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Showing posts with label mario. Show all posts
Showing posts with label mario. Show all posts

Nov 14, 2012

‘Paper Mario: Sticker Star’ Shines Despite Sticky Situations


ht nintendo mario brothers 3DS PaperSticker thg 121114 wblog Paper Mario: Sticker Star Shines Despite Sticky Situations

Image credit: Nintendo

Somewhere around the end of “Super Mario: Sticker Star,” I realized that it was the most beautiful handheld game I’ve ever played. “Sticker Star” has a consistently charming design that keeps the surprises coming even late into the campaign, but unfortunately suffers from one or two key level design flaws that may mar your experience.

In the world of Paper Mario, all characters and surfaces are made from paper, stickers and cardboard, their flat nature making for clever, eye-pleasing, layered foregrounds and backgrounds. The game represents a fantastic use of 3D, and although I tend to play Nintendo 3DS with the third dimension slider turned off, I found myself flipping the 3D switch often to appreciate the shoe-box dioramas that Nintendo had created.

The Paper Mario games are RPGs that have always worked to simplify the turn-based fighting experience, and this Nintendo 3DS offering simplifies RPG gameplay even further.  The world can be navigated quickly and easily, there are not an overwhelming number of side quests to complete and there is a lack of emphasis on HP stats, taking away the complications that may have kept kids from previous incarnations. The game also avoids introducing many new characters, instead using Mario’s classic cast in new ways.

One big note on “Sticker Star”; you are going to need to play this game with Google by your side. While the game plays intuitively for 95 percent of its run, getting stuck on just one puzzle can stop your entire adventure dead in its tracks. There is a help system built into the game, but I found that it would not provide the desired advice in the majority of situations where “Sticker Star” left me stuck. Here are the top 5 sticker stumpers I found as I played…

WARNING:  SPOILERS

World 1-3: How do you get that faucet to stop pumping? I tried cutting the cord with scissors, slamming my hammer down, stomping the hose, striking Bowser with the hammer. The solution? This is the only puzzle that actually requires you to jump up and down.

World 2-4: That’s not a sticker indicator spot, it’s a plug. Didn’t mind this one as much, but it sure went against intuition.

World 4-1: I felt stupid when I spent an hour trying to bypass snowball-throwers. You can hammer their snowballs with precise timing to pass them, but if you’ve tried this a few times and failed, you might think it impossible. Keep at it.

World 4-3: The ghost house room with the floating furniture threw me for a loop. At first it seemed one might be able to jump from table to chair in mid-air. Then it made sense that if the final bookcase could be found, it might bridge to the desired area. Instead, click the candle off on the upper level of the moving furniture room to reveal your way forward.

World 5-5: Jump the jungle flower. I’m convinced there is no official way to get over the last jungle flower. Luckily, the hive-mind of global trouble shooters has figured out a way to jump on an invisible leaf ledge and make your way up to the final crumpled piece of paper. Then again, the best item in the game is accessible after this jump, so I’m thinking the game’s designers knew just how maddening the puzzle would be. Still, I could have used a lawnmower or a ladder sticker at the end of this level.

Random Tip:

Final Bowser Battle: I didn’t have the patience to keep entering battle with Bowser in order to figure out how to knock his bodyguard Whomp down and cut up its clearly vulnerable back. I tried putting him to sleep with a Baahammer and was weary of using a bed as it put Mario to sleep on an earlier test run. I found it was easier to use an infinite jump sticker, as long as you have the patience to mash buttons for a full minute’s time.

Extra Observations:

  • This game finally answers the burning question, why are the forest rivers in Mario’s world filled with poison?
  • So now Nintendo’s handhelds are juggling two RPGs at once. The question is, will the Mario and Luigi series continue when Paper Mario is now in the mix??
“Paper Mario: Sticker Star” is now available in the United States for digital download and physical purchase.

Source : abcnews[dot]go[dot]com

Sep 25, 2012

Borderlands 2 dev explains the art and science of ‘distilling fun’

Borderlands 2 characters

We spoke with Matt Charles, Gearbox producer for Borderlands 2 about the recently released game, the future of the industry, and the merits of the Super Mario Bros. movie.

Last week 2K Games and Gearbox’s Borderland 2 arrived with a bang. Most people suspected that it would be a hit thanks to the pre-orders as well as the general popularity of the franchise, but we didn’t know that it would also be one of the best games of the year. We hoped it would be, but we had no way of telling until the copies were released from the protective clutches of the developer.

If you need more proof that the game is a hit (beyond our review), just jump on PSN, Steam, or Xbox Live at any given time and check out how many friends you have playing it right now. If the answer is none, consider investing in some new online friends.

Now that the years of work have concluded and the game has shipped, there is a slight lull in the game’s development cycle before the work on the DLC begins (as well as a probable sequel, although Gearbox will probably defend that secret bitterly until it is ready to announce one). So what does a Borderlands 2 producer do with himself in that time? And what was the development like? And while we’re at it, can we expect a Borderlands movie, and if so is there any way to make it not suck? We ask Gearbox producer Matt Charles these questions and more.

Matt Charles from GearboxHow long have you been working on Borderlands 2?

The full history: Borderlands 1 came out, did great. We turned a small team to focus on the DLC efforts – the add-on content. Once those finished, we started work on Borderlands 2. So it’s a gray area, it doesn’t happen overnight. But it’s about 2 ½ years.

Did you expect Borderlands 1 to do as well as it did, or did its success surprise you?

Well we certainly hoped so. I’d say we were pleasantly surprised. We’d been working on that game for a long time. Brand new IP, brand new genre — we felt it was a new idea, blending the best of first person shooter and RPG and turning it into what we called the RPS. It was very much our baby.

When you have a game coming out with lofty expectations, how do you deal with the stress leading up to the launch day?

It’s interesting. It’s a dash of nerve wracking; it’s a dash of calm before the storm. It feels like a shuttle launch, like everything is done already, and we just have to wait and see what happens.

After a game is done and released, not counting the DLC, do you have to go through a cool down period, or are you eager to get back to work?

There’s a nice break in the work flow, naturally caused by the certification process with first parties, such as Microsoft and Sony. We do continue to work on the PC version, bug fixing for patches during that time, but that’s generally less intense than preparing for that period when everything’s got to be done and flawless and perfect and ready to be printed on disc. So that’s a great time for people to take some time off.

We also then immediately come back and hit the ground running with DLC, so it’s a short break.

MechromancerWhat DLC for Borderlands 2 can you talk about?

There will, in fact, be a season pass. I look forward to seeing what we do there… [laughter].

I can also talk about the Mechromancer. She’s really interesting. At PAX East we announced that we had this idea, we had this beautiful little nugget of a word called “mechromancer,” that was really catchy to us, and she would come with Deathtrap, and that idea was really interesting to us as well — the polar opposite of Claptrap, essentially. Where he’s cracking wise, Deathtrap is about death and destruction, but obviously the friendly protector of the mechromancer.

How big is Gearbox now, including the other teams, like those working on Aliens: Colonial Marines?

Between 150 and 200 people.

Do you enjoy working in that type of larger environment, or is it more stressful?

I think we have a great organization. We’re obviously a multi-project studio, so there are teams within Gearbox, so no single person necessarily has to be worried about 200 other people. We have our own organizations within Gearbox. I really like the project cycles that we have at Gearbox as well, because it can go from a smaller, pre-production team to a very large team, and then back down a bit smaller team, as we don’t need to full force of the company behind it.

So it’s nice. I feel like I get to experience all parts of it.

borderlands-2In your opinion, what is it about Borderlands that makes it resonate with players?

It’s pure fun. It is distilled fun in every corner. That was actually the goal. “Ok, just make everything fun. We’ll figure out what that means as we start designing systems, features, and characters,” but that was always the goal. And I think that really touches everything in the game. When you start with that goal of “let’s make sure everything is fun, avoid frustration” it’s going to come through in a lot of ways.

Were there any technical limitations you hit?

It was interesting going from Borderlands 1 to Borderlands 2. We’re still releasing on the PlayStation 3, Xbox 360, and the PC. Of course PC has evolved, but with consoles the entire point is that you know what hardware is going to be there. But our ambitions never stopped growing, especially with the sequel to a hugely successful game. So it was interesting balancing what can we do on certain hardware versus what we want to do, what we can dream up.

So are you excited for the next generation of consoles, or are you happy with what we have now?

I still have to wait and see. I’m still waiting for more concrete info, so I’m going to reserve my judgment for now.

Where do you see the industry going five or ten years down the road?

That’s an interesting question, and I think we’ve seen unarguably a large push towards mobile gaming, and a focus on that recently. I’m really curious to see new console hardware — how that impacts the future as well. I think that we’re getting more social as an industry and as game players as well. I like the fact that games are taking advantage of that in the sense that it’s easy for me to hop on a game and see what my friends are doing. I love that aspect of it. So if we’re going more mobile, but also more connected, we’re going to have this wide mesh of the world with gamers playing against each other, and I think that’s really cool. I hope it goes more in that direction.

How do you see the gaming industry’s growth compared to other entertainment industries like film?

So…. I gotta make sure to get this right or my film teachers are gonna wack me upside the head… We’re able to look back at the film industry and see how that evolved. And I’m very glad that we have that example because in a lot of ways it is very similar to ours, and we’re able to look at that and plot our own relatively brief history of the video game industry, and sort of chart where we are, relatively speaking.

There are a lot of differences, and I think we’ve figured out some of the variables that make us different, and why we’re not exactly following in film’s footsteps, so to speak in terms of industry growth. But at the same time we’re almost on the cutting edge of technology anyway, so I don’t know, I think we may sort of diverge. It’s hard for me to predict whether we will see explosive growth like film did, or whether it’ll be a steadier pace, or what’s going to happen. I don’t see it decline.

As games get bigger and more complex, are they getting more difficult to create, or do the improving tools make it easier?

Film is obviously still huge, but their models have changed and their delivery method, and everyone is still experimenting with the viewing experience. 3D is the obvious example. That’s the technology that could go wide and we could see more 3D games; Nintendo 3DS being a great example of that. I think it’ll be driven by technology and what’s cutting edge.

Honestly, it’s kind of both. Because as technology comes out, as new hardware comes out, our creative minds go wild and our ambitions totally soar. And then we have to build the tools that let us chip away at what we have in our head that’s possible with this new tech. And then over time those tools get better and better and better, and then it becomes much easier on a relatively small scale to do those things.

For example, I’m going to segue a bit and tie this into something we did for Borderlands 2. In Borderlands 1, everything was data driven, for example our weapons. 17 million guns, and that was all a combination of parts system, but it was very manual entry. The same was true for creating an enemy, or managing a player’s skills behind the scenes. In Borderlands 2 we doubled down and made this tool called “constructs” internally for ourselves that turns all that data entry into a much more visual tool. So you can say with this block over here, let’s tie it to this other thing and it should interact in that way. So we can actually see it; it was almost like a blue print for what we wanted to see happen in a game. So in that sense, that’s one of the things that helped us. We scraped all the old guns from the first game in order to make new ones, all the while offering a lot more creature type and variety. We wouldn’t have been able to do that had we not invested in a new tool set.

Yes it does get faster. At the same time, our production team is also bigger this time around because our tools help us do things faster, but our ambitions are always growing.

Borderlands comic

It was recently announced that there is going to be a four-part Borderlands comic mini-series due out later this year. Any plans to further explore the Borderlands universe in other mediums? Maybe an animated movie like EA’s Dead Space?

That would be really interesting. I’d be very interested to explore all parts of the Borderlands universe, it’s huge. I think it would be great to see other mediums try to explore it.

Could Borderlands work as a movie?

[Laughter] That’s interesting.

Maybe a better question would be could any game really work as a movie?

Well I liked Super Mario Bros. [Laughter].

That’s a bold claim.

I say that while smiling very heavily.

claptrap and lilithYou may be the first person ever to say those exact words in that order.

I think I was 3 when I saw it, so my opinion may have changed since then.

Do you think there will be a day when gaming movies can get it together and reach the heights of comic book movies?

I think so. This is certainly just my opinion… The video game industry is still relatively new and the film industry has been around for a long time, and the comics industry has been around longer than video games as well. So I think comics and film have learned how to work together. I think we’re still trying to figure that out, the relationship – rather the translation between film and video games. But I think once we do understand the sorts of things we can do that translate very well and the things that don’t, we’ll start to see more of those.

With the Borderlands series, what is the single thing you are most proud of?

As a producer, shipping on time [laughter].


Source : digitaltrends[dot]com

Aug 17, 2012

Review: ‘New Super Mario Bros 2′ for Nintendo 3DS

ht mario bro two mr 120816 wblog Review: New Super Mario Bros 2 for Nintendo 3DS

Photo: Nintendo's "New Super Mario Bros. 2" /  Image Credit: Nintendo

The New Super Mario Bros. series is getting old. When the first game in the collection made its debut on the Nintendo DS six years ago, gamers had been waiting more than a decade for a new 2D Mario platforming experience.

After the release was a smashing success, Nintendo appeased those fans again in 2009, offering a console version for the Wii that felt like a perfect amalgamation of every side-scrolling Mario game that had come before it.  Over the last three years, “New Super Mario Bros. Wii” has sold more than 26 million copies, outselling Wii’s “Super Mario Galaxy” and “Super Mario Galaxy 2″ combined.

With such massive popularity, it was inevitable that the series would continue, but in what form? Would we be exploring new worlds or revisiting long lost ones?

Unfortunately, neither, “New Super Mario Bros. 2″ seems content to explore the same scenery, battle the same baddies and retain the same mechanics as its predecessors.

While Mario’s classic game play is always welcome, fresh advances in story and theme are sorely missing, leaving the game with very few surprises and making the New Super Mario Bros. games even more indistinguishable from each other.

Sure, in every Mario game Princess Peach is kidnapped by Bowser, but there used to be a twist — new characters, dinosaur islands, castles filled with paintings, galaxies of planets. You get the idea. But  New Super Mario Bros games are quickly becoming indistinguishable from each other.

The big new thing in this game? The coins. This incarnation of the game challenges you to collect a million (I topped out at 25,000) and that bodes well for parents looking for a kid’s game with replay value, but it won’t help you differentiate this game from the others several years from now. I thought I would get tired of hearing the “da-ling!” sound effect with each coin collected, but it surprisingly didn’t faze me. Technically, I have to hear the effect 975,000 more times, so I may be speaking a little too soon.

Of course, the level design is top notch, the game is addicting and there are some nice touches revolving around depth perception in both backgrounds and boss battles. But when it comes down to it, “New Super Mario Bros. 2″ isn’t weird enough.  There’s no mystery, no sense of wonder, just a new power-up now and then.

The really annoying thing is that the solution to this problem is staring Nintendo in the face. The New Super Mario Brothers series could blast off to space and see what the “Super Mario Galaxy” world looks like in 2D. Or it could bring back Wario. It doesn’t take a genius to see some interesting directions for Nintendo to go in.

Thus far, New Super Mario Brother Wii has been the crowning achievement of this series. Four player co-op plus highly detailed world maps brought plenty of new Mario magic to the table along with the old. This game feels like Wii-light, less multiplayer options, the same bosses, mix-and-match power ups from previous entries in the series and maps that take a step backwards.

Come on, Nintendo, get weird!

New Super Mario Bros. 2 is available on Nintendo 3DS via game cartridge or digital download (a first for a new Mario title) starting Sunday, Aug. 19.


Source : abcnews[dot]go[dot]com

Aug 15, 2012

New Super Mario Bros. 2 review

Gold Can't Buy a Soul. New Super Mario Bros. 2 is craft made gaming, but it lacks the artisan's touch.

New Super Mario Bros 2 reviewNew Super Mario Bros. 2 is a good game. No other title captures the deep, peaty feel of running and jumping through an imaginary world of turtle infested forests and cloud kingdoms like this game. It’s a craftsman’s exploration of momentum, but it isn’t an artist’s. Something essential is lost in New Super Mario Bros. 2, and no amount of raccoon tails or golden coins can replace it.

All the elements are here. Bowser’s ragamuffin kids kidnap Princess “Peach” Toadstool just like in Super Mario Bros. 3 (and New Super Mario Bros. Wii and other games) and it’s up to Mario and Luigi to traipse across 8 worlds to find her. As Mario topples those kids in their castle fortresses, the vanquished kids hand off the princess to the nearest sibling using the same route they always use: Familiar green Mushroom Kingdom hills give way to desert in World 2, beach and forest in World 3, then ice, then sky, then the volcanoes Bowser always goes home to. Why doesn’t Mario just get in his car and drive to the fire world to ask Bowser if he can cut out the middlemen and possibly play a pick up game of tennis?

 

Templates don’t damn a project. NSMB Wii borrowed the very same structure from New Super Mario Bros. That game’s levels though featured expansive designs built to accommodate up to four players, and as a result felt totally unique. NSMB Wii’s stages were expansive, startling, and challenging in ways that forced you to rethink how Mario moved. New Super Mario Bros. 2 meanwhile only offers variations, not new ideas. Old Mario games have a giant ghost named Big Boo? Well what about an even bigger Boo! That’s the theme of one ghost house level early in the game, and it’s fun, just rote. Warp Zones are the one exception. You can jump forward in the game with canons unlocked by finding secret level exits, but they don’t just fire you into new worlds. Instead, they fire you into shadow levels where you can’t stop running, just timing perfect jumps on enemies over precise traps.

New Super Mario Bros. 2

New Super Mario Bros. 2’s raison d’être, at least according to the marketing, is the overflow of golden coins in each level but even this is just a revisiting of an old idea. Coins in the original SMB were a reward earning you extra lives, but their primary purpose was tutorial. They were positioned in ways that showed you how to run and jump through a level properly. By the end, they were arranged in trickier ways to demonstrate expert maneuvers. Stages in NSMB 2 do the same and dole out coins in different ways; blocks with multiple coins can turn into golden helmets spouting coins as Mario moves; hopping into a tiny crevasse between two pipes will cause a row of coins to magically appear above Mario. There’s no tangible reward for collecting coins though. Showing off to friends through Coin Rush, an extra mode with three difficulty levels slowly unlocked as you move through the campaign, is an entertaining diversion but insubstantial. The coins aren’t game changers—There’s just a lot of them around.

Super Mario Bros. was, as a series, synonymous with surprise. One of video games’ greatest pleasures over the past 27 years was firing up the latest Mario adventure and finding out what was going to happen. Prediction was impossible. After Super Mario Bros. had you run from left to right hopping on turtles, Super Mario Bros. 2 had you hitting punk-rocker mice in the face with vegetables. Super Mario Bros. 3 had giants, sprawling maps, and you could fly. Super Mario World had vicious terrapin football players and dead-end forests and dinosaur pals. Yoshi’s Island was a storybook come to life.

New Super Mario Bros. 2 Screen shot  That tradition has continued into today. New Super Mario Bros. was a scaled back exploration of the 1985 original’s fundamentals, but it tweaked those fundamentals with wall-jumping and new mushrooms that made you massive or miniscule, forcing you play stages multiple times in different ways. NSMB Wii stretched out levels to accommodate more players, and as a result made a solo Mario that played unlike any previous entries.

There are no surprises in NSMB 2. There are tricks and fun and some solid, laudable work, but no surprises. 

Conclusion

There’s a good reason that NSMB 2 just feels like craftsmen’s work. Since the series is Nintendo’s golden goose, it opened “Mario Cram School,” bringing in developers from Nintendo’s internal studios other than the Mario teams to teach them how to make levels in the series and thus crank out new games quicker. First time Mario director Yusuke Amano and his team of rookies learned their lessons well, but you can’t teach inspiration, and even Mario’s weirdest adventures like Super Mario Sunshine are overflowing with that.

The Model T Ford was a good car in much the same way that New Super Mario Bros. 2 is a good game. It’s just a game without a soul.

Score: 6.5 out of 10


Source : digitaltrends[dot]com