Game Reviews:
Myst
IV: Revelation
Pikmin 2
Donkey Konga
Game Reviews by Andrew Glassner
October 2004
Myst IV: Revelation
Final score: D (30/100)
Published by Ubisoft for
the PC
Roman numerals are often a sign of trouble, a desperate cry to
be taken
more seriously than one appears. Thurston Howell III, Rocky VI,
and
SuperBowl XXIII come to mind. So it is with Myst IV: Revelation.
The story of Myst, involving a world-building couple and their
two sons,
has been recycled so many times that it's now 90% post-consumer
waste.
There's nothing left here dramatically, so the player experience
in this
latest installment comes down to how well the game executes the
standard
Myst formula of offering beautiful graphics and sound as you encounter
and
solve a series of puzzles.
Because Myst IV is primarily about finding and solving puzzles,
they need
to be top-notch. Unfortunately, these puzzles are not even close.
Several puzzles require endless trial-and-error to figure out the
rules
and find a solution. Perhaps fearing that this wasn't tedious enough,
the
designers made the mechanics of several puzzles so slow and difficult
that
simply making moves takes forever. Even when you know the answer,
it can
take 5 or 10 dull, click-and-drag minutes to execute it. Woe to
you if
you get so bored you make a mistake, forcing you to start over.
And then
to top things off, sometimes timing matters: after a few minutes
of making
moves, the last two have to happen in quick succesion, or you not
only
don't solve the puzzle, but it's left in some awkward state you
now have
to unravel before you can try again.
Let's drop in on an imaginary meeting at Myst IV design headquarters,
shall we? The designer is breathlessly pitching a game section.
"And
then at this point, the player gets thrown off the cliff and ends
up deep
in the jungle below, which looks beautiful. He's completely lost,
and the
jungle is so rich and complicated that it will be almost impossible
for
him to keep track of where he is or where he's been. So he'll just
have
to wander at random through a dozen screens or more and hope something
happens." Someone raises his hand and asks, "Why is that
fun?" The
designer replies, "Didn't you listen? I said it would look
beautiful!
Gorgeous! Tons of flowers and plants everywhere. And animals too.
And
they'll be animated, and make chattering sounds." "I heard
you," says our
timid voice of reason, "But the player is lost, and maybe going
in
circles. He has no idea what's going on, and for minutes on end
he's just
clicking here and there without purpose. Why is that fun?"
The designer
rolls his eyes. "I'm talking beautiful computer graphics on
every screen!
You obviously don't know a thing about what makes a great game."
Many of the Myst IV puzzles are designed to be impenetrable unless
you've
found the hidden clues. In a game that works so hard to create a
story,
these hidden clues make no sense at all. Why, for example, would
a person
who's been completely isolated for 15 years leave hidden notes to
himself
in inconvenient, out-of-the-way places that are far from the place
where
those notes would be useful? Why, to make the game harder for the
player,
of course.
Like its predecessors, Myst IV looks beautiful. The sounds are
great. Some of the gameplay is poorly implemented (moving from one
place to another always subjects you to a frustrating 2 or 3 second
delay, even when you simply turn around and go right back where
you were a moment ago). The Myst story is worn so thin that it's
practically transparent by now. The puzzles are made artificially
complex by obscurity, and some are simply a long and unpleasant
slog to complete, even when you know exactly how to solve them.
This game finally grinds the Myst franchise into the ground. With
any luck, that's where it will stay.
Pikmin 2
Final score: A (90/100)
Published by Nintendo for the GameCube
The original Pikmin was a small delight of a game (in my December
2001
review I gave it 90/100, faulting it only for being too short).
In that
game, your spaceship crash-landed on a garden world full of flowers,
insects, and bugs. It was also inhabited by the Pikmin, a race of
small,
brightly-colored but dimwitted creatures who had no goal in life
other
than to cheerfully follow you around and carry out any of a half-dozen
commands (e.g., go over here, attack this bug, or carry this thing).
The
goal was to use the Pikmin to collect the scattered pieces of your
ruined
spaceship in order to return home.
In Pikmin 2 your employer has sent you back to the planet with
your
partner Louie and a new goal: scout for treasure and bring it home.
The
garden world is just as you left it, but more so. There are new
kinds of
Pikmin to play with, lots of new insects to defeat as you go treasure
hunting, large new areas to explore, and multi-level caves to spelunk.
Pikmin 2 is a jewel of a video game that's primarily about free-form
puzzle solving. You're given an environment containing bugs and
scattered
junk, a bunch of your Pikmin friends, and a real-time clock that
starts at
sunrise. Your job is to do whatever you want, however you want to
go
about it, to get some of the treasure back to your ship by sundown.
Playing is a process of exploring the environment and planning ways
to use
your little guys to knock down walls, build bridges, harvest berries,
carry stuff back to your ship, and attack and defeat insects.
Pikmin 2 succeeds so well because it promises so little, and then
surpasses expectations. For example, the game uses artificial
intelligence (AI) to manage the swarm of little Pikmin that run
around
behind you and carry out your orders. It's probably safe to say
that most
games today, from first-person shooters to chess simulators, have
some
form of AI in them. But when the AI isn't smart or clever enough,
your
opponent can make a foolish mistake, and the facade crumbles. In
Pikmin
2, the little guys are obviously so dumb and mindlessly eager to
please
that even when the AI messes up and the Pikmin get themselves in
trouble
(say by walking into water and starting to drown) you feel worried
for
them, rather than disappointed by bad programming. In this and many
other
aspects, the game beautifully sets your expectations low and then
casually
exceeds them, creating a very positive feeling.
One thing I really liked about the game is that you don't build
up skills
or abilities as you play. Once you've built up a bunch of each kind
of
Pikmin, which happens almost immediately, you've maxed out on the
gameplay
mechanics. From that point on it's all about exploring and planning
your
way through the game.
I'm docking the game 10 points out of 100 for some minor annoyances
in
gameplay (e.g., if you want to restart a section, you have to reset
the
console).
But I'm giving it 90 big points and it deserves every one of them.
Donkey Konga
Final score: D (40/100)
Published by Nintendo for the
GameCube
This is a nice little idea. Donkey Konga comes with a set of two
plastic bongo drums that plug into the Gamecube's controller port.
The drums are sensitive to thumps on each drumhead, and to handclaps
(thanks to a little microphone hidden in the middle). The game offers
33 songs of different styles, tempos, and difficulty.
When you pick a song, the music starts to play and you see a ribbon
of
markings roll across the screen from right to left, like a player
piano
roll unwinding. There are four marks: yellow circles for hitting
the left
drum, red circles for the right one, pink circles for tapping both
at
once, and little starbursts for handclaps. Your goal is to play
the
appropriate action when these icons move under a white circle at
the left
side of the screen. If you've seen or played Dance Dance Revolution,
it's
the same idea. There are also extended circles for drumrolls.
When I first started playing the game, I had fun. I played through
the
easy children's song "Bingo" and old classics like "I've
Been Working On
the Railroad." Then I tried some harder ones, like the pop
song
"Loco-Motion," and the classical "Hungarian Dance
#5 in G Minor" (played
with rock instrumentation). I even drummed to the song that has
led tens
of thousands of football fans to rock their stadium in a massive,
co-ordinated clap-clap-thump, Queen's classic "We Will Rock
You."
After playing through all of the songs, I was no longer having
fun. I realized this was primarily due to four things.
First, some of the rhythms they had chosen were quite strange.
About half
the time I was feeling the rhythm of a song and drumming in time,
and the
other half it felt like I was almost drumming at random just to
follow the
markings on the screen.
Second, I found that the songs didn't complete. The children's
songs
played to completion, but many of the pop and classical songs played
for
only a couple of minutes and then faded out. Given that pop songs
are
generally only three minutes or so anyway, it was frustrating to
not be
able to play them to the end. Sure, Devo's "Whip It" gets
repetitive, but
I'd still rather drum my way to the end than have it just putter
out
somewhere along the line.
Third, the list of songs was small and the choices were banal.
There are
only 33 songs available to drum along with. Six of them are theme
songs
from Nintendo products. Most of the rest are children's songs, or
pop
tunes that range from "Rock Lobster" to "Louie Louie."
Some songs seem to
have been re-recorded by cover bands.
I expected that once I had successfully drummed my way through
this first
list of songs the game would open up a bigger, better list, but
no.
Instead, the game offers you three sets of increasingly difficult
drumming
patterns to master. So if you're willing to invest many repetitions
and
lots of practice you can memorize the patterns and totally nail
the
hardest level of "Inky Dinky Spider," if that floats your
boat.
Fourth, the animation is disorienting. While you're playing, the
background scrolls left-to-right while the icons are moving right-to-left.
After looking intently at the screen for a few minutes (which you
must do
in order to keep up with the druming icons), your visual system
compensates for this constant, opposing motion. The result is that
when
the song is over and the animation stops, your eyes keep going,
and the
whole world starts to swim visually back and forth, like an old-fashioned
television dissolve effect. This disorienting and nauseating visual
flow
can take 30 seconds to fade away, and much longer for the feeling
of
seasickness to disappear.
On balance, I think the most anyone should expect of this game
is an hour
or two of novelty and amusement. After playing through all the songs
once
on the easy level, I think most people will be like me and put the
drums
back in the box, and sell the game on eBay.
Donkey Konga is a nice idea with unique hardware, but it falls
far short
of its potential due to to poorly-chosen songs, odd drumming patterns,
and
nausea-inducing animation.
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