Friday, March 31, 2023

Game EXP: Atari Greatest Hits Volume 1(NDS) -HIGH SCORES-

 


This is not the last article for our look at the 51 games in Atari Greatest Hits Volume 1 from Atari and Code Mystics on the Nintendo DS, this is the penultimate article in our nearly six-month-long series.  The purpose of this article is to again list all of the games in this collection, hyperlink them to their respective article, and give my verdict on whether or not I find the game enjoyable and worth coming back to, all in one place; although honestly I would not mind the frequent views to individual articles.  But this is something that I would like to see if I were looking up these games, so that is why we are doing it here today.  

I am going to categorize this list by how the game itself split up the games, first by the arcade games, and then the Atari 2600 games by genre.  Within each of those genres, I will be alphabetizing them as they appeared in the game.  I am also using the headers followed by a breakdown of the Yes:No; so for instance Atari Arcade (5:5) means that I gave this category five Yes and five No verdicts.  That is just how my brain works, but if you feel like they should have been all categorized alphabetically, then you are welcome to let me know.

The final scores/verdicts are:

Yes: 20
No: 31

Now, I would not take this score as me saying that this collection is not enjoyable, or unplayable, or not worth it (by 2010 standards).  There are 20 fun games in this collection, which is a pretty significant number of games that are definitely worth playing and replaying.  Some might even have been fun had I been able to play them with another person as they were originally intended, but my whole purpose in this endeavor was judging them based on their presentation in this specific collection.  If you want to pay between $9.99 and $27.99 for (what you hope is a legitimate copy of) the DS cartridge and you want to experience these games on that system with a somewhat (but still playable) small screen, then you might consider this on the DS.  A large number of these games are included in the recent Atari 50: The Anniversary Celebration collection released on the Switch, Steam, Xbox S/X, and the PlayStation 4/5; specifically it only has 18 of the 40 Atari 2600 titles and missing some of my favorites like Human Cannonball, 3-D Tic-Tac-Toe, Atari Video Cube, and Star Ship.  But then again there are over 100 games across eight consoles and arcades, so there is that too.

Next Friday's article, "Game Over" will be my closing thoughts about the games I liked, the ones I did not, and anything else that I feel like putting down after revisiting these games.


~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, March 29, 2023

MIDI Week Singles: "Destroy Everything You Touch" - 2006 FIFA World Cup (PSP, PS2, 360, NGC, etc)

 


"Destroy Everything You Touch" from 2006 FIFA World Cup on the PlayStation Portable, PlayStation 2, and every video game platform available in 2006.
Composer: Ladytron
Album: Witching Hour
Label: Island
Publisher: EA Sports
Developer: EA Canada


I have zero context for this song within 2006 FIFA World Cup and I could not even tell you when full-on songs would be playing during a World Cup game.  Would this play during the actual gameplay, during the half, or during the post-game wrap-up?  Maybe between games when you are. . . doing whatever it is you do in a FIFA game between matches?  I have only seen both my brother in laws ReallyBigAl and Enrico sometime between 2008 and 2011, and maybe they had the music turned down or off, or some other setting; so I guess I could ask them.  I also know absolutely nothing about the group Ladytron who released this song back in 2005, being the third studio album from the electronic-pop pop-synth-wave shoegaze group from Liverpool.

What stuck out to me the first time I heard this song was that the instrumental intro sounded like a poppier and more upbeat version of "The Bad Touch" by The Bloodhound Gang.  Then the rest of the song is just a catchy synth-wave song about. . .destroying everything the person in the song touches?  I mean I guess it kinda makes sense that someone at EA thought that this would be a good song for one of their games (ooooohhh, sick burn bruh!). 

That's all I've got.  I just liked the song when I came upon it.  That is all.


~JWfW/JDub/The Faceplantman/Jaconian
And This Old World Seemed New To Me

Monday, March 27, 2023

RIP: Nintendo 3DS & Wii U eShop*

 


There could probably be a lot of things I could say in regard to the 3DS and Wii U eShops closing to new purchases relating to topics like video game preservation. Still, as a civilian who is not connected to the video game industry in any way shape, or form, I can only speculate beyond the reasons that Nintendo gave back in February 2022.  

I really just wanted to take today to say "thank you" to the 3DS eShop for being a functional storefront where I could track prices on games in my wishlist, browse games that were on sale (including an end date for the sale), and rate games that I had put in the minimum amount of time.  Sure there were things that I would have changed about the 3DS eShop like being able to browse games in a list mode instead of having to scroll horizontally through 25 games half a dozen times. After going through the eShop on the Wii U, I found that I would have liked the Virtual Console tab to have been split up by systems and not just have everything grouped together.

I was pretty miffed though after the New 3DS released and there were exclusive games that only that version of the 3DS/2DS could play because at the time I only had my original 3DS.  I was also sad that the last Virtual Console game released that was playable on the standard 3DS was a series of Pokemon games and nothing new after that time; February 2016 I believe.

As for the Wii U eShop, because I only started using a Wii U for the first time in 2021, I cannot really comment on the evolution of that storefront, only that it works.  I do wish that there was a separate tab to see all of the different Virtual Consoles though such as the games for the TurboGrafx16 which I did not were accessible until I did a search on Wikipedia.

So far thee well, the ability to purchase games from the 3DS and Wii U eShop.  Had I all the money and hard drive space, I could have spent upwards of $250 on all of the games I wanted, but I did pick up quite a few games that I did want to buy and several others that were too tempting to pass up.  And because I am finishing this article on Sunday, March 26th, I cannot say for certain if any games will have a final last-day sale on Monday, March 27th.


~JWfW/JDub/The Faceplantman/Jaconian
This Has Happened Before


* I, of course, know that the eShops for the 3DS and Wii U are not actually dying or closing down entirely per the use of RIP, I just figured it was a semi and not at all original way to title this article.

Friday, March 24, 2023

Game EXP: Atari Greatest Hits Volume 1 (NDS) -Atari 2600- Sports Pt. 3

 


Welcome back to the third and final selection of games in the sports genre from Atari Greatest Hits Volume 1 released on the Nintendo DS back in 2010.  This is also our final article covering the games in this collection but we will close this all up in a future post.  Today we visit the four games that did not fit either into the self-titled All-American sports (baseball and football) or the court sports (tennis, volleyball, basketball), so today we will be visiting alleys, fields, courses, and rings.


Bowling

Hmm.  This is likely to be the barest bones version of any bowling game I have ever played, and while I appreciate that there are not overly complicated controls regarding ball spin and force thrown, it still felt a little dull.  Aside from playing either single-player or two-player, there are three different modes depending on how you want to control the ball.  Game 1 I played with a curve-able ball, meaning I could add a spin to the ball at any point after I had let go of the bowling ball.  I only found this useful if I wanted/needed to adjust the angle of the ball as it approached the remaining pins, although I am not sure if the game is so developed that throwing a little curve at the end before it hits the pins at a particular angle actually has any real effect.

Game 2 felt like a bit of a cheat because you could control the ball, moving in up or down the lane as it rolled.  Granted you only have a few seconds of rolling to move the ball and it does only move a bit before it hits the pins and is directed based on how it hits the pins, so the controlling of the ball throughout the entire throw is somewhat negligible.  That being said, it was my highest-scoring game.

The last mode was a straight throw, so however you have the ball moving after throwing it straight is how it will hit the pins.  The biggest downside to this mode was that if you only knocked over a handful of pins in the middle and left any standing that was not next to each other, say the 7 and 10 pins, then I did not feel that the pin physics would allow you to get a spare.

In general, I do like a good, and fun bowling game, but this was just kinda meh, even with the different modes.

Verdict: No.

Game 1 (1 Player, Curve Ball): 144
Game 2 (1 Player, Steerable Ball): 153
Game 3 (1 Player, Straight Ball): 101


Championship Soccer

There are apparently 54 different game modes here, with variations based on the speed of the players, how hard the computer is to beat, and the size of the goals; penalties and out-of-bounds only exist in two-player modes.  I am not going to be able to play most of the modes, so I decided to play on Mode 38, which is Medium Speed, Easy Difficulty, and a Medium Sized Goal.

Feeling the controls here took a while to get used to since you are primarily controlling three dots with legs which represent the players who all move in the same triangle formation and this only changes when your goalie is in view and then you can move the goalie horizontally.  Passing the ball however felt a bit frantic even by the end of the game, and part of that was because I kept forgetting that I could kick the ball further by holding down the Button as most of the time I just fluttered kicking (rapidly tapping the Button) while trying to dribble the ball.

Even though I lost the game, I like that I never felt that I was so outmatched that the score was un-soccerly high, say 2 - 18.  The realistic score is also likely because I played against an easy opponent, and it was a surprisingly tense game while never feeling frustrated.  I think I might play a game against a hard opponent just to see how that game turns out although if I am getting destroyed I might just quit, especially if it feels like the game is cheating.  I have never been a big fan of soccer games, honestly because I have never given them much of a chance, but with the 10 minutes I gave Championship Soccer, I did have fun.


Verdict: Yes

Game 1: 2 - 3


Miniature Golf

Miniature golf itself is already kind of a puzzle game and Miniature Golf presented here is even more so because of the starting ball placement and the putting mechanic.  When I first started, I glanced over the user manual because I felt like I knew the basic mechanics of golf, but after striking the ball more than five times and the ball barely moving, I quit, reread the manual, and started a new game.  The manual says that the distance of your club away from the ball determines the distance the ball will travel. What conventional wisdom keeps from you though is that you can move your club all of the way across to the left side of the screen if your ball is hugging the right side with hardly any room to put between the right wall and the ball, so you "swing" your club across the screen to bank the ball off of the nearby wall so that your ball will end up on the left side of the screen.  Maybe.  If you are lucky.

I do not know why I was surprised by the "physics engine," but whatever calculations the game uses to determine the length the ball travels I found confusing.  At times the ball would blaze across the screen only to stop on a dime.  Obviously, there was no indication of incline, decline, or any other features aside from the walls and moving obstacles, but it was not always obvious as to what would be a cause for the ball to slow down or come to an abrupt halt.

The level design felt off too, in that there was a lot going on in terms of nooks and areas where it seemed like I would have to actively try to hit my ball in order to get there.  There were a couple of instances when the moving obstacle would knock my ball around, but only in a level or two was it an initial problem that I worked around after adding a bunch of strokes to my counter.

As for the total number of strokes, I am not sure.  I thought the game would keep track by hole, but it only kept total track until the end of the game and it said that I had a stroke count of 5.  This could mean that I actually had 104 strokes, which would not surprise me as around hole 7 or 8, I already had 70+ strokes.

Verdict: No.

Game 1: I do not know if I maxed out the counter at 99 strokes and it just looped back because my final score was 7.  So maybe it was really 108?  I do not think that it was that I shot 7 over par.  Who knows.


Realsports Boxing

To surprise pretty much no one, I have mixed feelings about Realsports Boxing.  On the one hand, I like that you can pick one of four boxers to play as and one of the remaining three to be your opponent.  This leaves a lot of combinations as to how you play; okay, specifically 12 different matchups depending on who you play as.  The instruction manual even gives tips on how you approach each of your opponents and presumably, how the computer will approach fighting against you as each character has strengths and weaknesses depending on the types of punches used.

In practice, I could not tell the difference and each match ended up turning into a button (because there is only one) mashing punch-fest.  In Game 2, I did try to see how many punches I could get in before my character became exhausted, and at 17 punches, I decided to pull back and see if I could regain some stamina because my yellow meter had maxed out.  This really just felt like a video game version (sort of) of Rock'em Sock'em Robots, except here you could move all around the boxing ring, something that I feel is not present in enough boxing games.

Verdict: No.

Game 1: (Jabbin' Jack vs Iron Fists)  KO in 5th Round.
Game 2: (Macho Man vs Lefty O'Leary) KO in 3rd Round.


So that is it for the random sports games, the sports genre, and all 51 of the games in Atari Greatest Hits Volume 1.  I feel like Realsports Boxing came very close to getting a Yes vote from me and if I were to have guessed what I voted before I reread my article, my memory told me that I had a good time, but I think I was looking for more than a button masher with an odd stamina mechanic.  Only one out of four for today ended up a yes, but for how varied these games were within the sports genre and how they were each presented, I am not really surprised with the end result.  I am a little surprised though that Realsports Soccer was not included in this collection, but maybe 12 sports games was just one game too many.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


Wednesday, March 22, 2023

MIDI Week Singles: Nintendo Wii U eShop Music - May, 2019 (NWU)

 


Nintendo Wii U eShop Music - May 2019
Composer: I don't know
Developer: Nintendo



Similar in some ways to the music from the eShop for the 3DS but not, because I only bought and (first) used a Wii U when I bought mine used back in December 2021, I did not know that Wii U eShop music was as varied as it turned out to be.  I have read/heard about people lamenting there being any music in the eShop for the Nintendo Switch, and I frequently just brushed this off as people finding something else to complain about with the Switch (if it was not there not being folders on the home screen, or no music on the home screen, or that Nintendo's online servers were crap for any kind of online Smash competitions) and part of me now gets it.  But only part of me.

The music that is currently playing on the eShop for the Wii U was last updated in May 2019, or at least that is what the Internet/YouTube is telling me when I search "Wii U eShop music."  For me, this is the only eShop music for the Wii U that I will really ever know and have any kind of nostalgia (if 4-year-old music could be considered nostalgic) for because since I bought the Wii U, I have planned on making most of my purchases through the eShop and when I boot it up, this is the song that I have always heard, and when I listen to this song again in 10 years, I will think back on those middle years of the COVID-19 pandemic, lying in bed browsing the scant eShop for the Wii U, looking through all of the different Virtual Console titles wondering which ones I should pick up that have not been ported over to the Nintendo Switch or the NES/SNES Mini console already, or also surprised that there is essentially a Turbo Grafx 16 Virtual Console (but not because there is not a dedicated VC for the TG16 or the Game Gear) list of games.

Goodtimes.



~JWfW/JDub/The Faceplantman/Jaconian
Wir stoßen an auf uns

Monday, March 20, 2023

Exercising in VR Isn't For Me

The title to this pretty much says it all, but I will try to expand on that below.

First off, I do not mind exercising, in that I do not mind doing activities that could be classified as exercise.  I enjoy riding my bike, hiking, snowshoeing, bouldering, and skiing, and while I did use exercise equipment back in 2012-2013 (because our apartment/condo complex had a workout room), I do not actively seek out gym time.

When I got the Oculus Quest 2 (sorry, Meta Quest 2), I had thought that a couple of games I picked up would be fun ways to incorporate forms of exercise from a VR setting.  So it was that I bought some resistance bands to use while playing The Climb 2* and became sore for a couple of days after playing The Thrill of the Fight.  I enjoyed playing both games with the implied added benefit of exercising, but then what happens when you exercise happened and I sweat.  Sweated?  There is a downside to sweating while playing VR was really twofold, maybe threefold.

First, the sweat was annoying because it made the headset slide down my face a bit, even with the head strap slightly tightened.  So readjusting the headset with a slippery forehead was uncomfortable.  Then, because I have long hair (which I do have pulled back in a ponytail) there are strands that do end up getting loose from the aforementioned ponytail and will oftentimes get in the way between the headset cushion and my forehead, only worsening the sweat and slip situation.  Thirdly, because I sweat in areas that are within the headset, like my nose, eyebrows, and cheeks, sweat will sometimes gather and need to be wiped away to prevent too much pooling.  And all in the process of trying to wipe away sweat and minor pooling, the lenses will need to be wiped too with a microfiber cloth (that is what the manual said since standard t-shirt materials could cause scratches on the lenses).  Just another step required to play a video game.

So it really just boils down to sweat and the issues that are caused by sweat.  Sweat is the problem and reason I do not like doing excessively high-energy games in VR.  Because the last thing I want to do after playing a video game for 30-45 minutes is to go take a shower because of how much sweat I exuded.

Except that I do enjoy playing Beat Saber and Ragnarock and while I do work up a heart rate upwards of 145, there is a long enough break between playing songs that it functions as a sufficient cooldown period so that my face is not swimming in a pool of sweat.  A pleasant image I know.  

But I also think that all of that sweat aside is that I am playing a video game, and I do not want to be exerting myself in an exercise-like manner.  But then again, I could see myself playing something like The Binding of Isaac or Vampire Survivors while riding an exercise bike, except that we would need the space for an exercise bike and that is likely a great many years in the future.  So until then, it is hikes, bouldering, and cycling for me to get my exercise.  Grass and all that.


~JWfW/JDub/The Faceplantman/Jaconian
How Do You Think I Keep This Lovey Grin?


*A brief explanation as to what I mean about using resistance bands while playing The Climb 2.  I recognize that the optimal and more realistic way to use these would be to have the resistance bands mounted on the ceiling and the straps around my wrist so that when I reach up there is no tension, but when I pull myself up (virtually), there is tension, like pulling myself up while bouldering.  But, because the ceiling in our living room (and the only room in our house where it is possible to play VR) is just over eight feet high and because we have a ceiling fan in the center of the room that comes down about a foot and has about a three-foot diameter, there is not a lot of space for me to reach up without hitting something.  So instead, I step on the resistance band and have my wrists strapped in, creating the reverse tension of what should really be happening.  It actually works pretty well in-game and is not as confusing as it sounds.

P.S.  And now that the weather is improving, I am actually going to get out there to do outdoorsy activities for the next seven months to help get rid of this winter gut.

Friday, March 17, 2023

Game EXP: Atari Greatest Hits Volume 1 (NDS) -Atari 2600- Sports Pt. 2

 


We return to sports for this collection of Sports themed games from Atari Greatest Hits Volume 1 released by Code Mystics on the Nintendo DS in 2010.  These games I grouped together because they are all played on courts.  Yeah, I know that is a potentially strange sub-category of the Sports genre and possibly less cohesive than Part I of Sports where we featured football and baseball games.  All three games here differ in the actual sports, how they are played, the rules, as well as the overall quality of the games themselves.  


Basketball

I guess I should not be surprised by the limitations of the Atari 2600, but I was in fact surprised when I started Basketball and found that it was only a one-on-one game on a court that looked like a court at a local underfunded park.  The controls are pretty simple and at the same time, a little confusing.  You move with the joystick, and jump/shoot with "the button."  When you shoot, you hold the button down and your player raises/lowers the ball which determines how far you shoot the ball.  Thankfully that is the extent of the aiming as the game automatically aims the ball at the basket and if you are at least close enough to the hoop, the ball will more than likely go in.  There are also only two-point shots.

Playing the game as a single player, I only played against the computer AI and I noticed that if you are either winning or the game is tied, the computer is a lot more aggressive, sticking closer to you, harder to shake off, more likely to steal the ball, and more successful in their own shots.  If you are trailing, I have noticed that the computer will run in the opposite direction or at least give you room to make any kind of shot you want from anywhere on the court.  This change in AI reaction definitely made the game more interesting and tense, especially in Game 2 as I kept trying to get in a final shot before the end of the game.

In the third game, I changed the difficulty settings to both be A, which according to the manual makes the players faster.  I immediately noticed that the computer would stick to my player to the point that it was almost impossible to take a shot without them jumping in front and blocking me.  


However, I was able to make three shots, figuring out that while they played amazing defense, they seemed more defensive when it came to offense.  Eventually, we ended up in a stalemate, facing each other while constantly stealing the ball from each other and not moving.  So I just stood there to see what would happen, and I was only a little surprised when the game ended.  I do not know if I broke the game, or just hit that sweet spot, like in Pong, where the game would not allow itself to move into/out of a position that it deemed to be disadvantageous.

Verdict: No.

Game 1 (Difficulty B): 44 - 40
Game 2 (Difficulty B): 42 - 42
Game 3 (Difficulty A): 0 - 6


RealSports Tennis

Wow.  Just wow.  Color me impressed.  For a tennis game, the team at Atari got this one spot on.  Not because the game mechanic felt accurate, or because the court itself was accurate in any way apart from there being a court at all, but because the game just felt fun.

The serving mechanic was simple in that you just had to have your player over the bouncing ball and when you pressed the button, you hit the ball over the net with no need to worry if your serve was going to be in or out.  It was just in because there were no service boxes, no alleys, just a boxed court, and a net.  Hitting the ball had the same simplicity, although I think that the direction you were pressing on the joystick when you hit the ball had some effect on the direction you hit the ball, as well as how much your character moved forward while hitting the ball being the indicator for how hard you hit the ball.  This is all just speculation as I do not recall reading about it while breezing through the instruction manual.

For being a RealSports title, this was a pretty barebone take.  There was no way (that I could tell) to hit a lob or to hit a top or backspin.  It was just to get your player to where the ball lands and the game will automatically hit the ball back across the net.  Even knowing that I did not need to press the button, I still found myself pressing it when I went up to hit the ball, it just felt good to do so.  And while I did destroy the computer player, they put up a good enough game to have points, and the games actually were tense.  Even the 6/0 set does not accurately show how many points the computer scored either through my own error or their skill.  They do a great job returning volleys reminiscent of a Wimbledon match and about as realistic as an Atari tennis game is going to be.

I did not finish my first match, taking about 5 minutes per game, but it is likely that I would have won in straight sets.  And while I played on "Slow," the game did not feel slow, but just the right tempo.  I will definitely play the "Fast" mode too and play around with the A-B difficulty settings to find the perfect match.

Verdict: Yes.

Game 1: (4: Slow / Difficulty A): 6/1 - 6/0 - 0/0


RealSports Volleyball

Hmmmmm.

RealSports Volleyball is really just beach volleyball albeit with an interesting day/night mechanic.  You play two volleyballers (ballers?) with the major difference in how you play the game being if you have setups turned on or off.  In my first game, I had setups turned on because that seemed like a good idea (I guess?), but this was definitely the more difficult of the two modes.  With setups, you could either hit the ball back over the net or set it up for your other player, although I could never determine how the game decided if it was going to be a setup or not.  This added a level of complexity because I did not always know if I was going to have to go running after the ball on my side of the net after a setup or hold back and wait for the return.  With setups turned off, the ball would always go back over the net so as long as you tracked the ball with one character, you were almost always guaranteed a shot that landed in; sometimes the ball would land out of bounds, but this seemed more random than because of something I did wrong.

Something else that added some psychological complexity was that the net did not seem to have any height to it as at times it seemed more like the players were kicking the ball a few inches off of the ground back and forth rather than batting it up and over the net.  This resulted in several quick-fire volley exchanges.

The day/night mechanic I thought pretty interesting but never experienced it because my games never ran into the night.  During the day, the court/sand is yellow and the sky is a shade of purple/blue, but at night (also shown when the game is over), the ball would no longer leave a shadow, making it harder to track.  This feels like it is supposed to be an in-game difficulty timer of sorts, encouraging people to play fast otherwise the environment will play against the human player (at least in a single-player game).

On one hand, I had fun once I felt I had a better grip on the game and getting used to controlling two separate characters who essentially covered the same general non-overlapping area, but on the other hand, it was pretty hard to always determine who could cover the ball even when tracking the shadow of the ball.

Verdict: Yes

Game 1: (1-Player with Set Ups) 3 - 15
Game 2: (1-Player without Set Ups) 15 - 11


So those were the court sports, sports games.  Oddly enough, I had higher expectations for the one game of these three that I ended up not liking while really enjoying RealSports Tennis, which I went in not expecting much.  I do play tennis, or at least played recreationally from the age of 9-10,  then I played competitively in high school, and back to recreationally again off and on.  So I thought I was going to be pretty harsh on a game that I actively enjoy playing the real-world equivalent.  RealSports Volleyball was another surprise highlight from these games, pleasantly surprised by the day/light mechanic even in its most rudimentary sense.

I feel that 66% of these three games (as well as the four games that preceded them in Part 1) are a great example of making a fun sports game.  The game has to at least look like the sport that it is trying to replicate, but the controls, especially on a console that has one joystick and one button, need not be overly complicated (swinging a bat or selecting a play) and above all else, should be accessible and fun.



~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, March 15, 2023

MIDI Week Singles: Nintendo 3DS eShop Music - June 2015 - (3DS)

 


Nintendo 3DS eShop Music - June 2015
Composer: I Don't Know
Developer: Nintendo


I have the Internet (and YouTube primarily) for finding out that the music in Nintendo's eShop changed over time.  I knew that there was music as I heard it every time I perused the eShop looking for games or checking the prices on games on my Wishlist.  And you would think that having accessed the 3DS eShop 289 times since June 11, 2012, and spent 35 hours and 34 minutes looking through games I would have noticed some semblance of music, but apparently, that escaped me entirely.  

However!  This is pretty chill music in general that fits in with the general vibe that Nintendo has been curating since the days of the Wii.  And if this is the last song that has appeared on the 3DS eShop since 2015 (I am actually not 100% sure if this is the case, but since various online/YouTube sources have this listed as the eShop music from 2015, we are going to go with that until further notice) and the music that the store is likely to go out on, there could be worse ways to go.  There could just be silence, like with the eShop for the Switch, and that would be a little sad for the 3DS, being the first commercially affordable 3D gaming platform and 3D camera, which is very Nintendo in all of the best ways.

So farewell to you eShop of the Nintendo 3DS (specifically being able to purchase games as of March 27th).  You have been a great little system that I will continue to play, so long as the system itself remains physically playable.



~JWfW/JDub/The Faceplantman/Jaconian
If You Love Me, Then Let Go Of Me

Monday, March 13, 2023

Game EXP: Alan Wake DLC: Special 1: The Signal & Special 2: The Writer (PC)

 


Systems: May 14, 2010, & February 16, 2012
Release Date: Xbox 360, Windows
Publisher: Microsoft Game Studios & Remedy Entertainment
Developer: Remedy Entertainment
Time Spent: ~4 hours


This is going to be a somewhat brief article, likely not a normal Game EXP article for a couple of reasons.  First and foremost, I honestly cannot mentally distinguish between the two DLC Specials and when specific plot points happened.  And there is really no way of talking about either of these two DLC episodes without getting into any kind of spoilers from the main game, so if you have not played Alan Wake or either of the DLCs and are planning on it, you might just want to skip this article.  
Each DLC, referred to as "Specials" because the game is presented as if it were in a TV episodic format, is fairly compact and can be completed in 1-2 hours, depending on how many of the in-game collectibles you search for


**SPOILERS AHEAD**


Because it is revealed that Alan Wake is still in the cabin on the lake, that he is essentially battling against his own brain, and that everything happening to him "is" in his own mind, Remedy Entertainment could do a lot more strange things in terms of gameplay and mechanics that they could not do when the player thought that they were still playing as Alan Wake in the real world.  So having sections of buckwild platforming on floating rocks and empty shipping containers above pits leading down to the void is now plausible.  There were also a couple of areas that took this messing-with-reality to fascinating places and allowed the devs to mess with the environment which could not have been done with the story they were telling in the first game.  These moments did feel a lot more video-gamey as if Remedy was just trying to make a cool-looking and fun-to-play stage outside of reality, but by this point in Alan's story, he was more trying to survive and less believing what was happening to him was supposed to be real.

The other major new mechanic was the floating words that could only be activated by Alan's flashlight, often requiring the same amount of bulb power and time commitment as it would reveal/weaken The Taken.  When illuminated, these words like AMMO, TOOL, and BRIDGE can offer consumables to help Alan against The Taken or help him literally progress through levels.  I really liked this mechanic because it meant that you had to decide when fighting against The Taken whether you wanted to light them up to weaken them, or to use your battery power on one of the words that could either give you assistance in killing them or potentially get you out of the area to avoid them.

The other change from the main game to the Specials was that there was a much greater focus on combat.  In the main game, there might have been a combat encounter with a swarm of Taken or a boss that I had to replay 2-3 times to figure out how to best survive.  In the Specials, it was less about stealth or avoiding combat and more about seeing how well you could survive against a horde of Taken in different settings.  One area might have you use a truck/jeep in a set area while others just throw enemy after enemy at you in a semi-open train car-filled area.  There were several encounters that took upwards of five attempts to survive and the final battle in Special Feature Two took maybe around 10 attempts and got to be pretty frustrating.  In these situations, I always think about the interview Dead Space director Glen Schofield gave to Ars Technica where he said that encounters and difficult areas shouldn't take more than three attempts for the player because after that the game becomes no longer fun.  I like that philosophy because while I do not believe that I should be able to blaze through a game without any restarts/respawns and I do appreciate a challenge, I do not want to die over and over and over and over and over again in the exact same area just because a game wants to be hard for the sake of being hard.

After all of that, did I enjoy the Specials for Alan Wake?  I think I enjoyed the story that was told, that Alan is still on the island, writing against himself and his own anxieties about being an author and a good person to Alice and his friends and that he is stuck in his own mind.  I did not like the focus on action-heavy areas since I tend to like my survival horror less action-oriented; although I guess Remedy has said that they consider Alan Wake to be an action-adventure game.  But then again, in the "boss" stage of Special Feature One: The Signal, I did like how the fight itself felt story-based, even if it did take several attempts to recognize all of the stage elements that were designed for the player to take advantage of.  I am also still not a fan of all of the in-stage collectibles but at least there were not any that were locked behind a difficulty/skill wall this time.  It was some time close to the end of the first Special that I decided I was not going to actively look for the alarm clocks/standees/video games/ etc because I knew that I was missing them and I did not have the desire to attempt anything near a completionist run.  I did like the focus on implementing abstract-level designs that were not possible in the main game that was trying to convince the player that what they were experiencing was happening in the real world while still dropping hints that Alan had been, and is still in his own mind.

But at least it appears that he might be winning that fight.  

So:
Story: Yes. 
Gameplay: Yes.  
Level design: Yes.  
Emphasis on Combat: No.




~JWfW/JDub/The Faceplantman/Jaconian
Die Zeit des Lichts und Rechts ist da

Friday, March 10, 2023

Game EXP: Atari Greatest Hits Volume 1 (NDS) -Atari 2600- Sports Pt. 1

 


In the next couple of weeks we will be in the Sports category for Atari 2600 games from Atari Greatest Hits Volume 1 on the Nintendo DS.  This is the last genre of games and also the one that had the most games crammed into it with 11 different titles.  This first week, I decided to feature four games from two sports that I self-categorized as American classics and it also made sense because we have two baseball games and two football games.  So let us get to it and play ball!

(groan)


Home Run

What the ever-loving hell was that!?

I get that games should not be easy, but that 10 minutes was a slog on so many levels.  First, this is the barest bones version of baseball I have ever played and in the worst possible way.  It is essentially one-on-one baseball with the pitcher being the only defenseman.  If the ball gets past the pitcher, it is likely going to be a home run.  Maybe?  I could not tell because there only seemed to be a few feet passed second base before the screen stopped and oftentimes any ball that left the screen, regardless of its existing speed, would be a home run.  Second, I never seemed to be able to control my runners.  If I had a runner on first, and that runner got tagged out going into second base, then my hitter would then round first base and get tagged out going to second.  The computer would rarely if ever be in this position, so I do not know what I was doing wrong if anything.  Lastly, there should have been a mercy rule, because being down 12 - 0 at the end of the first inning was not a fun way to start the game.

I will be honest, it did take me a while to figure out the game, and even by the end of the ninth inning, I was still trying to figure out the hitting mechanic.  I think it was something to do with the direction of the joystick when you came into contact with the ball.  But even after hitting the ball, the computer pitcher would be all over the infield and I never seemed to be able to get anyone beyond second base.

This was just not a fun game with a stupidly difficult computer opponent, even on the B difficulty (being the easy one).

Verdict: No.

Game 1: (1 Player, Field #1)  28 - 0


RealSports Baseball

Okay, I did not actually play the entire game, only making it to the bottom of the second inning, losing 8 - 0.  I have a number of issues with this game, probably related to my inability to actually play the game.  

My first problem is that the ball is very small, maybe a single pixel in size.  On the screen on the 3DS (even the New 3DS screen is slightly larger than the original 3DS screen), the ball is very difficult to see.  So hitting a pitch is incredibly difficult when you have a hard time even seeing the ball.  Layer on top of that that I was unable to make contact with any of the pitches, which made me feel like I was doing something drastically wrong (even after reading the manual twice).  For whatever reason, I just could not figure out the timing.  I also thought that the pitching mechanic was overly complicated, having to press the joystick in a direction to select the type of pitch, then release the joystick, press the Button, then "flick" the joystick down to actually pitch the ball.  I get that there has to be a way for the game to know that you want to throw the ball to a 1/2/3rd baseman, but even that was needlessly difficult.  Of the four times I tried to throw out a baserunner, all of my throws were not caught even when the baseman had been selected and was flashing red (which is how you know which character you are then controlling.

Just no, all around.

Verdict: No.

Game 1: (1- Player, Player Starts at Bat, Batter Can Miss) Bottom of 2nd Inning, 8 - 0.


Football

Oh god.  Did I really need to play this for 10 minutes!?

I apparently did not realize that this is essentially a two-player game and when you play this as a single-player game, you control both teams of three-on-three at the same time, which is ridiculous and stupid.  There are three modes in Football.  There is "Action" where you control everyone at all times, Strategy where you supposedly pick what play you are going to run and then watch the game play that out, and Hybrid which allows you to 'control' during pass and punt plays.  The problem with the last two modes is that you can still control everyone any time you use the directional pad.  In Hybrid, every time I picked the play, the quarterback would run to the left side of the screen/field and just stay there.  In Hybrid, I honestly could not tell you what was going on, except that I watched the White Team get two safety tackles.

I could not finish any of the games I started because playing Football against yourself while controlling both teams (still confused on that) is just a bad idea all around, especially since the game itself does not say that you need two players to play, only that you are "Controlling all players. Use Wireless Communications for head-to-head play."

Verdict: No

Game 1: (Action) 16 -0 (Reset)
Game 2: (Action) 21 - 21 (Reset)
Game 3: (Strategy) 0 - 0 (Reset)
Game 4: (Hybrid) 0 - 4


RealSports Football

Well, I had higher hopes for this game than I did for Football.  My two options here were either a single-player or two-player game, so naturally, I went with a one-player game.  I had hoped that it was going to play like an Atari version of Tecmo Bowl, but oddly enough, the game played too quickly, with plays lasting anywhere from 2-3 seconds.  The players moved that quickly, often without time to actually get any plays off as I was either always choosing the wrong play, or the computer opponent was just that good at evading my offensive line and sacking my quarterback.  I also just realized that I never figured out how to hand off the ball to a running back, let alone had much time to be able to throw a complete pass.  Also punting the ball was a bad mechanic too, as there was no shotgun hike to the kicker instead the kicker was right up against the line of scrimmage.

The one thing though that impressed me to the detriment of actually being able to finish the game, was that like real football, RealSports Football has real-time 15-minute quarters.  So I only played, in-game time, 3 minutes 56 seconds with 11:04 still left on the clock.  Yeah.

Verdict: No

Game 1: 0 -17


I think the one positive thing I can take away from these first four games is seeing how each of the respective games evolved from the original game, which was four years between Home Run (1978) and RealSports Baseball (1982), and four years between Football (1978) and RealSports Football (1982).  The comparison between the two titles is visually impressive, especially between the baseball games going from a field with only bases to actually having nine defencemen out in a discernible field.  I still did not enjoy any of the games from this group, but I can appreciate seeing where Atari started with each of these sports and where they were able to bring the games to four years later.


~JWfW/JDub/The Faceplantman/Jaconian
The World Outside Is Like A Severed Head