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The Legend of Zelda: Skyward Sword

I’ve been playing on The Legend of Zelda: Skyward Sword over the last week or so since receiving it via the Father Christmas Delivery Service. Typically for a Zelda game, it’s pretty damned good; I’m not all that far into it at the moment, but it definitely feels fresher and more involving than the slightly disappointing Twilight Princess, which I still haven’t got around to completing. One thing I’m really not sure about is the motion controls, though. In fairness, Nintendo have done a brilliant job of integrating them into the whole experience, particularly the combat. There’s a whole range of sword swipes that can be pulled off, so it isn’t just a matter of a wave of the Wii Remote for an ‘attack’ (which I think is what TP was on the Wii – I’m not altogether sure as I’ve only got the GameCube version). In general it all works really well, though there are a number of times when the accuracy of the Remote – even with the necessary MotionPlus adaptor thingy – doesn’t quite seem accurate enough, which can be pretty frustrating when a misread sword-swipe causes you to die.

My real concern with it is the same that I have with motion-controls in general: I’m not sure what it adds to the experience. Sure, flying Link’s Loftwing around the sky using the Remote is different and it works, but is it actually any better than using an analogue stick. I’m not sure that it is. Waving the Remote around to simulate the bird’s flapping wings is fine, but I don’t believe it really adds anything to the experience apart from arm ache. Likewise, the combat is an interesting experience and is a step above what Zelda games have featured before, however I’m not convinced that it’s the best direction to go in.

Maybe it’s just me being a little stuck in the past and too glued to the controllers of old. Maybe I’m just a bit lazy. Still, I just can’t escape the feeling that the motion controls aren’t enhancing the game enough to put up with the potential inaccuracies and physical tiredness they produce.

2012: that sounds like it should be in the future. It isn’t, of course; it’s in the present (well, the ‘now’ bit of it is at any rate). Every year for the past half decade at this time I’ve thought to myself ‘I really must do something with the web site’. And then, erm, I don’t. Well, this year I really must do something with the web site. Now, whether the addition of italics will actually make a difference or not I don’t know, but it’s worth a try.

I think one of the problems I’ve had before is trying to make this less a personal site/blog and into something it isn’t (such as read by a large number of other people). So, instead this time the site is going to be a much more self-indulgent mishmash of things I want to talk about and random other rubbish. At the very least it may be an interesting insight into my psyche for my daughter in years to come after I’ve departed this mortal coil, possibly in some kind of supermarket trolley rage revenge attack.

Here’s to 2012. :)

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Yet another re-jigging of the site and some new material is coming shortly. Hold onto your hats/helmets/comedy Mickey Mouse ears.

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Having gone to track my order for Sky’s telephone service the other day, I spotted this rather odd message:
Strange message from Sky.

Is it some kind of psychological profile they’re going to be issuing?

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At last, it’s nearly the end of January. As months go, this is surely the most loathsome of them all: it’s start marks the end of Christmas and the return to work. And work always seems worse at the beginning of the year, as those annoying enthusiastic people take it upon themselves to use the changing of the calendar as an excuse for ‘cracking on with things’ and other such horrendous terms that generally mean having to do more work. People like that need a good, hard slap.

There are very few positive things to say about January, in fact. The weather is typically cold and grey, with dark nights that had a certain thrill back in December, but now just seem depressing. Nobody has much money, either, since it was all spent in the manic Christmas period. There also doesn’t seem an awful lot to look forward to, as the summer holidays seem such a long time away.

Yeah, January sucks all right. It is, of course, named after the two-faced Roman god of time, Janus, whose name sounds a bit like ‘anus’ (which surely can’t be a coincidence).

But still, look on the bright side: it’s nearly over. February is almost upon us, and the shortest month of the year brings with it the promise of Spring, the rampant commercialism of Valentine’s Day and the thought that one twelfth of the year has already gone.

Allow me to wish you all a very happy end to this most miserable month. I may suggest that Hallmark start a line of ‘Death to January’ cards that we could give each other on the 31st. They may laugh in my face, but at least I can think that I’ve at least tried to make the world a better place.

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So, Sony have finally announced the PSP2, or NGP (Next Generation Portable, apparently, and almost certainly not the name it’ll be known by when it comes out), after years of speculation, rumour and all the sort of stuff that you get in the fevered melting pot of the Internet. It looks pretty cool, what with its touchscreen, HD resolution, dual analogue sticks and more processing power than you could shake a 3DS at. I won’t bore you with the technical details of it, because you can find out all of that on better sites like Engadget, but suffice to say it seems to pack quite a bit of a wallop.

Thankfully, those horrid it-seemed-like-a-good-idea-at-the-time UMD discs are gone as well. Sony originally thought they would be a new portable medium, but sadly they went the way of the MiniDisc into obscurity. The problem with UMDs was mainly that they were slow and seemed to soak up a lot of battery power (and also, they made a horrid access noise that sounded like someone scraping metal across tarmac), and also came out about five years too late, just as large-scale flash memory storage was starting to become affordable. Funnily enough, large-scale flash memory storage is also what the PSP2/NGP/whatever will use.

In terms of appearance, it looks pretty much like the old PSP, which is not a bad thing as Sony’s old handheld was surely one of the loveliest-looking pieces of consumer electronics in the last ten years. Yes, the iPhone and iPad have Apple’s wondrous minimalism on their side, but the PSP looked cool and shiny without compromising its functionality. Here’s a picture what I nicked from Engadget:

It's the PSP2!

What worries me, though, is if you rewind the clock back a staggering seven years to when the original PSP was announced, everyone at the time said how cool it looked, how powerful it was, how it was going to beat the upcoming Nintendo DS, how it would revolutionise portable gaming and basically change the world for the better, so that we would all be living in peace and harmony together, black and white, man and woman, and all that crap. But, erm, it didn’t. The PSP suffered a lack of decent third-party games (well, games in general), as well as an horrendous piracy problem. Too many things on the PSP were poor ports of PS2 titles that just didn’t play as well with the single analogue nub. It also fairly poorly compared to the DS which was seen as more appealing to the mass-market with its Brain Training games and similar. It’s rather ironic that now the DS market is seen as over-saturated.

Still, let’s not get negative about it already; I get fed up enough as it is with everyone on the Internet moaning about things. Let’s just wait and see what games launch with the PSP2/NGP/thingybob and what price it is. I’m looking forward to it more than the 3DS, I have to say, and that’s not just because my less-than-20/20 vision means I probably won’t be able to view the Nintendo machine’s 3D effect properly. Roll on Christmas 2011!

I bet the battery lasts about twenty minutes, though.

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Yes, yes, yes, I know: I’m rubbish. I promise to update the site and this blog more often and I don’t. The reason for this is simply that I either don’t seem to have the time to do it or, when I do, I can’t think of anything to say. Well, as a belated new year’s resolution I’m going to make sure that I put more things up here. Not enough time? Then I shall make time! (Presumably out of used toilet roll tubes and sticky-backed plastic. There must be a video on YouTube somewhere.) Can’t think of anything interesting? Well, most of the Internet isn’t interesting so it presumably doesn’t matter.

So, if you don’t see some semi-regular updates on the main site or this here blog, then feel free to come ’round and hit me with a blunt object.*

*: Please don’t do this.

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The original Elite is rightly hailed as one of the most ambitious and brilliant games of the 8-bit era, but it’s sequel is, if not forgotten, then somewhat ignored. Frontier was Elite if you upped the realism-o-meter by 100%. The flight model uses a Newtonian physics model (which basically means that you don’t have ‘space brakes’ and that it’s easy to whoosh off in the wrong direction if you’re not careful) and includes a host of real star systems.

Frontier: Elite II cover

Amiga cover art for Frontier: Elite II. Image from MobyGames.com.

The great thing about the game, and the reason that I must have spent hours and hours of my life playing it, was that there was just so much to do. Aside from the trading and mining that had formed the crux of the original, there were various missions you could take, for individuals and also the two main power blocs of the Empire (boo!) and the Federation (yay!). Admittedly, there wasn’t a great deal of variety with missions, with most requiring you to transport a package or people to certain planets, blow someone into space-smithereens or whatever, but their randomly-generated nature meant that you would never run out. There were also loads of ships to buy, as opposed to just the Cobra Mk. III in the original, and a number of upgrades.

The bulletin board in Frontier. Full of missions and slightly dodgy adverts.

The bulletin board in Frontier. Full of missions and slightly dodgy adverts. Image from MobyGames.com.

I never actually managed to get my rating to ‘Elite’, but I did get one step below with ‘Deadly’, and given the amount of time I spent playing it I doubt I could have been that far away.

Alas, as with many games time and advances in technology have made it pretty unplayable now. I had Frontier on my Amiga back in 1994 (the game itself being released in ’93), and the 3D graphics now seem incredibly dated. Nowadays there would be a central storyline as well, something that was actually addressed in its buggy semi-sequel Frontier: First Encounters; as it is, the game is a bit of an aimless sandbox.

Cutting edge 3D graphics (about 17 years ago).

Cutting edge 3D graphics (about 17 years ago). Image from MobyGames.com.

The idea of a new version of Elite keeps getting bandied about, but nobody ever seems to do anything about it. There were a few attempts back in the late 1990s and early 2000s, from the Clive Owen-starring Privateer 2: The Darkening (1996), which was pretty good, through the planet-based Hardwar (1998), which was all right, to the X series (1999-2005) which were also okay, but nothing special. None of them have really captured whatever it was that made Frontier so good, though.