Following on from my other post about Blur, after the closure of Bizarre Creations I wanted to eulogise what is probably my favourite racing game ever – Project Gotham Racing 2. Judging by a lot of the reaction online to the demise of Bizarre, PGR2 was commonly cited as the best of the 4 game Project Gotham series and Metacritic scores agree with that. Comparing between franchises is obviously a much more subjective thing and in racing it often comes down your personal preference between realistic ‘simulations’ and knockabout ‘arcade’ fun. With licensed cars and real world cities, all meticulously modelled, the simulation approach would be expected for PGR and indeed there is a lot of nuance built into the game’s handling model. The tracks, at times tight and twisty streets, often demand judicious use of the brakes and for some having to pull the left trigger even once is far too ‘sim’ orientated for them. But since the game is focused on how you drive as well as how fast, it not only allows but positively encourages you to drive in the most fun way you can, even if the wheel-spinning tire-screeching slides of Project Gotham aren’t necessarily realistic. What sets the game apart is its finely judged balancing act along the simulation/arcade spectrum. There is depth without the daunting array of options of Gran Turismo and Forza, where endless mechanical tweaking in menus can be used to over come ability gained and learned in the driver’s seat. Pick your car from the small selection per event (certainly to begin with) and go.
PGR2 still loves its cars every bit as much as those more feted simulation franchises. This is the game that introduced a showroom mode, letting you wander among your collection of gleaming expensive machinery. From here you can test drive any car you happen to be looking at. The game might not get bogged down in the minutiae of having every possible iteration of every model of every car, but it does want you to feel a sense of ownership and it does want the cars to feel real. In any car, in any event, even a test drive, there’s a small odometer clearly visible beneath the speedo, totting up every single mile you drive and have ever driven in each car. In your favourites, those quickly add up.
(Continuing on from part 1, I’m going to write a brief bit on the other games and demos I tried at the 3DS launch.)
It’s become an oft repeated cliche about console launches that there’s nothing decent to buy when a platform first comes out. For all the hype and midnight queues, once you’ve got your hands on the machine there isn’t anything worth playing on it until at least six months down the line. Rushed development on unfamiliar hardware in order to meet the strictest of deadlines – it’s a formula that’s rarely conducive to creating good titles. But the exceptions to this rule of thumb are also notable. The Xbox launched with the original Halo, a title that not only justifed the console’s existence but also Microsoft’s rather surprising entry into the gaming hardware market. Super Mario 64 was similarly important, a game that felt at home on the N64′s weird tri-prong controller and also showed how Nintendo’s mascot could not only remain relevant while moving to 3 dimensions but also still blaze the trail for others to follow. Arguably the most important launch title was Wii Sports, the free pack-in title that for many families was the only reason they ever bought the console and made it into the must-have gadget of the time.
3DS Built In Games
Ok, so perhaps my introduction wasn’t fair on the 3DS, building up to it’s packaged software by mentioning one of the best-selling games ever. From the looks of things, Face Raiders and AR Games are more like nifty distractions that are fun to show off for a little bit but don’t go any deeper. Face Raiders works well as a word-of-mouth demo – once you’ve taken a photo of someone’s face they become enemies for you to shoot at by moving around the 3DS itself, while the level background is whatever the camera is recording in your surroundings. The face-photo is sort of 3D too although it mostly just seemed to be mapped onto a sphere in this game. It was quite fun though and by encouraging you to take photos of new people, it also quietly encourages you to show the console off to more friends – or, alternatively, to start creepily photographing strangers.
AR Games meanwhile makes use of the AR (augmented reality) cards packed in with the console. The game I played (I don’t know if there’s more than one) had a card lying flat on a table – looking at it through the 3DS camera instead ‘revealed’ a 3D monster on the desk. You shot at it through cross-hairs on the 3DS display so you had to move yourself in order to adjust your aim and it felt a bit like playing some kind of real-life/virtual hybrid FPS. You could move up to and around the monster from any angle while shifting weak points forced you keep circling to get a shot off. As a game beyond the few minutes I played, it would require more to sustain it – but as a new experience it revealed some of the potential in the hardware. Having the game taking place on the desk made the monster’s virtual presence seem very real – which made some of the later effects, when the desktop surface shimmered and warped, even more impressive.
Continue reading 3DS Launch Titles – First Impressions part 2
Closure seems like a strange decision from the point of view of Activision’s portfolio – the largest games publisher in the world is left with no developers that have any significant experience of making driving games. EA, their biggest competitor, have an abundance in that particular area while the only remaining quality racing game developers are at Sony, Microsoft, Codemasters and relative newcomers Disney Interactive. Bizarre seem to be suffering the fallout from recent releases that were at best mediocre – The Club and their latest game James Bond 007: Blood Stone both suffered critically and in terms of sales. These two games were also both 3rd person action/shooting titles that were far removed from Bizarre’s usual driving or downloadable arcade games. When the studio stuck to what they knew best, as with the recent underrated Blur, they could still produce excellent games.
Blur was sadly overlooked when it came to sales though. New IPs, without a huge marketing spend, tend to struggle these days. The racing genre is much like the sports one – newcomer titles have a doubly difficult time. Creating a straight sim-racer to go up against the big three of Gran Turismo, Forza and Need For Speed would be the same as trying to make a non-licensed football game to compete with FIFA and Pro Evo. One solution to this problem is the route Codemasters have taken – create specialised realistic games that focus on one particular real-world racing code such as the recent F1 2010 or the off-road-centric Dirt series. By releasing games regularly and basing them on their Ego engine, they spread the risk across titles. On the other hand, there’s the expense of the license(s) and the work involved in having to realistically model the cars and real-life tracks.