The Red Smoking Jacket Part 2.

8 02 2010

*The first part of this article was uploaded onto Brake For Frogger’s old Live Journal a couple of months ago, it contained a link to the entire first episode of Games Master. If you want to catch up then please find the entry at this link.*

As the 90’s rumbled on and Sega and Nintendo were still locking horns, videogames were still considered a kid’s thing. Any reference to them was usually to be found on the post school slot alongside Knightmare and Bucky O’Hare. It was around this time that ITV decided they wanted in on the deal and created possibly the worst entry on the list in Bad Influence, a monumental focus group led pile of great offense. The fact I was aware of this being terrible at my young age only made it even worse.

Presented by children’s TV veteran Andy Crane and spiky haired elf Violet Berlin, Bad Influence is almost certainly a product of its time as you can probably tell by this clip of Violet wandering around a European Trade Show.

Obviously, by the fact that a prototype is featured behind a perspex case, this was well before the original Playstation hit our shores. The 16bit era was firmly in place and videogames had yet to leave the playground and enter the nightclub. The main crime Bad Influence commited (apart from that awful title) is that it went in the opposite direction to Gamesmaster. Whereas Dominik Diamond would show a sense of humour which had a rougher edge to it, thus appealling to an older audience, Bad Influence was designed for the kids only. They’d have them hanging around the studio playing various consoles only to have Crane shove a microphone in their face. The combination of shy teenager having a national spotlight forced on them whilst attempting to hide behind an Atari Lynx did not make for great televisual viewing. The fact that their review system was scored out of ten with marks up to five from one group of boys and another of girls was another strange quirk of the show.

Also, judging by this clip, Bad Influence had no reservations about featuring videogame related products of dubious legality.

Gamesmaster had Patrick Moore giving out the advice, Bad Influence had some idiot created in a test tube with the label ‘Every Bad Games Stereotype Going’ written on it. Prepare you verbal barbs to be flung in the direction of one Nam Rood.

Yes, he always had a strange thing about sticking bits of cardboard to his forehead.

Bad Influence died out after about 4 years. Violet Berlin stayed presenting videogame shows but judging by her own site appears to have branched out into more corporate based work. Andy Crane meanwhile is presenting radio and TV in the Manchester area over here in the UK.

Games World meanwhile was Sky One’s effort at a nightly videogame show. With two and a half hours of airtime a week to get through Gamesworld set about creating a theme for each night. The main focus was always on The Eliminator tournaments held on Monday and Wednesday in which a group of gamers were whittled down to one champion before meeting each other on Friday’s show. Looking back, it’s really hard to believe just how rubbish some of the ability on show was.

Not exactly Diago is it?

Yes, Dave Perry seems to be wearing a leather waistcoat, in later series they seemed to pay him enough to get a jumper or something. The winners of each week would play against each other on Friday’s show in some kind of strange and rubbish coin collection game. Whoever won that would then take on The Videators, a collective of gamers with gimmicks the WWE would deem too far fetched. Gladiators was popular at the time over on ITV so imagine that group putting down the weights and picking up joypads instead.For whatever reason if was deemed acceptable for a man to don a gimp mask and play small children at Street Fighter 2 whilst being broadcast to the nation.

And people say us Brits are reserved.

Gamesworld made a good effort of it but that’s mainly due to the amount of time they had to play with each week. It was still presented tongue in cheek like Gamesmaster (being as they were made my the same company, Hewland International) but in retrospect it has a definate air of the ridiculous about it which went unchecked by my teenage self. My teenage self also really appreciated Jet from Gladiators giving out the cheats.





Dante’s Inferno (Xbox 360)

7 02 2010

When I first downloaded the Dante’s Inferno demo from Xbox Live, it didn’t ‘grab’ me in any way whatsoever. I found it sloppy and interspersed with gratuitous nudity with little context. At that point in time, it seemed over-hyped and same-y. I didn’t really give it the chance it deserved and switched off without completing it.

A few nights later, Cameron came to visit and I set about criticising what I had played and offered Cam a go. Fortunately, he has more patience than I do when it comes to making judgements based on the demos of games and played the 30-minute-or-so demo in its entirety. Watching further, I was able to start building a more open-minded opinion of it, which made me want to really get my teeth into the full game… Which I have!

Certainly, the small segment based on solid land is extremely similar to a lot of games that are of this genre. It would be fair to say that the opening sequence – the first ten minutes – does not do justice to how interesting this game is. The switch from battling ‘heathens’ in Acre to the Grim Reaper himself takes you by surprise but prepares you in some way for how mental things are going to get. Returning home from the Crusades, Dante finds his father and his betrothed, Beatrice, brutally murdered and watches as Beatrice’s spirit is taken by a demon. This is the true turning point for the game as you begin battling the undead and descend into Hell. The game allows you to become accustomed to the sorts of foes you’ll be fighting before you break down the Gates of Hell and charge in to reclaim your Beatrice! Things get progressively more extreme as you descend deeper through the seven circles, growing more grotesque as you go.

The imagery of this game is one of the most astounding things about it. It is quite beautiful and impressive despite the disgusting and foul nature of it all. As you would imagine, it’s full of staggeringly tall towers, frightening architecture and bizarre formations made from rock and sometimes what resembles muscle and flesh. It is unpleasant but always amazing to look at, when you are able to take a breather from the intense battling.

As Cameron approached in a previous article, the fighting aspect is nothing original. Dante’s Inferno can have its name added to the sizeable list of games under the banner of ‘God of War clones’. Thankfully, there are enough differing elements for it to still be entertaining. As with the majority of games these days, Dante’s Inferno incorporates quick-time events into its combat. Sometimes these can be a minor irritation but, in my opinion, they work extremely well. This is possibly because they form part of a moral choice that you are required to make: whether you use your new-found powers to punish your enemies and sentence them to eternal damnation; or to absolve their sins using your divine power (from Beatrice’s cross) to release them from their suffering. This decision will result in you receiving either ‘holy’ or ‘unholy’ experience points which will build towards you levelling up in these particular areas and unlocking talents, spells and attacks that can be purchased using ’souls’ that you collect from the enemies you kill and from ‘fountains’ located in the areas you wander through. These fountains can also contain mana (for your spell-casting) and additional health (useful in emergencies!). As a basic starter spell you have an ice blast and, as you progress, you gain more different spells which you can assign to your buttons.

Littered around the levels (if you can call them that – the game flows so well, without loading screens, that you’ll not notice that you’ve changed areas until you see a different name upon saving) are prominent figures from literature and history. They are sinners and you choose their fate. Again, the choices are to punish or to absolve. Should you choose absolve, you play a ’sin-capturing’ mini-game to save their souls and collect a bonus; should you choose to punish, you get to watch a particularly brutal scene as their soul is ripped apart!

The story flows quite well, too. We are occasionally treated to animated (anime-style) flashback sequences of Dante’s time in the Holy Land which help us to understand the reason why Dante’s life has taken the turns that it has and resulted on his quest into Hell. There are also extremely well animated FMV sequences where we see events that have unfolded in relation to Beatrice. Not to focus upon the graphics too much, but the sequences are beautifully rendered and look remarkably life-like.

As I mentioned earlier, I found the nudity and sexual nature unnecessary when playing the demo. I’m not usually one to back down when I’m being prudish, but as the game progressed, I found myself being substantially less bothered by it. This is probably because, when you consider it in reference to the Seven Deadly Sins and the Seven Circles of Hell, it actually seems really appropriate, especially in terms of ‘Lust’… which is one particular area of the game where it really seems to get quite extreme. Some of the enemies manage to push the boundaries of acceptability and could be quite controversial, but that is something to let you discover for yourself.

In all these respects, Dante’s Inferno is a difficult game to sum up. It does take a large amount of its combat elements from other games and in that sense it’s not really anything to write home about. However, there are enough interesting and unique game-play elements to the rest of it to make in a very enjoyable experience. It’s quite deserving of its 18-rating with the BBFC, definitely going WAAAAAY over the top sometimes with its gore and sex but still it doesn’t really detract from the game. In fact, it seems to fit perfectly. I’m willing to absolutely retract my original judgement and wholeheartedly wallop this game with a recommendation. I’ve really enjoyed it. I think a good comparison to make is that this is the video game equivalent of Urotsukidoji: Legend of the Overfiend. For anybody who knows that movie, you’ll know that making this comparison could never be a bad thing.





The King Is Here.

5 02 2010

“You have very calming radio voices”
“I liked the relaxed atmosphere”

Just two examples of the feedback we got from the first podcast. If there’s one piece of feedback that we’ve taken into account more than any other though, it’s this one.

“What you guys need is a lanky, thin bloke from the North East who may own a 360 and an iPhone but hates playing anything developed post 1993″

We set about with haste and we can now say that after finally agreeing to move the podcast recording to a Thursday night, Geordie Al will be joining us. People of Newcastle, your King is here!

Sega Master System out of shot





Darksiders (Xbox 360)

5 02 2010

Darksiders is a game that has taken me a fairly substantial period of time to develop a review for… I would like to have been able to say that this is due to me having been so engrossed in playing the game that I merely have had no time to even think about a review. Sadly, this couldn’t be further from the truth. I haven’t been able to review it until now because it has taken me until today to muster up the desire to play enough to even warrant me writing a review about it. This lack of interest isn’t something that I generally have trouble with as a gamer, so it’s necessary for me to explain what made me feel this way about Darksiders.

The game’s story focuses upon War, one out of four of the eponymous Four Horsemen of the Apocalypse. After a prolonged and contrived introductory sequence, our protagonist is thrust into a cartoony version of modern New York, during what seems to be the Apocalypse. Screaming humans, explosions, lava, angels and varying sizes of demon are rife and War sets about smiting pretty much anything that he crosses paths with. In these opening sequences, Darksiders is guilty of one of my least favourite video-game crimes of recent times: allowing you to begin with all your über-awesome health, mana and powers (a la Prototype) and then stripping you of them and leaving you feeling like a friggin’ wuss-bag weakling failure.

Perhaps it’s my history of playing RPGs, but I feel that a character’s strength and power in video-games is something that should be developed and earned over time by playing the game, not dangled in front of your face like a proverbial carrot as an incentive to compel you to continue playing the game.

After a large boss battle, involving the throwing of car, War is summoned to an audience with the powers-that-be (in this case, some caves with faces) and accused of bringing about an early end-of-the-world. He is stripped of his powers but begs for a chance to redeem himself and is given the opportunity to return to Earth, a century after the apocalypse, to restore order. He is forced to have another being (known as the Watcher) accompany him. Even the voice talent of Mark Hamill isn’t enough to stop him being an annoying little incorporeal git, though. Believe me, you’ll get extremely tired of his snide ‘advice’ in a relatively short time period. Upon returning to Earth, you find a broken, dirty, hell-hole (literally) of a city, populated by demons and zombies.

Unfortunately, it’s at this point that the game began a steady decline, in my opinion. The main plot-line of trying to find ‘The Dark One’ (presumably Satan, although this game enjoys being vague) in order to kill him, exact your revenge and restore the Earth just holds no interest for me. It’s just too clichèd and not unique enough. The battles soon become boring and repetitive, comprising of the same combat-buttonmashing and quick-time events against enemies that simply aren’t varied enough. It does get quite old quite quickly. A variety of other reviewers have summed this game up as a poor-man’s God of War and it’s quite easy to see why. The levelling and menu system is awkward and too similar to many other games of this genre. I had hoped for something more individual.

In addition to the poor combat aspects of the game, I feel that it also comes in below par graphically. Coming out only a couple of weeks before Dante’s Inferno, a game of similar ilk, it’s chunky cartoony styling just doesn’t stand up well. Also – and this isn’t something that I would usually point out and I don’t enjoy doing so – for the first time since I made the step up from SD to HD gaming, I noticed major frame rate issues and near constant ‘clipping’ problems (e.g., certain areas of the image movement not keeping up with the rest). On occasion, this combined with lip-syncing issues during cut-scenes and really impeded my ability to enjoy the game.

It would be hard to imagine Darksiders having any kind of longevity. It follows too linear a route and each and every battle that you have will be extremely similar to the last. Even when you find yourself battling a boss, the same tried-and-tested routine of throwing something, waiting for injury and then attacking falls into place. Honestly, it all becomes a frustrating chore and that’s not how I want to be feeling when I play a game.

I consider myself to be a fairly patient individual and I believe that it is fair for me to say that it would take someone considerably more patient than myself to really get a wholly enjoyable experience from Darksiders. My own personal recommendation is that if you’re looking for an interesting new hack’n’slash experience, you would be wise to save your hard-earned cash, give this game a miss and patiently await the upcoming release of God of War III on the PS3 or run out and buy Dante’s Inferno on Xbox 360 or PS3 (Coincidentally released today – 5th Feb. 2010 – and set to be my next review for BfF!).






Doodle Jump (iPhone/iPod Touch)

2 02 2010


The very, very first thing that drew me to Doodle Jump, other than the recommendation of a friend, was its app. store blurb. Stating that Doodle Jump is to the iPod what Mario was to the NES, was a claim, I thought, far too high to aspire to. There was no choice in the matter, I had to find out for myself and at a mere fifty nine of my hard earned pennies, I simply couldn’t resist.

Doodle Jump is the intricate story of a Russian farmer and his struggle with the ongoing economic depression. His wife has left him and the rains don’t come in as often as they used to. His world is crashing around him and his only friend is the bottle… Of course, I’m joking. Doodle Jump is, at first glance, as basic a platformer as you can get. You play a roughly semi circular creature armed with some pretty powerful legs and a trumpet like nose and your aim is to get as high as you can without falling to your doom. Sounds easy enough.

Your sprite (whom is apparently called ‘the doodler’, but that I will refer to as DJ for the remainder, purely for ease) is constantly jumping and the jump is limited to a constant height. The platforms that DJ is aiming for are roughly twice his width and are dotted randomly giving multiple paths that he can use in his ascent. What will usually result in your last jump is that any of these platforms that drop below the bottom of the screen no longer exist. To control DJ involves tilting your device from side to side, angling his jumps to land on these platforms and just to mess with your head somewhat, jumping off the edge of the screen brings you back on the opposite side. Now I’ve never been a fan of tilt style controls, call me a control freak if you like but I’ve always found them to be somewhat inaccurate and prefer the controls to be at my fingertips. However, this works really well; the movement is responsive and approachable without being twitchy.

Unfortunately for DJ life isn’t all bouncy-bouncy. There are a number of obstacles in his way ranging from fragile platforms that snap as he lands on them, to black holes that, if he strays in front of, will pull him in, ending the game and sending him somewhere that probably only Stephen Hawking understands. There are also flying or floating nasties that, if touched, hurl DJ to his death. However DJ isn’t totally helpless. In true platform style, if he manages to land on one of these critters then they’re destroyed but his real tour de force is that trumpet like nose. This will fire a projectile anywhere the screen is tapped, vaporising enemies and allowing him to be on his merry way. He can also utilise a few power ups as he goes, ranging from a rocket pack, springs for his feet, a shield, or, my personal favourite, a helicopter hat, to name but a few.

Doodle Jump looks and sounds great – It really does look like something you could jot down on paper whilst waiting on the phone for some customer services department to answer- the background even looks like graph paper. It’s very colourful and cute in rather a disjointed, abstract way and though the ‘doodles’ do look like something a ten year old may invent that only goes to add to its charm.

When I first loaded this up I’ll admit it wasn’t what I was expecting. I thought it may last the length of time it took me to get an idea for writing this, but then it would be doomed to the recesses of my iTunes account, never to grace out again. Then forty five minutes later, I realised I was still playing, over and over again. I had died, a lot, but DJ is a trooper and will keeping running up that hill as long as you want him to, and believe me, you will want him to, a lot. This is one of the most addictive games I’ve played on this platform. I can’t say I’ve had much previous experience with the producers, Lima Sky; however it would seem that they have discovered a way to make gold with this little guy.

To add a little extra competition to the title, you also get little marks on the background as you advance upwards that show where your previous scores have been, or better yet, where local user’s scores have been. Every mark you pass makes you feel a little better, making you push that extra few inches to the next. Then once you fall, which you will, you can post your score to your facebook or twitter account, just to make sure your friends know that DJ is safer in your hands than in theirs. Even if you don’t have either of these applications, your top 10 scores are saved to the stats and scores menu, along with some maybe slightly more embarrassing information on how you tend to best extinguish DJ’s sweet little light.

Just to add a little festive cheer, there is a ‘snow’ mode included which, once turned on, turns the platforms into blocks of ice, the power ups into presents and the enemies into Christmas trees and icicles. The background turns into a snowy white wilderness and DJ gets dressed up in a charming little Santa suit. Also hidden in this version of the app, and opened by altering your name, are a couple more themes that I’ll let you find on your own; including a Halloween spin and some character changes – don’t worry, DJ won’t be offended, bless his little face.

To conclude, I understand fully why this is the highest ranking (paid) game on the app. store at the moment. Its simplicity and addictive nature instantly draw you in; within minutes you can be completely hooked. I even tried handing this over to my non gaming girlfriend, and though DJ didn’t know what hit him, each time he fell (to a chorus of swears I didn’t know she was capable of, I might add), he was instantly reborn to try again. I think that the claim of being the next Mario was a shoe ever-so-slightly too big for DJ to fill. But he’s only small at the moment, give him time to grow and I think the mushroom chomping Italian better watch his back. Go and get it.

(This review has been written by BfF’s newest addition and regular contributor, Andrew Curson (aka ARC1984 on PSN). His addition to the Bios. page will be forthcoming.)






(Dated-but-still-worth-a-look) Video-reviews

29 01 2010

In honour of 2k Games upcoming title, BioShock 2, and mine and Cameron’s plan to resurrect the video-review format for it (as the best way we can think to do a game of it’s calibre justice), I thought it would be amusing to dredge up our original ‘pilot’ reviews from our previous life over at LiveJournal. You could say they’re slightly dated, but we prefer to think of them as doing justice to two of the Carlisle/Gretna-contingent-of-BfF’s favourite games of 2009. So, without further ado:

UFC Undisputed 2009:

A bit rough, but does justice to the excellent first game in the highly-tactical beat ‘em up series.

Next…

Batman: Arkham Asylum:

Hopefully, they’ll still seem relevant in some way! Please watch out for our BioShock 2 review in the next month or so along with Episode 2 of the Brake For Frogger podcast!






Buckfast & Bayonetta

20 01 2010

As of today/yesterday (as we’ve just hit 12am, Jan. 20th), Brake For Frogger’s first podcast, ‘Buckfast & Bayonetta’ went online.

Hopefully, in the coming weeks and months, I’ll find a better way of presenting these podcasts but for now please feel free to either:

- Click the following link (if you have Quicktime or Windows Media Player installed) to stream the podcast;

or alternatively:

- Right-click the following link, and click the dialog that says “Save target as…”, “Save link as…” or something similar (dependent on your browser) to download the .mp3 file to your computer in order to use it on your iPods or other personal mp3 players.

Brake For Frogger (Podcast) – Season One, Episode One – ‘Buckfast & Bayonetta’

We hope you enjoy our crazy babblings!





Celebrations!

18 01 2010

Thanks to an improvement in overall confidence in the Brake For Frogger camp, we’ve stepped it up a notch. We are now officially a dotcom!

Previous links should redirect, but from here on in the official URL is:

http://brakeforfrogger.com





Welcome Mother Russia

17 01 2010

Recording software? Check.

Microphones? Check.

Running order? Check.

Account on Jellycast? Check.

Coffee? On it’s way.

Tomorrow night marks the recording of the first ever episode of Brake For Frogger’s podcast. Tom and I shall be sat around my dining table drinking coffee and talking all things videogame. Brake For Frogger has gone from being a single issue fanzine, to an internet blog and has now expanded to a podcast so even when all seemed lost it’s come back in some form or another.

Hopefully it should be up to listen to by the middle of the week.

We do hope you enjoy.





Bayonetta (Xbox 360)

16 01 2010

In order to start this review off in the most positive light, I need to explain just how little anticipation I felt for Bayonetta prior to its release.

Bayonetta’s lead developer was Hideki Kamiya who, while working with Capcom (and Clover Studio), was one of the lead developers on a number of critically acclaimed games, such as Okami, Viewtiful Joe, and the extremely well-known Devil May Cry. He has since become part of the company Platinum Studios, with a number of former Clover Studio staff. Platinum have to date created Mad World on the Wii, Infinite Space on the Nintendo DS and Bayonetta.

The Devil May Cry series of games never captured my attention. I could appreciate how they would appeal to fans of the action-genre but I could never get past my own button-mashing to develop any sort of skill during the games, and hence I wrote them, and the majority of games in their vein, off as games that I could never enjoy. Due to this, I just hadn’t mustered any sort of interest up for the game and only decided to even try it out when I found out that Cameron was going to be reviewing it himself.

Within half an hour of beginning the game, my metaphorical eyes were opened. The game got me hook, line and sinker, and created a passion within me that caused me to blast through it in around eleven hours, over a two-day period. In all honesty, I don’t think I’ve ever been so motivated that I’ve completed a game with that sort of eagerness. I’ve finished games in 8-10 hours (Arkham Asylum, for example) but never with the obsessive regularity of gaming sessions that I did with Bayonetta. This review is literally written immediately after my completion of this game – I’m trying to keep things as fresh as possible.

Bayonetta has the standard sort of fantasy story that we are used to from games of this genre. At the outset, it has three diffifculty levels: Very Easy, Easy and Normal; with two additional ones unlockable upon completion of ‘Normal’ and the unlockable ‘Hard’ settings.

Our main character, Bayonetta, has inhuman mystical powers that enable her to be extremely strong. Using this strength, she battles creatures of light such as angels, cherubim and the suchlike. She also brandishes four pistols, known as ‘Scarborough Fair’: Two in her hands, and one on each foot, that make up the heel part of her high-heeled boots. This allows for a unique fighting system. On the Xbox 360, the X-button is for shooting only, the Y-button is for punching moves (accompanied by shooting) and the B-button is for combination kicking and firearm-play. You’d not be wrong if you called Bayonetta trigger-happy.

All the fighting options are able to be used in conjunction with ‘Wicked Weave’ moves (which you’ll come to understand after playing the game for a while) and Witch-Time (which is a snazzy slowed-down-time effect that happens if you accurately dodge an attack). As with many games of this ilk, you earn points to buy new techniques and supplies by collecting halos from fallen foes (halos that look remarkably like rings… SSSEEEGGGAAA!!! *waves fist*)

On the whole, the story is solid and utterly enjoyable. The game’s cinematic style during cut-scenes is unique and not like anything I’ve seen to date. They couple awesome animations and beautifully rendered characters with freeze-frames moments where the camera pans around characters (who are motionless except for their hair or clothing moving in the wind) and the viewpoint switches as they are talking. It’s hard to accurately explain it in words… It’s something that has to be seen.

The game-play is split up into chapters. 15 to be precise (not counting the prologue or epilogue) which are made up of sequences of third-person exploration where you walk around the city of Vigrid and its surrounding area and that is interspersed with segments of combo-based fighting with the various types of enemies and bosses that the game has to offer. You are awarded a certain type of medal based upon your performance in the fighting sequences, such as the amount of time taken, and the amount of damage taken by Bayonetta. There are 6 medal types in all: Stone, Bronze, Silver, Gold, Platinum and Pure Platinum. It’s a method of grading your game-play that is extremely reminiscent of many SEGA titles, such as Sonic Heroes. Health and Power-ups are dealt with via the means of purchased or ‘concocted’ lollipops. Bayonetta is definitely a unique character in that sense. I don’t think I’ve ever seen that aspect of a game approached in such a unique or amusing fashion before.

One of the best things about Bayonetta is the constant flow of the game experience. The games momentum carries you through it with ease. It was hugely enjoyable to play. Regardless of the odd occasion that I had to use continues (usually due to my inability to jump in a straight line), I never found myself getting frustrated with it. It helps that the aforementioned game-play sequences are broken up by other types of sequence such as airborne sequences, vertical climbing sequences, sat-on-top-of-a-missile sequences and driving-too-fast-on-a-motorbike sequences… among others. These are refreshing elements of the game that help to keep everything interesting throughout. It really does make for a rich and varied gaming experience.

With everything spoken about and very little to criticise, it seems natural to draw this review to its conclusion now, stating that Bayonetta is an utterly outstanding game. I’ve been truly converted to it after really expecting to be disappointed by it. It will stand as a monument to me to not judge a game before I’ve had a chance to properly play it and marks an extremely good start to my (gaming) 2010.