the new Sonic game features multiplayer and goes even further
with online multiplayer [not counting leaderboards, like with the HD
remake of Adventure 2 - online could have further increased the reason
to buy], but even if the new one doesn't, it will still be an essential
purchase. Multiplayer will make it more desirable, though.
usually announces Sonic the Hedgehog games in April/May to be released
at the end of the year. When official news is heard, my opinions will be
uploaded straight away.
[5/10/13] Sonic Lost World - Street Date Broken
Spoilers. Spoilers. Oh so great.
Spanish or not, it's too late.
Game surprises wasted.
Avoid Youtube at all cost,
Otherwise the wait is lost.
Just a little poem there, to show how displeased I am at this news.
heard me. Sonic Lost World has had its street date broken. Spanish
retailers [or at least one] have broken the official release date for
Sonic Lost World, and spoilers have already been posted onto Youtube.
appears that a number of retailers have been doing this for certain
games, preferably those with the least spoilers, as the same thing
happened with GTAV not so long ago. Why they do it is completely beyond
me, as that just creates situations like this where spoilers are
revealed before the game is even released. And this isn't even a three
day early thing.
The release of Lost World isn't even
for another two weeks in Europe. It's the week after the Pokemon X and Y
worldwide release, and even that street date has been broken.
people do like to get games early, but at least that's usually a day
before release and not a week or two. This actually seems to be a trend
now, and I'm sure retailers do it on purpose. Especially for the big
games. It doesn't matter what retailer, and doesn't matter which
country, as long as the game is released before street date in one
country, those spoilers are bound to be on Youtube before the day is
out. It's not enough any more just to glorify in getting a
game before others any more, that person has to spoil it for the whole
I've watched one video, and that's as much as
I'll probably be doing, as apart from the one cutscene, it hasn't
spoiled anything for me, and was probably stuff that could have been
So, word of warning for those who want
to be spoiler free, avoid at all cost video sharing websites, especially
Youtube, and any forums relating to Sonic or those that have the name
of Sonic in their thread title. Spoiler tags are there to be used, but
it's always possible that someone will forget.
other news of gaming, the release of F1 2013 was yesterday, and
reviewers seem to be pleased with it. I'll certainly look forward to
playing it when I get it, and another thing I'll be looking forward to
getting is Pokemon Y. CVG actually called it a revolution of Pokemon,
and anyone can clearly see the changes in this game compared to the
Again, apart from the reviews [and official
trailers], I haven't spoilt myself any more [except keeping an eye on
the new Pokemon].
Releasing soon is a new Legend of
Zelda for 3DS, but the Gamecube revival title of Wind Waker HD on WiiU
has just released. Those that have kept up with this game know the
changes made, such as the Hero mode and the swap from Tingle Tuner to
Tingle Bottle, which integrates with the Miiverse.
new game are releasing this month, so keep an eye out for the gaming
news on the likes of CVG or Neoseeker, and I'll post more of the games
I'm following soon.
[19/12/13] Mario Kart 8 - My Predictions
So, after the Nintendo Direct of Wednesday, more footage of Mario Kart 8
was shown. As well as numerous new courses, more returning characters
were shown. No new characters or Retro courses were shown, but this does
make one think. With nine new courses already shown off in the two
trailers, as well as two returning 3DS courses, the tracks in this game
are looking great. We know of the anti-grav feature, allowing traversal
on walls and ceilings, as well as the return of gliders, underwater
driving and bikes. This can either go two ways. Customisation will
return with more options. Coins do return, but their purpose hasn't been
Some things still remain a mystery, and I'm going to have a crack at giving my predictions and why I think they will happen.
off, it was shown in the Direct trailer that all four Baby characters
will be returning. I think this will be to balance the roster again.
Upon the split of classes into five, the balance was upset. In Mario
Kart Wii, each class had the same amount of drivers. In MK7, there was
only two Medium characters, with either side of Medium having
seven. Repairing this balance of the roster, if these five classes are
staying, is vital to create a fair chance for all drivers. And if these
five classes are here to stay, there won't be an odd number of
characters in the roster with 25, so I'm guessing they'll boost the
number of characters to 30. That then presents the problem of who to
include. The number of characters in the Mario Kart series is 32, which
means new characters will need to be added. The question is - who? If we
go off MKWii and MK7's combined rosters, we get something a bit like this.
Feather - Toad / Koopa Troopa / Toadette / Diddy Kong / Paratroopa / Dry Bones
Light - Baby Mario / Baby Luigi / Baby Peach / Baby Daisy / Bowser Jr
Medium - Mario / Luigi / Peach / Daisy / Yoshi / Birdo
Heavy - Bowser / Wario / Waluigi / King Boo
Cruiser - Donkey Kong / Rosalina / Petey Piranha
total, six new characters need to be added. Of course, I have added a
few racers to make the entire crew of Double Dash present in the roster.
Now, what will most likely happen is clones of characters will be added.
That means one of the Heavy positions will be filled by Dry Bowser, and
two of the cruiser positions will be filled by Funky Kong and Metal
Mario. That leaves three new characters left. But again, clones of
characters are more than likely to be used. And just like with MKWii and
Rosalina advertising Galaxy, this game will probably do the same. And
the game it will most likely do that for is Donkey Kong Country:
Tropical Freeze. Dixie Kong is my guess for who will be added, to easily
fill that last space in the Light class. That leaves two left. These
two I'm guessing in the wild about, but after references to Galaxy, it's
sequel needs some love too, so Lubba is my guess to fill the last Heavy
space. And while many might not like it, after introducing a Power-up
Mario in MK7, I reckon they're here to stay. But it's the Year of Luigi
is it not? And so I predict that Luigi will be getting his own Power-up
form. And continuing taking assets from Galaxy 2, Rock Luigi is my guess
at that final character for the Cruiser status. Or, perhaps, those last
two could be swapped around. As much as we don't won't character
clones, I'm guessing that is what will happen. Either that, or an enemy
from Super Mario 3D World will replace Rock Luigi.
Now then. Tracks. We've got the three new ones from E3 - Mario Circuit, Boo Mansion and Marioco
[editor note - wow, those names were the best I came up with?] - and now five more have been revealed in the latest Direct trailer.
Sunshine Airport, shown first, features an airport with planes to dodge.
The next, Cake Fountain Mountain, is the one with the sweets in it.
Thwomp Ruins was briefly shown on the E3 trailer, but we got to see it
in more detail here. It features typical indoor ruin-esque scenery,
rolling stone wheels, and an outdoor area with Thwomps, poles and
outdoor ruin scenery. The next seems like a barren place where Dry Bones
lives, but it also looks like it houses Dry Bowser scenery. The section
driven up looks like bones arranged into a tail, and the head that is
flown into looks like Dry Bowser's. As such, I've dubbed it Dry Bowser
Fort. The last track shown features a nice, clear day which turns into a
stormy, dark night, so I dubbed it Storm Cloud Rumble. And all of those
brings the number of new tracks to eight. Two full cups worth. And
talking of the cups, it seems like the perfect opportunity to try
something. Super Mario Kart featured five races per cup, of which there
were four. Five races per cup might be a bit much, but there's no reason
to not do what Mario Kart: Super Circuit did and have five cups. Or,
add two more cups for six per section [Nitro / Retro].
it's safe to say that if Retro courses keep being added, we'll be
stretched. We now have seven games in which to add Retro courses from,
and if the tradition of adding four courses from the latest two games
stays, we've got to get eight courses from five games. Since both SNES
and GBA games seem to have been forgot about, what with only three
courses coming from both games for MK7, I predict we'll only see one
course from each in Mario Kart 8. Particular emphasis seems to be put on
the N64 tracks, with four courses in two games being reduced to three
in MK7. I think I might be right in saying that three more courses will
be added into MK8. Only five tracks remain to take from in MK64,
though, so whether this really will hold remains to be seen. If it does,
MK:DD will have only one track taken from it, with two taken from MKDS.
That then gives us our eight.
If there are five cups coming to
MK8, then both SNES and GBA versions can have two tracks taken from
them, while the N64 version still remains at three. Two tracks can be
taken from the GCN version and three from the DS version, thus making
twelve tracks from the five games. If six cups are in though, two tracks
can be taken from the SNES version, while both N64 and GBA versions can
have three tracks taken from them, while both GCN and DS version can
have four taken from them. This will affect future games though, as,
unless Nintendo revisit tracks again for the Retro section, the number
of tracks are running out from certain versions. As stated above, the N64
version only has five tracks left that haven't been visited, while the
GCN version only has six. The DS version has eight. There is a way
around this though. Not all tracks have to be used from previous games.
Rainbow Road was put into MK7, which could see an end of all SNES tracks
being in future games. So, what with being on the eighth incarnation of
Mario Kart, maybe now is the time to start winding down on older games'
tracks. This seems like a good idea, and could have a fifty percent
chance of happening. After all, once all the good tracks are used up, it
would make sense to stop remaking tracks from that game. And if that
follows chronological release order, MK64's Rainbow Road could be in
MK8. But what other tracks come with it? Many would like to see Yoshi
Valley included, myself with them, but which other? A good choice would
be Wario Stadium, since that was mostly corners and had a very
stadium-like feel to it. Though others would say use Royal Raceway and
have MKDS' version of Wario Stadium instead.
Either way, MK7's
Retro course numbers seem like a good idea to use again. So three N64
tracks, one GBA track, and two tracks from both DS and GCN - if, of
course, there are to be no SNES tracks in future games.
and characters are the only things I will touch upon, and I really
cannot wait for the next Mario Kart to come, which should be in about
five months now.
[7/4/14] Mario Kart 7 - Coin Challenge 2
With just under two months to go until Mario Kart 8, I thought I'd
revisit a little something I did two years ago with Mario Kart 7.
that first challenge, starting 5th of July at 14,205 coins, I had until
the end of the month to reach 20,000 coins - the last unlock milestone
on the game. I had to race properly though. That was what I'd said to
myself. Race properly or the challenge is void. After all, a challenge
is no fun if your just staying in last and quickly collecting the coins
half a lap behind everyone else. And so I raced through many GPs,
earning podiums almost every time, getting over 30 coins almost every
And so, since that time I had played the game for less time. In
fact, for the whole of 2013, I hadn't even reached 25,000. At the
beginning of March though, I did. With Mario Kart 8's release coming up
within two months, I started playing MK7 more again throughout that
month. That's when, beginning of April, I reached the point where I
thought to myself "Why not make another coin challenge out of this?"
is one major difference though. At that point in 2012, I had just
finished my first year of college. This year, I'm on my first year of
university, and with an end of year show coming up, I've got work to be
doing. So I've got less time for gaming. Hence the two months instead of
Anyway, this challenge. Starting today, with a coin total of
26,433, I have to reach 30,000 coins by the release date of Mario Kart
8. If that gets reached easily though, an extension to 32,000 should
make things harder.
And so, here I go.