Monday, November 10, 2008

Tony Hawk Downhill Jam

Tony Hawk Downhill Jam

Tony Hawk's Downhill Jam is a passable but unexciting racing game that substitutes the finesse of the other Tony Hawk games for simple and scattered action.

The Good

  • Moves fast
  • Steering with the Wii Remote works pretty well.

The Bad

  • Oversimplified trick system gets in the way
  • Not enough track variety
  • Kind of ugly, once you get past the high speed.

Activision's Tony Hawk skateboarding games have undergone some pretty serious changes over the years, but this latest offshoot of the main series is taking things in a new direction: down. Tony Hawk's Downhill Jam takes the trick-oriented gameplay of the Tony Hawk series, streamlines it a great deal, and attempts to cram it all into a racing game. The result is a spasmodic game that's good at making you feel like you're moving fast, but not much else.

In Downhill Jam you can race as one of several skaters. Tony Hawk is the only real-world guy in there, and many of the rest falls into an easily classified stereotype, such as the goth chick, the perpetually stoned guy, or the self-proclaimed "rich white girl." Each character has different starting stats in five different categories, but more importantly, each race starts off with a little interview clip with one of the skaters, in which they show off a little personality. While these clips start to repeat fairly early on, some of them are pretty funny in a subversive sort of way. The game offers you a few different types of events, but the gameplay primarily revolves around racing, so that's what you'll spend most of your time doing. Downhill Jam simplifies the trick control system of the previous Tony Hawk games quite a bit, but most of the tricks are still in there.

Like the other Wii games that feature steering as a major component, Downhill Jam uses only the Wii Remote and has you hold it sideways, with the D pad under your left thumb and the 1 and 2 buttons under your right thumb. Tilting the controller directs your steering. The 2 button acts as your jump button, but it does double-duty as a grab trick button when you're in the air. The 1 button is used to do flip tricks and grinds. Hitting directions on the D pad when you're on the ground lets you attack to your sides, knocking down opponents or random pedestrians who happen to get in your way, but when you're in the air, it lets you do different tricks. Downhill Jam's scoring system is strict about trick repetition, so you'll want to vary things as much as possible to get higher trick multipliers. Doing tricks fills the giggle-worthy "zone bone," which is a fancy name for "turbo meter." It can hold multiple charges, and you bust out a boost by shaking the controller. If you happen to fall off your board, you also shake the controller to get up, but the way the game handles landings and wrecks is fairly forgiving. It seems impossible to blow a landing and wreck completely, but the game slows you down a lot if you don't land at least somewhat properly. So your wrecks instead come from slamming into solid objects, like walls, cable cars, and so on. The steering control feels pretty good, but the trick system has been oversimplified, which leads to some problems. When you're skating, you want to hold down the 2 button to crouch, so whenever you're getting ready to land, you naturally start holding that button down again. Since that button now also does grab tricks, hitting it early means that your skater's going to start doing a trick and land poorly as a result. Taken as a whole, the control feels a little sloppy.

The racing is pretty straightforward, but the level design definitely isn't. Each downhill course is filled with different ways to get down. So you might turn your way around and down a parking garage, or you might just want to skip all that and hop through a window to get down to the street below. There are plenty of grind lines that wind their way through turns, making them very handy, since balancing your skater on a rail is much easier (and faster) than steering down is. Between the high speed and the cavalcade of rails and paths, Downhill Jam can get pretty confusing. This adds to the frenzied feel, but it doesn't make the game much fun, either. The confusion also has a nasty side effect. It's possible to get turned completely around and start skating in the wrong direction. The game has a "wrong way" message that pops up, but it doesn't pop up immediately, so you might skate for a couple of seconds before realizing what the heck is even going on. Some sort of "the track continues this way" arrow would have made more sense, but once you learn the fastest route through the level, this isn't as much of an issue.

Some events don't focus quite as much on the racing, but they'll usually have a time limit. Slalom events give you a tight time clock, but each gate you pass through gives you more time. Score events require you to finish before time expires, but you're judged by how many points you score. In these events, gates appear that slow down time when you launch through them, giving you more time for spins and big tricks. The game also has multiplayer support for up to four players via split-screen, and you can play the single-player race types, like race, slalom, trick, and elimirace. You can also play "steal the head," which combines king of the hill with a downhill race. The leader gets the head, while the other skaters roll around headless. You can get the head by getting into first place or by knocking down the leader. The player who has the head for the longest at the end of the course is declared the winner. You can select all of this yourself or just pick random and let the game feed you different events. Like most games, this one is more interesting when played against other players. But playing in a quarter of the screen can make things like rails and shortcuts harder to notice. Considering that the Wii does have built-in network support, it's too bad the game doesn't offer any sort of online racing.

Graphically, the models and environments in Downhill Jam are muddy and sort of ugly, but at least everything moves quickly and usually maintains a smooth frame rate. Like in most other racing games, conveying a good sense of speed is key and Downhill Jam at least does this pretty well. The trick animations appear to have been taken from previous Tony Hawk games, and they look OK, but considering the pace of the action, you won't have much time to sit back and appreciate how a Christ air or a benihana looks. The soundtrack contains a healthy variety of licensed music from acts like Iron Maiden, Sahara Hotnights, White Zombie, Public Enemy, and Lupe Fiasco. Most of the sound effects sound like they came right out of the older Tony Hawk games and some of those sounds also come out of the Wii Remote's speaker. This comes as a bit of a surprise but doesn't add much to the experience.

Tony Hawk's Downhill Jam starts with a time-tested trick system and an interesting idea on how to reinvent it, but the concept doesn't come through clearly at all. There aren't enough different tracks to keep the action fun for long, and while tilting the Wii Remote to steer works well enough, the rest of the control isn't very good. If you're absolutely dying to check out a downhill take on Tony Hawk, you might want to try the DS version of the game instead, which offers multiple goals for each level and, yes, online play.

Sunday, November 9, 2008

Tony Hawk Proving Ground

Tony Hawk Proving Ground

This version of Proving Ground makes it pretty clear that the priority for the Tony Hawk series is not on this platform.

The Good

  • Decent visuals.

The Bad

  • Most of the goals feel too plain
  • Not enough things to do.

With the core developers of the Tony Hawk franchise off and skating on the PlayStation 3 and Xbox 360, the other console versions have been turned over to different developers. Those developers are Page 44 Studios, who have turned out a version of Tony Hawk's Proving Ground for the PlayStation 2 and the Wii. As with many multiplatform games, the different versions operate on multiple tiers. The PS3 and 360 obviously had the most work put into them, and the games were clearly designed for those systems. Then there's the PlayStation 2 and Wii versions, which aren't nearly as fresh as the 360/PS3 take on the game…which wasn't especially fresh to begin with. That means you're left with a third-rate Tony Hawk game that uses some of the elements from the main versions. And if you happen to be playing on the Wii, you also get to deal with a pretty bad set of controls.

The Wii controls weren't really designed to handle a game like this, especially one with so many different little techniques. They've all been squeezed onto the Wii Remote and Nunchuk, but they neither feel intuitive nor take advantage of the Wii's unique strengths. About the only concession made for the Wii version is that the screen makes note of every time you move the Remote or Nunchuk, so you can at least see what it's detecting and adjust if that isn't what you're trying to do. But it never feels quite right when you're aggro kicking for more speed by continually lifting the Remote, or when shoving both halves of the controller forward to perform an attack. On the other hand, the PlayStation 2 version has the typical Tony Hawk control set. In both cases, the game runs way too fast and the controls aren't tight enough to properly control your skater at this high rate of speed. The end result is a skittish-looking game that feels kind of bad.

The controls are applied to a stripped-down take on a typical Tony Hawk adventure. The catch this time around is that there are three different types of main goals: the competitions and photo-taking of the career lifestyle, the rough-and-tumble world of hardcore skating, and the level-editing and climbing of the rigger. However, it's all awfully straightforward, and none of the goals are especially interesting or memorable. You'll also encounter street challenges, which set you up to grind specific lines, manual past set markers, and so on. All of this same stuff is present in the 360/PS3 release. The catch is that there just isn't as much of it on the Wii and PlayStation 2, and the levels feel a little empty as a result. Also, it's weird that there are "levels" to begin with. Presumably due to technical limitations, the "one large world" concept of the other versions isn't present on the Wii and PS2. You have to stop, hit a menu, and load up another section of the world to take on different goals. But you don't need to compare this to the other versions of the game to see its shortcomings. It's lackluster on its own merits.

The visuals get the point across and look all right compared to other recent PS2 and Wii games. Taken side by side, the Wii version looks a bit cleaner around the edges. Unfortunately, most of the animation appears to be recycled from previous games and doesn't look so hot. The levels feel sort of barren and lacking in features, and the cutscenes that introduce the goals are all video that was taken from the real-time cutscenes found in the other versions of the game. The sound effects, like the animations, are largely recycled. Some of them don't match up so well, so you'll occasionally hear the sound of your board grinding on a metal rail, but you're pretty clearly grinding on concrete. The game also features the typical sort of multigenre soundtrack that you'd expect from the series.

Now that the main games in the series have moved on to a larger and somewhat more realistic style of level design, it's hard to go back and break it down into chunks again for these lesser versions. Some chunks don't have anything interesting to skate on, and it's a pain to move around the city and go back to accomplish different goals, especially when those goals aren't very good to begin with. The Tony Hawk series has seen better days on all platforms, but the PS2 and Wii releases are especially shabby this year.

Friday, November 7, 2008

MIDNIGHT CLUB: LOS ANGLE

MIDNIGHT CLUB: LOS ANGLE

It was only a matter of time before somebody took the MMO formula and threw it into a racing game. We don't mean Atari's Test Drive Unlimited, either. We mean the World of War craft tried and tested "The endgame is why you play the game" formula. Midnight Club: Los Angeles does exactly that - without the thousands of players or the monthly subscription fee. Getting to the endgame in MCLA will be a true test of character, but once you make it you're truly rewarded.

To be completely fair, you can get a taste of what's to come any time you like with the Quick Cruise option at any time - you can take your car online and blast around with your friends in whatever you have on hand. Still, you won't get the entire experience until you've unlocked all the cars and customization options - and that's going to be an effort and a half.
That's because to unlock all those parts you'll need to conquer the single player game and single player in MCLA hates you. The AI racers hate you, the AI traffic hates you and the AI cops hate you. You'll very rarely win an actual race in the game, and when you do the rewards are far, far too small in comparison to the achievement. In some sort of concession to the game's difficulty you still gain rep and money when you lose - so the game quite literally becomes a grandest like every MMOG you've played.

The MMOG similarities don't end at the grind, either. The game gives you bonus money and rep for completing certain missions - the racing equivalent of gathering and travelling quests. "Win six races in a muscle car", "Travel to a Rooftop Car Park Downtown" or "Win 10 Highway races". Grind, grind, grind. Earn Rep, money and learn the world a little better. Repeat.

It's all worth it for the multiplayer though. MCLA features 16 players online with capture the flag, tag and a heap of traditional racing modes as well. You can customize your own races, and you can even put your pimped ride up on "Rate My Ride" to show off your artistic talent.

The real star is the Quick Cruise mode - where you and your mates (or random players) can hang out and just cruise, making up races and issuing challenges on the fly. Sure, it's been done before in other games, but the execution in MCLA is so good - and it's because everything else in the game is so right.

The game looks amazing - the cars are detailed inside and out, and the world is marvelous. There's no visible slowdown as you blast between traffic, and everything feels alive. Despite knowing you'll probably lose the next race you enter, the drive to the race is still a thrill. The thing the Midnight Club series has done from the very beginning is create an atmosphere for your underground street racing world and MCLA has so much atmosphere you might choke.

The cars play a huge part in this. You can customize everything about your car - right down to making your own custom decals. You can make the car look exactly how you want - even on the inside. And every car feels different as well. You won't jump behind the wheel of a Mustang muscle car and have it feel like your VW Golf - but you won't find any of the muscle cars feeling the same either. It makes upgrading your engine more than just a speed boost - it's like a new car. It's great.

The bike has already lost. It just doesn't know it yet.

Then there's everyone else in the game world. The police will pull you over for proper traffic violations - speeding, dangerous driving, running red lights - and then they'll chase you down when you drive off laughing. You'll randomly come across races while rolling around the neighborhood - making just driving around to appreciate the world a worthwhile Endeavour.

There's no traffic in online cruise mode, so you and your friends have the entire world to yourselves. This is probably more a limit of the platform than it is a design decision - all that AI takes up processing power. It's good and bad at the same time - there's nothing to get in the way of you and your buddies having fun, but the world loses just the tiniest bit of personality.

You'll get through the grind in single player thanks to all the personality. The player character will riff off opponents with arrogant remarks when you win and dejected exclamations when you lose. There's a great deal of variety in the characters as you make your way through the game as well - so even though you'll inevitably race some of them a dozen times as you struggle to beat them you won't get bored or annoyed with hearing them talk.

Midnight Club: Los Angeles gives you an amazing, wonderful interpretation of Los Angeles, 40 great cars with different handling styles and some of the best customization options in any car game yet - once you unlock them. I feel like the world's biggest scrub for saying this, but for any human the game is just too hard. If you have midichlorian counts off the charts you won't have any issue with winning all the time, but I felt the grind big time.

Jumping online and cruising with your friends, or just soaking in the atmosphere while you cruise the streets looking for a challenge marked green (easy) is worth the price of admission though.

If you like racing games and customizing your car get Midnight Club: Los Angeles. Apart from the fact that the AI difficulty setting is locked on "Nightmare" it's a flawless street racing experience. Just be prepared to scream at your TV a couple of times until you come to grips with the fact that You. Will. Never.