
It has been decided. The game of choice for my return to the videogame frontier is to be the critically acclaimed Okami from Clover Studios. It’s a decision based upon a number of factors, but significantly it’s the valuable opinion of fellow gamers that helped forge this path and convince me that this was the right choice given the options outlined in my previous post.
First impressions are very positive; from the outset I fell in love with the Sumi-e [[1]] art style implemented throughout. The unfolding back story that tells the tale of how Shiranui, the wolf incarnation of the Shinto sun goddess Amaterasu, and the warrior Nagi defeated the demon Orochi and brought peace to the village of Kamika for 100 years, is visually simplistic, but yet it’s still evocative as bold brush strokes wash across the screen canvas bringing life to the textual narration.
This wonderful visual art style is carried further into the game, albeit in more detail and colour, as we learn how Orochi has been unwittingly released corrupting the land and it’s up Amaterasu to restore nature to its verdant state. And even though I’m writing here about a game that was originally developed for the PS2, and subsequently ported to the Wii by Ready at Dawn studios, the final result is still an astoundingly beautiful game to behold.
It’s the simple things which sometimes stand out in a game that you really learn to appreciate. Small touches that are admirable, but perhaps cause you to question there inclusion and wonder “Are they really necessary?”. The answer, resoundingly, is “Yes!”. They’re just as much a part of Okami and it’s overall style as are the characters themselves. It’s hard to imagine Okami without the thick black outlining that surrounds objects and characters, or the simple brushstrokes that represent the distant mountains, or even the trail of flowers that sprout forth from the ground and burst into bloom behind Amaterasu as she races across the land. The removal of any one of which would diminish the overall effect so successfully portrayed.
Read the rest of this entry »
Posted in Diary, Impressions, Nintendo Wii
Although I’ve been back from my travels for a few weeks now (for those that weren’t aware I’ve been to Whistler, Canada, to try and improve my limited Snowboarding skills) I have still not had the urge to boot up the Xbox 360, PS3, or DS, and immerse myself in our electronic pastime.
Unfortunately, a direct consequence of my general listlessness and disillusionment towards videogames is that the blog writing suffers. There’s no point in denying it, I don’t have vast repertoire of articles parked ready for publishing to tide me over, nor a great deal to write about once my muse has been unceremoniously dumped in the binary wasteland. And thus the blog has been barren ever since - a fact that I feel I need to apologise for.
However, not everything lasts forever, and fortunately the desire to play a game is starting to manifest itself. Instead of just deciding to pick up whatever “hot” game is generating the most discussion, pick up the latest release, or play through numerous demo’s that are of no interest, I thought it would be worth examining my back catalog to decide what game to play next. The hope is to avoid the need to rush through a game as fast as possible to voice my thoughts, and instead take my time, savour the experience, and learn to love games again.
With this in mind I’ve drawn up a shortlist of games that have piqued my interest, but due to various circumstances never had the time to play them.
Okami (Wii)

This respected swansong from Clover Studios is at some point or other always at the forefront of my back-catalogue. It is perhaps the only game I’ve actually purchased twice. Once when it first appeared on the PS2, and then again when it was ported to the Wii by Ready at Dawn.
I find myself looking wondrously at the watercolour inspired graphical style whenever I see images of this game, and the various references I read with regards to its Zelda-esque game design only cause to enhance its appeal. I’m curious to see how well “Celestial Brush”, a unique design feature of Okami to draw images on the screen canvas for use in combat and puzzle solving, translates to the “Wii-mote”. It should in theory be a perfect match, although I’ve heard comments to the contrary.
Read the rest of this entry »
Posted in Diary, Nintendo DS, Sony PS3, Xbox 360
Dear reader,
It has been quite a long time since my last post. Apart from the usual absence due to holidays or illness I have generally been posting on a regular basis, and I think that an explanation is in order on this occasion, especially as I’m about to take another break from blogging due to my annual winter (spring) Snowboarding holiday which is tantalisingly close now.
So to explain, a few weeks ago I developed an obsession with Guitar Hero: World Tour. I am not entirely certain what caused the obsession; perhaps it was a friend’s recent induction to the rhythm music genre that reignited my competitive streak and spurred me on to keep playing for longer and longer periods of time, or perhaps it was the acquirement of the drum kit that offered a new and interesting dynamic, but whatever the reason, the net result is that for a time I lived and breathed Guitar Hero: World Tour.
Whenever I closed my eyes the multicoloured trail of notes blazed there hypnotic dance, and even the usual solace of sleep could offer little respite as even my dreams were plagued with images and music from the game. Something had to give eventually as the countless sleepless nights took there heavy toll and left me feeling drained and lethargic, and unfortunately that seems to have been my passion and enthusiasm for video games – which has just upped and run away without so much as a carelessly written farewell note.
Although video games have been an important part of my life since childhood, a byproduct of blogging about games in the last few years is that one tends to start viewing them in a different light. The constant analysis and critique can become burdensome, but also conversely it can lead to a new found appreciation. However, it feels almost surreal to suddenly and unexpectedly lose that enthusiasm; not only for the games I was currently in the middle of playing, but also for those virginal titles waiting patiently on the shelf unopened. Sorry Fable II, Far Cry 2, Castlevania: Order of Ecclesia, The Legend of Zelda: Phantom Hourglass, GTA: Chinatown Wars, No More Heroes, and Persona 4 (to name but a few) - I just can’t be bothered to play you at the moment.
Fortunately I’m positive that this is just a passing phase and that once I have had time to recharge my batteries the passion will return and the writing can start again in earnest. In the meantime I am hoping to finish preparing a couple of articles on free iPhone slash iTouch games which will be scheduled to appear whilst I’m away. Until my return I bid you adieu!.
Posted in Diary
I’ve recently being playing through Castlevania: Portrait of Ruin on the Nintendo DS and although the successful “metroidvania” formula doesn’t seem to have changed much there are at least some elements that make the game feel slightly different from all the others I have had the pleasure of playing.
Probably the most noteworthy aspect in Castlevania: Portrait of Ruin is the introduction of two new playable characters, namely Jonathan Morris, and Charlotte Aulin, whom have to work together to overcome the Castle’s obstacles.
Both characters can be switched between at will, yet individually they’re sufficiently different to one another to help keep things interesting. Whilst Jonathan plays the role of the self assured warrior with a grudge, Charlotte is the powerful, but vulnerable magician. In itself this dynamic character switching wouldn’t be enough to ensure long term success, but Castlevania: Portrait of Ruin seems to have been thoughtfully designed to make the best use of this cooperation with regards to exploration, puzzles, and of course boss battles.
Throughout the adventure - what I’ve played of it so far at least - it’s frequently necessary to call upon the AI player to help out. Although it isn’t entirely necessary to have them following you around all the time, what I have discovered, however, is that I prefer to have my companion chasing my coat tails rather than dismiss them to the sidelines while I am exploring.
This started me thinking. Although I generally profess to be a solo video game player, I do genuinely enjoy games where there is some form of “companionship” – especially if it’s integral to the game and there is a binding relationship between the characters. But with the exception of traditional style role playing games, which by and large have always featured companions, could you name some truly memorable partnerships? Who could forget the churlish imp Midna [[1]], The completely believable Alyx Vance [[2]], the helpless Yorda [[3]], and perhaps more recently Elika [[4]], but beyond that I’m really struggling. Any suggestions?
[[1]] The Legend of Zelda: Twilight Princess.
[[2]] Half Life 2: Episode One and Two.
[[3]] Ico
[[4]] Prince of Persia
Posted in Diary, Nintendo DS

After many months of deliberating I finally took the plunge and decided to purchase Wii Fit. To be honest it wasn’t for Wii Fit itself, but for the Balance Board, which I wanted to combine with Shaun White Snowboarding: Road Trip. In the end however, and perhaps to my surprise, it’s Wii Fit that has seen regular use.
I think it’s fair to say that Wii Fit has endured quite a bit of scorn and scepticism during its brief life. Quite possibly because it represents the new “casual” Nintendo, not the hardcore fan service of yesteryear. But I don’t really take offence with what they (Nintendo) are doing; they’re just tapping into a mostly untouched demographic and are fully exploiting it for all it’s worth before everyone else jumps on the bandwagon. In the meantime I’ll get most of my kicks on another console - that’s my prerogative.
For the record, I don’t necessarily view Wii Fit as a game in the traditional sense, although I do think it’s challenging the boundaries of what’s conceptually acceptable as a video game. It does after all have some of the qualities present in most video games - active participation with feedback, unlockable rewards, high score tables, and a goal in the form of self improvement. However, I prefer to think of Wii Fit as something more akin to say a fitness DVD. A motivational tool that’s far more entertaining than grinding out 30 minutes on a mind numbingly dull piece of fitness apparatus. And although the benefits may be proportionally less than a specialised piece of equipment, I believe it can still find place, especially if used regularly as part of an overall training plan.
The actual exercises’ within Wii Fit are split into four distinct categories: Yoga, Muscle Workouts, Aerobic Exercises, and Balance Games. To begin with not all the exercises in each category are unlocked, but instead they are slowly revealed as the total amount of Wii Fit minutes accumulates in the piggy-bank. This not only helps promote a gradual progression, but it also serves to act as a simple reward mechanism – the more you play, the more you’ll unlock, and hence the more you’ll get out of Wii Fit. Tutorials are provided for both the Yoga and Muscle Workouts with each one clearly demonstrated and explained by your personal trainer, whom will also provide useful feedback and recommendations during the actual exercise depending upon the movement being fed back from the balance board.
Read the rest of this entry »
Posted in Diary, Impressions, Nintendo Wii
I’ve recently returned to some older titles that have been sat forlornly on the shelf gathering dust for the last year or so before they become a forgotten casualty of my impulsive spending habits. With that in mind I decided to start playing Assassin’s Creed for the Xbox 360, a game I bought upon release but only played for about an hour or so before putting it down and returning to whatever game I was in the midst of at the time – which I think was Mass Effect.
For the first few hours I was amazed and enthralled by Assassins Creed. Primarily based during the year 1191 at the time of the Third Crusade in the Holy Land, this point in history provides us with the opportunity to visit some diverse and interesting locations, and I believe anyone would be impressed by the detailed locations of Damascus, Acre, and Jerusalem. These vast areas feel impeccably designed and present the illusion of a living, breathing medieval cities; replete with peasants, roving guards, scholars, beggars, drunkards, and phenomenally beautiful architecture. It’s hard not to be dumbstruck upon first visiting each city, especially upon climbing to the highest point atop a church spire or a mosque’s minaret and surveying the surrounding cityscape.
However, Assassin’s Creed has a fatal flaw that relegates the game from being great, to plainly average, and quite possibly to the depths of just downright annoying - and that’s the repetitive nature of the information gathering missions. For each of your nine targets marked for elimination you are required to gather at least three (from six) bits of information about the mark so as to get the local blessing of the assassin’s guild, and to help plan your assassination attempt. But in each instance these missions never really vary throughout the entire game. I will either have to eavesdrop, pick someone’s pocket, interrogate an individual via fisticuffs, or complete a timed flag gathering or guard assassination mission for an informer. Initially they’re all relatively interesting, and perhaps one could perhaps forgive the odd reuse, but to use the same pattern over and over again is perhaps taking things too far.
Read the rest of this entry »
Posted in Diary, Impressions, Xbox 360
I had an inkling that the Prince and Elika wouldn’t end up walking hand-in-hand into a clichéd sunset as the credits rolled at the end of Prince of Persia, but the actual ending did leave me with mixed emotions.
[Spoilers Ahead]
During the game it’s revealed that Elika had previously died and has been subsequently resurrected. Her current existence, and thus the corruption that is spreading throughout the land, is a direct result of a bargain struck by her father to free Ahriman in return for his daughter’s life. In the final climatic battle with Ahriman, Elika has to choose her fate, and in an act of self sacrifice uses her own life force to restore the Tree of Life and imprison the dark god.
It’s directly after this event where the game takes an interesting course of action. After the Prince has rushed over to the princess, gathering her lifeless body up in his arms, the controls suddenly and unexpectedly return back to the player. You’re expecting an end cinematic so it comes as a bit of surprise to learn that the game isn’t quite over just yet. This is just a pseudo ending, a prelude designed to tug at the heart strings as the Prince walks out of the temple whilst some credits roll with some suitably melancholic music playing in the background.
Upon exiting the temple the true cyclic nature of the story is revealed, and we have in fact come full circle when the Prince, lying Elika upon the temple alter, decides to destroy the Tree of Life, freeing Ahriman, but importantly restoring Elika to life. The first word uttered from her lips after her resurrection is “Why”?
Read the rest of this entry »
Posted in Diary, Impressions, Sony PS3, Xbox 360

Prince of Persia is a glorious game to behold – a visual feast for the eyes. From the outset as I witnessed the prince wandering aimlessly amidst a sandstorm, his shouts for his lost donkey “Farah” muffled by the roaring wind; to the first encounter with Elika as she tries to evade her pursuers, I was impressed by the visual splendor. There’s little doubt in my mind that as an opening sequence Prince of Persia successfully seduces the player.
And believe me I was seduced – for most of the time.
Beyond the cell shaded graphics there is a charm to the game that I find appealing. The interaction between the Prince and Elika, which starts out as a necessary companionship born out of the circumstances, develops as the adventure progresses. The early flirtatious sarcasm and teasing matures to become a more heartfelt relationship, and I actually believe that there is some genuine affection between the two - or maybe that’s all just wishful thinking in my head.
However, juxtaposed with the good there are some aspects within Prince of Persia that aren’t quite to my liking. The four magical abilities gained by Elika at the temple of the Tree of Life, which are awarded upon gathering a set amount of light seeds are really just variants of the same theme. The Step of Ormazd shoots you directly from one magical pad to the next like a cannon ball, The Hand of Ormazd shoots you from one pad to another but in a less direct route; and upon gaining the Wings of Ormazd, Elika flies the Prince all over the map, but with only limited control to move up-down-left-right to avoid objects. We really should just view these abilities for what they are; a method to control the players exploration and provide some linearity, but some more interesting and diverse abilities certainly wouldn’t have gone amiss.
Read the rest of this entry »
Posted in Diary, Impressions, Sony PS3, Xbox 360