July 2007

Ratatouille

July 23, 2007

It’s hardly a surprise that the theatrical release of Disney/Pixar’s latest CG wonder Ratatouille is met day and date with video game adaptations for nearly every platform imaginable. Equally unsurprising is that the bulk of these titles seem designed for a market that does not exist, or at the very least is decidedly niche: players young enough to appreciate the source material but old enough not to become easily frustrated by the title’s unforgiving gameplay.

Developed at THQ’s wholly owned Heavy Iron Studios, Ratatouille follows the platforming exploits of Remy, a young rat who dreams about becoming a great French chef. Given the quality of other similarly tepid releases from Heavy Iron, it’s not so much shocking that Ratatouille fails to impress as it is disappointing. Given the variety of situations and locations made possible in a game seen through the eyes of a rat, the developers have instead turned out yet another run of the mill adventure that will do little to save players from the icon-collecting doldrums brought on by countless similar creations.

While the main game may come off as largely forgettable, Ratatouille does feature a healthy selection of mini-games, both available from the onset and unlocked through play, and some of these offer a measure of fun not found elsewhere in the title, though with only a handful from which to choose, the question of value still lingers heavy in the air like the musty odor of overripe cheese that not even Remy’s brother Emile would find appetizing for long.

Something to keep in mind when playing Ratatouille is that it is based on a movie property which is itself aimed at the younger set. That being the case, the game should feature mechanics that keep those players in mind, or at the very least include an easier game mode designed to help players with fewer years behind them, who might even be grappling with their emerging gamer instincts for the first time with this very game.

Ratatouille includes none of this, and I dare say that most children will look to the nearest adult for help even before the mandatory tutorial mission has been completed, while later levels, areas, and challenges will likely prove nigh unplayable for the game’s presumed target audience.

Interestingly, in this respect, the Wii version manages to stand out from its peers, at least initially, offering more intuitive and forgiving controls than those on the Xbox 360, PlayStation 2, or GameCube. But this relief is short lived, as even this version eventually slips into the same routine of aggravation exhibited by its counterparts.

It cannot even be viably argued that the title is instead aimed at tweens or young adults, as beyond the frustrating platforming, odd camera angles, and aggravating missions lies an experience that simply isn’t all that fun. It’s not that Ratatouille is broken, but rather that, like so many other movie-to-game translations, it rides too closely upon the coat tails of its source material, recreating various scenes and events from the movie in the context of an interactive experience. But when that experience itself isn’t entertaining without its theatrical crutch, what’s the point? Heavy Iron fell into a similar pitfall with The Incredibles, and it’s unfortunate that here again more is not done with the license.

And that, in a nutshell, is my problem with Ratatouille. Besides some questionable design, the biggest shortcoming is that it simply does not do enough with what for all intents and purposes should be a compelling vehicle for a fun game. The potential is there, but for whatever reason, be it budget, time, or a mixture of both, the end product simply does not deliver, regardless of how expertly the actors may deliver their lines, or how cute Remy looks scampering about in the kitchen. Ratatouille may be a great movie, but as a game it’s just not worth the effort.

Ratatouille

July 23, 2007

It’s hardly a surprise that the theatrical release of Disney/Pixar’s latest CG wonder Ratatouille is met day and date with video game adaptations for nearly every platform imaginable. Equally unsurprising is that the bulk of these titles seem designed for a market that does not exist, or at the very least is decidedly niche: players young enough to appreciate the source material but old enough not to become easily frustrated by the title’s unforgiving gameplay.

Developed at THQ’s wholly owned Heavy Iron Studios, Ratatouille follows the platforming exploits of Remy, a young rat who dreams about becoming a great French chef. Given the quality of other similarly tepid releases from Heavy Iron, it’s not so much shocking that Ratatouille fails to impress as it is disappointing. Given the variety of situations and locations made possible in a game seen through the eyes of a rat, the developers have instead turned out yet another run of the mill adventure that will do little to save players from the icon-collecting doldrums brought on by countless similar creations.

While the main game may come off as largely forgettable, Ratatouille does feature a healthy selection of mini-games, both available from the onset and unlocked through play, and some of these offer a measure of fun not found elsewhere in the title, though with only a handful from which to choose, the question of value still lingers heavy in the air like the musty odor of overripe cheese that not even Remy’s brother Emile would find appetizing for long.

Something to keep in mind when playing Ratatouille is that it is based on a movie property which is itself aimed at the younger set. That being the case, the game should feature mechanics that keep those players in mind, or at the very least include an easier game mode designed to help players with fewer years behind them, who might even be grappling with their emerging gamer instincts for the first time with this very game.

Ratatouille includes none of this, and I dare say that most children will look to the nearest adult for help even before the mandatory tutorial mission has been completed, while later levels, areas, and challenges will likely prove nigh unplayable for the game’s presumed target audience.

Interestingly, in this respect, the Wii version manages to stand out from its peers, at least initially, offering more intuitive and forgiving controls than those on the Xbox 360, PlayStation 2, or GameCube. But this relief is short lived, as even this version eventually slips into the same routine of aggravation exhibited by its counterparts.

It cannot even be viably argued that the title is instead aimed at tweens or young adults, as beyond the frustrating platforming, odd camera angles, and aggravating missions lies an experience that simply isn’t all that fun. It’s not that Ratatouille is broken, but rather that, like so many other movie-to-game translations, it rides too closely upon the coat tails of its source material, recreating various scenes and events from the movie in the context of an interactive experience. But when that experience itself isn’t entertaining without its theatrical crutch, what’s the point? Heavy Iron fell into a similar pitfall with The Incredibles, and it’s unfortunate that here again more is not done with the license.

And that, in a nutshell, is my problem with Ratatouille. Besides some questionable design, the biggest shortcoming is that it simply does not do enough with what for all intents and purposes should be a compelling vehicle for a fun game. The potential is there, but for whatever reason, be it budget, time, or a mixture of both, the end product simply does not deliver, regardless of how expertly the actors may deliver their lines, or how cute Remy looks scampering about in the kitchen. Ratatouille may be a great movie, but as a game it’s just not worth the effort.

Real time strategy is a divisive genre among gamers. On one hand you’ve got people like me who can’t complete StarCraft without cheating and get annihilated by Kain every time he boots up Red Alert. On the other you’ve got Korean StarCraft champions that can win a match with nothing but SCVs and absolutely adore the myriad of build possibilities brought to fruition by carefully micromanaging each and every unit available.

Vanilla Ware has managed to create an RTS for the common man. GrimGrimoire may be an RTS, but it’s different from every other RTS you’ve ever played. First, the game is viewed from the side. That’s right; it’s a two-dimensional real time strategy game. You’ll still need to gather resources and amass an army, but the process is streamlined and simplified. Units battle each other in a manner similar to rock-paper-scissors, and if you take the time to study the fight ahead there’s always a smart solution. “Throw more units at it” is never your only option.

GrimGrimoire features only one resource – mana, and it’s used for the only build action available: summoning magical creatures to fight for you or gather more mana. What unit you summon depends on what grimoires (magical texts) you’ve studied and what runes you’ve placed on the battlefield. It sounds much more confusing than it is, but it all works really well and the game’s pacing is such that you won’t be juggling multiple runes until you’re ready for it.

And when you do find yourself in control of dozens of creatures, the game doesn’t need to slow down. Vanilla Ware put some serious time and effort into GrimGrimoire‘s control system, and it shows. Battles will eventually get to be fast and hectic affairs, but selecting every bow-toting fairy on your team is as easy as selecting one and pressing up on the directional pad. Never again will you need to send one fairy, then another, and then another into battle. Repetitive pointing and clicking (especially with a controller) is time-consuming and not at all fun, and the removal of that particular mechanic is both welcome and efficient.

GrimGrimoire‘s story will at first seem familiar to fans of J.K. Rowling’s Harry Potter series. After all, the main character is a witch in training dealing with shenanigans at the magic academy whose headmaster is named Gammel Dore. Unless Rowling writes an eighth book – Harry Potter and the Cursed Time Loop – setting is as far as the similarities go. After being in school for five days, everybody in the school save Lilett Blan (your hero and mine) is killed. Luckily for us, Lilett is, for some reason, sent back in time to relive the last five days Groundhog Day style. She remembers everything that has happened, and she’ll need to in order to save her teachers and fellow students.

It’s not news to anybody that the PlayStation 2 is a dying platform. It’s from a generation back, and it was the weakest of that generation to boot. Well, it’s still possible to coax some gorgeous visuals from that little black box, and Vanilla Ware is as good at sprite work as anybody I’ve ever seen. Character sprites are large, detailed, and a joy to look at. The character design fits the game’s magical theme wonderfully, and NIS America, known for their great localizations, hits another one out of the park. The dialog is snappy, and the story – although a little complex at times – is very well-written.

Altogether, GrimGrimoire is a wonderful title, and for anyone looking to give their PS2 a little last-gen loving, this is an absolute must-own game.

Hot Shots Golf is to some the perfect marriage of simulation and arcade style golfing, delivering an experience that remains unrivaled now ten years after the series first graced the original PlayStation. By comparison, Hot Shots Tennis feels tepid and shallow, offering little outside of similar presentation from which to draw comparison. An unfortunate misstep, given the potential offered by the Hot Shots brand, but this latest game proves that genius is seldom universal, and that Sony’s big-headed athletes should perhaps stick to the links.

Here accessibility is, as with Hot Shots Golf, the most prominent feature, and it can be felt with every predicable volley with tennis matches distilled down to a series of easily timed button presses with little room for invention or creativity. While in golf the Hot Shots series entertained players with its balanced mechanics both easy to pick and difficult to master, ot Shots Tennis makes no such effort and instead of entertain will likely just drive players to boredom.

It may seem unfair to size up Hot Shots Tennis‘ faults against its predecessor’s triumphs, but that blunder falls squarely to Sony and developer Clap Hanz, whose decision to associate such a perfunctory effort with a brand as established at Hot Shots can be seen as nothing less than flawed.

Given the weight of its namesake, it seems almost criminal that the developers managed to include unlockable courts, outfits, and characters, yet somehow neglected to include any measure of personality in the game itself. Each match plays out much like any other, with similar, if not identical, tactics proving equally useful regardless of which characters are involved. Once you get the basics of each of the different types of shots down, as well as how to respond to each in turn, Hot Shots Tennis‘ pretense of challenge quickly breaks down into a calculating, uninteresting mess.

Outside of the bland single player affair, multiplayer modes offering both singles and double matches help make things a bit more interesting, though given the game’s lackadaisical approach to everything else it’s hardly a surprise that anything approaching online has been quietly ignored. Also missing is any sort of tournament, with Hot Shots Tennis instead offering four game stages with no quarter or semi final match ups at all, undermining any sense of progress the title might have otherwise evoked. This game is as vanilla as they come, failing to even measure up to earlier efforts such as 2002’s Virtua Tennis 2.

Hot Shots Tennis is a disappointment, not just because of its failure to live to its pedigree, but more importantly for its failure to live up the expectations of players who look for more in their tennis games than a watered down recreation of the sport. The game is painfully generic, and those players looking to add a tennis game to their libraries can do far better by looking in the local bargain bin than pick up this contrived effort. This game is A

Just two short years ago, venturing a guess that another game, an unknown game at that, would steal Dance Dance Revolution‘s well worn crown as the dominant rhythm action game for consoles would have been seen as the height of hubris. Yet that is exactly what peripheral manufacturer RedOctane and Harmonix Music Systems accomplished in 2005 with the release of Guitar Hero for the PlayStation 2, a game that not only captured the enthusiasm of the rhythm game community, but the larger gaming community as well. The industry was forced to sit up and take notice as both RedOctane and Harmonix set out upon a nearly untouched blue ocean while gamers and non-gamers pinned for their chance to grasp the game’s signature glossy black guitar-shaped controller.

In many ways, 2005 belonged to Guitar Hero in gaming circles, and the game’s sequel that followed a year later was met with frenzied zeal, offering more songs, modes, and a return to the same gameplay that made the initial title an instant icon. Legions of vicarious rockers were pleased, however the release was later weighed against news that Harmonix had been acquired by MTV, with the television network and publisher Electronic Arts later tapping the studio for their own rhythm action game, called simply Rock Band. Truly the lines had been drawn for what many predict will be a terrific showdown between rhythm game giants in Fall 2007, but before Harmonix would move on to its new home, the studio had one more title to unveil for the franchise it helped launch. Known by the somewhat tortured title Guitar Hero Encore: Rocks the 80s, this latest release brings a new set of tracks from the decade of excess. Unfortunately, it brings little else to the party.

Virtually indistinguishable from Guitar Hero II, Encore serves as little more than a standalone song pack, a realization that would be entirely welcome had the selection been truly indicative of the decade from which it is pulled. While some songs feel right at home, other choices feel strange or just out of place, making the overall collection feel disjointed as players wonder aloud A