The Heavenly Sword team have been posting up a number of blog entries over the course of the last few weeks. Finally my level design blog has been posted:
http://blogs.ign.com/Heavenly_Sword/2007/09/10/65817/
Hope you enjoy :)
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Monday, September 10
by
Mark Davies
on Mon 10 Sep 2007 08:54 PM BST
The Heavenly Sword team have been posting up a number of blog entries over the course of the last few weeks. Finally my level design blog has been posted: http://blogs.ign.com/Heavenly_Sword/2007/09/10/65817/ Hope you enjoy :) Wednesday, September 5
by
Mark Davies
on Wed 05 Sep 2007 05:30 PM BST
Blimey! I haven't posted since May? Damn that was a tough few months of Beta then Master tomfoolery. Then August arrived and I jetted with the missus and the little one over to Canada for a month long break. That was very much needed!
Finally back at work. So the game is done, and we are on the steady count down to release on the 12th. Some reviews have come in, averaging around 8/10 - which is really good. I'm really looking forward to seeing how the public received it. Saturday, May 26
by
Mark Davies
on Sat 26 May 2007 09:59 AM BST
It's been a while since the last post, things have been busy at work what with Beta rearing its ugly head. Anyone who works in the industry knows just how stressful the final stages of game development can be, but at least there is light at the end of the tunnel and you can finally see the game coming together. Now that the final stages at work at coming to an end I can concentrate more on my own projects again. Having completed a pretty rough prototype for Golf Wars I am now thinking about how to build it properly. In doing so I have ressurected an idea I have been wanting to get my teeth into for a while, and that is creating a system that is purely data driven, using visual scripting to define the game logic. Hence the birth of Logic Engine. This system is designed to make the process of game development that much more simple, as complex coding will not be required. A generic game engine underlies the entire system, then a network of connections, actions, events and messages will link all the various elements together. I'll be posting more information on the Logic Engine as it progresses, and of course the first game to be built with it will be Golf Wars. I'm hoping that I will get the engine ship-shape enough to release to the public. I will also be developing a world editor that sits alongside the engine. This world editor - Architect - will be heavily integrated with the game engine. Of course all of this is powered by the XNA framework - I wouldn't attempt this without it! Tuesday, March 27
by
Mark Davies
on Tue 27 Mar 2007 11:07 AM BST
So the PS3 has finally launched in Europe. After standing in GAME at 9am and deliberating whether to buy a 360 or a PS3, the fanboy inside me squaked his little voice and before I knew it I was at the counter handing over close to five hundred hard earnt pounds. And I have to say it was actually worth it. First impressions were great. A clean interface, easy to set-up (I was online in a matter of minutes) and more funky features than I had imagined. I hooked up the PSP to it, played around with the web browser, bought some stuff from the store. About 5 hours later I finally played a game - not a typical initial console experience! The one game I did buy was Motorstorm, and I have to say I'm really impressed. There's a fanastic sense of speed, and when you eventually get online, it really does feel great ploughing through the herd. This console truly is a media centre, and possibly the first console that will successfully tie all of these features together to create what manufacturers have been trying to do since the 3DO. I think the time is finally right, and the PS3 is well poised to be the machine to do it. Friday, March 23
by
Mark Davies
on Fri 23 Mar 2007 05:59 PM GMT
David Jaffe has posted one of his design documents, which is a pretty interesting read!
Calling All Cars Deano sent me this link after a work argument about how much time should be spent making a design document look good. There's a golden ratio of time to quailty. It should be presentable enough to get the point across clearly and be an interesting read, but not take so long to create that it holds up development! Tuesday, March 13
by
Mark Davies
on Tue 13 Mar 2007 10:23 AM GMT
For the first time ever I'm impressed with a games marketing department (at least that I'm involved with). Heavenly Sword was shown on an episode of Heroes, this is really good product placement in my eyes. They've hit the target audience, generated excitement and established some creditability with relative ease. Now we've just got to get on with getting the game done Friday, March 9
by
Mark Davies
on Fri 09 Mar 2007 02:14 PM GMT
Quite pleased with myself after last night's XNA session. I rewrote the collision detection for the ball as my old system was somewhat uneconomical. Alpha Test Collision - The old method The old system detected whether the non-alpha parts of textures were overlapping. If a collision was detected it then stepped between the old position and the new position looking for the first collision point. This meant that each frame collisions were being tested for a 24x24 pixel ball against x number of 64x64 tiles. This calculation may have then been performed for every pixel along a line in the same frame during a successful collision test. As you can see this is a hell of a lot of calculations. It could have been sped up by doing midpoint tests on the line rather than a step by step test, but I wanted a radical change to the system for a different reason. Performance wise it wasn't actually that bad, there was certainly no noticable slow down caused by the collision system. It was also a really neat system for making collision as it enables you to just paint it straight in. However, the issue that made me want to stop using this system is the way I was calculating the landscape vector to use in rebounding. Basically it searched around the pixel for other non transparent pixels and built up a vector based on these. This meant that there were a very limited number of angles available to the collision system, and resulted in pretty samey collisions. There were also a few bugs that I'd bodged my way around rather than investigating the source of the problem. Vector-Based Collision - The new system I decided to change the system to a vector based collision system. This lost one of the major advantages of the old system, namely being able to just paint the collision. For the moment I have to calculate the vectors by hand. However, I will do a nice level building tool at some point that should make this really easy. The massive advantage is performance - there are only a few calculations necessary in comparison to checking each pixel. At the moment I check against every vector in the world, but this will be easy to optimise to check only tiles that the ball path travels through. Being a line intersection calculation it also means that the exact point of collision is easy to find (and doesnt require stepping through each pixel). I'll post the code up in a bit in case you might find it useful :) Thursday, March 8
by
Mark Davies
on Thu 08 Mar 2007 01:30 PM GMT
So GDC is underway and the first videos of stuff is coming through. I'm particularly excited by Little Big Planet shown by the Media Molecule guys (with Mark Healey the guy behind Ragdoll Kung Fu). It has a lovely rendering style coupled with a really solid physics engine. I particularly like the potential of the Co-operative gameplay, something that seems to be ever increasing in popularity and deservedly so! It seems that Sony had a pretty good showing at GDC, and really pulled out some impressive stuff. Hopefully this will ease some of the pressure on them, certainly they are investing in making the PS3 a success, it's funny how that now they are the number one in the market, they recieve all the flak. Seems like no one ever likes a winner! Home is also very interesting (and rather topical to me in regard to my post a day or two ago about building community). I'd heard ruminations about a 3D hub world, but I wasn't expecting the end result to look quite as nice. The aspect I really like is the integrated mini games - the way that you can become a spectator just by being there. I can see real potential in this stuff, shared experiences with a simple interface. However, it does remove some of the benefits of being in a virtual space to begin with, like moving wherever you please. Are we now in a situation where someone's avatar will obscure your view of the action? Wednesday, March 7
by
Mark Davies
on Wed 07 Mar 2007 05:56 PM GMT
My work colleague here at Ninja Theory (the day job), Deano C (blog.deanoc.com) has enabled the Lua language to be used with XNA. My first thought was "why?", but then there are plenty of features of Lua that are really great for game development. Certainly tables really become invaluable for quickly creating arrays of data, in a manner that would be much more lengthly in other languages. Its also interesting to note that Lua is becoming somewhat of an industry standard in professional game scripting, probably for exactly this reason. For example - say I have a group of blokes that I want to play anims on. Any normal language would probably require a new data structure to handle all this info. With Lua I can quickly bash together an indexed table to represent the data and cycle through it very quickly i.e. AnimTable = { {Entity = "Bob", Anim = "Run01", AnimSpeed = 1}, This can then be cycled through with the key pairs combo, let's say we had a function to play the anim on each entity: for key, value in pairs(AnimTable) do value.Entity.PlayAnim(value.Anim, value.AnimSpeed) end Easy peasy. Sure, you could do this in any other language with arrays, lists, etc, but not quite as easily as you can in Lua! I haven't actually had the chance to take a look at Dean's offering for the moment, as it doesn't have any immediate need for the project I'm currently labouring on, but I will certainly think about using it for particular applications in the future. Nice one Deano!
by
Mark Davies
on Wed 07 Mar 2007 12:51 PM GMT
XNA guys have just released the Creator's Club site: Tuesday, March 6
by
Mark Davies
on Tue 06 Mar 2007 01:52 PM GMT
Having read this month's Develop magazine (a UK based game dev monthly), the article on Games 2.0 sparked ideas that have been lying dormant at the back of the brain for a while. For those that haven't read the article, it basically explores the lessons we can learn from Web 2.0 (essentially user generated content websites). It is a pertinent issue, and one that I always try to design into the POV projects, simply because the creation of a community will increase the longevity and the gameplay that users will get out of it. As a plus side, particularly if you are trying to get money out of a project, the stronger the sense of community, the more likely you are to be able to sell downloadable content or create other revenue streams from the players. So how exactly do you build community? 1. Extensibility Extensibility is not included in every game, but there are several examples of games in the past that have lived way beyond their initial scope because of their extensibility features. Perhaps the best case study of this is Half-Life. Originally a single player experience built in 1998, the game was still being played in one form or another right up to the release of the sequel several years later (and is probably still around today even). One part of this was the openness to the Mod community - allowing almost anyone to create their own content. Complete conversions found varying success, but by far the most well known is of course counter-strike. So opening up your game to allow people to generate user content is a good stepping stone, but within this itself there are varying degrees. The game may have very limited user content such as props or outfits for characters, decals for vehicles or something similarly mundane. Alternatively every single aspect of the game might be tweakable, allowing players to completely change it to their own desires. An important part of increasing the size of a community in this aspect is releasing good tools. The better the tools are and the easier they are to understand, the more people will be able to generate content, thus in turn increasing the size of the community. 2. Co-opetition A horrible buzz word, but essentially competition and co-operative aspects to a game will both generate community, perhaps in different ways. There are varying degrees as to how this can work, from basic score tables to online matches. Generally, the larger the community the better this aspect will be, as there will be more choice for players - although smaller communties often stick together and have more gentlemanly conduct than huge communities of players. Clans, guilds, etc are great forms of community that encourage sharing of knowledge between players, in fact co-operative play is increasing in popularity. Microsoft's Gamer Points system is really a platform wide version of this, and is a particularly successful way of doing it. It even pulls up games that might not do so well normally, because they offer valuable points to competitive gamers. A very clever system! 3. Updates By releasing updates and fixes to a game you can respond to a community's wishes and involve them in the development process, thereby engendering them more to the game itself. However, this should not be used as an excuse to patch things that weren't right in the first place! 4. Information Information is a powerful and inexpensive way of building community. By having good discourse with the players of your game, even before it is released, you will build their confidence in your product, and will make them feel part of something. 5. Make a Good Game All the above is fairly important, however, it will count for nothing if your game isn't good. The most powerful way to build a community is to build a good game in the first place, otherwise all your hard work in building that community will dissapear as soon as they actually get to play it. Wednesday, February 28
by
Mark Davies
on Wed 28 Feb 2007 02:24 PM GMT
Got hold of the demo for the latest C&C today and had a quick lunchtime blast. Was very enjoyable actually, EA have really pulled out all the stops for this one - lots of no doubt very expensive live action FMVs, a pretty smooth and impressive 3D engine and polish in spadefuls. It's really made me want to go out and buy the actual game. I may be behind on the RTS world though, think the last one I played was Red Alert, so I may be looking at the genre with fresh eyes, having perhaps missed out on years of evolution that has occured in the mean time. Still, whilst the strategy is a fairly loose term in the series, it is great fun. I just hope the multiplayer isn't the standard tank rush of old. I like to build a huge base and greedily defend it, but I suspect the rush and crush strategy will rear its ugly head once more. Monday, February 26
by
Mark Davies
on Mon 26 Feb 2007 01:36 PM GMT
Bosses are somewhat of a cliche - do they still deserve to be in games? Jeff Minter's monthly column in Edge this month talks about his game Space Giraffe, and how he is avoiding the cliche of an end of level boss. Instead he is doing what he has dubbed the Anti-Boss by having a bonus stage where the risk has been removed and it becomes a tranquil respite between levels. Certainly in a game like Space Giraffe, which looks like a breakneck shooter through and through, to embelish the already manic pace of a level may well overwhelm the player. However, in large scale exploration games the boss often acts as the pinacle of pacing across the level, what has gone before leads up to this climactic moment. However, it does deserve to be said that the majority of boss encounters tend to be rather turgid affairs. The big problems often lie with completely different mechanics to the main game, or poor signposting of the required solution to the boss's defeat. My favourite boss encounters nearly always use some feature of the environment to defeat the boss. Often simpler is better. The final boss in Ico is a good example of a simple idea that works well, and is a pretty enjoyable boss encounter. For me Shadow of the Colossus or God of War are masterclasses in the art of boss encounters. Large impressive bosses that tower above the player and require particular (yet readable) interactions with the environment or the boss itself to overcome. Alternatively one of the most frustrating boss encounters I've played of late was Raam in Gears of War. I found it to be pretty poorly signposted, and not a satisfying mechanic at its core (I won't give you a spoiler as to how to complete it though...) Good boss design is actually pretty tough, surprising little thought is actually given to the complexities of producing a decent boss fight. Most of all your game needs to be built with your boss mechanics in mind from the start, as it will become almost impossible to shoehorn them in at the last minute. Friday, February 23
by
Mark Davies
on Fri 23 Feb 2007 11:21 PM GMT
I had a bit of a problem recently when it came to remembering the vector maths required for a 2D ball collision. It's pretty simple when you hit an axis aligned surface, as you reverse the direction of the vector in the axis perpendicular to the wall, however, as soon as you try colliding with a slope its a different matter entirely. After scratching my head for ages and scouring the internet I eventually found an article that had a decent answer to what I was looking for: http://www.heroicvirtuecreations.com/2DCollisions.html Which game me the following code snippet that might prove useful should you be experiencing similar frustrations! Vector2 surfaceNormal = newVector2(-landscapeVector.Y, landscapeVector.X); Vector2 unitNormal = Vector2.Normalize(surfaceNormal); // Calculate reflected velocity //projection vector = (-I ยท n) * n Vector2 projectedVector = Vector2.Dot(-checkItem.Velocity, unitNormal) * unitNormal; // which we will add to the initial vector twice to get the resultant vector. Vector2 resultantVector = checkItem.Velocity + Vector2.Multiply(projectedVector, 2); Thursday, February 22
by
Mark Davies
on Thu 22 Feb 2007 02:05 PM GMT
http://www.gamasutra.com/features/20070215/schneider_01.shtml Interesting article on failure in games, something that I briefly tackled in my book. It's an interesting dilema trying to add a tragic event to a story without creating the feeling of failure for the player. The key to the problem is one of victory - the player must feel that they have won the game in some way or another, they don't play to lose. However, that victory does not have to be a cliche - such as saving the world - certainly the act of sacrafice could be seen as a noble victory for the benefit of another. It is interesting how much of a part culture plays in the percieved victory. Certainly I suspect that most western mentalities will find the act of a noble victory far less satisfying than eastern cultures, whose folk-lores and stories are filled with such themes. In part it is also conditioning through past experience. Many of us are used to victory and have developed a taste for it, to some coming second is seen as a failure. Games have drummed this into our psyche, so that we expect to fully win on every level at the completion of a game. Certainly games can never be complete tradgedies, as to do so would rob the player of any goal in playing a game. However, there is room for tradgedy within the scope of the plot, so long as it is not a direct consequence of a player's success (though it could be fun to do it as a direct consequence of a player's moral choice). Wednesday, February 21
by
Mark Davies
on Wed 21 Feb 2007 12:56 PM GMT
http://www.eatpes.com/game_over.html Found this rather interesting stop motion animation taking classic arcade games and giving them a twist by using everday objects to recreate their feel. This actually leads to interesting ideas about visual style - I could quite easily see this being the basis for a small classic styled 2D game. Tuesday, February 20
by
Mark Davies
on Tue 20 Feb 2007 01:11 AM GMT
The imaginary wall between the audience and the actors is always a contencious issue. Breaking the suspension of disbelief and reminding the player that they are playing a game can be a risky road to travel. Hideo Kojima is a designer who likes to travel that road, using the language of games to enrich the game itself, however it is something that I find distracting. Personally I find this shatters the illusion and breaks immersion. There is certainly an argument for the use of such tactics, and as a designer it is important to utilise all the tools at your disposal, however, the crossing of this divide still makes me uncomfortable. I still find Kojima's game to be all style no substance, and it does bemuse me quite why they have become so popular, but I must admire him for thinking outside the box. It is important to the growth of gaming that people like this exist, otherwise we will all become too wrapped up in our own selves and forget to take a step back and examine our medium for exactly what it is.
by
Mark Davies
on Tue 20 Feb 2007 01:03 AM GMT
I've already disparaged people at work with some kind of pointless arguments about seemingly pointless problems, but there are a few apparenly minor art issues in games that really annoy me. Firstly it's the false door. I've walked through plenty of doors in games before. They are pretty easy to open to be honest. Turn the handle, push the door and walk through. However, There's a door right there that's not budging. Same as every other door, but no, this one is not for opening. I wouldn't mind so much if it was made to look impassable - locked with heavy chains, covered by fallen debris, etc. These visual clues make a much more believable world - they enhance verisimilitude. And this leads me to Bioshock, and perhaps the most pointless gripe of all. They have built an underwater city, however this underwater city has balconies. Why? What possible purpose does one of these submarine standing platforms serve? If it's purely decorative then it still feels odd, and almost lazy, to just replicate a surface city in the deep. Again it breaks the idea of verisimilitude - these pointless balconies outside of windows that appear to be too thin for the sheer volume of water that surrounds them. For me it is a sharp reminder that the world has been created for the purposes of the game, and its actual physical form and function have been ignored. However, the game still looks like it's going to be great fun, and when all is said and done, that is the most important factor.
by
Mark Davies
on Tue 20 Feb 2007 12:54 AM GMT
Okay - so another day playing Lost Planet, and the sheen is still bright, but I've started to notice the scratches in the silver lining. Difficulty ramping is a big one, begining from the early part of the game it seems like a fairly well structured difficulty curve, but playing a bit further in it suddenly leaps upwards sharply, making it a little frustrating. There's definately an old school flavour lying underneath its shiny next gen exterior. There is another bug bear - player animations are slightly too long - such as picking up an item. Worst of all, recovery animations can take as long as the repeat attack from an enemy, meaning you can be hit just as the animation recovers from a previous hit - almost to the point of ad infinitum. However, these frustrations aside, it embelishes the Fiero (triumph over adversity) that the player feels, without pushing the player to the point of annoyance (well not yet at least). However, I do question how long they can maintain spikes in difficulty without bringing the pace down to give the player a break. The thermal energy tick down doesn't help in this regard, pressuring the player to keep moving forward. I'm still enjoying the game, but perhaps it's not a reason to shell out 300 quid. However, an XNA subscription is still so tempting... Monday, February 19
by
Mark Davies
on Mon 19 Feb 2007 01:45 AM GMT
Today was kind of a fun day, other than having to go into work on a weekend (ah, it's not that bad, I love my job anyway), today was spent playing all three of the next gen consoles. Getting hands on with Resistance: Fall of Man on the PS3 was interesting. The first level is really quite dull. In my eyes that's one of the cardinal sins of game design - make sure that your first level drops you straight into the action, or you are going to bore the player and potentially put them off. However, sticking with it for a bit revealed a better gaming experience as it progressed. The weapons are imaginative and feel fairly satisfying. The feeling of being in a battle is conveyed rather well, particularly as you reach Manchester. I like the cohesiveness of the enemy design, and whilst not the best I've ever seen (even just today), it was still effective and, in my eyes, far more satisfying than Halo's characters. However, something didn't really grab me about it. It was fun for a while, but not anywhere near as engaging as Half-Life 2. The Wii is still a bit of an enigma for me. On one hand I love the controller, on the other I can't see it as anything more than a fairly shortlived gimmick like the eyetoy. Great for party games, but sadly lacking in any other field. This probably wasn't helped by getting my ass handed to me by a girl. If there's one thing that really irks me, it's that the Wii has created a level playing field for gamers, and all of my hard tuned controller skills count for nothing. Maybe I just need practice, but 10 mins of Rayman Raving Rabbids had my arms nearly falling off. As I said, the controller is unparalled for party games, but I just can't see myself playing a traditional length game on it without some serious fitness training. Still, I haven't yet played Twilight Princess, so who knows, maybe I can be converted - god forbid, maybe I could even start liking Nintendo. Then again... Then, after a few hours at the grindstone, it was the 360's turn. To be honest, of all the consoles, the 360 has meant the least to me up to this point. There's been nothing on it that could provide any form of temptation. Until I started developing with XNA of course. Now I want one just for that reason. However, now there is a new temptation. Not Gears of War as everyone seems to have waxed lyrical about of late. Actually I have been severely dissapointed with that game from the moment I saw it. Sure, there's some lush environments, and some superb texturing, but I really have a problem with the gruff American "heavy metal" styling that all Epic games have. The macho bullshit posturing and swearing for the sake of swearing just gets my heckles up (which is very hypocritical if you actually know how much I swear), I just find it grating and even jarring in games. Generally because it is really poorly acted. However, the part of the game that I played today started off with promise. It built up atmosphere with a rainy environment, with very little happening in terms of action, but a tense build up of enemy sightings and jumpy moments. So far - so good. However, it just fell flat thereafter. First there was the over use of the same rather tedious enemy - an exploding charge enemy that just didn't cut the mustard. But the real turd in the champagne was the utterly awfaul trial and error path across the wooden planks suspended above the pit of exploding enemies. Not only could you not shoot enemies below you (breaking consistency of the game immediately), but you could not tell which areas were going to break and which weren't. Seriously guys, it's not fun to have to walk across something without any kind of feedback as to whether you are taking the right route. Then there was the mine cart section (sorry if i'm dropping spoilers), perhaps it was because I was playing casual mode, but it was one long fancy animation sequence with very little actual meat on the bones. And then there are the irksome mini cutscenes that jerk you out of the action every 5 mins, I know they are there to cover loading, and most of the time they feel really contrived. The only good bit about this game is the cover and shoot gameplay - and this section of the game was sorely lacking. All of this verbose chat brings me to the highlight of the day for me, and the shining reason why I now want a 360 more than any other console (till something decent comes out on PS3 of course - I am a Sony whore after all!). Lost Planet is simply brilliant. This for me is what a next gen game is all about. After staring at Gears of War the first level seemed a bit graphically flat. However, once the action starts to unfold it really does drag you kicking and screaming into the game world. This first graphical anomaly is soon kicked into a straw hat when you enter the frozen world proper. The snow feels right and the lighting is really superb, however, the real star of the show is the enemies and the special effects. These explosions are without a shadow of a doubt the best ever seen in a game. The splatter of enemy ooze is equally as impressive. The enemies themselves move in a way that is truly fantastic, having real weight and grace. It plays well too. Weapons feel really satisfying. Enemies are well balanced, and their weak spots are perfecly highlighted. All in all I was profoundly impressed with this game, and wanted to play more. Guess I;m just gonna have to fork out for a 360. I do have to have one moan though. The front end and HUD messages are appaling. Sorry guys, you could have put a little more effort in there and really shown off. But let's face it, who really cares when the meat of the game is this good? Sunday, February 18
by
Mark Davies
on Sun 18 Feb 2007 12:32 AM GMT
For those of you that have had the head numbing experience of coding games in the past, the significance of XNA may well not be lost on you. I know many old school programmers will probably scoff at much of what XNA provides, but for a rusty coder like myself it is a dream come true. Now I don't have to waste time developing the parts of the game I really don't enjoy - like rendering, content pipeline, etc and actually get on with the process of making the game. Also, for me, the use of C# is also a massive boon. I have a (probably misguided) vision of the future, where C# is the standard language. It really is so much better than any other language I have ever used, and the .NET environment is simply genius. Microsoft, you really got it right this time! I'll probably post up some code snippets here from time to time. I hope someone might even find them useful! Saturday, February 17
by
Mark Davies
on Sat 17 Feb 2007 11:53 PM GMT
So three years of spare time and hours of pouring over text have finally paid off. Designing Character-Based Console Games is now a reality. Now I have to wait and see how useful people will find the book. It's aimed at teaching practical skills rather than abstract theory. Hopefully this will set it apart from the many other game design books on the market. I guess time will tell! MD
by
Mark Davies
on Sat 17 Feb 2007 11:52 PM GMT
I'm not the biggest fan of Nintendo, which is somewhat of an understatement, but the Wii definately gets the design juices flowing. I remain unconvinced that it can change the way we play ordinary games, but I do think it is revolutionary when it comes to party games. It doesn't take much thought for ideas to start flowing. In the office today someone mentioned cocktails, before you know it we are discussing a Tom Cruise scenario where you have to work your way from lowly barman in a backwater bar to the fashionable nightclubs of New York. Shake, toss and flick the remote around stylishly and pour those drinks! How about two remotes for a rowing game - perhaps a leisurely row across the lake, or an Oxford / Cambridge boat race simulator complete with a cox screaming orders at you. Maybe downhill skiing with the remotes for poles. Who knows! I'm loathed to say it, but Nintendo really does know how to innovate, even if Mario is the most loathesome mascot that ever lived. Now will Sega please try and make a good Sonic game again... please? MD |
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