Showing posts with label New Super Mario Bros.. Show all posts
Showing posts with label New Super Mario Bros.. Show all posts

Wednesday, September 19, 2012

Critiques, Reviews, And The Brothers Mario

The difference between critiques and reviews, how the games industry fails at both, and how New Super Mario Brothers 2 just might be the worst best game I've ever played.


  A teacher once asked me what the difference between craft and art was, and at the time I had no reference to consider the answer. To me, they had always been the same. It's called Arts and Crafts, right? The answer was something that stuck with me, and it's where I find the difference between reviews and critiques. And Nintendo's recent return to 2D platforming, New Super Mario Bros. 2, teeters in this nebulous place that makes it hard to determine just how "good" the game is.



  Crafts are something you do as a profession. It is your job to do them. You do them to make money. That's not to say you can't put your heart into a craft, or that your craft can't also be an art. But the idea is that it's something you hone, and something you can do to make an incredible product that others can then take and consume. To me, you review a crafted product. Now certainly, you can critique a craft to an extent, but even then you're doing it from a mechanical perspective. To me that's more of a learning experience than a proper review. To that extent, New Super Mario Bros. 2 is a perfectly crafted game. There is not a single part of that game that was not meticulously looked over to ensure that everything was just right. Each level feels relatively unique, and overall the packaged game was presented in a vibrant way that was easy for anybody to pick up and enjoy.

  Art is something you do for the sake of passing something along. Perhaps it's a message, a feeling, or an emotion, but it's something you do for yourself, and then maybe you share it with others to get that idea out there. In this regard, it's not that New Super Mario Bros. 2 is bad, but it's mostly devoid of anything special and personal. Sure, I still get a chuckle out of the pantomimed opening and closing videos, I still possess a lust for coins and 1-Ups, and I still just love the feeling of finding a hidden place in a level, but these are the result of their finely tuned craft. From an artistic side, and even a critical game design side, there's not much hear that screams "magic." I'm aware that not every Mario game has been in search of that magic, and certainly there's nothing wrong with simply making a finely tuned game; that's how the series started after all. But when you look back at Mario Bros. 3, Super Mario World, Yoshi's Island, Mario 64, Mario Galaxy, and even Mario Sunshine, there was a clear attempt at passing curiosity in the well-crafted games. They had these unique mechanics designed to help you explore these hand-crafted worlds. Those games are the culmination of brilliant craftsmanship and artistic credibility melding together into unforgettable experiences that are regarded as the best in the industry for a reason. New Super Mario Bros. 2 doesn't have that feeling, and is perhaps the Mario game most devoid of any spark. So how do you convey this, and what's the best method of doing so? Do you review NSMB2 for it's brilliantly executed gameplay, or do you acknowledge that it's a great game and time-passer, but critique it for the lack anything that makes it special beyond that? I think you need to do both, and you need to do them separately.

  The words critique and review are synonymous in most dictionaries and thesauruses, and on the surface level they basically mean the same thing. From a technical standpoint, however, a review is about the "what." What worked, what didn't, what is this game, what does it have, and what does it do. The purpose of a review is to tell people whether or not something is worth their time and money based on what it is. I have always been of the opinion that reviews should be less of an opinionated piece, and more of an objective examination of something. If I wanted a review of a product, I would go to Consumer Reports. They try out a product and tell you what's good, what's bad, and whether you should have one, and it's done from a very tested and mechanical standpoint.



  A great example of how to do a review wrong can be seen on IGN's review of Double Dragon: Neon. In the very first paragraph the reviewer makes a bold, obviously personal claim that the era of beat-'em-up's is dead, and that Double Dragon: Neon is a failure out of the gate for adhering to that. That's not a review, it's not even a critique, it's an opinion piece. And a bad one at that. He's allowed to hate beat-'em-up's as much as I hate real time strategy games (because I suck at them), and you're totally cool to agree with the statement, but saying it like it's the truth is like saying Tomatoes are a dead fruit because you don't like them. They're dead to you, sure, but you are not everyone. This article does absolutely no service to the consumer that is trying to decide if this project is worth their time. The fact is, Double Dragon: Neon does exactly what it sets out to do by paying homage to the arcade games of old, and it does it damn well. That's what a review bi-line should look like for that game, because that really cannot be argued. Now, it can be argued how well it does it and whether it could have been done better or worst, but in the end it was made exactly the way it was meant to be made. The hardest thing to remember is that you disliking a game does not mean it is a bad game. It means you don't like it; nothing more and nothing less. Not realizing that fact is what makes this a bad review.

  Conversely, a critique is about dissecting a game; they're about the How. How well are a games mechanics implemented and operating, and how does the critic feel they could be improved upon or avoided in future productions. How well does the developer pass along the desired emotions or feelings. (Remember: fun is a feeling!) Overall, it's about how the game did at it's mission statement, and how it can be improved. This type of writing is meant more for the developer, as well as other developers looking to improve their own games, than it is the general public. A critique isn't necessarily black and white as far as "well this could have been better with X," but it's based on reasoning and theory, not just mindless assumptions. This is an area that I feel like the industry lacks. There's not enough critiquing of the work of developers designed for developers. Instead, what happens is sites like IGN and Kotaku are trying to critique games to the people who buy them, which creates a mismatched environment. Reviewers put too much of themselves in a review, but they don't put enough thought into how things can be improved either. What you have lies between a critique and a review, and isn't terribly useful to the consumer or the developer. So if it's not for either of them, who is it for?



  The reason I don't tend to read reviews in their current form on major sites is that they don't have any value to me as a consumer, or as a budding developer. Sure, a lot of reviews will tell me if a game is straight broken or not, but for example, I don't care what Jeff Gerstmann thought about Borderlands 2. I appreciate that he has an opinion, and admittedly I always love discussing thoughts on games. However, these are 1-directional monologues with no room for diatribe. Whether or not he's burnt out on the franchise shouldn't matter in a review. Maybe I am, too, or maybe I'm still hungry for more. So knowing that he's full of Borderlands doesn't help me decide whether or not to buy it. Now, saying that Borderlands 2 is "more of the same" is a valid review point, how that affects him is irrelevant because he's not the one purchasing the game. I am. And like anybody else reading that review, there's no reason the way he felt about a game should have any influence over the way I will feel over it. So what is the economical value of him including it in a review?

  Let's go back to New Super Mario Bros. 2.  This game is technically and mechanically flawless on every level. It works beautifully, it runs at a solid 60 frames per second, your objectives are clear and the gameplay is varied. There's nothing wrong with this game, from a strictly technical and gameplay perspective. However, if we want to work at the deeper side of the game, there are questions to be raised. How does the "collect a bajillion coins" mechanic really add to the experience? Making coin-lust the center focus on a Mario game is a great idea, and it's executed fairly well, but there's no end point to it. Also, you still have the life counter, which still grants 1-Ups based on collecting 100 coins at a time. In a game where you are literally getting showered with hundreds of coins per level, that life count makes even less sense than it ever has. Losing all of your lives hasn't been more punishing than it was back in the original Super Mario Bros., and yet the mechanic lumbers forward into the present without purpose. Overall, this is the type of thing where the game could improve upon, but doesn't subtract anything from the otherwise perfect experience either.

  The conundrum here is how do you attach a number value to a game like this? I totally enjoyed my time with it, and it was an excellently crafted product, but I notice that it feels more hollow than previous installments. It doesn't have that spark. How do you decide whether or not this game is 'fun,' and with what confidence do you believe others will feel exactly the way you do? What is the numerical value of fun, and how much fun is too much? How high does the fun score have to be before your own fun is validated? How the fuck do you answer these questions and not sound like a totally crazy person?

  These are questions that I think "games journalists" and "critics" need to stop trying to answer. The only person who can decide how fun a game is or how good a game is, is you. Results may very, but in the end, the quality of the title published shouldn't be viewed terribly differently from person to person f they're looking at it objectively. Until we get to that point, current "games reviews," are no different than reading somebody's forum post; they're just much more competently written. Usually.

  What do you think, reader? Is there a difference between craft and art in video games? Do you think Reviews and Critiques are fine blended together in their current form on most sites? Do you have a better way of the whole system that even I haven't thought of? Please, feel free to discuss in the comments below.


Tuesday, June 5, 2012

E3: Day 2 - The Nintendoing

Solid performance makes up for the overall lack of newness.

  Word has it that Nintendo's show was a bust; a disappointment. I disagree; I'm actually quite excited for Nintendo's newest system, and I'm patient enough to know that in time I will be rewarded with bigger and better things. But for now? I'm okay with not one, nor two, but three new Mario games, one of which is a sequel to my favorite series: Paper Mario. I'm a sucker for a platformer, and even though I'm not expecting them to blow my mind away, I'm alright with a comfort zone for now.

Tiny, Tiny Yoshi's!

  Also: I really effin' love Pikmin.


  So yeah, maybe I'm more easily impressed, but virtually nothing that was mentioned wasn't something that I will be owning in my collection. That's a win in my book, as far as conferences go. Not everything's going to be "Teh Megaton"

  IGN has a write up on ZombiU (which is apparently named in such a bad way because it's a callback to Ubisoft's first game from 1986, called Zombi) that makes this game seem fantastic. I'm hoping we're not doomed to a new Red Steel, and that ZombiU really has the potential I'm looking for in a Survival Horror game. The idea of using the Wii U GamePad to rifle through corpses inventories, punching up a data pad while being attacked, and sniping.

  Nintendoland was something I'm rather interested in. Yes, it's 'just' a mini-game collection, but nobody does them better than The Big N. Throwing in some IP Flavors like Zelda and Animal Crossing help make it more interesting than just another Wii Play, but also give me a craving for a nonexistent Zelda's Epic Yarn:

So god damned cute!

  But there was more to be had! After the conference, Nintendo announced another game in one of my favorite franchises, Game and Wario. A new WarioWare is good news any day of the week.

  The third party efforts are huge with Nintendo, and while not everything was a new announcement, the fact that Nintendo fans are finally getting their hands on a Mass Effect and Assassin's Creed is a damn good thing. On top of those we have new announcements like Platinum's P-100 and 5th Cell's Scribblenauts Unlimited. I'm a huge Scribblenauts fan, so that got me excited, and Platinum makes some of the best games today.

Platinum's P-100

  Lego City: Undercover is a comedic take on the Grand Theft Auto style of open-city game. Disguises, vehicles, and a brilliant charm are all apart of this original title by Travelers Tales.


  Some other third party wins were shown off in a sizzle real, including Darksiders 2, Trine 2: Director's Cut, Rayman Legends, and Tekken Tag Gournament 2, all with unique features for Wii U.

This game looks and sounds great in motion.

  The 3DS was barely scratched; apparently that's for tomorrow's bonus press conference. What was shown however was pretty much all great. There was (finally) some footage from the new Castelvania: Mirror of Fate, as well as Disney's Epic Mickey: Power of Illusion and a 3DS version of Scribblenauts. Also, just throwing this back out there, Heroes of Ruin looks amazing. The first party efforts were slim (because of the later conference) but strong. There was another New Super Mario Bros. title (adding a 2 at the end), and featuring gameplay focused entirely on collecting coins. Luigi's Mansion: Dark Moon looks great. I pretty much need Paper Mario: Sticker Star inside of my mind grapes right now.



  Again, maybe it's just me, but that's a lot of games I'm going to be picking up for the Wii U, and that's not really even all of them thus far. It's a fairly solid start, as far as I'm concerned, to what will undoubtedly be a great system.

-Make it a Nice Day

Sunday, June 3, 2012

E3 Day -1 - Nintendo's Wii U Info.

T Minus One and Counting...


   Nintendo's giving us a head start with a look into some of the features and tech surrounding the Wii U today, and there's quite a few talking points. But first, if you haven't seen it, here's the video:


The Controller - New and Improved



  Unsurprisingly, recent rumors of the Gamepad redesign were true. The 3DS style slide-pads have been changed to proper sticks, complete with click-down buttons, there's been some comfort-enhancing adjustments to the form factor, and a few new goodies have sprung up.

  There's the "NFC Reader" in the left hand side beneath the D-Pad. According to Satoru Iwata, that's for 'reading and writing' data to and from the remote. The quickest thought here is that they're jumping into Skylanders territory, allowing for the transfer of data between figures or trading cards. My immediate thought for this? Get ready to drop a lot of bucks on Pokemon figurines.

  You'll also notice a TV button. The Wii U pad can be used as a universal remote for your TV, as well as switching your gameplay video feed directly to the gamepad's screen, in all it's HD glory. Hopefully the display has improved since last year. Either way, taking a break from the action to drop a deuce is no longer necessary; Now Assassin's Creed 3 can come with me, and ensure that nobody else ever wants to touch my Wii U controller.

The Other Controller - Going Pro


  Along with the bulky, somewhat intimidating Wii U Gamepad, Nintendo announced the Gamepad Pro, which is exactly what it sounds like. It's basically the Classic Controller Pro, with the sticks and face buttons/D-Pad inverted to match the Wii U's form.


  Yes, it may resemble a 360 controller, but I would like to point out two things on that. One, the 360 layout is exactly like the Gamecube's, only with uniform face buttons. So technically they 'copied' first. Two, there are only so many designs for a controller out there, and comfortable is comforter. And okay, a third thing? Nintendo's controllers always feel the best, and that D-Pad won't be garbage, so there's that.

  It's worth noting that this controller appears to have a USB port at the top, implying that a rechargeable battery pack is built into it. So that's good news, eh? This also seems to solve the "How are we playing Smash Bros. on this if they only allow one Wii U Gamepad?" thing that's been bothering me. You'll also notice that there's 4 lights, implying that all 4 controllers can be used at, forsaking the need for, or in addition to, the Wii U's tablet-like controller.

The Galaxy at Your Fingertips - Miiverse



  This is a totally Nintendo thing right here. Their answer to online gameplay is unique to say the least. I don't think we're looking at a final version here, but more of a prototype, but either way I'm very intrigued. There was talk of a sort of Forum like structure, allowing people to leave thoughts and tips on a game, completely accessible from the Wii U's menu while the game is on. I prefer to see it as the evolution of the notepad feature in the 3DS.

  They also talked about video conferencing, which is amazing, as well as interactivity with PC's, 3DS's, and Mobile Phones. It's very clear that Nintendo has spent some time going "alright, they want online? We'll give them online." I'm admittedly reserved... When I say this is "total Nintendo," that means there's a good chance there's going to be some freakishly jarring safety features to keep people from drawing penises and turning the video conferencing into Chat Roulette. 

  There's also a neat sort of annotation feature that's going into live games, which I think will end up being implemented similar to the way Demons' Souls uses it. People can leave notes of empathy, frustration, or useful tips along the stages, to be implemented however developers see fit. Hopefully there will be a way of keeping spoilers out of there, or at least limiting it to friends only (which I imagine will be the case for most of these features), and overall it seems like a really cool way to interact with other Nintendo fans.

Oh, Never Mind That Mario Game




  Aside from the cryptic "He's baaaack" left next to Samus' icon in the screenshot above, Nintendo showed off that annotation functionality atop a strikingly New Super Mario Bros. looking game. Somehow, they did this without even mentioning Mario, in what is one of the most painful teases I have ever seen. Look at those mountains in the back? That shit's right out of Super Mario World, and they just brushed over it. Nintendo, you sly bitches.


  What I find most interesting is that, again, while showing off the annotation feature, they seem to be hinting at New Super Mario Bros. Wii U features. Notice how one person talks about being a flying squirrel, and another mentions a cute baby Yoshi that inflates. Curious and curiouser, I am.

  Those are my thoughts and updates on the Wii U. Tomorrow's going to be a big press conference day for everybody BUT Nintendo, so there will be tons of ground to cover. I'll be posting my thoughts and another Smash blog, so keep tuned.

Monday, May 14, 2012

Super Smash Bros. The Next Generation - Day 13

A Bird's Life in the Kingdom: Starring You!

The timer is ticking on this one, as the gates of Diablo await... But for now, we Smash!

Veterans of a Feather - Falco Lombardi



The bird with a bad attitude from the StarFox series, Falco's always been a contentious member of the team. The cocky 'do-everything-myself' loner that you either love or you hate, nobody can deny that he gets things done. Shown here in his StarFox Assault attire, holding what I think would have made an interesting (and way less broken) Final Smash, Falco really received an update in Brawl. Despite the knee-jerk reaction to call him a clone, he actually fights very little like Fox, outside of having the same basis of Special Moves. That's where I think our pilot could stand to have his feathers ruffled; he needs to mix up his arsenal. I say we bust out some more firearms for him in the next game, with his Assault duds mixing up his costume with his standard leather jacket.


Fun fact I learned today about the cast of StarFox: did you know that they amputate their legs and replace them with cybernetic replications so that they don't lose the blood from their brain when hitting intense G-Forces? It's perhaps just a rumor, but here's some info on it.


The Newcomer - Mii



  I can see why Nintendo wouldn't want to have Mii's as playable characters for a number of reasons. You have trademark issues where Zoidberg and Peter Griffin start showing up as combatants, you have to worry about penis-faces for online matches, and something about not wanting to have scenes of people beating up the cutesy avatars of their loved ones. Makes sense, and it's really a huge block against this actually happen, but I'm going to be really hopeful for a moment, so please indulge me.


  I envision a game where the Mii's are combatants armed with just one thing... A Wii Remote. This Wii Remote becomes a weapon, however, transforming into Omni-Tool style replications of the items you're supposed to pretend you're wielding when you brandish one. Suddenly, the remote is an bow for firing ranged arrows, a laser gun with just a press of the B button. Perhaps it's a shield for defending one's self, or a sword for dicing. You could even pretend to roll a bowling ball across the ground like a Koopa shell, or turning into a grappling hook to save you from falling off the ledge. The possibilities are quite literally endless, and I think it's a unique little spin on an otherwise limited character.


  The Final Smash is called the "Mii Parade!" It's just what it sounds like; a ton of Mii's break free from their plaza to stampede the screen and trampling your enemies underfoot. In lieu of alternate colors and costumes, what with the Mii's having their own colors from being imported, I recommend Hats, as featured in the Mii Plaza on 3DS. 


And hey, while searching the internets, I found a flash Mii creator. So. Here you go!


New Super Mario Bros.



   Filling the roll of the 'standard' looking Mario stage, you could grab the openning level to New Super Mario Bros. Wii. Peach's castle in the background, a big rotating hill in the middle, and some breakable blocks. Simple and effective. There's also the log ride in the poison lake, featured above, that was one of the game's more interesting treks. And as a Smash level, it could be provide to be a simple, yet perilous scrolling stage. The players stand on what boils down to be a Final Destination sized log, rafting down a Brinstar Depths acid pit. Various traps and blocks will occaisionaly swing by and make hazards for the players, keeping the stage from being more than a log in the mud.


Songs for a New Super Mario Bros Wii. stage.

New Super Mario Bros. - Athletic

  The sort of obvious track, right?

Super Mario 64 - Credit Roll

  I'm not sure why, but I've always just absolutely adored this theme.

Paper Mario: The Thousand-Year Door - Battle
  Alright, we need a song you can actually throw-down to, and I think this is a pretty good one that doesn't forsake the style of the style of the level.

Super Paper Mario - Lineland Road


  A lot of people didn't care for Super Paper Mario, and I can see why. It wasn't the strongest entry, but I thought it was an neat-o experiment in gameplay, and I admire trying something new rather than just remaking the same ol' game all the time. Regardless, there's no doubt that this game starts off strong, and Lineland Road accentuates that fact.

Mario Kart Wii - Toad's Factory
  Not going to lie: I just really like this tune. 

Super Mario Land - Muda Land

  This song is so damned cheery! Keeping in line with slightly less obvious Mario songs, I think throwing this one into a stage for New Super Mario Bros. is the right decision in every way.

  Alright! That's another done. We're moving through these pretty well. I could stand to have some more comments, though. I love bouncing ideas off of people. So if you're reading this, go ahead and drop me a line, I'd love to hear it. : )

-Make it a good one.