Jason Dobson

Metroid Prime Pinball

November 17, 2005

When it comes to plain and simple pinball, one would assume that there isn’t much innovation left to be uncovered. Don’t tell that to the development talent at Fuse Games Limited however, as they seem to have their minds continually geared towards reinventing this arcade parlor pastime. Founded in 2002 by the creators of the Pro Pinball series of games, Fuse has continually shown the gaming community their unique take on the pinball experience. In 2004 they released Mario Pinball Land for the Game Boy Advanced to mixed reviews, but despite misgivings players had about the game few could argue against its sense of style. Not to be daunted by the words of critics, Fuse has once again decided to let players experience their passion for pinball, this time through Nintendo’s timeless Metroid franchise. Developed for the DS platform, Metroid Prime Pinball is in every way a superior experience to what players were given care of Mario and company, and while it is still very much a pinball game, it is anything but simple or plain.

The concept behind Metroid Prime Pinball is relatively straightforward. Samus Aran, the bounty hunter heroine and star of the Metroid franchise, is capable of rolling herself into a ball via her power suit. In Metroid Prime and its sequel players were given the opportunity to experience new and interesting ways this ball could impact gameplay care of the games’ 3D environment. Fuse has taken the next step, and has engineered a pinball game based around this ability to roll about, lay bombs, and transform back into Samus’ regular form in order to gun down on-screen baddies. The end result, thanks to a number of little touches from the Metroid cannon, is extremely well-received.

What is perhaps most striking about Metroid Prime Pinball is how Fuse has managed to capture the ambiance of the Metroid Prime universe so well. Perhaps it is the expert usage of many of the series’ most recognizable tunes, or the game’s table designs that each draw from particular settings within the Metroid Prime titles. Whatever the case, playing Metroid Prime Pinball is engrossing, much more so than one might expect a pinball game to be. This is true even for someone who is not a fan of pinball games, but instead is simply someone who enjoys the source material.

However, for those players without a degree of skill at directing a ball amidst a barrage of obstacles and enemies, this particular pinball experience will no doubt result its share of frustration. Succeeding in Metroid Prime Pinball can prove to be exceedingly difficult, and those players who give up easily will most likely never see some of the more rewarding unlockable aspects this game has to offer. Players begin with a paltry two tables available to the played upon: Pirate Frigate and Tallon Overworld. New tables are unlocked by playing through the game’s Multi Mission Mode and it’s here where a player’s skill at keeping their ball in play will be viciously tested.

With just two initial balls in reserve, a player is tasked with completing a number of objectives in order to collect artifacts. While most of these objectives are fairly simple to complete, doing so while also trying to keep the Samus Ball out of the gutter can prove challenging, especially as the game continues and the enemies such as infamous Space Pirates and swarms of beetles begin to attack at a frenetic pace. However, practice does yield results, and the sense of accomplishment after unlocking a new table is considerable. New tables are then available in the game’s Single Mission Mode, wherein a player competes to attain the highest score possible.

The meat of the game, however, remains in the Multi Mission offering. Here not only are tables unlocked in the aforementioned manner, but power-ups such as missiles and power bombs are earned as well. Numerous mini-games also become available in this mode, such as a quick outing that has a player pressing the shoulder buttons in quick successions in order to bound up a wall in order to attain an extra ball. Boss fights also play a role in this mode, as favorites such as the giant rock beast from Metroid Prime‘s Phendrana Drifts have been recreated in this decidedly different take on the classic franchise.

The game’s controls are simple, but some aspects, such as the way the touch screen has been utilized, do take some getting used to. A pinball game just wouldn’t feel complete without some way to bump to table in order to affect the ball’s direction. Metroid Prime Pinball emulates this aspect of the classic game by allowing a player to touch and then drag the stylus or their finger across the screen. Here is where the game trips itself up a bit in terms of gameplay, as it’s simply not feasible to maintain the kind of agility this game demands while at the same time manipulating the stylus. Most players are likely to forget this aspect of the game altogether in favor of perfecting their skill at directing the ball at the various ramps and objects while keeping tabs on a table’s particular angles. A better solution, arguably, would have been to include a kind of gyroscope similar to what players experienced with WarioWare: Twisted!, but as this would have to have been somehow shoehorned into the DS Rumble Pack, it is understandable why this alternate approach was used.

Metroid Prime Pinball is a fun and additive game that proves that sometimes genres need not be mutually exclusive in order to succeed. The game’s pinball mechanics, save for the somewhat inept table-tilting feature, are expertly implemented, and the numerous flavors of Metroid have been liberally sprinkled throughout the experience the ensure fans of the franchise will come away both smiling and humming a familiar tune. Plus, it’s a terrific appetizer to whet players’ appetites as they wait for Metroid Prime Hunters.

Mario Kart DS

November 17, 2005

Mario Kart‘s official foray into the area of online gaming has to be one to most anticipated videogame milestones of the year. The series that spearheaded the kart-racing phenomenon has with each sequel proven that it is still the benchmark against which all similar titles are measured. Now, Mario Kart DS continues this trend by building upon past success, and delivering an experience that includes the best of previous series entries, alongside new features – not the least of which is a terrific online component – that further elevate this classic franchise to near perfection. The essence of Mario Kart‘s simple and exhilarating gameplay remains intact and much the same as it has ever been. It’s a racing game that’s easy to pick up and near-impossible to put down, and is instantly accessible – and enjoyable – by anyone who fancies themselves as a gamer. Plus, the fact that it manages to bank on nostalgia and bundle together the best bits of past Mario Kart titles is only icing on this very delicious cake.

Few franchises could get away with so little innovation over such an extended period, yet somehow Nintendo makes it work. Mario Kart DS is much the same game that we have been playing since the original. Sure, some things have been tweaked, characters and items have been added and the tracks are now bumpier than they were in 1992, but the experience still boils down to wacky races, epic power slides and lots of fun. The game includes a solid group of Mushroom Kingdom inhabitants to race, as well as a healthy selection of tracks, both new and past favorites. Mario Kart DS is everything you have come to expect and enjoy about Nintendo’s racing opus.

Only now you can take the action online. This was something that was sorely missed in Double Dash!!, and has been salivated over ever since. While the Nintendo DS was originally seen by many as a gimmick with little lasting appeal, recent months have shown that the touchable platform is more than just a passing fancy. Nintendo has forgotten more about making handheld gaming viable than most companies will ever know, and the DS has in its first year gone from being a mere curiosity to becoming the portable to beat. The release of the DS also marked the first sign of Nintendo taking online gaming seriously, and while it took them a year before games would take advantage of the platform’s online capabilities, it has been worth the wait.

Getting online with Mario Kart DS is much less painful than many anticipated, and anyone with ready access to a hotspot or wireless router (provided that it’s supported) will be online with their DS in minutes. If you don’t have a supported router on hand, you can fork over the cash for Nintendo’s own Wi-Fi USB Connector as a means to get your race on. Searching for online matches can be restricted to your specific region, established friends or rivals, or simply worldwide. In our experience, finding match ups can take from just a few seconds to several minutes, but this could be more a case of the online community not coming into its own yet rather than a problem with the infrastructure itself. Time will tell. Another thing to keep in mind when playing online is that this mode uses up the DS battery much quicker than when playing solo, and nothing is quite as irritating for all parties involved as having a racer drop out in the middle of a contest due to running out of juice.

As good as the single-player racing is – and it is terrific – Mario Kart is, and always has been about racing against other players. Mario Kart DS is no different. There is just something special about the unpredictability that comes with taking on a group of other people, anonymous or otherwise. However, online matches are somewhat limited, supporting only four racers simultaneously and just a handful of the game’s tracks. In addition, some matches will end up being between only two or three players, and the game unfortunately does not fill in the missing ranks with AI racers. This isn’t a bad thing, necessarily, but it can make for some lonely laps. Then again, as before, once the online community takes off, this may not even be an issue. One thing that does feel lacking, however, is any sort of lobby or chat functionality. It would have been nice to be able to organize races beforehand, rather than leaving match ups up to pure and simple fate, and it just feels awkward not to be able to tell a player you just forced to eat your dust that it was, at then end of it all, a good game.

When you tire of racing online – which won’t happen but just for the sake of argument let’s pretend – there are also a bevy of offline and wireless modes to enjoy. Grand Prix is arguably the best of these, offering three different speed classes, four separate Cup challenges, and a total of thirty-two different tracks (sixteen new courses, and sixteen pulled from past Mario Kart titles). Battle Mode also returns, allowing you to hunt down up to seven friends or AI opponents in either Balloon Battle (the classic mode in which you use items to pop your opponents’ balloons) or Shine Runners (a new mode wherein you all collect as many shines as possible, and those with the fewest shines get booted out over time). Other modes include old staples, such as Time Trials, which allows you to compete against your best times, or even to download another player’s ghost wirelessly to test you mettle against their proven skill. The Vs mode is also interesting, in that it allows you to compete alone or as a team in a predetermined number of races. Lastly, there are the single-player missions, which amount to a series of progressively more difficult challenges across six separate levels. While not the meat and potatoes of this game by any means, these are a great way to pass the time alone, and can serve to unlock some of the game’s hidden goodies.

Mario Kart DS is reason alone to own the DS platform. All of the fun that has been intrinsic to the series is intact, and the much-anticipated online component simply seals the deal. This is best game in the series by far, and perhaps the best kart-style racing game ever to come along. Every second you spend playing the game is done so with a smile and an aching thumb – hallmarks of a true classic. So what are you waiting for? Design your decal, pick your racer and start your engines. I’ll see you at the finish line.

Trace Memory

November 17, 2005

Adventure games are enjoying a kind of renaissance, with companies expressing an interest in dipping their creative toes in the pools of a genre many consider past its prime. However, the recently release Indigo Prophecy and Cing’s Trace Memory for the DS both prove that there is still a lot of adventuring to be had. Trace Memory is an engaging story about a young girl who, up until recently, believed her father had passed away. Ashley, the girl in question, recently discovered that not only was her father, a scientist researching human memory, was still alive, but that he wanted her to travel to a remote island so they could meet after several years. However, her father is nowhere to be seen when see arrives at the island in question, and the ensuing adventure to find out just what is going on proves to be a short, sweet and endearing tale that is punctuated with both puzzles and a splash of mystery.Cing’s attempt to take a genre considered by many to be more at home on the PC and instead have players experience it on Nintendo’s touchable handheld succeeds more than it stumbles. Using the stylus and touch screen in combination with the buttons and d-pad proves itself to offer both smooth and intuitive gameplay. The bottom touch screen depicts the action from a top down perspective, and allows players to either move Ashley about by touching where on the screen they would like her to go, or by using the d-pad in a more traditional manner. The top screen, on the other hand, shows a still picture of the area Ashley is facing at a point in time. For example, walking up to a painting on the bottom screen would result in a picture of that painting appearing on the top screen. In addition, clicking on the magnifying glass icon on the touch screen replaces the top down view with the contents of the top screen. Here players can use the stylus to click on and examine the view more closely, uncovering items, clues, and the occasional puzzle. This interface plays perfectly to the strengths of the handheld, and is ideally suited to the DS.

The gameplay is based not around action, but rather is very evocative of Cyan World’s Myst in both its design and execution. The narrative is paced in a very leisurely manner, and even when the mystery begins to unravel players can still pick up and play the game for a few minutes at a time without feeling rushed or otherwise racing against any sort of clock. This is helped by the ability to save anywhere, which again suits the platform and players’ tendencies to turn it on and play intermittently between real-world activities. Likewise, the majority of the game’s puzzles are quite easy, which makes them more of an interesting diversion rather than the frustrating roadblocks found in many adventure games. However, this also equates to an experience that is far from challenging, and players looking to give this brain a workout might come away less than satisfied.

The game’s simple yet effective controls echo that of the story, which is likewise constructed to deliver a worthwhile experience over the course of its few hours of adventuring. By PC gamers’ standards the story is sure to come off as noticeably short winded, but for a handheld the length is ideal. However, while the amount of time it takes to see Trance memory to conclusion is but a few hours, the time spent on Blood Edward Island is nonetheless worthwhile. What begins as simple search for her past really begins to take on a much deeper meaning as the plot develops, and soon the game is as much about Ashley’s own self-exploration and the evaluation of her present self as it is about discovering the whereabouts of her father.

Trace Memory is certainly refreshing, and is one of the best adventure games to come along this year. It is the game’s endearing story and characters, coupled with an intriguing adventure that help to make Trace Memory succeed in being truly memorable, pardon the pun. The game makes excellent use of the DS platform’s unique attributes, and tells an endearing, if only short-lived tale of exploration and self-discovery. Trace Memory comes highly recommended.

The Suffering: Ties That Bind is an uniquely American action-horror experience that surpasses the original in every way. You are Torque, armed with a deadly arsenal and your last shred of sanity, condemned to wage war against horrific monstrosities in a bloody battle for revenge against a hidden mastermind who holds the keys to your past. Recently we had the unique opportunity to speak with the game’s producer, Noah Heller regarding the game. If we were excited about the game before sitting down for the interview, afterwards we were on near-literal pins and needles with anticipation.

First of all, thank you for taking the time to speak to us regarding The Suffering: Ties That Bind. Could you talk a bit about your role on this project, as well as what games have you worked on before into this game?

I’m the Producer on Suffering: Ties That Bind. Prior to my stint here at Surreal, I was with the Xbox Live team and rolled out the Live service. Back in the olden days I had a small company that was running an MMO.

Was a sequel planned from the onset of the original, or was it only after the fan community’s tremendous response to the game did the team begin to think a sequel was in the cards?

We always hoped (and feared) for a sequel, but it was definitely the fan response that cemented the deal. The original Suffering was a hell of a success even though it was a bit underground.

While The Suffering was a huge hit for Midway, sequels have the added task of not re-treading too much of what was done with the original while at the same time not completely diverging from the predecessor and thus alienating an existing fan base. How have the developers walked this razor’s edge?

We probably stepped over the edge one too many times. One of the common complaints internally is that we started from scratch on too many systems! From the graphics engine, to combat, to the creature AI. At the end of the day, however, it’s the best thing for the fans. The game has gone through a monstrous upgrade. People have said that the first game looks like a PS1 game comparatively. This is probably a bit over the top, but we are really proud of the improvements.

In one of the latest screenshots, we see Torque using a fixed turret on the back of a truck to take out some monsters on another truck. This seems to imply that Torque is going to be getting some help this time around. Who is Torque’s ally and why are they working together?

We thought this might be a fun mechanic to add to break up the tension of the prior scene and to give the player a bit of a breather. The truck is driven by Jordan, who is both a friend… and an enemy this time around. The original Suffering had companions that would help and hinder you – we tried to give them an expanded role this time around.

Does this game tell us the fates of the other potential survivors of the prison? (Clem, Dallas, the hispanic guard) If they survived, do they make an appearance in Ties That Bind?

It’s hard to talk about the first game in the context of the second without ruining too much – after all the second takes place the morning after the first! However I will tell you that some of your old buddies are back with good reason… such as Ranse. Remember, since the second game takes place where the first left off, we had to design a plot which could have the player playing the first game as blackest evil or as the good guy.

We’ve already seen that Dr. Kiljoy will be making a return in this game, but what about the other bosses? Will Hermes and Horace also make appearances to taunt/help Torque?

Horace and Hermes are ultimately elements of the first game, rather than The Suffering, proper. We’ve added two new voices in your head: The Creeper, and Copperfield. Which one you encounter will be based on your moral path.

The Creeper represents exploitation of women, violence against them, and other hideous things. He’s a giant guy in a trench coat with impaled women hiding beneath… and I’ve probably said too much.

Copperfield is a slave chaser and has a pack of dogs. He’s one of my favorite enemies.

In the last game it was possible for players to construct a powerful weapon by collecting items throughout the game, i.e. the flamethrower. Are we going to see a similar type of scavenger hunt in this title?

Elements like this unfortunately fell by the wayside – we spent a lot more time tweaking the combat and making the game tighter instead. You can now dual-wield single handed weapons for example, while some creatures look for pools of darkness to hide in and other creatures feed on the corpses of others. These are additions we decided to make at the expense of others.

You’ve stated before that this game will have 3 different openings, one for each of the potential endings in the original game. How does the game decide which opening to give the player? Does it, for example, check the memory card for a save from the previous game or are the players able to actively choose it?

Yes and yes. If you have a previous save game, a menu will pop up and you’ll get to choose a beginning (based on whether you accomplished the appropriate ending from the first game). Fear not if you don’t have a Suffering 1 save – if you play through the game entirely you’ll get to unlock both beginnings.

Can you talk a bit about the game’s new multi-level insanity mode? How does it work, and what impact do you see it having on the game gameplay?

When we talked to fans about the first game, insanity mode often came up as “cool but under-utilized” – we decided that we needed to make it much much better, or it wasn’t worth doing. To those ends, we added three different insanity creatures, based on your moral path (good, neutral, evil), we also gave those creatures three different special attacks based on how good or evil you were. Finally we hid a fourth “secret” attack for the truly good or truly evil. Between this, and some tightening to melee combat, we’ve made insanity mode basically the best weapon in the game. It’s great fun using it, or conserving it to pull out when you are really in trouble.

Finally, some creatures (four of them to be precise) can only be damaged by Torque in rage mode. They are the toughest creatures in the game.

Has the game’s morality system been changed in any way so as to better delve into Torque’s past?

Definitely. With three different beginnings and three different endings, there are basically nine story lines you can encounter. Some of them, like going from good to evil or evil to blackest evil are very intense story lines. You can also affect the story by allying with certain companions or killing them off, in ways which might not seem like they are traditionally “good” or “evil” choices. It’ll be interesting to see if the real fans can discover the “true” story.

It has been said that the inventory system has been refined for this sequel. Can you talk about what was changed, and why?

Ultimately, The Suffering: Ties That Bind is what we call an “action/horror” game. It needs to scare you but you also need to be able to kick ass and chew bubblegum.

It wasn’t doing our horror much good to have 14 different weapons in Torque’s hands, ready to be pulled out at any moment. So we decided to limit it to what’s in your hands, and what’s on your back. This made balancing combat much easier and added some real realism and tension – do you pick up the M60 which is hugely powerful but only has one clip of ammo, or do you keep your weaker revolvers which you can wield with both hands… it lends great strategic decisions to the game.

What other gameplay changes have been made in Ties That Bind, and how do these changes affect how the game is played?

Without giving away too much I’d say we’ve really amped up the creatures and the AI. Only 4 creatures have returned to Suffering: Ties That Bind. The other 10 are brand new. We’re really proud of that. Even the creatures which have returned from the first game have taken a massive graphical upgrade and AI tuning.

In a game like the Suffering, the creatures really make for the horror. And we wanted them to be as smart as you are in some situations.

From the onset of the first game, the creatures that were made to inhabit the game world were some of the most gruesome abominations yet seen in a game at that time. How have the designers outdone themselves this time around? Can you give us some examples of creatures players can expect to go toe-to-toe with in the sequel?

My favorite is “The Suppressor” who is definitely a “new” creature. Very different from the first Suffering. He’s a security guard who’s had his legs blown off and he crawls around on the ground, dragging his fat stumps behind him, leaking blood on the floor, leaving a trail. He has a flashlight jammed in his skull and four rifles sticking out of his chest. He’s deaf, but if he catches you in his sights, he’ll rip you to pieces. This is the sort of creature that it might be worthwhile to sneak around rather than take heads on – this is a major change from the sort of gameplay in the first Suffering.

Another great creature is the Gorger. He’ll eat corpses to regenerate health and will try and pin you down and eat you! It is so satisfying to take out their fat necks with a shotgun and watch the spine blow out the back.

All of our creatures are based on “urban horrors” which means, in this case, The Suppressor represents rent-a-cops, prison guards, and other people sick with their own authority. The Gorger represents starvation and the consumption of human flesh by desperate people.

There are 14 creatures in all. A lot of new stuff for both fans and newcomers.

What was the biggest obstacle you can recall from the first game’s development, and how was this circumvented in the development in Ties That Bind?

The biggest obstacle was finding that sweet minute of gameplay – the one you just want to keep repeating and repeating with a big grin on your face. The best games do this, they really understand how to make something polished and special.

Ultimately we didn’t have enough time on the first suffering to give it the polish it deserved. In this version, you’ll notice many things, especially the cinematics and the story, which give the game the love we’ve been dying to give it.

Besides The Suffering, what other horror titles are you a fan of playing? Has inspiration from these or other titles bled over into this project?

I’ve played Resident Evil 4, of course, which was well done, but not particularly scary to me. Doom 3 has some great moments, but they are “black cat” moments… they scare you because something moved, not because something is truly horrifying to perceive. The Silent Hill series is probably the best at capturing psychological horror right now, something we hope we do better.

My favorite horror title ever would probably be System Shock 2.

Thank you again for taking the time to speak with us this afternoon. Once this game is in the books, what’s next for you in terms of game projects?

My pleasure. We’re actually working on two or three next-gen projects at Surreal, and while I can’t talk about them, I will say that you’ll definitely see more of the Suffering if people really like this one.

Either way, you can look forward to both Surreal and Midway really pushing the envelope next-gen We have some great things in store for gamer’s who appreciate new and exciting ideas.

Brody said, A