Nintendo Consoles

Nintendo Consoles
Showing posts with label first person. Show all posts
Showing posts with label first person. Show all posts

Monday, December 1, 2014

Gunman Clive

My experience with Gunman Clive started as one of those rare times when I actually purchase a game on a friend's recommendation. Shout out to my friend Andrew for suggesting this one to me. The game's price of $2 on the Nintendo 3DS E-shop was also a large contributor of why I went ahead and bought it. Turns out it was worth all 200 pennies, because Gunman Clive is actually pretty damn great, so let's talk about it.

Gunman Clive - Nintendo 3DS

Intro / Summary
     Gunman Clive is a side-scrolling shooter platformer that combines the best platforming elements from Rayman Origins with the best shooting elements from Mega Man II. You move from the left side of the screen to the right side of the screen shooting anything that is A) alive, and B) isn't you. Complete each level by jumping on platforms, climbing ladders and trying not to die as much as you are totally going to die. There are 20 levels each taking about 75 seconds to complete if you don't die, and something around 3 minutes each if you die as often as I did. All together I beat the game in about 65 minutes on a long car ride my band and I took from Long Island to Washington D.C. last week, and I did continue to play it on a harder difficulty once the game was beaten which believe it or not is something I don't normally do. The fact that I took the time to replay this game immediately after having beaten it means the game was either too short, or the game was really fun to play; I am going with the latter on the grounds that I feel a game can really only be too short if you paid $20+ for it, and beat it in 65 minutes- Once again, this game cost me $2, so I consider myself to have gotten exactly what I paid for, and I was pretty down with it.

Good Things: Also the title of a great Reel Big Fish song
     One of the first things to be noticed about Gunman Clive is the visual style and the musical score; both are beautiful. The game employs a visual effect that makes it appear to have been hand-drawn frame by frame, complimenting the game's ol' western style. Gunman Clive looks like the music video for A-ha's Take On Me meets an old western film. Swag-tastic.
    Gunman Clive prizes itself on the classic easy-to-play, hard-to-master technique. All you are able to do in the game is jump, walk, and shoot, but the level design is so clever that even these old-school moves won't get boring before you finish the game. The game is pretty tough, being at about "diamond" on a hard-scale from Vanilla pudding to Dwayne "the rock" Johnson, but it is never frustrating because of a combination of different video game staples being removed from Gunman Clive. First, there are no lives in the game, which means no Game Overs. Live are outdated and dumb for reasons that have been discussed infinitely by gamers who aren't me, so if you need an explanation on that, go somewhere else and come back. No lives in Gunman Clive. Without any lives, checkpoints aren't really necessary either, because the threat of being thrown back to the start of a 55 second level in which dying has no penalty really isn't that scary, so those are removed as well, which would only be frustrating if the levels were long, but they are not. The game presents a challenge intense enough to make sure that it won't be completed in 20 minutes, but it is not so unfair that it frustrates the player. I believe "sweet-spot" is the proper term here, but I've always found that term to be suggestive (made worse by the pink-colored text), much like how utilization of the word "moist" suddenly begins to make me feel sticky out o....sorry, lost my train of thought there. Difficulty curve is just right.


The game has a very modest length. Games these days (or at least the ones I have been playing) have the most aggravating tendency to last about 6 hours longer than the amount of time for which I care to play them. I always think it is rather cocky of a game to assume that I will refuse to quit playing if it gets boring just because I'm already 10 hours in and I might as well finish it. Well, those games are fucking wrong, and they're the games out of which I take the most pleasure in ripping apart. Gunman Clive, like I said, is only about an hour long if you only play through it once. Honestly, the fact that this game is so good, while being so short makes me fear that the developers lost confidence during development and in the voice of an insecure 13 year old mumbled at some point "aw shucks, no one is gonna wanna play this game!", so they made the game an hour long assuming that no one would ever want to play it for more than an hour any way. Now don't get me wrong, I am glad that the game was only an hour long because it means I have more time to play other games, but honestly, this may be the first time ever where I wish a game was longer, but perhaps only by or hour or so. Also, you can play as a duck after beating the game once. This mode is called "Duck Mode" and it makes me giggle.

Short-Comings: "Homecoming" is a great Green Day song that sounds similar to "Short-Comings".
          Hmm...the game is short...but like...that is a good thing when playing simple games...I mean, Pac-Man is a great game, but does anyone want to play that for more than 20 minutes? I got nothing for short-comings. Gunman Clive is a great game, and it is so short that it ends before fucking anything up. So I am going to use this space to quote something profound I read on Kotaku: "The longer a game is, the more it has to justify its length." OR a different quote by Ben Yahtzee Croshaw of Zero Puntuation: "Madworld is a 6-8 hour game with enough unique ideas to fill a 3 hour game." I isolate these points because they have to do with length, which is a HUGE fucking problem with games nowadays. To all game developers everywhere: If you only have enough good ideas to keep me entertained for 5 hours, then your game should be 5 hours long. BAM. That's all folks. Gunman Clive has enough unique ideas to keep me REALLY satisfied (another sticky phrase) for 1 hour, and so the game is 1 hour long. And for that, Gunman Clive, you get my virtual glad-hand.

                                                                                                 Conclusion:
This game is $2 and is one of the best games I have played in a long time. You can beat it in a single lunch break and get right back to playing Super Smash Bros. afterwards, so just do it. I'm serious. I know I am just a computer, but seriously, buy this game and play it. Recommended to everyone.

Thursday, August 29, 2013

Introducing: What's Good With That Game?

So first, a little prologue: I was getting a little bored with the Playground Series, so I decided to start a second series called What's Good With That Game. Allow me to state that the Playground Series, my series of reviews of games that meet certain qualifications, WILL continue, but will coexist with What's Good With That Game. WGWTG was conceptualized so that I could continue writing while I play new games. In the past, I've had to take breaks from writing in order to play new games to write about, but that sucks and WGWTG should create more opportunities for me to write without increasing the amount of time between each post.
What's Good With That Game will be an archetype of posts where I will describe a game that I have started playing only recently, and haven't finished yet. In each post, I will describe my initial feelings about the game, progress so far, what I am expecting, and what I didn't expect. Inspired by my friends all asking me "so what do you think of this game so far?" I imagine that this series is going to be a lot of fun, so I am more than excited to launch my first post right now. So get ready, because this next series is going to be so prime.

What's Good With That Game: Metroid Prime

Metroid Prime. This game's legacy extends beyond that of Halo, Gears of War, and Call of Duty, as it's debut from 2D to 3D made the jaws of players not only drop to the floor, but break through to the earth and pop out the other side of the planet. Much like how The Legend of Zelda switched from 2D to 3D on the Nintendo 64, the Metroid Series transcended dimensions on the Nintendo Gamecube. Frightened fans awaited the release of that tiny little disc and when they finally summoned the courage to start up their Gamecube's with the new game inside, they were spellbound. Samus Aran in 3D. It was amazing. Graphics, gameplay, story, depth, length, feel, controls. It's no wonder why I saw it's name make on of the top 3 spots on each and every list of Best Gamecube Games I came across. So why am I playing it for the first time at age 19, and not 10? Well, the reasons are as good as they are bad.

The game is deep. REALLY deep. The game is all story mode, much like Legend of Zelda, but the story is never explained to you. In fact, learning the story is almost optional. Keeping in mind that I am only about 20 percent through the game, it seems that the actual story behind Metroid Prime is contained in text scattered throughout the world Samus is exploring. In addition to each of Samus' weapons one may observe by playing Super Smash Bros, she has a myriad of abilities more geared towards exploration. One of these abilities is a scanner. Entering Scanner Vision will enable you, as the player, to scan different objects, enemies, and terrains in order to learn more about them. Often, the information gained by scanning is obvious, for example, when it comes to enemies, but other times, sections of terrain, buildings, and walls can be scanned. The information pulled from these locations sometimes is ancient Chozo writing translated by Samus. Reading this deciphered text is key to understanding the story, but is easy to miss. If you do miss these opportunities, then gameplay will still be fun, but you will lose a dimension of depth. After about a half hour of playing, I started asking myself "You know, running around shooting things is fun as fuck, but what the hell am I here for?" It wasn't until I started to make a habit of scanning my surroundings was I able to begin to understand the small puzzle pieces of the story. Once I realized that THAT is how the story was being told, I fell in love. 20% in, and I am in love with this game. It would appear that instead of spoon-feeding you the story via cutscenes, this game is making the player seek the story out. Every time I enter a new room, I become ecstatic at the possibility of learning more about the story. So basically, to answer my question asked about half-a-rant ago, this game didn't appeal to me as a child because there was a lot of reading, a lot of uncertainty of where to go next, and I didn't quite see the game for what it was.

So I am 20% into the game, and I am only putting it down to go to class or wipe my ass. I LOVE it. Next is a bit about what I didn't expect, and what I am expecting from now on.

I did not expect to like this game so much. I thought it was going to be too difficult for me, too boring, too dragged out. AND I thought I would hate it because it is in 1st person. I do NOT like first person games. In my most recent years, I have learned to appreciate 1st person cameras very occasionally (Mirror's Edge), but generally, they are not my cup of tea. Now that I am playing a 1st person Metroid game, I cannot see it working any other way. The whole idea of Metroid Prime (as far as I can foresee) is to keep the player guessing what is going to come next. It is not supposed to be mysterious in a creepy way, rather it is supposed to be mysterious in a magical way - in a way akin to the feeling you got when you were a little kid reading a Disney book. You would fall in love with all of the pictures and words on one page, then when you turn that page to see more, you are even more awestruck then you were on the previous page. That's how Metroid Prime is so far. By the way, ten years old and the graphics are only slightly worse than anything I've ever seen in a Halo game. For that reason, I have come to the conclusion that this game ages marvelously. Anyway, I didn't expect the game to be so multidimensional. There are so many layers to it, as I touched upon while describing the method by which you gathered the story. The controls are tight, the graphics are beautiful, and the depth is so appropriate.

20% into the game, I understand that even though this game is supposed to be amazing, maybe even the best on the Gamecube, games have flaws- even the best ones. I anticipate that the game might eventually feel a little dragged out, predictable, formulaic, and perhaps some longer sections may start to blend together. It would appear, so far, that the formula for this game is similar to that of Legend of Zelda, but without the dungeons. What I mean is that you seem to guide Samus through a medium-length section of the world, she'll find a new power-up which will allow you to progress further into the world, and occasionally, you'll fight a boss. It is not boring yet, but it may become, as I already stated, formulaic and predictable. I hope that I am wrong about my anticipation, but these kinds of issues are found all over the gaming world, especially with really good games. Legend of Zelda is the best example.

I have found 1 Chozo artifact. I wonder what they do and how they will work into the story. There's no questioning how they influence the gameplay - you will have to find all of them without the game just handing them to you periodically throughout the game, but their influence on the story is something that I am very excited to witness. Sections of the game require something called a Spider Ball. I can't wait to get that because it sounds so cool.

My incompletion of this game is essentially why I decided to terminate my Top Ten Favorite Gamecube Games series- because I understand that no list is complete without it, so once I finish this game, be on the lookout for a full review. Until then, Ill keep you updated with posts regarding my progress. Wish me luck!