Thursday, September 30, 2010

The Mission Statement

This blog is a' changin'!

Foremost an ambition of mine is to transform "Geek-Gasm" into something other than a 'blog'. What do I mean? Well, for starters, I'm hoping to mould it into a form of news n' views site. I heard that groan.

"Why would we need another news n' views site?!", you might say.
"Because we have a different focus", I respond with a pout and a whine.

We have a broad topic range. Underneath the head banner I mention quite a few mediums that I "feel inexplicably compelled to express my opinions about". That will remain the same, although some moreso than others. Video Games. Films. Professional Wrestling. Graphic Novels ... We will try to cover all these nerdy media. Geeks are a delightfully broad bunch of people; not every geek is a gamerscore whore or comic nerd!

BUT!: What we will focus on is lower-tier and lesser-known, smaller developers/studios/artists, past products that may be fading from memory and individuals looking to break into the industries today. At "Geek-Gasm" you'd be able to read about smaller authors/developers/etc. making progress on their products, ones that you may not have heard about otherwise. It could also be an insight into the creative processes that underpin each medium, for others interested in the field. We intend to help aspiring artists gain coverage and exposure whilst concurrently aiding curious readers to experience corners of their favourite industries that may previously have flown under the radar. There will also be the inevitable reviews, news-articles, reports from event gatherings (conventions, festivals etc.) and feature articles that look at a particular topic in-depth (a la an individual's body-of-work or a stylistic movement etc.).

That's not to say "Geek-Gasm" is anti-mainstream. We just believe if you want to read about Avatar or Halo: Reach you'd find a bazillion sites willing to spew forth information. But, of course, we'll comment on 'blockbuster' releases if the feeling is right. We just won't emphasise them above our main concerns.

This conception of "Geek-Gasm" is a long-term goal. From here on out it'll mostly be a gradual publishing of reviews and the odd extended feature until we gain momentum. I have contacts hoping to make it into most of the fields mentioned but there's nothing to gain if there isn't a large enough readership. Plus I'm only one geek! And I'm not an expert on every topic! You've probably noticed my shift from 'I' to 'we' above; I'm interested in expanding "Geek-Gasm" into a collaborative effort. If you are decent with words (or videos) and have an interest in any of the media discussed I'd be very interested in working out a deal. And, of course, I will try and accomodate you for your efforts financially. I'm also happy to discuss business with those expert in designing web-pages as a meagre blog-site isn't going to draw much attention. And finally, if you are an individual working towards entering one of the covered fields, I would absolutely welcome an email intent on discussing a deal for coverage. Just check my profile for the email address.

We (well ... 'I' for now) at "Geek-Gasm" want to help in any way possible. I welcome any feedback on the proposed thematic change, positive or negative.

Sunday, September 26, 2010

Sonic the Hedgehog (16-bit)


Developer: Sonic Team

Publisher: SEGA

Year of Release: 1991

Original Platform: SEGA Mega-Drive/Genesis

You’re probably wondering why I’d bother to review Sonic the Hedgehog. Hasn’t enough been said since 1991? True. But Your Humble Reviewer is fascinated with ‘nostalgia’; the impression it creates and its relationship with reality. A growing interest of mine is exploring older media – whether it is films or video games – and testing out how they hold up today. Are they deserving of the praise they receive? Do they offer an enjoyable experience for a modern audience? These are the questions I consider in the lonely hours of my anti-social existence and I’m happy to declare that Sonic the Hedgehog answers both positively.



What’s remarkable is how preserved the sensation and freshness speed, as the essential gameplay mechanic, seems to be. I can’t recall many (actually... any) titles that have adopted velocity as the focus of their play; yet alone any that have matched what Sonic Team achieved. Resultantly Sonic the Hedgehog still feels different to other side-scrolling platformers, which only helps sustain its appeal now. The impression of extreme pace also lingers on. That’s an amazing achievement considering what technology can produce today; launching miles high provides an impressive scope for the seeming enormity of levels whilst dashing through stretches of loop-de-loops and slopes, slides and tunnels continues to grant an exhilarating experience. The game design masterfully encourages and exploits this gameplay emphasis in its more challenging moments; being used to blasting through ‘acts’ (aided by the layout of previous levels), it becomes difficult to resist the urge to rush through slower-paced sections. It’s a fine balance between unleashing and restraining the ‘need for speed’ as the game exposes depth beyond the central urge to run; in other words, speed in its abundance and absence dominates play.



There’s certainly a strong element of challenge to this game. The version I played was in the SEGA Mega Drive Ultimate Collection for Xbox 360. Introduced in this (fantastic) compilation is a forgiving save feature – you can save at any time. With six ‘zones’, comprising three ‘acts’ and a potential bonus level depending on the amount of rings collected, and only three lives (to begin with)... Well the truth is Your Humble Reviewer probably would never have finished it. There’s a trial-and-error aspect to the game; an aspect that’d be increasingly tough (and frustrating) were I not able to reload the level’s start continuously. Sure, there are checkpoints in some ‘acts’ but lose all your lives and it’s back to the first ‘act’ of the first ‘zone’ for you! Alleviating the stress here is the unique health system regarding the collection of rings; so long as you have one ring you won’t be killed (unless you fall into space/get squashed). Surprisingly not many games have ripped that feature off since. Even with my advantage the boss battles grow in difficulty as you progress, changing their pattern each encounter, leading to a satisfying sense of victory when you topple Dr. Robotnik (who, by the way, has a godly moustache). Sonic the Hedgehog took under two hours to complete. Add on my multiple save reloads, a desire to conquer every bonus level (beating all six and collecting their chaos emerald gives the player a different ending) and the allure of high-scores and suddenly it doesn’t seem so short. Also clearly it’d take longer if you didn’t have my cheap saving ability. What?! It was for review purposes!



I’m an absolute sucker for accomplished 16-bit graphics, almost to the point where I prefer them over today's best. The opening ‘zone’ – Green Hill Zone – especially is stunningly vibrant and beautiful. The character designs are brilliant and cartoony, with a variety of funny robots to pounce on (no idea why, but the cute little animals that emerge from them always make me laugh). Each ‘zone’ has a different ‘look’ and ‘feel’, visually and gameplay-wise, which is great. For example: Labyrinth Zone, an ancient temple, has regenerating maps that need to be altered (otherwise you’ll keep sliding for eternity/the game crashes) and rising/falling water levels (which requires the gamer to play wisely with air); Spring Yard Zone has a pinball machine inspiration that demands the player to control jumps; Marble Zone introduces lava and moving blocks; Green Hill Zone has your standard emphasis on running and jumping in a bright, green locale etc. Moreover it’s apparent that there are multiple routes through each ‘act’, establishing room for exploration and highlighting the technical expertise of Sonic Team; these levels are big.



Everybody knows about Sonic the Hedgehog. If you don’t: WOW. If you haven’t played it: What the bloody hell is wrong with you. This review can be summed up as thus: Sonic the Hedgehog is still a freaking good game. There’s a stupid amount of versions floating around: Xbox Live Arcade, PSN, Steam, Wii’s Virtual Console, various compilations on all platforms... Really, there’s no excuse for not having it (unless you don’t like the genre or can’t be arsed; in which case, you may leave). That is all.

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Like this video game review? Then I'd suggest heading over to Zero Cause and joining. All my reviews and features concerning video games will be posted there first. So if you want to get a dose of ScToTeE as early as possible, there's the place to do so.

Zero Cause is an Australian gaming community looking to expand its ranks. Want to win free games in tournaments or LANs? Meet new friends and game? Discuss an assortment of geeky stuff and participate in our community vid-reviews? Hit us up! The site is still in alpha stage development so the more feedback the site owner receives the better the place will end up.

Friday, September 24, 2010

Gish



Developer: Cryptic Sea

Publisher: Chronic Logic

Year of Release: 2004

Platform: PC

Gish takes a time-tested format – the side-scrolling platformer – and injects it with a fresh approach centring around a gameplay emphasis on physics. Six years on and it’s still a unique spin on a beloved genre. Of course, we have all the cherished conventions of the side-scroller intact: time and high-scores; collectable coins and secrets; extra lives; enemies that need to be squashed; and the prototypical plot-line of guy-chasing-kidnapped-girl. Gish does not revolutionise the genre; it refreshes it. It grants it a creative spark.

The protagonist is a blob of tar. From the beginning you have three powers: stickiness; slipperiness; and heaviness. The first allows you to fasten to most surfaces, climb against gravity, hang upside down or cling to moving objects so to avoid being flung off by inertia. The second enables the gamer to slide down narrow passages and decreases friction when attempting to gather up speed/momentum to reach new heights. The final ability is the most prominent weapon against enemies (via crushing them). It’s also essential for breaking through blocks and shifting the balance of precarious ledges. Momentum is a strong thematic in the gameplay: jumping requires the gamer to time button presses when Gish is most compressed to achieve higher leaps; movement is necessary to break through obstacles and enemies are mostly only killed when the player smacks them from a height or with speed behind them. Physics also comes into play when interacting with the environment: using blocks as weights; maintaining balance on loose platforms or columns (or shifting them to fall a certain way to enable progress); swinging etc. It’s an accomplished focus that evades the nasty stigma of ‘gimmick’.



There are five levels but only four with seven stages – five normal stages; sixth a boss fight; seventh a bonus stage. The fifth level occludes the bonus stage as the boss fight is the game’s climax. Additionally there’s also (apparently) twenty-three hidden collection levels. I did not come across a single one. That’s possibly because I’m terrible at the game and/or they are bloody well hidden. Most likely the former. In all the game took me six hours to play through on the easiest difficulty, without discovering all the secrets and aforementioned collection stages. Even then I got stuck several times. ‘Stuck’ as in kept screwing up tricky combinations of abilities. At points Gish really does become a new synonym for RAGE!!! I can only imagine how that must intensify with the normal and hard difficulties. But when you do finally progress, having nailed the right combination, you will feel godly. As such Gish acquires that rare sensation of achievement when you beat that goddamn tough level. It’s a great feeling. Challenging game design should not be construed as negative. However the difficulty does seem to fluctuate throughout the game. You’ll be punished by one stage, but sometimes fly through the subsequent ones. This is especially true for the boss battles. The first and last bosses were the hardest. The rest I beat in a matter of seconds (and remember: I’m terrible).



Unfortunately ‘variety’ isn’t a quality Cryptic Sea’s little platform/puzzler possesses: the first three levels consist of the same sewer system environment with different coloured lighting, altered music and a slightly varying colouration for the same enemies (of which there are only two kinds in the whole game, excluding bosses). For a while I feared that would apply for the game’s entirety. Thankfully the start of the fourth level revealed that I had inexplicably ended up in an Egyptian-styled environment, complete with sandstone and hieroglyphs. You’re a blob of tar with a human girlfriend! A believable narrative is clearly not a concern here. The stages and levels do change up in terms of puzzles, especially what form of exploited physics is required to complete them, so the gripe here is mainly a cosmetic, superficial one. The characters comprise a crisp cartoony aesthetic that’s appealing in motion. Gish’s animations, in particular, are impressive when compressed, re-shaped and pinched (etc.) by the environment. He reacts to physical contact with surfaces in a completely organic and believable manner.



There’s a multiplayer mode but sadly I’m a socially-retarded monkey and couldn’t find anyone to try it out with. No bots or online support – it has to be played on the same computer – merely added to my woes. With that said, Cryptic Sea’s cool side-scrolling platform/puzzler is exactly what I’d expect from a little, bargain-priced game: inventiveness. It moves the genre forward a few steps, opposed to trying too much to jettison it into orbit. And for a super cheap $9.95USD (on Steam) you’d be an inept buffoon to not give it a go. Wanna fight?

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Like this video game review? Then I'd suggest heading over to Zero Cause and joining. All my reviews and features concerning video games will be posted there first. So if you want to get a dose of ScToTeE as early as possible, there's the place to do so.

Zero Cause is an Australian gaming community looking to expand its ranks. Want to win free games in tournaments or LANs? Meet new friends and game? Discuss an assortment of geeky stuff and participate in our community vid-reviews? Hit us up! The site is still in alpha stage development so the more feedback the site owner receives the better the place will end up.

Tuesday, September 21, 2010

Level Up! #1 - Mario Kart 64



University and general laziness have proven themselves worthy opponents to activity here. Even this entry doesn't constitute 'activity'; it's a copy-and-paste job of a review I composed in 2008. I'm doing this for two reasons: a) I'm proud of this effort and wanted it kept alive on a site that still has a remote chance of seeing new content, and b) for comparative purposes between my writing style then and now. Adding to that, I'm also considering re-visiting the theme of 'nostalgia' in my entries here... But that's contemplation for another day.

The headings and length are two aspects I'd like to deviate from.

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Level Up! is dedicated to video games of the past, and aims to discover whether they are deserving of nostalgic appreciation, or if time indeed has had the last laugh. Should the modern gamer seek out these supposed 'classics' in an attempt to extend their gaming experience, or should these games to be left on the dusty shelf?

Our debut candidate is Mario Kart 64, part of a key series of Nintendo racing games that features notable characters from the Mario universe tearing up the tracks. Many people I have spoken to consider this entry in the series to be the pinnacle, whilst others have moved on to more recent versions. Personally, I went into this review thinking Mario Kart DS is currently the one to beat, so this was certainly an interesting venture at the very least.

Enjoy!

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Game Profile: Mario Kart 64
Developer: Nintendo EAD
Publisher: Nintendo
Year of Release: 1997
Original Platform: Nintendo 64

For me, what keeps the Mario Kart franchise relevant is how each addition not only introduces more tracks and characters, but also a new 'step' for the series. Super Mario Kart began it all, and was a revelation in itself, specifically with the implementation of Mode 7 technology. The game became portable with Mario Kart: Super Circuit, whilst the last couple of years have seen Mario Kart: Grand Prix hit the arcades. Mario Kart: Double Dash!! shifted the focus to weapons and teamwork, and in the process increased the level of anarchy at work during the races. The multiplayer component of the franchise has always been strong, but Mario Kart DS brought the game to the online gaming community. Furthermore, only a couple of months ago, Mario Kart Wii was released in Australia, and with it came a whole new motion-sensitive spin on the gameplay. So, where does that leave Mario Kart 64?

It is simple, Mario Kart 64 stabilised what is the core content of the game, and also features possibly the best balance of handling, weapons, difficulty and design that has yet to be surpassed by any version since. Moreover, it was Mario Kart's birth in 3D. That is its legacy, but with so many versions of the game released, how does the decade old game hold up, and does it have anything to offer that the others don't?



Presentation

One key aspect that developers hope will draw positive attention to their games is its presentation, i.e. the quality of the visuals and sound. Video games demand engaged interactivity with the gamer, that of which is best achieved through top quality graphics, and a complementary soundtrack. Not the be all and end all, but a video game does face an uphill battle should its presentation fail to meet average standards. Being a game released in 1997, Mario Kart 64 suffers from that battle, displaying ugly textures and blocky environments. It isn't too distracting, but it can be a nasty shock for someone used to current graphical expectations. Also, some of the tracks present a distinct lack of life or vibrance, unlike most of the tracks in versions like Double Dash!!. In that game, there is always something to look out for, out of interest or caution. The same cannot be said for some of the tracks in the 64 version, causing the likes of Luigi's Raceway, Koopa Troopa Beach and Kalimari Desert (barren despite the train) to became quite the bore.

Visually, what I did like about Mario Kart 64 was the characters, of who are depicted by detailed and layered sprites. They aren't polygonal, and sure, the detail isn't crisp, but they are cute and, in a way, inventive. Probably a good decision by Nintendo at the time, seeing as they would've been very basic if completely processed in 3D. And the audio holds up well, with most of the tracks' tunes being upbeat, and at times catchy. The victory song, played when you receive a Cup, is particularly noteworthy for being a fun, fist-puncher. Another special mention goes to Rainbow Road, which still sounds as epic as it did in 1997. A nice touch sees (or hears? ... ) the tune for each track speed up once the final lap is reached, adding to the suspense felt by the gamer. The sound-bites for each character can get annoying (especially Toad's), but they do serve the purpose of warning you of approaching racers, or when you have successfully hit someone with a weapon. Bearable, at worst. All in all, the game's presentation is rough by today's standards, but not enough to really compromise your enjoyment.



Gameplay

When discussing the Mario Kart franchise earlier, I claimed that Mario Kart 64 cemented the core ingredients that are synonymous with each version. Building upon that, the game also presents a balance between weapons, handling, difficulty and design that is arguably the best of any game in the canon.

Moreso than any other version, Mario Kart 64 places an emphasis on weight and control with the handling of its karts and characters. There are three distinct classes, based upon weight, which can have a consequence on the way the gamer races. The light class, despite having a significant acceleration advantage, can be knocked around easily by the heavier characters, even resulting in spin-outs and lose of position. The medium class is slightly slower than the light, but can, to a degree, withstand the physical onslaught of the heavy class. The heavy characters can throw their bulk around, but they are lacking in a decent acceleration rate. Therefore, choice of character could result in different approaches to races, potentially granting Mario Kart 64 a hidden, tactical dimension that is beyond the newer additions.

The other aspect of the handling is control, which is a tad hit-and-miss in execution. Maintaining control of your vehicle after a jump or collison (only experienced in 150cc Mode) is all well and good, adding a layer of complexity to the dynamic of the race, but often it is compromised by inaccurate controls (i.e. the game pad). Turns are either too sharp or too slow, which has some nasty consequences when attempting to drift around corners. It just is not as effective as some of the newer versions, and could affect some gamers' experience with the product. With that being said, it shouldn't factor in too much during gameplay, and the drifting mechanics still work well enough to be of benefit.

One of the rising concerns for the recent games has been the balance in weapons, with comments often citing the unfair distribution of the more powerful items (i.e. those ranked closer to last have a better chance of attaining them), how common certain items appear, and the sometimes ridiculous nature of their effects. Mario Kart 64 addressed these issues before they hit prominence, which has caused the claim that it has the 'best' balance. Whether this is true or not is arguable, but the balance does provide for a less frustrating experience. Items like the star and lightning bolt are just as likely to appear for a racer coming first, as a racer coming last, which truly leaves the game with a focus on the racing, as opposed to the weapons. Furthermore, the blue shell occurs rarely, as opposed to the relative frequency it appears in Mario Kart: Double Dash!! and Mario Kart DS. As a whole, the roster of weapons is smaller than more recent versions, and consists of the core 'classics' that have appeared is most editions. Depending on tastes, that could be a positive or negative feature, with those preferring more hectic races opting for the more weapon-focused Double Dash!!.

As far as difficulty goes, Mario Kart 64 does not differ too greatly from the other games, providing a similar level of challenge for the 50cc, 100cc and 150cc as those succeeding it. However, there are moments where the AI appears to be unfairly programmed to compete with you, especially on the higher difficulties. There are always two characters that, no matter how well you halt their chances (knocking them off the course etc.), they always seem to catch up, and even move ahead of you with ease. This 'cheating' AI can be quite frustrating, but at the same time, can lead to some great moments in game. One particular moment saw me remain desperately behind these two characters for an entire final lap, only for me to boost straight in between both at the final second to score first place. Despite its unfairness, moments like that can't help but be met with a grin.

When it comes to using weapons, the AI is great at casting banana peels in your path, but that is the only challenge it seems to provide. I don't recall ever being hit by a green or red shell throughout any of the four times I played through each Cup, despite my receiving those weapons more so than any other. Perhaps it is to counteract the 'cheating' AI, but whatever the case, it minimises the challenge of the overall game. Shame ... A point of interest, in regards to difficulty, is the tracks themselves, which actually change, depending on the difficulty. During 150cc, I noticed that Choco Mountain had more boulders bouncing down during one stretch of the course, whilst Bowser's Castle had more blue Thwomps crashing down in your path. It is a great touch, keeping you on your toes despite racing the same course at least two times before, and one that I wish newer versions had kept.

Speaking of the tracks, Mario Kart 64 contains many classics that, even though a decade old, are still fun and challenging. Bowser's Castle, Donkey Kong's Jungle Parkway, Banshee Boardwalk, Royal Raceway, Toad's Turnpike ... etc. There are so many great courses on offer that it took me by genuine surprise. The fact that they hold up now alludes to great design and technical brilliance on the part of Nintendo, who I don't think have repeated such success with any of the newer Kart's. Some are even quite inventive, particularly Yoshi Valley, which has a number of different routes the player can take, resulting in the race positions being a mystery until the end. In that facet of the game, Mario Kart 64 delivers to a great extent.



Lastability

There isn't a large amount of content to unlock in Mario Kart 64. Once you have achieved first place in every cup on every difficulty, Extra Mode is unlocked, which sees you compete in the same cups, racing each track in reverse. Beyond that, there is nothing else to achieve, with no new tracks or characters to attain. It took me about three days (three hours a difficulty) to finish the game completely, which doesn't exactly consume much time. Seeing as there are a wealth of characters to unlock in Double Dash!!, Wii and DS (which has a large number of modes to compete in as well), Mario Kart 64 does seem lightweight in comparison.

Time Trial (for the serious racers) and Multiplayer can remedy this, but seeing as both of these feature prominently in the other games, it doesn't create much reason to desperately seek out Mario Kart 64. Therefore, in terms of longevity, I would have to say it fails to deliver ...

Verdict

All things considered, Mario Kart 64 does hold up to an extent against its newer, fresher and prettier competition. With a wealth of great tracks, and at its heart the core elements of the Mario Kart franchise, I would say the game is recommendable as an extension of the experience. What I mean by this is, as a first time hands-on with what the series has to offer, Mario Kart 64 may not be too impressive, but if the current crop of Kart games don't satisfy your urge for the series enough, then it is a justifiable remedy. The game may have aged in terms of control and graphics, and isn't faultless in design, but nonetheless is an encapsulation of what makes the franchise so great.