Tuesday, 10 April 2007

Boom Boom Rocket Interview

Getting the lowdown on EA's first XBLA title.

At a press event in north London on the 5th of April, EA unveiled their first ever Xbox Live Arcade title, the rhythm action game Boom Boom Rocket, made by Bizarre Creations, creators of the award winning Project Gotham Racing series and the simple yet frighteningly enthralling Geometry Wars.

Boom Boom Rocket revolves around triggering off fireworks as the camera pans around moonlit 3D cityscapes to the beat of ten classical music tracks remixed by the composer Ian Livingstone. The game which has been worked on by the Pogo team who’ve had great recent successes in the casual game market aims to appeal to a range of skill levels, difficulties ranging between a comfortable pace for the less capable player to a frenzied rush for those looking for a more intense challenge. Visually the title is fairly spectacular, Steve Cakebread who worked on Geometry Wars was brought in to ensure the final product would have the same psychedelic palette and style as the aforementioned XBLA title, again focussing on maxing out the 360’s power without attempting to reproduce reality in games; the combo fuelled powerup is a showcase of this, rewarding players’ skill with not only extra points but also an intense pulsating showcase of graphical prowess.

Having had the chance to play the game I can happily say it’s an enjoyable little title- unrestricted by the specific genre focus of games like Guitar Hero it’s accessible, simple to play and my main thought when playing the game was that they’d hit the nail on the head with the rhythm mechanics. Offering depth and difficulty for the masochistic number grinding gamer and a selection of pretty colours and loud music for those like myself who rather enjoy an inebriated turn taking session with friends after a night out on the lash, it’s looking to be a gem of a title all round.

The game will be available for purchase on XBLA around mid April, retailing at 800 points the game features simultaneous two player on the same screen, Xbox live high scores, Endurance and Practice modes, as well as a visualization option which will shower you with an array of pretty explosions in time to music from your own collection. The final part of the package is the child/drunk friendly Freestyle mode which allows you to set off fireworks without having to actually worry about the timing of when you pull off your spectacular moves in relation to the music, rather like dancing in a darkened corner of a nightclub.

During the event I managed to grab hold of Boom Boom Rocket project leaders Sam Hall and Nick Bygrave for a few minutes to have an informal interview discussing their thoughts on the soon to be released title, the motivations and influences behind the final build of the game and a little discussion about the rise of the increasingly popular rhythm genre…

Thanks for the interview guys! I’ll dive straight in here; let’s talk about the music…

Q: What about the choice of using remixed classical music in the game, was that a conscious choice for the game’s direction or was it just a realistic route for making the production more affordable by avoiding licensing fees?


Obviously that is a factor, and avoiding the license fees helped- but working with original music and working with a composer allowed us to make sure that music and levels worked really well together, and we wouldn’t have had that flexibility with licensed music.

Q: Are you looking into the possibility of extra music packs for Boom Boom Rocket to download over XBLA?

It’s something we’ve considered certainly, there’s nothing set out yet but we’ll see what feedback we get from the game- it’s definitely a distinct possibility.

Q: What about the choice of Ian Livingstone for the game’s music?

We’ve worked with Ian before on the Gotham Racing 2 theme music so we knew he was a good composer; he looked at the game and the track he sent us just instantly worked, so we had him work with us again for Boom Boom Rocket. It’s been a very closely linked process, the levels and the music being developed simultaneously, allowing a much tighter rhythm game experience than we would have been able to make using licensed music.

Q: Playing it reminded me rather of the dancing minigame in Rayman: Raving Rabbids on the Wii due to the fact that rather than just hitting buttons to the beat, in Boom Boom Rocket the timing focuses on different aspects of the music and it seems to fit really well, did getting away from bassline-focus that electronic music rhythm games have help make the style of the game more varied?

Yeah, we could apply lots of different styles of music to the game and really play around with it a bit more- obviously the aim was to use music that would be familiar to as many people as possible, certainly that was where the choice of classical music came in: people would recognise the songs from adverts and TV programs, and remixing them in styles that people would recognize as sounding like specific bands or artists seemed to give us a good coverage that people will be able to relate to and enjoy.

Q: In terms of the visual presentation of the game at least it does remind me an awful lot of the early PS2 title Fantavision, have you used many of the aspects of that game in Boom Boom Rocket?

We’ve never actually played Fantavision actually- we were worried early on that people were just going to make this comparison, and that it might be a thorn in our side. The visual similarities are there of course, you’ve got the fireworks and the cityscape backdrops, but the gameplay is very different- Fantavision was more of a puzzler where as this is pure rhythm action, and hopefully when people play the game they’ll see past the aesthetic comparisons and realise that in terms of gameplay it probably has more in common with something like Guitar Hero.

Q: Well admittedly I’d have to agree with you there- the most striking aspect of the game I found when I was playing it was that I seemed pretty incapable of playing it without being able to hear the music, and that’s something that all music based games should really strive to achieve isn’t it?

Well when we were doing the early testing we’d sat people down with the game and seen that they were trying to concentrate on hitting the buttons as the fireworks crossed over the line, which is of course what you’re supposed to do, but after telling them not to concentrate so much on the visuals and just keep in time with the music something and then suddenly something just clicked. Amazingly there’s a video on Youtube of our EA producer Joe playing an entire level on hard blindfolded and still getting an A* rank, it’s something we didn’t really know about until we saw it later, but after seeing that obviously we became much more confident that we were on the right track with making the game musically focused.

Q: I mean I’m not particularly into my rhythm games, but in within about thirty seconds of playing I really started to get the urge to start moving my feet about, the only other game that’s made me feel like that recently is probably again: Guitar Hero, have you found similar responses when playtesting?

Hahah, yeah- when we were showing you all a demo of the game earlier I felt a bit conscious of the fact I was playing it infront of a room full of people; I HAD to bob my head a bit, just to help keep the groove…

Q: Going back the music in the game, given the choice personally is there any particular genre of music that you’d really like to integrate into Boom Boom Rocket?

That’s a good question… Personally I like dance and house music, but that’s pretty much catered for in the game already- When we started work on the game we were using mainly pop music, it kind of worked ok, but it didn’t quite feel right. We haven’t really had to predict what music would work in the game, and that’s been interesting- it’s all been pretty trial and error in terms of getting music to fit the game, trying out new songs and styles and getting feedback until we had something that seemed to work. Having direct access to the composer made a huge difference, it meant we were able to make changes to the music to fit with the game rather than vice versa. I don’t think any one kind of music works better than any other, it’ll be interesting to see what other styles we end up using if we carry on in the same direction we’ve been going in the production process we’ve used so far; with gameplay and music being developed in tandem it opens us up to a lot of exciting possibilities for the future.

Q: Certainly in the brief time playing Boom Boom Rocket despite the totally different visual stylings it reminded me a little of the PS2 music game Rez in terms of the almost hypnotic nature of the game- is this a game you’d relate to more than Fantavision for describing your influences?

Absolutely, we love Rez. We work as a part of the audio team for Bizarre, there’s been about nine of us in total all playing a part in the process of making the game, all of us from a musical background which of course has added a lot to the game- it’s a very different from Rez, but we think it’s different in a good way.

Q: Yeah, it’s definitely much more simplified, but that’s not necessarily a bad thing- aesthetically it’s basically just a 2D game with pretty graphical effects, but with sound based games it’s often best sometimes to keep it simple visually.

I think again that was definitely an intention, I mean at times during production the game did start to become more complicated and we had to keep reining it back in to keep the core gameplay simple and get it right rather than throwing in loads of extra stuff that didn’t quite feel right.

Q: On a personal level, what would you guys like to do next? Would you be interested in any point at going back to something in the style of Fur Fighters and perhaps making a similarly styled third person shooter for XBLA, or do you think that area’s been covered strongly enough by full price titles currently in the market?

We’d certainly not like to rule anything out for the future, and if we had an idea for something similar that we imagined could be good fun then I’m sure it’s certainly something that Bizarre would investigate. From the team’s point of view we’re all working on titles to be published this year that’ll be keeping us busy for the next few months, but beyond that we’d certainly like to start work on something else and I’m sure the company would like to keep up the momentum we’ve got at the moment with our current team; it’s been really enjoyable.

Q: Again, with the XBLA limit recently bumped up to a fairly generous 250mb it’s opened up a lot of possibilities- Again on a personal level, in an ideal world where you could make any title you’d like to for XBLA, what sort of game would you love to make?

Hahah, well obviously most of our lunchtime sessions are spent discussing that question, but it’s more often than not just ideas being thrown around that are concept over substance. Personally I’d like to make something a little more abstract in the vein of Rez, but there’s no plans in the pipeline for anything like that- we all love that kind of game, but it’s a bit too niche.

Q. That’s understandable, but at the same time it seems music based titles are definitely on the rise: Dance Dance Revolution is recognized the world over and it seems Guitar Hero is quickly heading that way- also titles on the way such as Boogie for Wii and the recently announced Rock Band look to suggest that music games are starting to move more into the limelight of the games world. Obviously the focus of these games musically has often been commercial dance and pop and more recently rock music, but do you think the rise in popularity of the genre could open up a gap in the market for the more niche electronic music based titles? would you be interested in moving on with what you’ve learnt and achieved with Boom Boom Rocket onto something a little more abstract?

Well obviously we can’t speak for the company, but that appeals to very highly, yes. We come from a background of making music, so any game that can achieve a sense of you being involved in making music whilst playing would be an amazing achievement. It seems like there are a lot of generic games in the genre, and as it’s such a wide new market there’s a lot of exciting uncharted territory to explore. Going back to Guitar Hero- It’s great because it’s brought the rhythm game back into the mainstream, taking away the image of your little sister playing Britney’s dance beat and making enjoying rhythm games something that gamers no longer feel they should be ashamed of.

Thanks again to Sam Hall and Nick Bygrave from Bizarre Creations for their time, I shall be looking forward to getting my teeth into some more Boom Boom Rocket mid-April!

Saturday, 7 April 2007

Review: Pacman Rally


If you’ve taken that many pills you shouldn’t be allowed to drive.
Pacman’s back for another inexplicable PS2 outing, joined once more by all of your favourite Namco characters! That’s right- you’ve got Pacman, Ms Pacman, the Ghosts… and a couple of other blokes that noone really seems at all able to recognise. So what are we looking at here then? A franchise fuelled identikit kart racer aimed at young children? Well, the short answer to this is… Yes. Unfortunately the long answer isn’t much different, the main question rushing around my head when playing this game being primarily: “Why does this game even exist?” Pacman’s clearly a character who only holds real appeal to retro gamers, and his more recent 3D incarnations somehow lack the charm he mysteriously managed to muster in his days spent mindlessly munching his way through a maze. But it’s at this point I started to get confused - while I’m absolutely apathetic towards the character I admit they’ve given the guy a little dash of flair in the game, he often performs purely aesthetic stunts while you race about, it’s truly endearing to see that Pacman’s having a whale of a time. Unfortunately, I’m not.
Before I sink my canines in, I’ll tell you what I enjoyed about Pacman Rally: I enjoyed some of the level designs, there are a fair few exciting jumps in the game and some of the characters who pop up around the levels are adorable, particularly the dinosaur on one of the jungle tracks who oozes charisma despite only being visible on screen for about 2 seconds every lap. Now’s probably a good time to frown, being that in my experience of the game the most memorable character throughout the game was in all honesty, an obstacle. But at the same time, it doesn’t feel fair to slate Pacman Rally, as it’s not really that bad a game; it’s just horrendously average…
Graphically it’s a meat and potato affair, some of the levels having a bit of colourful charm, but many look a bit more dull (if you’re gonna make a ‘crazy’ kart racing game, there’s no sense in holding back your palette, eh?) Some of the level design and presentation however is quite lovely; some of the more open courses, despite lacking polish, are pretty exciting to race around. Around half of the courses are pretty awful to play sadly, having been made to consist of only set square corners, they feel constricted and unpleasant to race around, unlike the more enjoyable courses which are wide tracked and curvy in a Diddy Kong Racing kind of manner.
Unfortunately controlling the karts isn’t even nearly on par with the N64 classic; you’ve got all the bells and whistles you’d expect in any modern kart racing game, when inevitably compared to Mario Kart it just feels… clunky. There’s no sense of weight or impact when driving about, at times you feel like you’re just floating around the course. Even when you’re going at a fairly satisfying speed the whole experience is a little disjointed. The weapon powerups are pretty much an iffy rip-off of Mario Kart, green, red, and blue bombs all do exactly what you’d expect them to, just in a much less satisfying manner than good old shells. The other powerups are a mishmash of often overcomplicated objects that do all the usual stuff you’d expect, and sadly the lack of simplicity here does make the game a bit less aesthetically cohesive than it could have been overall.
One of the main features of the game is the Pac-mobile meter; a bar that you fill up by collecting Pac-Dots around the course then use to transform your character into a giant mechanical Pacman, changing all of the other racers briefly into blue ghosts ready to be chomped up. It’s an admirable idea, and brought the game up to a level of creativity I wasn’t really expecting when I first tried out this special move - sadly it doesn’t feel like it plays an important enough part in the game to be anything other than a gimmick. The Pac-mobile is clunky and difficult to steer, the speed boost you achieve is minimal, and after the initial smug grin of eating a few other racers it just feels like an unwanted extension of the invincibility star in Mario Kart, which is a shame as it’s probably one of the few mechanics in the game that, if treated with more care, could have given Pacman Rally a bit of an edge. Multiplayer’s not even worth my time to discuss; it doesn’t support more than two players - need I say more?
The music adds to the sense of inconsistency in an often hilarious manner - many of the in game tunes involve the ‘Pacman tune’ being sampled or remixed, which leaves much of the music fairly painful to listen to after a few minutes due to the entirety of his theme tune lasting about eight seconds. In stark contrast to this however, some levels have hugely intense and epic music that feels like it’s been ripped straight out of a budget survival-horror game, while some levels have some rather chilled-out acoustic guitar offerings that are, frankly rather lovely.
Overall the problem with Pacman Rally lies in the general inconsistency with which the game has been made. It lacks a sense of focus in nearly every aspect of production, the stark differences between level design feel sloppy; as if the people who made them failed to keep good communications throughout the designing process, resulting in two vastly different styles of racing games for which one racing engine had to fit. Inevitably it doesn’t work too well, making the tight cornered and more restricted races significantly less fun to play, something which when combined with the lack of a cohesive style both mechanically and aesthetically renders the game fairly lifeless and lacking charm. Multiplayer options are just severely lacking in general, and it only took me about an hour to complete the entire game. Don’t be fooled by the “it’s for kids” mentality and take my advice; Get Mario Kart 64 on the Wii Virtual Console service. It’s cheaper, it’s better, and you’ll have a hell of a lot more fun.
Graphics: 6
Gameplay: 5
Sound: 6
Lifespan: 3
Overall: 5

Review: Burnout Dominator


Are you sure you’re driving on the wrong side of the road?

The Burnout series has come a long way since its humble beginnings on the Gamecube, never being afraid to tweak the mechanics of its newer iterations to give them each their own unique style hidden under their seemingly identical bonnets. Burnout 3 is seen by many as the seminal game in the series, taking the focus away from precision driving and encouraging players to give in to their inner beast and become a vicious predator on wheels; a shift in the series’ focus that made the game arguably one of the best arcade style racers ever made. With Burnout 5 soon on the way to quell the speed needs of next-gen junkies, EA have thrown us a bone in the form of Burnout: Dominator, a title which offers all new tracks to bomb around for those who really just can’t wait for the next official sequel in the series. With Burnout 5 seemingly intent on taking a whole new direction on the franchise, this could be the last classic burnout game we see for a while and overall it’s a nice package; combining the old racing focused mechanics of Burnout 2 with the more realistic graphical tone of Burnout 4. Dominator doesn’t have ideas above its station: it’s a self confessed remix to tide us over until the series takes its next step forward with the likely changes the official sequel will bring- sadly I have to say that Dominator doesn’t cater for me personally, the game choosing to focus on the earlier ideals of the series rather than offering up more of the instant visceral action that Takedown kept on lovingly giving.

Now before I begin, I’d like to make something clear: I love Burnout 3. It’s probably one of my favourite racing games ever, so when reading what I have to say about Dominator take it with a pinch of salt; on many accounts this really is a great game, but largely when compared to Burnout 3 there are some shortcomings and changes that aren’t too welcome in my mind, and as it only seems fair to compare Dominator to the last outing on the system which undoubtedly raised the bar for arcade racing games in general I’m not going to be pulling any punches when it comes to comparisons. First of all, there’s one unforgivable problem with Dominator: The loading times. Confusingly however the problem doesn’t arise when loading levels, but when autosaving your progress to a memory card after each race- usually taking around 7 or 8 seconds to record your updated statistics, an amount of time that seems frankly ridiculous; get over the time you’ll have to wait to get back to the main menu after each race however and you’ll be well on your way to having a blast.

You can still expect the trademark Burnout playing style of smoothly drifting through traffic on the wrong side of the road to boost your score and fill up the ever precious boost bar, but rather than upgrading the bar’s capacity with takedowns the maximum charge is a fixed amount, the focus this time being on achieving Burnout Chains by totally filling the boost meter then discharging it all in a frantic blaze whilst achieving your quota of dangerous driving before the bar runs dry to fully replenish your boost and adding a score multiplier- it’s this aspect of the game that you’ll get your adrenaline pumping, Dominator encouraging you to keep on boosting for as long as you possibly can; releasing your finger from the boost button at any point during a chain breaking it and putting a major dent in the incline of both your speed and score. It’s a mechanic that’s a blessing and a curse- reaching 10X multipliers through chaining is absolutely thrilling, but it takes time to build up to such a level and once you’ve gotten a taste of the fast life it becomes increasingly harder to get your kicks when playing dominator.

Visually there’s not really all that much to say about Dominator that you shouldn’t already know, in terms of appearance it seems to be an identical build to Burnout 3- the only noticeable difference being a preference towards sepia tones in the colour scheme which sometimes makes oncoming traffic more tricky to spot, and the game having a more grounded, less flashy visual approach all round. Realism has definitely become more of a focus all round in this iteration, don’t expect to see the same level of pizazz when it comes to cascades of sparks and metallic debris flying about as you carelessly romp around the tracks. This grounded feel isn’t restricted to the aesthetics of Dominator either, the physics engine isn’t set to 11 anymore which in short means that; when you crash it’s rarely very spectacular, and achieving takedowns isn’t the cakewalk PS2 owners may have gotten used to. The takedown camera also seems rather intent on frightening the hell out of you, something which I’m not entirely sure is unintentional: Rival cars don’t seem as inclined to spin out and crash when you ram into them this time around meaning that you usually have to forcibly shunt them into obstacles to achieve a takedown- the problem with this is that the camera angle switch is far faster than in Burnout 3, often leaving you being unsure if you’ve successfully taken out the enemy driver or screwed it up and foolishly crashed your own car, which tends to break up the sense of pace at times. When you do crash your own car the camera angles are often quite tight and claustrophobic, taking the only real gift of messing up out of the experience: getting to see a nice wide angle depicting just how spectacularly badly you judged that drift. This shortcoming is pretty much forgiven for the inclusion of the Crashbreaker into many of the game modes, allowing you to steer your wrecked car towards oncoming racers in traditional slow-motion glory before triggering explosions to cause a gauntlet of destruction for your opponents to try and weave through, and with the scale of explosion being dependent on how full your boost bar was when you crashed it takes away some of the misery of piling into oncoming traffic with a bar full of turbo. Again however, another tradeoff for this is a lack of Crash mode, something which I can certainly live without but many may miss.

Dominator is a great racing title all round, but it’s an entirely different kettle of fish when compared to Burnout 3; it’s more focussed on controlled racing rather than visceral carnage, and if you’re looking for another fix of metallic brutality then you might find Dominator a little disappointing. The lack of online modes and an emphasis on control and focus mean that it’s a much more solitary racing experience, one which rewards those who put the time into mastering it but lacks the casual appeal of it’s PS2 predecessor. The grounded style it offers will likely appeal to fans of more realistic racing games, but those looking for a quick fix of nitro fuelled fun with a few friends will find more joy in cracking out your old copy of Burnout 3 for an encore.

A solid and well made game, but one that’s just not quite as much fun as Burnout 3.

Graphics: 8
Gameplay: 8
Sound: 8
Lifespan: 7

Overall: 8