Evaluating the hidden clues in the recent Nintendo Direct
Last Thursday’s Nintendo Direct was the one which finally met – and probably exceeded – all expectations. However, there’s a few bits and pieces of subtext to what Nintendo announced:
1. GameCube Virtual Console isn’t happening
Basically any title Nintendo releases in 3D post 2001 is game for a HD/3DS remake. Expect Mario Sunshine and Wind Waker/Twilight Princess to fill in the gaps between the next original incarnations of the series. Why charge £7.99 on virtual console when you can charge £49.99, right? If the games come with modern advancements like wide-screen that’s fine with me.
2. Samus Aran
Smash Bros usually has the most recent iteration of Nintendo characters in its roster so we can expect a few subtle hints to what Nintendo’s underused bounty hunter will be up to in Metroid Prime 4. It would be unthinkable to fathom a Smash game without her; I anticipate more than one tease for her next adventure.
3. Wii U 2019
With Captain Toad, Hyrule Warriors and Donkey Kong hitting Switch this year already – joining Mario Kart 8 – Nintendo seems to be drip feeding the Switch’s predecessor’s back-catalog out over the next few years. Mario 3D World, Mario Maker, Yoshi and New Super Mario Bros will no doubt pop up later in Switch’s lifecycle. OG Wii re-releases are conspicuously by their absence though…
4. E3 is all about Holiday 2018
The Switch has a healthy selection of support going to the end of July. June’s E3 events (whether they be Directs or Treehouse Live) will be all about the holiday season. We know Smash will be there but expect at least three more titles to pick up in time for Christmas. One of those will likely be Labo based and with Metroid Prime 4 and Pokemon looking like 2019 games, we might see HD re-releases or spin offs from these series. Plus we’ll know exactly what Virtual Console/Nintendo Classic/Nintendflix will look like too!
Possibly the most important and exciting piece of information from the Direct was how bullish Nintendo is prepared to be. Q1 was clearly just a chance for everyone to catch their breath before the big guns came out. Crash Bandicoot, Okami, South Park and No More Heroes are the right types of games for Switch: ideally suited to the versatility of the console. Expect even more at E3 to wrestle attention from Spider-Man and (yawn) Crackdown 3. It’s good to see the kind of swagger Nintendo has seldom been willing to share.
Version Reviewed: PlayStation 4
In the rich tapestry of games history, full motion video (FMV) is a niche chapter – dangling from the narrative along with 90s virtual reality, scratch and sniff (FIFA 2000) and Wii Fit. The advent of early CD-ROM consoles promised great things; CD quality music and…the answer to what extra Mega/SEGA CD et al brought to the table is undefined. FMV is one type of game not possible on the likes of SNES and Megadrive/Genesis and a poster boy for the iteration on the generation. There is a lot that can be said of Night Trap’s colourful history but here we are in 2017 renewing the conversation. What is this game and what is the fuss all about?
On starting the game, a short clip explains the premise. You are working with a military response team investigating a seemingly normal family house in the heart of Americana where five teens have recently gone missing. There are eight video feeds to watch from in and around the house. Pressing triangle or circle activates one of the hidden ‘night traps’ in each room – hopefully snaring some of the mysterious Augers roaming the property. Imagine being Kevin McAllister in Home Alone and you get the idea. I remember Night Trap from the furore around it in the wider press plus screenshots/articles in games media. We’re not going into bans etc but one thing that was never explained at the time was; how do you actually play it?
After giving you a quick taste of how to use the night traps, the difficulty spikes as a colour coded system is layered onto the activation system. Listening carefully to the conversations between the characters gives you clues which colours to use. Let too many augers overrun the house and you are promptly fired from your role of god in the house. Now the difficult bit.
Evaluating Night Trap is a difficult task. The gameplay is obtuse, pushing back on the player. Persistence and patience is needed to access the game beyond ten minutes or so of gameplay. Like all unforgiving puzzles though, the moment you figure out a section, understanding something you couldn’t previously, is rewarding. The game then becomes something akin to Majora’s Mask where you watch, analyse and connect the events unfolding in front of you. Each repeat play through (expect a lot of game over screens FYI) moves you a bit closer to achieving success in the game. We found ourselves edging a little further each time. Ironically considering how cutting edge it was in 1992, the gameplay is more closely related to 70s/80s arcade games – learning patterns to beat it. Having just come off a review of Until Dawn, it shows in stark contrast how much quality of life features in games narrative have evolved over the last 25 years. Anyone looking for this to compete with a Resident Evil 7 will struggle but this edition needs to exist for a different reason. It isn’t here to compete with the bleeding edge of survival horror in 2017.
Without any doubt, the acting in Night Trap is more Sharknado than Jaws. It becomes a metaphor for what the game is; a game of its time. SEGA’s modular upgrades to the Megadrive/Genesis are too mirrors of Night Trap and its steep accessibility bar. Whilst most 16 bit games are readily accessible through retro consoles, compilations or re-releases, there is a pocket of games like Night Trap from Mega/SEGA CD, 32X and Saturn which are lost to the sands of time or the sands of eBay – with high entry barriers. Collecting these systems and games plus making them talk to modern televisions is a chore (speaking from experience). What this edition presents is the game released all of those years ago. There are options to adjust the display to be in line with subsequent re-releases or in an updated 2017 mode. There are also additional scenes as well as video content exploring the conception of the game. Fans of the original will enjoy the unlockable extras. But the big question is; should you play it?
When Night Trap released in 1992, the types of game it was surrounded by were the (excellent) Sonic 2 and Super Mario Land 2. Mortal Kombat was also unleashed on the world that year and is perhaps the closest (graphically) to Night Trap. The aforementioned three games are required reading in the history of how this industry evolved. Night Trap should also fall into this category. If you go into this game with your Sharknado hat on or simply want to explore a niche genre with DNA from the past and future it is worth venturing into the game. I am glad this exists on PS4 and hope more of the missing era of games in between the 16 and 32 bit eras can find their way to be released. If you want to see what the future looked like in 1992, give it a go.
Version Reviewed: PlayStation 4
Recently available to all PlayStation Plus subscribers as a free monthly game, Until Dawn is a standout, unique title in Sony’s console’s library. So if – like me – you waited to jump into this survival horror classic, here’s what you can expect. Point of note, this is a great social game. I played it with my wife over the course of about two weeks; through the ten episodic chapters.
Like all good horror movies, the game begins with a group of teenagers and an isolated cabin setting. Throughout the game you control the teens at different times playing out parts of the story from their perspectives. If you are familiar with Telltale-style games the control method will feel familiar; including tropes such as quick time events and context sensitive button prompts. At various points in the story, you are given (seemingly) 50/50 choices which impact the story and – in some cases – the health and safety of the characters.
Throughout the eight hours or so the story takes to run its course, we found ourselves switching which characters we were rooting for and which we found ourselves saying “hope this idiot dies soon”. Tip-toeing around spoilers, Emily, who is a whiny, egocentric brat near the start of the story, has a sequence later on where she shows her resourcefulness and resilience in the face of adversity – becoming much more likeable. The characters are flawed individuals which is refreshing to see in a video game. Until Dawn is a well written game and the plot, dialogue and direction are all major positives for it to take home.
Among the game’s minor negatives are the overall length. By the credits, it felt like we’d spent years on this mountain listening to Emily. Also, the first 75% of the game switches between a bingo card collection of horror ghosts and ghouls – like if someone pressed ‘open all’ on the contents of the film Cabin in the Woods. Once the primary threat is revealed, the closing chapters play out a satisfying conclusion but come with reduced scares as you know what is hunting you. These by no means spoil the game experience though.
A great option in the game is the ability to replay chapters to re-try sections and re-make choices. This encourages replayability as you (hopefully!) strive to keep all the ill-fated teens alive. It emphasises how much of a polished package this is.
Until Dawn is near the, if not at, the pinnacle of modern survival horror and is great played with a companion with the lights off.