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From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

The best platform games ever (that aren#39;t Mario)

Added: 03.07.2015 17:00 | 39 views | 0 comments


Platform games are one of gaming's most enduring staples, and you can't really mention them without talking about Mario. Except I am. Put simply, there's no point in me trying to list the best platform games of all time because, like it or not, Mario titles would take up at least 50% of the entries. The best platform game ever made is probably Super Mario Galaxy 2 (so says our list). But let's not argue about that. Let's look at the challengers.

There's more to the competition than just Sonic the Hedgehog. In fact, you're about to read about 25 amazing platform games that don't have Mario in them. And they're in order too, so let's start with 25 and work our way up to the top. Let's-a go! *Gunshot*.

Ah, a familiar face. Crash is surely one of PSone's most enduring icons and his first adventure is arguably his best. The tight, corridor-like nature of the levels mean Naughty Dog (yes, of Uncharted fame) was able to cram loads of polygonal detail into every frame, making this still look surprisingly lush, especially on a PSP or Vita's screen.

The gameplay is much harder than most people remember, and finding all of the wumpa fruit (there's a blast from the past) requires some pretty serious skills and searching on later levels. It's true that non-homing jumping in 3D space doesn't work very well a lot of the time, but Crash's shadow at least allows you to see where you're landing. It's still fun, charming and easy to get hold of via PSN.

It's rare for a platform game to out-concept the infamous Glover in the 'most ridiculous premise for a platform game' contest. But Vince is the third-best voodoo doll belonging to the owner of a magic shop in New Orleans, who comes to life when zombie dust is spilled during a robbery/kidnapping.

Vince himself is a wisecracking platform hero (no, wait - come back!) who can defeat his enemies by inflicting pain on himself. Chuck yourself in a fire if it helps (and it probably will). From the world design to the N'orleans Jazz-influenced soundtrack, Voodoo Vince has a ton of personality to go alongside the tight 3D platforming design. Still surprisingly good-looking, too. That original Xbox has still got some clout, I'm tellin' ya...

Shantae is one of those games that hardly anyone talks about, but deserves much more acclaim. Shantae herself is a Middle-Eastern belly dancer and in this, her third game, she must team up with her former enemy, Risky Boots (great name – love it) and save her town from a typically pantomime-evil threat.

What follows is classic platform action, where new abilities unlock secrets in previously-visited areas. It's very similar to an old (unrelated) game called Monster World IV – in fact, it could feasibly pass as a sequel to that game. But this is better. Some might be put off by the ridiculous moments of cartoon fan-service (those costume changes are gratuitous to say the least), but it's all tame and feels good-natured. Look out for the new-gen sequel currently in development.

It's remarkable how well the oldest game on this list has stood the test of time. While you could boil this first Dizzy sequel down to an overly-punishing 'fetch and carry' quest, you'd be doing it a massive disservice. The design of this static-screened world is still a treat for the imagination. A desert island with pirate gold lying beneath the surface of the water, complete with a treehouse village, a sub-aquatic world (with a shipwreck) and cursed treasure to boot.

The one-hit-and-you-have-to-restart 'feature' is cruel, but it actually gives the game an immense feeling of peril. Every jump near a hazard – be it a jellyfish or burning torch – must be judged perfectly, or you have to start again. And each moment of discovery when you work out where an item goes is a moment of air-punching glee. Even though the whole game fits into 48k of RAM, it's still brilliant.

Channeling the likes of Rocket Knight Adventures, Giana Sisters is a fast-paced, flowing and beautiful platformer. It's dripping with classic platform iconography, too. Coloured jewels floating the air, begging to be collected. Lush forest backgrounds… glistening water… it's exactly like the platformers of the 1990s, only rendered in spectacular modern detail.

It is, however, extremely difficult. It is certainly possible to master its versatile moveset, but doing so will take a lot of time and patience. Fortunately, it's totally worth the effort, so it won't feel like a chore. And when you're dashing, spinning and leaping around like you own the place, you'll feel amazing.

Disney platformers in the early 1990s were pretty much universally brilliant, whether on 16-bit or 8-bit machines. The Lucky Dime Caper may be an 8-bit title, but it's got everything you could want. Donald himself is beautifully drawn, full of personality and charm. The movement is solid and smooth and the mallet attack feels suitably meaty.

The levels are now the stuff of cliché, what with a water area, a forest, an ice zone and desert, but you can tackle the first three in any order, then the next three in any order, too. The soundtrack is superb and the sense of drama it creates by the time you reach the final level is palpable, followed by some of the most celebratory music ever committed to cartridge. Such a pity the game isn't more readily-available today.

It's very rare to have something from your childhood remade in a way that's sympathetic to what you remember, but Castle of Illusion's HD redux is exactly that. Some moments, like the leaves in the spiders' webs, look and sound exactly how you remember them… although if you go back and play the original now, you'll be amazed at quite how old it feels.

From the over-sized library to the confectionary-filled sweet level, everything is lovingly-rendered and delivered in an organic-looking, non-regimented way. Mickey looks superb in 3D and the scattering of collectible items is challenging enough to be rewarding, but certainly not impossible. Whether you play on PSN or iOS, the experience is the same. This is quality, retro-styled gaming, only modern enough to feel fresh and relevant today. Just a shame the 'bottom bounce' has been replaced with a standard jump attack. Ah well, can't have everything.

Obviously there are many Mega Man games that have a special place in a lot of hearts, but Mega Man 2 is the most iconic. It's also one of the most hardcore platforming experiences around, with ultra-precise and solid controls, fearsome enemy patterns, and carefully rationed upgrades that come to you as you swear your way through screen after screen of chunky scenery.

It also sounds magnificent, with a classic soundtrack made up of bleeps, bloops and fizzes. Forget its actual age, there is a timelessness to Mega Man 2. It's a distillation of the joy of pressing a button to interact with a little sprite on your TV screen. The game design is spectacularly great, with an understanding of timing and challenge far beyond many games, even today.

After Mario and Sonic made platformers THE genre to play, everyone wanted in on the action. By 1993, there was an element of platformer fatigue. But even the biggest critics of the fad would have to concede that Aladdin is a very special video game. With sprites designed by Disney animators themselves, this was as close as you could get to actually playing an animated movie on your home console.

It's the Genesis/Mega Drive version, of course, that we're championing here. The SNES version, while still good, simply doesn't have that authentic feel of the Mega Drive version. With MIDI-fied versions of the feature film's classic songs, technically astonishing collision detection (knives split apples mid-air) and a tonne of gameplay variation, this is how you do a movie tie-in.

A lot of indie platformers play around with various gimmicky mechanics, but rarely make them feel as cohesive as Sound Shapes. At its heart is a simple (but not simplistic) 'stick to grey surfaces and avoid red ones' idea, which gets difficult very quickly. But this is coupled with a superb musical element.

As you play a level, you add notes to the music, building the soundtrack and avoiding various threats that all bounce along with the beat. It's mesmerising and utterly, utterly brilliant. The fact that it works with actual music tracks too – imported via DLC – makes this even more delightful. This is so much more than the sum of its parts. Like music, really.

There is an argument for one of the original SNES versions of Donkey Kong Country, but those games' controls lack the precision of the Returns series, which were given Retro Studios' usual classy treatment. This Wii U game has quality written all over it (erm… in invisible ink). And no, it doesn't count as a Mario game.

Not only is the platforming gameplay as enjoyable as ever, it all sounds absolutely phenomenal, thanks to another sensational score by David Wise, who worked on the original Donkey Kong Country. I actually know someone who listens to music from the game on a loop, it's that good. Not me, I hasten to add. But maybe you will.

The 32-bit scene was comparatively light on side-scrolling platformers, most likely because they were seen as a 'last-gen' genre now that 3D worlds had arrived. Klonoa blended the best of both sides, offering precise, smooth, colourful gameplay with 3D visuals.

It's still a 2D platformer, of course. And one that moves absolutely beautifully, despite the now prehistoric tech specs of the humble PSone. Flowing, precise and smooth, Klonoa is sheer class. It's a relatively rare game to get hold of in disc form these days, but you can buy it on the PSN to play on PS3, PSP or Vita. So do that.

There are several entries in the Ratchet Clank series that could easily fit on this list, including the PS2 original (and the new RC remake on PS4 will probably be best of all). But this PS3 game is everything the series stands for, and at its most imaginative, too.

There's the 3D platforming and melee combat we've come to know and love, plus a load of customisable and upgradeable weapons, and some time-warping puzzle-solving to boot. All of this is wrapped up in super-slick production values and topped off with a funny and entertaining script. Can't get much better than that, really. This is exemplary platforming by one of the master development teams of the genre, Insomniac.

Bionic Commando already had a legion of fans hanging onto the glory days of the '80s arcade scene. But this XBLA remake is a revelation for anyone who loved the game the first time around. Everything's better. From the graphics to the controls and the freedom of movement, Bionic Commando: Rearmed is the perfect example of an HD upgrade done right.

The game is mostly the same as it always was, only with a better ending and a few new features thrown in for good measure. And the arm itself makes for a rather unique-feeling platformer, as you swing around, blowing up walls to find secrets and generally feeling like a bionic version of Spider-Man. With a gun. What's not to like?

It's amazing to think that Cave Story is actually already over a decade old. But this 3D remake of the original platformer/shooter hybrid is undoubtedly the best way to play it. This is the definitive version of the game.

But why is it so good? It's the amalgamation of screen after screen full of smoothly-moving (and exploding) sprites, tight controls, a clever upgrade system and good old fun. Yes, it's one of those increasingly rare things – a game that is fun just to control. Add in one of the most subtle, yet brilliant, branching route systems ever seen and you've got a classic on your hands. Well… more like 'in them'.

3D platformers were everywhere in the late-1990s, but even with the mighty Super Mario 64 already owning the platform (sorry, I mentioned Mario), Rare managed to create something truly special on N64 in the shape of Banjo-Kazooie. The two-character set-up works beautifully, with Banjo and Kazooie complementing each others' movesets and playable both as a team and individually.

The textures may look primitive today, but there's still a lot of charm to the game's colourful world, and the Xbox 360 HD re-release is perfectly acceptable, if a little simplistic in terms of geometry. That still can't dull the game's humour, open design and depth of exploration. Oh, and it turns out that Kazooie is a girl. Amazing how few people realise that.

Dave Perry must have learned a lot from developing Cool Spot, because by the time Earthworm Jim came around, everything was working. Jim works as a character because his shape can morph into anything. He can use himself as a skipping rope. Mario can't do that. The 8-direction shooting lends a Gunstar Heroes vibe to proceedings as you monkey-swing and bounce around the levels, giving this entry genre-straddling elements, while remaining most certainly a platform game at heart.

But for all the technical accomplishment and game design (excluding that water level – but even that was fixed in the HD remake, so get that), it's the game's humour that makes it stick in most people's minds. You could call it low-brow, but that just resonated with bogey-hungry '90s kids everywhere. While it does feel very… ''90s' today, it's still brilliantly playable and you should get it.

There's a reason why Sonic 2 is the series entry most people remember playing when they were kids.

It was the game to get for Christmas in 1992. Taking the super-smooth movement of the original game and ramping up the level variety, scale, speed and spectacle, Sonic Team created a timeless platform adventure. And, unlike the original game, the second level is just as good as the first. As is the third, for that matter. Emerald Hill, Chemical Plant and Aquatic Ruin form a holy trinity of gaming playgrounds.

While both the drop-in/drop-out co-op and split-screen 2-player mode have clear flaws, that doesn't mean you can't have fun with a friend. Competing for rings in the pseudo-3D special stage is still loads of fun, but it's the game's longevity that's kept it on this list. People still speedrun it. The new iOS conversion is technically more advanced than the original, while remaining outwardly authentic. However you play Sonic 2, on whatever platform you choose, you will have fun. Fact.

The Castlevania template had already been established long before the 32-bit era arrived. And before Konami turned the series into a 3D adventure, there was time to release the pinnacle of the series' 2D evolution. Symphony of the Night combines pixel-perfect 2D platform combat with 3D background elements to incredible effect. The fact that the 3D is now pretty shaky and roughly-textured somehow makes it all the more wonderful. This has become an icon of retro gaming.

It's aged beautifully in terms of gameplay, too, serving up a huge, lavish adventure, rich with stat-boosting items and new weapons to uncover – not to mention one of the best hidden endings ever. After the PlayStation version, the game also appeared on Sega Saturn, offering extra content including a new playable character. But other elements were weaker, so it's a tough call to say which is best. Both, basically.

Sackboy may be available on PS4 (with some amazingly cute friends), but it's his second PS3 adventure that remains the definitive LBP experience. The built-in levels are more imaginative than those of the original, and the joyous presentation – not to mention Stephen Fry's lovable narration – make just moving around this craft-themed world a pleasurable experience.

But it's the creation suite that really makes this indispensible. You can create regular levels, as you could in the first game, sure, but now you can actually make different genres of games. Yes, making games in a game. What a time to be alive.

Some games are built to reward skill. But few have such a sadistic slant, encouraging you to die a hundred times in preparation of nailing a level with a perfect run. In fact, it even celebrates your catalogue of failures, with an incredible, climactic cascade of replay Meat Boys all dying around that one, lone survivor.

All of this would be for nought if the game played badly, but Super Meat Boy's controls offer incredible precision. When you die, it is simply because you didn't perform well enough. Granted, the graphics are basic by today's standards, but that's because there needs to be no margin for error. A platform is a platform, a wall is a wall. This is ultra-purified platforming action – and it's the meat in the sandwich that matters, not how prettily the bread is cut.

Proof (as if proof were needed) that it's the way a game plays and not how it looks that makes it either a great experience or an also-ran. N+ is all about momentum. It takes some getting used to, certainly, but the potential for perfect runs makes this a mouthwatering prospect for anyone with an eye on getting the best score.

It's mega-hardcore, too. A single wrong move and you're dead, forced to watch a chain reaction of explosion around the screens as pieces of debris (and you) fly around, detonating more explosives. It's this knife-edge of tension juxtaposed against the beauty of a clean run that makes N+ such a delight.

Metroid was pushing all the boundaries when it first released on NES back in 1986, but it was rougher than tree bark with a sore throat and a hangover. Yes, that is rough, you're right. But Super Metroid cemented that formulative… er... formula so perfectly a few years later, it spawned two decades of imitators. The level design and control set are perfectly married, ensuring every area has something new to offer every time you learn a new ability.

The 16-bit visuals may look, shall we say, 'functional' by today's standards, but the music remains some of gaming's best – and actual tunes are used brilliantly sparingly. Super Metroid is designed to give you a sense of melancholic isolation and it gets under your skin. The series translated into 3D perfectly with Metroid Prime, but while Prime is the , Super Metroid remains one of the best platformers ever made.

Is PoP a platformer? Yes. Environmental traversal makes up so much of the game, and requires dexterity and quick-thinking to keep your character from a fall, just like Sonic or he-who-must-not-be-named. But if you do fall… well there's PoP's best stuff.

Being able to rewind time is a brilliant concept and even though it was relatively new when Sands of Time came out, it was done in exemplary fashion. Indeed, play the game too much and you start reaching for the undo button in other games. And even real life. Hit by a bus? That's OK, just rewind time and… oh yeah. Damn.

Rayman Legends is simply the best platform game ever made that doesn’t have Mario in its name. With sublime, intuitive controls that see you sprinting, sliding, wall-jumping, swimming and thwacking enemies into next week, this a joy to play – and easy to pick up if you're a newbie. It works best on Wii U, which is no surprise considering it was designed to be exclusive to that console, before going multi-platform late in development. The HD art is beautiful, the minigames an absolute riot (Kung Foot is worth the asking price alone) and the level layouts are a masterclass in game design, with secrets everywhere and constant rewards for skilful play.

As if that wasn't enough, the multiplayer co-op is exceptional, combining the best of helpfulness and bastardry as you race each other to gather lums, cut a rope to send your mate down a hole to their death or, y'know, actually work together to 100% each level. It's massive too, even going so far as to include levels from Rayman Origins. It's impossible to be disappointed with this game. If you have any interest in platformers at all, you need to play this. Just as soon as you've played Super Ma...(snip!).

40 Worst Video Game Covers Ever: Part 3

Added: 02.07.2015 9:15 | 11 views | 0 comments


Chalgyr's Game Room writes: Well, we are up to day 3 here. The format is pretty well established by now. We are taking a look at forty of the most ridiculous covers ever to 'grace' the cover of a video game box. This marks our halfway point in our list. Tune in tomorrow and we will have our last ten. Snow White and the 7 Clever Boys Out of the two notorious Disney rip-off games to appear on the PS2 - the other being Animal Soccer World - this game is the more Satanic of the two evils. I mean wow, look at the extremely bad character models. Wait, can you EVEN call them "models"? Escaped souls from the River Styx possessing mannequins sounds about right. This is making my head hurt.

From: n4g.com

We Could See Some Cult Lucasfilm Properties Coming To Disney Infinity In The Future

Added: 01.07.2015 11:45 | 5 views | 0 comments


Article: We Could See Some Cult Lucasfilm Properties Coming To Disney Infinity In The Future

Nothing is off the table, apparently

From: www.nintendolife.com

Disney Magical World 2 Is Happening, Folks

Added: 01.07.2015 10:25 | 4 views | 0 comments


Article: Disney Magical World 2 Is Happening, Folks

Happy happy, joy joy

Tags: World, Disney
From: www.nintendolife.com

Disney Magical World 2 Is Happening, Folks

Added: 01.07.2015 10:25 | 1 views | 0 comments


News: Disney Magical World 2 Is Happening, Folks

Happy happy, joy joy

Tags: World, Disney
From: www.nintendolife.com

15 games that reward you for NOT playing them

Added: 29.06.2015 12:15 | 37 views | 0 comments


Games give so many conflicting messages to players. Most want hours and hours of your attentive dedication, then for you to return for DLC, and to never give up on the multiplayer (lest you trade it in). It can be a lot to ask, but many people are more than ready to sacrifice vast chunks of spare time. Which makes it all the more frustrating when a game says "Hey, don't you think you should take a break?" I'll tell you when I've had enough!

But there are a handful of titles that skip the simple guilt trip, and instead express concern over possible addiction by actually rewarding players for NOT playing. These games admirably promote shutting off or logging out from time to time, doling out some kind of tangible bonus for not playing them. If only other worrisome publishers got as proactive as these games...

Note: An earlier version of this article appeared on the site in 2014. This new-and-improved, updated remix near doubles the list of entries, so do give it a look even if you read the original. New stuff is up front, too.

Despite what the crackpot media might have you believe, not all video games are out to get us… just most of them. The rest make do by occupying only a large tract of our time, as opposed to every last drop of it - here's looking at you World of Warcraft and Destiny. Some games, it seems, would rather maintain a clear conscience, a basic responsibility to the health and wellbeing of the player. Sometimes they even express this in the form of an explicit 'go outside already' tip. 'Get some fresh air', they say, 'you're starting to smell'. Bless their swollen hearts.

Though some games go even further than that. Some games actively reward inaction, making not-playing an ironic element of their gameplay. Some games take the design philosophy of 'less is more' to its natural conclusion, interpreting 'less' as 'zero human interaction whatsoever'. Today's thoroughly big list takes a look at 15 such titles - those that effectively reward the player for his or her total inactivity. Sometimes taking your time (or just being flat-out lazy) has its rewards. Enjoy.

Reams and reams have already been written about the absurd fallacies that govern our games - those oddball behaviours and mad practices that seem so wonderfully at home inside of a virtual setting, and yet so massively inappropriate beyond it. Far Cry 4 evidently takes issue with these sorts of unthinking and unrealistic reactions. Case in point - the game's early doings, in which the villainous Pagan Min appears to kidnap protagonist Ajay and stuff him into an easily escaped room. Now, given the man's obvious penchant for violence, as well as his ominous promise to return, it's hardly surprising to find that most gamers quickly attempt to scarper.

But what if you don't run? What if instead of scurrying off to go native and/or ride around on massive murder elephants you simply decide to sit it out and wait? Does Min return, torture tools in hand and ready to rend flesh? Actually no. Instead we're treated to what is perhaps the most realistically dull conclusion of all time. You sit around for 15 minutes, Min duly returns and kindly escorts you to your original destination. Game over. That's it. I guess he's not such a terrible genocidal dictator after all… Just a weird uncle really. Very weird, mind, but still...

From the 'loving mother's school of devastating fight advice', it's Final Fantasy V and the Gogo boss monster - aka the one that you beat by doing nothing precisely nothing. Take that bullies - looks like I'm the bigger man now… on the floor, being kicked. Cheers Mum. You see the thing about Gogo is that he's actually a mimic, meaning that he'll only attack so long as you choose to attack him. Attempt to duke it out and he'll unleash wave after wave of unstoppable carnage, but opt instead to heed his sagely warning - 'to do as he does' - and Gogo will eventually relent, granting you a prize before scampering off elsewhere.

Good thing too, as trying to best old Gogo via conventional means, i.e. - the exact way that anyone would after 30-plus of furious fiend blasting - is considered to be a truly difficult feat. Gogo can annihilate the entire party in just three turns, and must realistically be defeated with the help of a high-level muting buff, lest this monstrous mime work up to his uber destructive meteor attack. The lesson here: Not every boss taunt ought to be ignored.

What better way to mask dark-hearted villainy than with a sweeping sense of whimsy? Disney has been at it for years now... In the case of Jonathon Blow's Braid this diabolical bent extends far beyond the terrible actions of Tim. You see, even the gameplay itself bears something of a sadistic streak. Case in point - level 2-2, or 'the curious case of the cloud that just wouldn't budge'. Well, to be fair, it does actually shift, though at such an imperceptible crawl as to trick most players into ruling it out as an effective means of locomotion. So why exactly would you want to ride such a slowpoke?

Well, as it turns out Blow and co. made it so that this granny-rapid gas ball provides the only means of reaching the game's most maliciously placed star. Now keep in mind that you don't actually need this item at all, though of course there's no accounting for the insatiable appetites of the completionist. All told, the player will need to wait 2 whole hours for this fluffy bugger to reach its destination. To be clear - that's 2 entire hours of your life… in exchange for a pickup that anyone, of any skill level could also achieve… Methinks I smell a trolling.

Everyone loves a dev team with a decent sense of humour, particularly when that team belongs to an oftentimes 'holier than thou' indie scene. "Ya, programming in a start button was just, like waaaay too mainstream". Praise be to the folks at Galactic Café then, whose winning sense of humour even found its way into The Stanley Parable's achievement section. An achievement section that features such noteworthy accolades as 'You can't Jump' - which rewards players for trying anyway, and 'Click on Door 430 Five Times', which err - well, you probably get that one.

Then there's 'Go Outside', an achievement that ensures that even avid gamers get their fair share of fresh air. To earn this trophy, gamers must stop playing the game for an entire 5-years. Play it, log off, and log back in a whopping 1826 days later. What could be simpler? Well, changing your computer's internal clock for one, but that's no fun now is it?

First things first: this particular section of Earthbound has you playing the role of a man named 'Poo'. A man. named. Poo… No, not a sentient slurry, nor a talking number two, but a man… named Poo… Just let that sink in to your mental u-bends for a minute. Giggles all gone? Good. Get everything out of your cistern… damnit, 'system'? Great, then let's continue. You see it seems that good old Poo is trying his damndest to master the art of Mu meditation. To do so he'll need to ignore a series of increasingly tempting visions while doing precisely nothing. Seems simple, though neither the player nor Poo can be quite sure that these tempters aren't actually real people in need.

This all continues until Poo enters a mysterious spirit world, wherein a strange spectre appears to torment him with various threats of mutilation. Hold your nerve and you'll complete your training unharmed. Intervene however, and it's all the way back to square one. Oddly enough, Earthbound actually features a second instance of similar inaction, whereby the player must stand motionless beside a waterfall for a full three minutes. Doing so will eventually unveil a gatekeeper asking the player for a password - or a swift slap to the face, depending on how many times you muck this one up.

Being the wholesome, family-friendly organisation that it is, many of Nintendo's games will occasionally prompt their players to set down their systems, unglue their eyes, and take a refreshing stroll out into the sun… probably to buy some more Amiibo. Because who told you you could stop buying Amiibo, huh? Get out there and buy some more goddamn Amiibo! But while many games will make an honest attempt to remind you of the world beyond your bedroom, few among them will actually ask you to close up shop as part of the game itself.

Then again, most games aren't part of the endlessly inventive Legend of Zelda series. In the case of the DS-exclusive Phantom Hourglass, this level of invention appears in the form of a classic key quest (with a twist). Said quest tasks Link with finding a way to affix a sacred crest to a seafaring chart. Sounds simple enough, and it is, provided you're able to think outside of the box - or handheld gaming device, as the case may be. Simply highlight both bits - one on each screen - before shuttering your DS and reopening. Tada! Both elements have now magically bonded, and all because you took a breather. Good luck trying that one with an emulator…

'Victory through inaction' is about as close to a catchphrase as the Spec Ops series is ever likely to get. Make no mistake about it, if you were one of those fortunate enough to miss out on the first nine titles, then you - sir or madam - truly were a winner. To say that these games were shoddy is an insult to true shoddiness. In truth, they were little more than uninspired dreck, the veritable bargain bin liners of a bygone day and age. Then of course came The Line, team Yager's incisive spin on/total indictment of the modern military shooter.

Here again, 'the only way to win was not to play'. However, unlike earlier games in the franchise, this decision had absolutely nothing to do with the title's supposed lack of polish - just the opposite, in fact. You see, protagonist Captain Walker's aim is if anything a little too effective, a factor that permits both he and the player to continue on with their mission long after losing all effective and justifiable impetus for doing so. In short, the further the player progresses, the more needless the devastation unleashed. All with the game goading and openly mocking your bloodlust every step of the way. Well done, winner. You're a monster. You really should have stopped playing.

Long before the Battlefield series spread to consoles, it had one of the most dedicated communities on PC. The fans were reliving World War 2 over and over again in team deathmatch, with a passion that I'm sure the developers had hoped to inspire. But when EA and DICE released a futuristic sequel, Battlefield 2142, they handed out special points multipliers for every 24 hours the passionate fans didn't play the game.

Of course, the official messaging on the feature focused more on assisting those that simply couldn't play the game as much as their competition. If jobs, or pets, or heart surgery distracted you from logging into Battlefield 2142, you would accrue an hour of Away bonus for every 24 hour period you weren't in the game, doubling the Career Points you'd earn in battle. Given that 2142 is the underplayed black sheep in the BF series, it seems like a lot of Away bonuses were earned by players before the servers were officially shut down on June 30, 2014.

thatgamecompany is one of the more avant garde developers around, creating games that are as much about atmosphere as gameplay. As such, thatgamecompany wants players to soak in the artistic vibe of Flower and Journey at a slower pace, even encouraging them to step away from the game for seven days before resuming the adventure. This 'more casual' playstyle is incentivized via the most hardcore of the PS3's in-game tools, the Trophy.

Flower's Welcome Back and Journey's corresponding Return are Bronze Trophies handed out for quitting the games for at least a week and then resuming your campaign. Those extra days away might give you enough time to truly deconstruct the themes and techniques of these thought-provoking games, putting those lessons to work in your own life. Or, if you're like most Trophy fanatics, you briefly pushed the system's internal clock forward by a week and immediately collected the Bronze, foregoing any transcendence. If only all epiphanies were this easy.

Bravely Default is Square Enix's return to form for the JRPG genre. Tropes like amnesiac teens, HP/MP, and world-powering crystals are all in full effect for the lovely throwback, but it also has some gameplay tricks that couldn't be done in 1992. For example, the new SP metric allows you to take extra actions during combat, which can turn the tide in a difficult battle. And you earn SP for having a good night's rest (kind of).

SP stands for Sleep Points, which are collected for every eight hours that your game is in Sleep Mode when the 3DS is closed with the game on. That's enough time to get the doctor-recommended amount of rest or finish a full day's work at the office, all leaving you and your characters refreshed for when you return to Bravely. The only thing undercutting these good intentions is the fact you can also buy SP via microtransactions. Paying for an SP Drink replenishes Sleep Points without the wait. If only we could spend money to avoid sleeping in real life. Or is that what caffeine is for?

Every now and then you'll see a sensationalist news headline about some poor soul that played an MMO until they died of exhaustion. Those tragedies, along with a general portrayal of kids wasting years of their lives on virtual avatars, feed a fear that people harm themselves by playing a game like World of Warcraft. No doubt with those fears in mind, Blizzard (ever the canny developer) implemented Rested XP as a way to make logging off beneficial for its diehard audience.

After heading to an inn and leaving the servers, every eight hours a day spent away nets you a Rested XP bubble. You can stockpile these for up to 10 days. When you return, each bubble grants double XP for kills until the bubbles all dissipate (aka your dwarf is no longer rested). That means players who only log in once a week have a chance of closing the gap with their more hardcore friends. So, when you're thinking of pulling an all-nighter to off 30 rats, you might be better off napping and then killing 15 in the morning for the same XP. Then again, if you're that hardcore, you likely hit the level cap a long time ago.

Nintendo games are notorious for continually hitting players with warnings about playing too much, with most games featuring at least one character that shows up to lecture you about taking a break. Pokemon has been known to engage in the same finger wagging as well, but the DS remakes of Gold and Silver didn't just tell kids to switch off their handhelds. The duo of games push Pokemaniacs to get their lazy butts into shape alongside their Pokemon.

The Gold/Silver remakes come packed with the virtual pet-style Pokewalker. The circular, simple electronic device is shaped like a Pokeball, and you use it to temporarily take individual Pokemon out on a walk to collect experience and mildly uncommon items. It’s a cute way to get slightly active via pocket monsters, but you can only gain a single level per trip, meaning it’s less time consuming to remain immobile and grind out XP in-game. Laziness wins again!

Peter Molyneux is just the type of mad genius to conjure up a virtual real estate market within one of his fantasy worlds. Fable 2 did a much better job than its predecessor with paying off Molyneux’s lofty design dreams, and it includes a world so dense that you can buy property and collect rent from it while not even playing. You can step away from the game and know you’ll have some cash waiting for you when you come back.

The rent payments go into your coffers every five minutes you aren’t playing Fable 2, and it can stack up for up to two months' worth of gold. Of course, this it vulnerable to the offline exploit of simply turning the system clock forward two months to collect the cash immediately. This is why we can’t have nice things. I’m assuming Peter Molyneux agrees, because the cash-for-not-playing aspect is missing from Fable 3’s real estate.

Despite Nintendo’s many series that whine to players to put down the game occasionally, Fire Emblem once seemed too hardcore to tell you to walk away. In fact, most FE entries were more likely to drop you into a grueling, 45 minute battle, allow no saving during the permadeath conflict, then say, “Deal with it, loser.” When 3DS’s FE: Awakening rolled around, it softened some of its edges, including doling out rewards for stepping off the battlefield every now and then.

Like most strategy RPGs, you can spend time leveling up your Awakening squad of knights and dragons in random battles that pop up on the map. But if you overdo it and kill off the few superfluous baddies dotting the map, they’ll respawn as weaker and weaker pipsqueaks. Conversely, if you step away for a few hours, the map will be repopulated with dramatically more powerful opponents that drop better items and cash. Nice bonus and it also spreads an important message about the dangers of factory farming. Or am just reaching with that?

Hideo Kojima uses every tool at his disposal when making Metal Gear Solid games, and that includes messing with the in-game clock in ways most players will never notice. Of all his games, Metal Gear Solid 3 might be the best at finding unpredictable ways to grant players advantages for turning off the game. For instance, if Snake has taken too much damage, just take a long break from the campaign and his health and stamina return to normal. Though, all his food turns bad in the time you waited for Snake heal.

But the rewards for ignoring MGS3 go much deeper than that. The End is one of the toughest bosses you may ever face in any game, mainly because the wily sniper is hard to find and even harder to kill. If he’s too tough for you, Kojima gives you an out: just leave things alone for a week. When you return seven days later, the decrepit The End will have died from old age. In a way, it’s actually more humane to let him expire from natural causes.

Now that I’ve reached the end of this feature, are you sure you don’t need a break? It’s just that you look tired. If not, share your own favorite memories of when you didn’t play a game right down there in the comments!

Addicted to GR's features? Check out the .

15 games that reward you for NOT playing them

Added: 29.06.2015 12:15 | 84 views | 0 comments


Games give so many conflicting messages to players. Most want hours and hours of your attentive dedication, then for you to return for DLC, and to never give up on the multiplayer (lest you trade it in). It can be a lot to ask, but many people are more than ready to sacrifice vast chunks of spare time. Which makes it all the more frustrating when a game says "Hey, don't you think you should take a break?" I'll tell you when I've had enough!

But there are a handful of titles that skip the simple guilt trip, and instead express concern over possible addiction by actually rewarding players for NOT playing. These games admirably promote shutting off or logging out from time to time, doling out some kind of tangible bonus for not playing them. If only other worrisome publishers got as proactive as these games...

Note: An earlier version of this article appeared on the site in 2014. This new-and-improved, updated remix near doubles the list of entries, so do give it a look even if you read the original. New stuff is up front, too.

Despite what the crackpot media might have you believe, not all video games are out to get us… just most of them. The rest make do by occupying only a large tract of our time, as opposed to every last drop of it - here's looking at you World of Warcraft and Destiny. Some games, it seems, would rather maintain a clear conscience, a basic responsibility to the health and wellbeing of the player. Sometimes they even express this in the form of an explicit 'go outside already' tip. 'Get some fresh air', they say, 'you're starting to smell'. Bless their swollen hearts.

Though some games go even further than that. Some games actively reward inaction, making not-playing an ironic element of their gameplay. Some games take the design philosophy of 'less is more' to its natural conclusion, interpreting 'less' as 'zero human interaction whatsoever'. Today's thoroughly big list takes a look at 15 such titles - those that effectively reward the player for his or her total inactivity. Sometimes taking your time (or just being flat-out lazy) has its rewards. Enjoy.

Reams and reams have already been written about the absurd fallacies that govern our games - those oddball behaviours and mad practices that seem so wonderfully at home inside of a virtual setting, and yet so massively inappropriate beyond it. Far Cry 4 evidently takes issue with these sorts of unthinking and unrealistic reactions. Case in point - the game's early doings, in which the villainous Pagan Min appears to kidnap protagonist Ajay and stuff him into an easily escaped room. Now, given the man's obvious penchant for violence, as well as his ominous promise to return, it's hardly surprising to find that most gamers quickly attempt to scarper.

But what if you don't run? What if instead of scurrying off to go native and/or ride around on massive murder elephants you simply decide to sit it out and wait? Does Min return, torture tools in hand and ready to rend flesh? Actually no. Instead we're treated to what is perhaps the most realistically dull conclusion of all time. You sit around for 15 minutes, Min duly returns and kindly escorts you to your original destination. Game over. That's it. I guess he's not such a terrible genocidal dictator after all… Just a weird uncle really. Very weird, mind, but still...

From the 'loving mother's school of devastating fight advice', it's Final Fantasy V and the Gogo boss monster - aka the one that you beat by doing nothing precisely nothing. Take that bullies - looks like I'm the bigger man now… on the floor, being kicked. Cheers Mum. You see the thing about Gogo is that he's actually a mimic, meaning that he'll only attack so long as you choose to attack him. Attempt to duke it out and he'll unleash wave after wave of unstoppable carnage, but opt instead to heed his sagely warning - 'to do as he does' - and Gogo will eventually relent, granting you a prize before scampering off elsewhere.

Good thing too, as trying to best old Gogo via conventional means, i.e. - the exact way that anyone would after 30-plus of furious fiend blasting - is considered to be a truly difficult feat. Gogo can annihilate the entire party in just three turns, and must realistically be defeated with the help of a high-level muting buff, lest this monstrous mime work up to his uber destructive meteor attack. The lesson here: Not every boss taunt ought to be ignored.

What better way to mask dark-hearted villainy than with a sweeping sense of whimsy? Disney has been at it for years now... In the case of Jonathon Blow's Braid this diabolical bent extends far beyond the terrible actions of Tim. You see, even the gameplay itself bears something of a sadistic streak. Case in point - level 2-2, or 'the curious case of the cloud that just wouldn't budge'. Well, to be fair, it does actually shift, though at such an imperceptible crawl as to trick most players into ruling it out as an effective means of locomotion. So why exactly would you want to ride such a slowpoke?

Well, as it turns out Blow and co. made it so that this granny-rapid gas ball provides the only means of reaching the game's most maliciously placed star. Now keep in mind that you don't actually need this item at all, though of course there's no accounting for the insatiable appetites of the completionist. All told, the player will need to wait 2 whole hours for this fluffy bugger to reach its destination. To be clear - that's 2 entire hours of your life… in exchange for a pickup that anyone, of any skill level could also achieve… Methinks I smell a trolling.

Everyone loves a dev team with a decent sense of humour, particularly when that team belongs to an oftentimes 'holier than thou' indie scene. "Ya, programming in a start button was just, like waaaay too mainstream". Praise be to the folks at Galactic Café then, whose winning sense of humour even found its way into The Stanley Parable's achievement section. An achievement section that features such noteworthy accolades as 'You can't Jump' - which rewards players for trying anyway, and 'Click on Door 430 Five Times', which err - well, you probably get that one.

Then there's 'Go Outside', an achievement that ensures that even avid gamers get their fair share of fresh air. To earn this trophy, gamers must stop playing the game for an entire 5-years. Play it, log off, and log back in a whopping 1826 days later. What could be simpler? Well, changing your computer's internal clock for one, but that's no fun now is it?

First things first: this particular section of Earthbound has you playing the role of a man named 'Poo'. A man. named. Poo… No, not a sentient slurry, nor a talking number two, but a man… named Poo… Just let that sink in to your mental u-bends for a minute. Giggles all gone? Good. Get everything out of your cistern… damnit, 'system'? Great, then let's continue. You see it seems that good old Poo is trying his damndest to master the art of Mu meditation. To do so he'll need to ignore a series of increasingly tempting visions while doing precisely nothing. Seems simple, though neither the player nor Poo can be quite sure that these tempters aren't actually real people in need.

This all continues until Poo enters a mysterious spirit world, wherein a strange spectre appears to torment him with various threats of mutilation. Hold your nerve and you'll complete your training unharmed. Intervene however, and it's all the way back to square one. Oddly enough, Earthbound actually features a second instance of similar inaction, whereby the player must stand motionless beside a waterfall for a full three minutes. Doing so will eventually unveil a gatekeeper asking the player for a password - or a swift slap to the face, depending on how many times you muck this one up.

Being the wholesome, family-friendly organisation that it is, many of Nintendo's games will occasionally prompt their players to set down their systems, unglue their eyes, and take a refreshing stroll out into the sun… probably to buy some more Amiibo. Because who told you you could stop buying Amiibo, huh? Get out there and buy some more goddamn Amiibo! But while many games will make an honest attempt to remind you of the world beyond your bedroom, few among them will actually ask you to close up shop as part of the game itself.

Then again, most games aren't part of the endlessly inventive Legend of Zelda series. In the case of the DS-exclusive Phantom Hourglass, this level of invention appears in the form of a classic key quest (with a twist). Said quest tasks Link with finding a way to affix a sacred crest to a seafaring chart. Sounds simple enough, and it is, provided you're able to think outside of the box - or handheld gaming device, as the case may be. Simply highlight both bits - one on each screen - before shuttering your DS and reopening. Tada! Both elements have now magically bonded, and all because you took a breather. Good luck trying that one with an emulator…

'Victory through inaction' is about as close to a catchphrase as the Spec Ops series is ever likely to get. Make no mistake about it, if you were one of those fortunate enough to miss out on the first nine titles, then you - sir or madam - truly were a winner. To say that these games were shoddy is an insult to true shoddiness. In truth, they were little more than uninspired dreck, the veritable bargain bin liners of a bygone day and age. Then of course came The Line, team Yager's incisive spin on/total indictment of the modern military shooter.

Here again, 'the only way to win was not to play'. However, unlike earlier games in the franchise, this decision had absolutely nothing to do with the title's supposed lack of polish - just the opposite, in fact. You see, protagonist Captain Walker's aim is if anything a little too effective, a factor that permits both he and the player to continue on with their mission long after losing all effective and justifiable impetus for doing so. In short, the further the player progresses, the more needless the devastation unleashed. All with the game goading and openly mocking your bloodlust every step of the way. Well done, winner. You're a monster. You really should have stopped playing.

Long before the Battlefield series spread to consoles, it had one of the most dedicated communities on PC. The fans were reliving World War 2 over and over again in team deathmatch, with a passion that I'm sure the developers had hoped to inspire. But when EA and DICE released a futuristic sequel, Battlefield 2142, they handed out special points multipliers for every 24 hours the passionate fans didn't play the game.

Of course, the official messaging on the feature focused more on assisting those that simply couldn't play the game as much as their competition. If jobs, or pets, or heart surgery distracted you from logging into Battlefield 2142, you would accrue an hour of Away bonus for every 24 hour period you weren't in the game, doubling the Career Points you'd earn in battle. Given that 2142 is the underplayed black sheep in the BF series, it seems like a lot of Away bonuses were earned by players before the servers were officially shut down on June 30, 2014.

thatgamecompany is one of the more avant garde developers around, creating games that are as much about atmosphere as gameplay. As such, thatgamecompany wants players to soak in the artistic vibe of Flower and Journey at a slower pace, even encouraging them to step away from the game for seven days before resuming the adventure. This 'more casual' playstyle is incentivized via the most hardcore of the PS3's in-game tools, the Trophy.

Flower's Welcome Back and Journey's corresponding Return are Bronze Trophies handed out for quitting the games for at least a week and then resuming your campaign. Those extra days away might give you enough time to truly deconstruct the themes and techniques of these thought-provoking games, putting those lessons to work in your own life. Or, if you're like most Trophy fanatics, you briefly pushed the system's internal clock forward by a week and immediately collected the Bronze, foregoing any transcendence. If only all epiphanies were this easy.

Bravely Default is Square Enix's return to form for the JRPG genre. Tropes like amnesiac teens, HP/MP, and world-powering crystals are all in full effect for the lovely throwback, but it also has some gameplay tricks that couldn't be done in 1992. For example, the new SP metric allows you to take extra actions during combat, which can turn the tide in a difficult battle. And you earn SP for having a good night's rest (kind of).

SP stands for Sleep Points, which are collected for every eight hours that your game is in Sleep Mode when the 3DS is closed with the game on. That's enough time to get the doctor-recommended amount of rest or finish a full day's work at the office, all leaving you and your characters refreshed for when you return to Bravely. The only thing undercutting these good intentions is the fact you can also buy SP via microtransactions. Paying for an SP Drink replenishes Sleep Points without the wait. If only we could spend money to avoid sleeping in real life. Or is that what caffeine is for?

Every now and then you'll see a sensationalist news headline about some poor soul that played an MMO until they died of exhaustion. Those tragedies, along with a general portrayal of kids wasting years of their lives on virtual avatars, feed a fear that people harm themselves by playing a game like World of Warcraft. No doubt with those fears in mind, Blizzard (ever the canny developer) implemented Rested XP as a way to make logging off beneficial for its diehard audience.

After heading to an inn and leaving the servers, every eight hours a day spent away nets you a Rested XP bubble. You can stockpile these for up to 10 days. When you return, each bubble grants double XP for kills until the bubbles all dissipate (aka your dwarf is no longer rested). That means players who only log in once a week have a chance of closing the gap with their more hardcore friends. So, when you're thinking of pulling an all-nighter to off 30 rats, you might be better off napping and then killing 15 in the morning for the same XP. Then again, if you're that hardcore, you likely hit the level cap a long time ago.

Nintendo games are notorious for continually hitting players with warnings about playing too much, with most games featuring at least one character that shows up to lecture you about taking a break. Pokemon has been known to engage in the same finger wagging as well, but the DS remakes of Gold and Silver didn't just tell kids to switch off their handhelds. The duo of games push Pokemaniacs to get their lazy butts into shape alongside their Pokemon.

The Gold/Silver remakes come packed with the virtual pet-style Pokewalker. The circular, simple electronic device is shaped like a Pokeball, and you use it to temporarily take individual Pokemon out on a walk to collect experience and mildly uncommon items. It’s a cute way to get slightly active via pocket monsters, but you can only gain a single level per trip, meaning it’s less time consuming to remain immobile and grind out XP in-game. Laziness wins again!

Peter Molyneux is just the type of mad genius to conjure up a virtual real estate market within one of his fantasy worlds. Fable 2 did a much better job than its predecessor with paying off Molyneux’s lofty design dreams, and it includes a world so dense that you can buy property and collect rent from it while not even playing. You can step away from the game and know you’ll have some cash waiting for you when you come back.

The rent payments go into your coffers every five minutes you aren’t playing Fable 2, and it can stack up for up to two months' worth of gold. Of course, this it vulnerable to the offline exploit of simply turning the system clock forward two months to collect the cash immediately. This is why we can’t have nice things. I’m assuming Peter Molyneux agrees, because the cash-for-not-playing aspect is missing from Fable 3’s real estate.

Despite Nintendo’s many series that whine to players to put down the game occasionally, Fire Emblem once seemed too hardcore to tell you to walk away. In fact, most FE entries were more likely to drop you into a grueling, 45 minute battle, allow no saving during the permadeath conflict, then say, “Deal with it, loser.” When 3DS’s FE: Awakening rolled around, it softened some of its edges, including doling out rewards for stepping off the battlefield every now and then.

Like most strategy RPGs, you can spend time leveling up your Awakening squad of knights and dragons in random battles that pop up on the map. But if you overdo it and kill off the few superfluous baddies dotting the map, they’ll respawn as weaker and weaker pipsqueaks. Conversely, if you step away for a few hours, the map will be repopulated with dramatically more powerful opponents that drop better items and cash. Nice bonus and it also spreads an important message about the dangers of factory farming. Or am just reaching with that?

Hideo Kojima uses every tool at his disposal when making Metal Gear Solid games, and that includes messing with the in-game clock in ways most players will never notice. Of all his games, Metal Gear Solid 3 might be the best at finding unpredictable ways to grant players advantages for turning off the game. For instance, if Snake has taken too much damage, just take a long break from the campaign and his health and stamina return to normal. Though, all his food turns bad in the time you waited for Snake heal.

But the rewards for ignoring MGS3 go much deeper than that. The End is one of the toughest bosses you may ever face in any game, mainly because the wily sniper is hard to find and even harder to kill. If he’s too tough for you, Kojima gives you an out: just leave things alone for a week. When you return seven days later, the decrepit The End will have died from old age. In a way, it’s actually more humane to let him expire from natural causes.

Now that I’ve reached the end of this feature, are you sure you don’t need a break? It’s just that you look tired. If not, share your own favorite memories of when you didn’t play a game right down there in the comments!

Addicted to GR's features? Check out the .


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