Showing posts with label Evolution. Show all posts
Showing posts with label Evolution. Show all posts

Friday, 2 December 2016

Trials Fusion

Trials Fusion


 Motorbikes and frustrating physics, sound interesting?

Trials Fusion is the third installment of Redlynx's Trails games. Games based around accelerating, braking and leaning backwards and forward on your motorbike to complete tracks. No turning, the camera does all the corners for you and you just worry about the next oncoming jump or obstacle. This is probably going to be more about the franchise rather than just one game, as they all employ similar game play, but its still cool to hit a sweet ramp and do five front flips in the air.

So as I said, Trials is a motorbike game. Not your everyday motorbike game though, instead of riding in a circle, Trials takes a sudo side scrolling-third person view, using hybrid-3D graphics running on a 2D axis. Whenever you hit a turn, the camera pans around to reveal more track leaving you to worry about Trials other feature, the physics engine. Not that other motorbike games don't have physics, but Trials uses the rider's as well, meaning you can shift back and forth to generate slight momentum. Mainly being used for bunny hops across various incarnations of platform, but also being employed to keep your bike on two wheels as you ascend a particularly steep hill. Using two analog sticks an two triggers makes Trials simple to learn but hard to master. There is one last button though, a button that will make you curse your twitchy, Call of Duty (COD) style reflexes. While riding through tracks you come across checkpoints that you respawn at when you crash, the B button will also cause you to respawn at your time of choosing. This results in controller destroying game play when you accidentally hit the respawn button just as you finally land a jump after the thirtieth try. Saying that, Trials is very good at being addictive; one moment you're playing through the story and getting the lean before the jump down, then four hours later you find yourself laboriously going back through all previously played tracks to gold medal them all. It hits that completionist part of me I think, mixed with the stubbornness not to try another level until this one is beaten, and then it puts you into a trance. Once you've played a track ten or so times, you start to memorize the jumps and how to land to get maximum speed on the next jump. It all starts to get very methodical, but that's satisfying. Clearly marking out your plan of action and having it executed perfectly, step by step, is a feeling that's hard to beat, and this game offers it in spades. Provided you haven't thrown your controller out the window or through the TV in frustration of previous attempts of course.

Trials Fusion has added a couple of things to the Trials formular, firstly a couple of disembodied voices; SynDi and George, to tag-along on your motoring journey and sometimes teach you some new things. One of those things being tricks. You use the right analog stick while in the air to control your rider, moving it in certain ways to perform different tricks. These aren't just for show either. There are events where you need to rack up a certain amount of points to gain a medal. Most of the time they are being used in normal races if just to liven up the previous games "tricks" consisting of front flips and back flips.

As much replay-ability that Trials has, this game comes into its own when played with friends. Get three mates, some pizza and some beers and let the fun and shouting begin. 
Everybody sees the race from a side-on view but riders change position for each race. So, someone might be right at the from with a clear vision in one race, then shoves to the back of the screen the next. The fun here is trying to remember what colours your rider was as the games gives your three very quick seconds before hedging your bets and just holding accelerate. I have spend the first couple of jumps in a race, every now and again, thinking I'm controlling another rider while mine is flipping and crashing two lanes over. The other good part of multiplayer is turning "No bail" off. Doing this means that you get the effects of another button usually shut off in story mode, the Y button. Pressing Y causes your rider to launch themselves from their bikes in whichever way they may be facing. Usually this would count as a bail and you would respawn. In this case however, it can be abused towards the end of the race by catapulting your rider towards the finish line, the best part being if they cross it, it counts. Many a friend have been rendered furious as they witness my ragdollised pilots flying gaily through the air, sailing past them and taking first with no right at all.

Trials is a lot of fun and very good to play in short bursts, lest the anger get the better of you, or with friends. All three are solid games and can give you hours of fun and a thought out, patient style of play to go with the result. And don't to Bail.

Keep checking back to Game Changers for more updates.

Saturday, 22 October 2016

Tron: Evolution


So what is Tron?

 Tron is a classic 80’s film filled with neon, smoke machines and terrible CG.


What’s Tron: Evolution?

 It’s a game produced by Disney to capitalize on the second movie in the Tron series, Tron: Legacy, too make this more confusing. If you’ve seen any of the original Tron, then in all honesty you won’t need to watch Tron: Legacy nor would you probably want to. Legacy follows on from the original Tron in the same way a dog would chase its own tail meaning that they are pretty much the same. Yeah one has better CG or better visual quality but that wouldn’t be hard seeing as the original Tron looked awful with all the rendered background being hidden by the constant use of bellowing smoke and headache inducing neon lights. But that was Tron’s charm and I guess films pretty much got a free ride in the 80’s no matter what, but I digress. 


So, Tron: Evolution is a 3rd person “Action Adventure”, I guess except it left the adventure at home and the action is pretty lackluster. Really this game is a platformer but it’s not even good at that due to the crappy camera, but anyway on with the story. So if you haven’t already worked out that most movie tie-in games are a complete waste of time then I’m sorry to burst your bubble, hey if you enjoy them then that’s great but I don’t think there is any argument that they hold up to the average AAA title. Tron: Evolution is on a different level. I get that the game is released in conjunction with the film and therefore has an obligation to carry the same characters, settings and story. A game however is an interactive medium and you have access to do and show more in some cases. This game completely missed that last part and opted to just be essentially a carbon copy of the film. Evolution railroads you through a very linear campaign, reintroducing everyone you met in the film except for one character which lead me to briefly scan the wiki page and learn that Evolution is the bridging of Tron to Tron Legacy. I will admit, I finished Tron: Evolution with no idea it takes place in between the 2 films but it didn’t really matter. In the films, both time the protagonist’s creator/son of the creator is battling against a virus in the system and the only difference here is the name. Abraxas is the guy this time around, a yellow neon clad hooded figure and that’s pretty much the most interesting thing about that guy. 

So the story is nothing new but what about that platforming game play I mentioned earlier? The first thing you do in the game is climb a wall and then run along another wall to jump onto a platform opposite you, after a 10-minute platforming tutorial you are then treated to a couple of enemies and the game timidly tells you about the 2 moves you can do with your light disc. This alone tells me that the developers never really wanted this to be a video game, it plays more like a movie with shorter action scenes and worse camera angles. 

Speaking of which, the reason the camera is attached to an analog stick in a 3rd person game is to be able to see what’s behind you at a moment’s notice without having to get the player character into specific positions. It’s particularly beneficial when you are jumping off a ledge or wall running up onto another platform like Evolution likes to throw at you all the time. It’s pretty useful and smart to have in a game that demands this much platforming so why the hell hasn’t Evolution got it!? If you find yourself at a loss and hanging from a ledge, the game with allow you to look a little bit left and a little bit right but snap back to front and center the second you touch any other button, meaning that you will probably have to find a ledge to stand on and slowly look around to map out your path. This breaks flow and is un-intuitive game design but at least there is a way to deal with it in these circumstances, it’s when you move onto combat that the camera really has it out for you.
 You can jump around and the camera will happily follow you but the moment an enemy shows their pixelated face the camera gets all moody. So here the right trigger is used to select what you want to target in combat, but when you jump and the camera suddenly has a seizure you will lose your current target in favor of the menacing pot plant in the corner of the room. Or maybe when the game starts to run on empty and just throws a lot of enemies at you, because that’s what films think games are and the whole final boss is this, the camera just seems to give up and leaves you at the mercy of jumping and throwing at what you’re pretty sure was there. Every now and again it will spontaneously swing back into position just over your shoulder which means if you were planning on heading in the opposite direction and leaving your enemies in the dust, you have now spun 180 degrees and are now heading right back into the fray whether you like it or not. 
The combat itself is probably the best part of the game, you get to fling your neon Frisbee around hitting people in the face and, if done with good enough timing, building your combo for a more powerful throw. That’s it, there is no building on that really, you get a couple of power-ups for your disc but only to increase the damage done against certain enemies that take less damage from everything else anyway so it’s creating busy work having to equip it.


At the end of the day it’s a game inspired by a movie franchise and it’s true to that at least. Overly long cut scenes that have had so much effort put into them, no clue about how to challenge the player except by employing rush tactics and relying on poor level design, and it’s just a bit on railsy, for example the collectables are pretty simple to find because most of them are on your path. TRON: Evolution is average at best both in game play and story and If you haven’t seen TRON: Legacy and have a compulsion to push buttons while watching films get this, I’m sure it will satisfy that itch.