Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Dark Blood Online (KR)

Posted: 10 May 2012 09:29 AM PDT



As the English server (link) is preparing to enter its first Closed Beta phase, the Korean server for Dark Blood Online added a new class yesterday, the Thief. Its 2 advancement classes are the Assassin and Outsider, which I think is a pretty cool name. Wish more game developers will bother about choosing unique class names =.=”

Judging from the trailers, the Outsider seems to be more specialized in area control and traps while Assassin is all about damage. Whatever the case, both are looking awesome additions to the roster.

I actually played a little bit on the Taiwan server, but since I knew the English server was coming out, I only took videos of each class’ tutorial in order not to spoil the fun. The other classes can be viewed here (link).

Similar Article can be found at: http://www.mmoculture.com/2012/05/dark-blood-online-kr-new-class-added.html

Blade & Soul (CN)

Posted: 10 May 2012 09:29 AM PDT



A couple of hours ago, Blade Soul’s James Bae took an hour to have an online QA session with the China gamers, with the aid of Blade Soul’s China publisher Tencent Games of course. The campaign for the China server has been going on since late last year, which will enter its first Closed Beta phase this August. While some of the questions asked were rather stupid (including if there will be a China server), here are some which made the mark.

A: Blade Soul’s storyline will hit a new climax in this new map. Players will also requite to exhibit more control skills to survive. Starting from this map, more PvP elements will be introduced compared to the previous more PvE friendly areas. This can be seen as the start of a new beginning and challenge as well.

A: The Closed Beta 3 areas will be that of the Open Beta’s as well. We will be doing some tweaking and adjustments after the test phase ends. I would say it is around 80% complete for release.

A: At the start, the Force Master class is supposed to be the easiest one to control and pick up. But subsequently the class began to stray away from that. This is why we need to introduce an easier class for gamers. Our gamers are primarily male as well, so we thought of attracting the female gamers as well. Of course. the Summoner class is not just for the females, anyone who loves cute characters can play it as well.

A: Unlike other classes, the summoned cat will target enemies for the player. This will remove extra controls and commands needed for the other classes.

A: From Closed Beta 3′s new map onwards, there will be more PvP elements introduced. Of course, we will add in more large scale PvP features in the future. We will be actively be balancing the classes as well.

A: This is where the open world PvE roulette plays a part. Whenever a player deals damage to an open world boss, the roulette will reward players according to the amount of damage done. For instances, there is a cross-channel queue, so players need not worry about finding a party.

A: In order to prevent “kill stealing” for open world bosses, this system is introduced. Any players who deal damage to the boss will get a reward, although players who first hit, last hit and dealt the most damage will gain additional rewards.

A: This stamina system is to shorten the gap between the hardcore and casual players. When it is green, it will be the most optimal period for players to train and gain experience points. This will provide a better leveling environment and not leave players behind.
 

A: They can be obtained from quests, open world boss drops and dungeon boss drops. Players can match different pieces to create unique looks.

A: We are still optimizing the game for lower end systems. The lowest requirements now for graphics card is either a Nvidia 8600GT or ATI 4600. Of course, we are still looking to lower the requirements.

A: For now, the limit will remain at 4 players. We have plans to increase the limit in future updates, up to 8 and 16 for future dungeons. We have not scheduled a time to implement this system yet.

A: Some classes already have this system, including the Force Master who can cast the Ice Palm skill while using qinggong.

Similar Article can be found at: http://www.mmoculture.com/2012/05/blade-soul-cn-community-q-with-producer.html

Review: Guardian Heroes Storms Back From the Dead

Posted: 09 May 2012 11:57 PM PDT

Rage didn’t start out the way I thought it would. My idea of it was mostly based on its initial reveal some years ago: depicting a barren wasteland where people live, drive, and dress in whatever they can find. Just another Mad Max pastiche, right? So imagine my surprise when the game begins inside a cold, angled underground capsule (an “Ark”) from a forgotten time in the far-flung future. I guess post-apocalyptic worlds have to start somewhere.

It’s a harsh beginning, but Rage doesn’t let up from there. After emerging on the surface of the largely-destroyed Earth, you’re saved from certain death by a kind-hearted wasteland homesteader named Dan Hagar (voiced by John Goodman, who also played a “Dan” on Roseanne, which was more than enough to keep me from taking this character seriously). Hagar wastes no time in employing your “services” to wipe out a nearby influx of mutants, and perform a few odd jobs around his settlement and the neighbors’. You get the hang of shootin’, drivin’, and survivin’, and eventually learn more about your past as an enhanced human candidate of the “Eden” project, initiated by the oppressive powers of the Authority, who try to keep this crazy world in check… for their own gains, of course.

Similar Article can be found at: http://www.1up.com/reviews?cId=3185957

Path of Exile

Posted: 09 May 2012 09:32 PM PDT



[Press release] Indie Action RPG Path of Exile has announced its latest character
class, the hit-and-run trap-laying Shadow. Although currently in closed
beta, Path of Exile is opening its doors to everyone for two days with a
public test this coming weekend. Supporters can also pre-purchase
credit for the game's 'ethical microtransactions' and receive a
permanent beta key.

The Shadow is a hybrid dexterity and intelligence class, a professional
assassin exiled after getting on the wrong side of a former client. He
employs deadly traps and spells against opponents, finishing off
survivors with quick dagger strikes while darting in and out of combat. In Path of Exile, any class can use any skill, weapon or trap, allowing
for a huge variety of possible character builds. The Shadow is
particularly well suited to traps and fast weapons like claws and
daggers.



Using Path of Exile's support gem system, the Shadow can turn any spell
into a trap or remotely detonated mine. For instance, the Shadow can
link a Frost Wall skill gem with a Remote Mine support gem to create a
Frost Wall Mine which they can place to strategically trap enemies. More skills here.



The first chance to play the Shadow character will be in this weekend's
public stress test. The Path of Exile Beta servers will open for public access at 5pm PDT on Friday, May 11. Public access will end at 11:59pm
PDT Sunday night, May 13. A full FAQ about the public weekend is
available at http://www.pathofexile.com/publicweekend/.



A previous public weekend in March attracted 47,000 players.

Grinding Gear Games' producer Chris Wilson says the Shadow is one of the
more difficult classes to play due to his fragility. "He more than
makes up for it if handled with skill. His hit-and-run style of combat
makes the most of his natural Evasion and Energy Shield, and rewards
strategic coordination of attacks, spells, and traps."



His signature tactic is to lay hidden traps and to lure his opponents
in. When they step too close, the trap springs and his foes find
themselves caught in place, missing a leg or blown to pieces in a fiery
explosion. Alternatively, he can place remote mines which are manually
detonated, ideally in the middle of clusters of enemies.

As an indie game developed by a team of hardcore action RPG fans, Path of Exile has several unique takes on the genre. It features a unique
skill gem system, a huge passive skill tree, extensive character customization and PvP combat in a persistent online world. The game is
free to play, but does not feature 'pay-to-win' microtransactions. Path of Exile will enter Open Beta in late June.

Similar Article can be found at: http://www.mmoculture.com/2012/05/path-of-exile-public-beta-weekend-with.html

Wolfenstein 3D Celebrates Its 20th Anniversary in Style

Posted: 09 May 2012 09:32 PM PDT

With Wolfenstein 3D celebrating its 20th anniversary this month, it’s fitting — if unexpected — to see a nearly 30-minute developer commentary track from industry legend John Carmack exploring his memories and recollections from the early days of id Software. Despite the march of time and technology since the game’s 1992 release, you can’t help but be charmed by the man’s enthusiasm for his early days in the industry.

As Carmack explains it, Wolfenstein 3D represents the “Wild West” days of development at id Software. You can hear in his voice his love of reliving those exciting times for the studio: A day and age where they were still “figuring it all out.” Back in 1992, id was a young studio in its prime, blazing a trail for the industry and the shooter genre the likes of which no one had seen before. Their work took center stage when it came to the cutting edge of gaming and controversy. They became an inseparable icon of PC gaming in the ’90s.

Times have changed, and in a lot of ways id’s reputation and clout have changed with it. In today’s world, the company is no longer seen as the alpha dog when it comes to shooters, an arrangement that upset their relationship with their previous publisher, Activision. If anything, their near-absence from the industry outside of last year’s Rage has relegated them to the back of the pack, with franchises like Halo and Call of Duty stepping up to define modern-day standards for shooters. Id may have created Wolfenstein and its even more notable follow-up Doom, but the two properties seem to exist as little more than reference points in today’s conversations about shooters.

After something of a fan revolt in response to Rage, and with constant mixed reports of whether “Doom 4″ is a troubled production or not, the future of id Software may rest very firmly on whether their next release can make them a relevant force in the market again. It’s great to hear Carmack talk about the glory days of old, and no one can understate the importance and influence id Software has had on gaming. It’s just surprising that one of the industry’s most iconic studios has turned into an underdog in the very genre it helped to create.

Similar Article can be found at: http://www.1up.com/news/wolfenstein-3d-hits-browsers-20th

The Old Republic Still Going Strong, Even With a 400k Subscriber Drop

Posted: 09 May 2012 09:28 PM PDT

Star Wars The Old Republic

Three months ago, Electronic Arts boasted its new MMO, Star Wars: The Old Republic, had amassed 1.7 million subscribers. That number is a far cry from what World of Warcraft has, though it is a very strong showing for a subscription-based MMO in a market that is becoming much more free-to-play-centric. The publisher updated investors again on the status of TOR this week, revealing it has seen a drop-off of 400,000 subscribers to 1.3 million. That’s nearly one in four players who have stopped playing over that span of time, which surely means it’s time to sound the alarm and for those who voted EA as the worst company in America to start celebrating, right? In fact, this may not be as bad as it seems.

A 23-percent decline is a substantial figure any way you slice it. Yet it’s important to remember this is still early in the life of the game; if this were to happen a year from now it would be more troubling. At this point in time, it’s natural for an MMO to lose a chunk of people who wanted to try the game out and nothing more. It seems entirely feasible a chunk of casual players tried the game out but didn’t want to pay a monthly subscription, which is essentially what the drop was attributed to in an EA conference call with investors on Monday.

EA CFO Scott Brown said early last year only 500,000 subscribers would be needed for TOR to be “substantially profitable,” although he noted it would not be “the kind of thing we would write home about.” Once that figure surpasses 1 million, “it’s a very profitable business.” 1.3 million comfortably eclipses that mark, so the challenge for BioWare now becomes ensuring those people stick around. If the casual people looking only to sample the game are gone and this is the devoted user base left behind, I’d say EA and BioWare are in good shape — WoW didn’t reach its peak in a day. That’s particularly true when you consider they could still lure back some of the players they’ve lost who merely want to see features like a group finder implemented before committing $15 per month to the game.

Star Wars The Old Republic

There are, however, a few causes for concern. The most immediate one is the game’s most hardcore players were given 30 days of game time for free. Doing so may have padded subscription numbers to make them look for better for investors, in which case it won’t be until EA’s next quarterly earnings report that we get a more accurate impression of how many people are paying to play. Even if the freebies had no effect, it won’t be until future updates that we can see how the game holds up long-term. We’re not even six months in, and it won’t be for a while longer that we see if player demand for new content can be adequately met. So far so good, but that’s not necessarily indicative of how things will be going a year from now.

At this point, we’re also unable to judge how the game will hold up against WoW. After experiencing declines in the wake of Cataclysm‘s release (following the spike coinciding with its release, which is a pattern that occurs with each new expansion), WoW subscription numbers have stabilized. Activision Blizzard announced today that, as of March 31, it has 10.2 million subscribers. This indicates The Old Republic’s effect was short-lived, if it had any at all.

Whether the opposite is true will be a key point for The Old Republic. The launch of Mists of Pandaria is sure to bring back a number of former players, some of which may be current TOR subscribers. Even if those people don’t stick with WoW for long, it’s no guarantee they will find their way back to TOR. WoW has managed to keep some kind of a hold of its players even when they aren’t playing; a segment of them may go off to try a new MMO, but many of them do eventually end up back in Azeroth. TOR will need that stickiness as the competition from Mists of Pandaria — not to mention TERA, Guild Wars 2, The Elder Scrolls Online, World of Darkness, and so on — threatens to lure away its players, potentially for good.

Similar Article can be found at: http://www.1up.com/news/the-old-republic-going-strong-subscriber-drop

Wolfenstein 3D celebrates its 20th anniversary in style

Posted: 09 May 2012 03:30 PM PDT

You can now play the classic PC FPS, Wolfenstein 3D, in your web browser.

The legendary first person shooter, often described as the grand father of the genre, can be accessed by pointing your browser to wolftenstein.bethsoft.com. Once you've negotiated the age gate, you'll be able to select from every level and difficulty setting of the original game.

Fans can also show their appreciation for id Software's classic by visiting the game's Facebook page, where you'll find details of the 'Classic Platinum' edition of the game, which is available for free download on the iPhone, iPad and iPod Touch for a limited time.

Bethesda has also teamed up with Valve to offer a limited time discount on Wolfenstein and id Software games via Steam.

In case that wasn't enough, Bethesda has created a video podcast featuring the equally legendary technical director of id Software, John Carmack, where he reminisces on the creation of the game. Halcyon days, eh?

Similar Article can be found at: http://www.totalpcgaming.com/latest-pc-news/wolfenstein-3d-celebrates-its-20th-anniversary-in-style/

Two Possible Reasons for BioShock Infinite’s 2013 Delay

Posted: 09 May 2012 03:30 PM PDT

BioShock Infinite

BioShock Infinite was among the most anticipated games scheduled for release this fall. It’s still shaping up to be one of the bigger launches of the year, it’s just that year will be next year. Infinite’s release was officially pushed back today from its scheduled date on October 16 until February 26, 2013. The reason for this is said to be because of a goal to make it as great as can be, and while I don’t doubt there is a desire to do that, there may be other factors which contributed to the decision to delay the game’s release by four months.

A message to fans from developer Irrational Games’ creative director, Ken Levine, was distributed to the press and posted online today. In it he claims that, since announcing the October release date in March, the team realized “that some specific tweaks and improvements will make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need, we’ve decided to move the game’s release to February 26, 2013. We wanted to let our loyal (and very patient!) fans know this as soon as possible.

“I won’t kid you: BioShock Infinite is a very big game, and we’re doing things that no one has ever done in a first-person shooter. We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren’t the Big Daddies you’ve since come to know and love. Because Andrew Ryan’s golf club didn’t have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco. The same principle now applies to BioShock Infinite.”

What this means beyond the fact that we won’t be playing the game until 2013 is it will not be appearing at this year’s E3 or Gamescom as it would have if it were releasing in October. Levine said their preference is to use the time that would be spent preparing for these events on developing the actual game, which is an understandable sentiment. The extra development time, both as a result of the delay and not having to create new trailers or demos for this summer’s events, should help to result in a better game.

Levine’s statement made no mention of the BioShock game for Vita announced at E3 2011. He said last year it was going to be a “different project,” one “built from the ground up” for the platform, although by October no progress had been made and he acknowledged the possibility the game could be developed externally. At this point, it’s looking doubtful the game will ever be made as it will have to first wait for Infinite to be completed which now will not be the case until early next year.

BioShock Infinite

In a recent Wired interview, Levine described the public announcement of an October 16 release date as “great, because now we have an end date and we can know when it’s time to put pencils down. You can keep going forever, honestly. I could work on this game for another 20 years and keep polishing it and making it better. But at some point — and this wasn’t decided by our publisher, this was my decision — you need to say ‘this is the date.’ It helps keep the team focused on finishing it, knowing they have a constraint. I always think you work the hardest when you have constraints because that sort of helps you define your task.”

Between that and the drip feed of information from the game’s PR in recent months, the decision to delay Infinite is likely only a recent decision. But is it only happening because there is an opportunity to make the game even better?

One alternative is Irrational is busy at work developing some kind of multiplayer functionality. Shortly after Infinite was first announced, Levine said no decisions had been made regarding multiplayer. In other words, the idea of multiplayer in and of itself is not objectionable to Irrational (which has made multiplayer games like SWAT 4, Freedom Force, and Tribes: Vengeance in the past), but it has to have a solid idea — simple deathmatch and CTF won’t suffice.

“I will say that we experiment with things, but for us we are never interested in making a multiplayer mode you could just play in some other game,” Levine said at the time. “Because, A) that’s not creatively interesting and B), financially, you’re wasting your time. They’re going to go play Halo. They’re going to go play Call of Duty.”

Perhaps it finally came up with an idea that worked and felt it would be worth waiting a few extra months to implement it. Backing up the idea that some sort of multiplayer functionality will be in the game — whether it be of the competitive or cooperative sort, or even something that doesn’t have you directly playing alongside other players — is a recent Irrational job posting for a network engineer (as pointed out by superannuation). It specifically mentions the new hire will “help us with the networking aspects of BioShock Infinite.” Irrational was also previously looking to hire a network programmer (also spotted by superannuation), another position that would suggest work was being done on some kind of multiplayer mode.

Grand Theft Auto V

What may have also fueled the decision to delay Infinite is Grand Theft Auto V. The game is still without a release date, and with Rockstar coming to own the April/May release window thanks to the likes of Grand Theft Auto IV, Red Dead Redemption, L.A. Noire, and (this year) Max Payne 3, it looked at one point as if GTA V could be released during that window in 2013. However, it’s the month of October that the franchise has traditionally called home. The original GTA was released in Europe in October 1997; GTA 2 followed in October 1999 (on PlayStation; on PC it came out at the end of September); GTA III in October 2001; Vice City in October 2002; San Andreas in October 2004; Liberty City Stories in October 2005; and Vice City Stories in October 2006. The exceptions to this are few and far between; GTA IV would have been out in that window if not for technical problems and a contract dictating the 360 version could not be released before the PS3 one, hence the delay until April 2008.

With that in mind, it would stand to reason that October would be the target for GTA V’s release. Although there may not be a complete overlap of the audience for Infinity and GTA V, it’s possible Take-Two (which owns Irrational and Rockstar) didn’t want them potentially competing against one another so directly. The hardcore audience will be there for both titles no matter what, but with so many other titles coming out toward the end of the year (Assassin’s Creed III, Call of Duty: Black Ops II, and Halo 4 being among the big ones), not sticking both games out there at roughly the same time improves the odds of each one luring in more casual consumers at launch.

Wedbush analyst Michael Pachter pointed out in an investors note today that Take-Two did not update its guidance for the current fiscal year, which calls for earnings of more than $2. Pachter says it’s unlikely this could be achieved without the release of a GTA game before the end of the year. He suggested that when Rockstar indicated it would be ready to release the game for October, Irrational was given the option by Take-Two of spending extra development time on Infinite.

GTA’s release and the addition of multiplayer are not mutually exclusive theories: It’s possible both are players in causing the delay. Alternatively, neither may have played any role and it really is only a matter of making Infinite better, although that strikes me as improbable given what Levine told Wired not long ago. With Take-Two’s quarterly earnings report coming up on May 22 and E3 taking place in early June, we should be hearing more about GTA V very soon if it is coming this year. If not, the first half of 2013 is looking like it will have a pair of big game launches coming from Take-Two.

Similar Article can be found at: http://www.1up.com/news/bioshock-infinite-13-delay-possible-reasons

Re-Examining the Role of Digital Death

Posted: 09 May 2012 03:30 PM PDT

There
is possibly no greater representative icon for the entirety of
gaming than that of the game over screen. That negative void with
stolid letters painted cryptically across; there is a certain mysticism
surrounding the screen, the dark back corners of arcade holes that once
used to thrive, and the natural competition to overcome the
inevitability of failure that it represents.

Bore with the
medium’s creation in arcade cabinets and the surrounding
culture that developed after their inception, the challenge of
prolonging play time and avoiding inevitable failure in death became
the central function for nearly every game created to date. In the form
of a barrel throwing gorilla, the simple existence of a play clock,
infinite and unseen pits that trail into the unknown below the screens
of any number of platformers, or even in competition between players,
video games have always been a participatory form of near exclusive
survival.

Despite what takes the
lion’s share of gaming experiences, a handful of titles have
worked to reverse this trend. Most significant of these is
thatgamecompany’s most recent release, the penitent
juggernaut, Journey.
Those who entered the throngs of
Journey’s pale and dissonant world have been afforded a much
different view of the afterlife; a view that was both end and
beginning, and single-handedly turned the quarter emptying game over
screen into something more.

death

The
Cold Grip of Arcades Past

Outside of titles like Pong
that worked only to imitate established sports in digital forms, the
earliest games, those that have proved most prominent in the
medium’s formative years in arcades like Pac-Man
and Donkey
Kong
, all challenged the player
by the difficulty of staying alive.
Avoiding ghosts’ ethereal potency in Pac-Man. Navigating the
vortex of pits with greased boot in Super Mario Bros.
Possibly the most
famous code ever created- the Konami code used in Contra
and onward,
was proof to the expendability and difficulty of video games’
earliest and most celebrated titles. Even a game like The Legend of Zelda,
which
proved a more complex fiction, was riddled by the fallacy of escapable
death, and that with a reset or a load the player would be pulled from
eternal slumber to begin anew.

Whether on consoles via a
collection of 1-ups or in arcades where lives were as expendable as the
handful of tokens one had to replenish them with, the lightness with
which video games have dealt with death has always been, at least from
a narrative standpoint, one of the medium’s most glaring
weaknesses. Games have functioned around the notion that life is
fleeting, death is imminent, and rehashing parts of gameplay to succeed
is expected. In life there is nothing more sure or true than what lies
inescapably ahead for us all. While other media commonly explore death
in a mature and enlightened manner, games, which largely still remain a
medium of hyper fantasy, have sadly failed to acknowledge death with
the same maturity or importance.

This isn’t to say
some games haven’t attempted to integrate the element of
death in digital experiences more succinctly. Point and click adventure
games of the late ’80s and early ’90s like
LucasArts’ Maniac Mansion
introduced the idea that certain
actions taken during the course of the title could cause any of the
player’s characters to die permanently and affect the final
outcome of the game.

Similar Article can be found at: http://www.1up.com/features/re-examining-role-digital-death

Why Donkey Kong Country is a Better Platformer Than Super Mario Bros.

Posted: 09 May 2012 03:27 PM PDT

I
know that it’s absurd to compare two games that were released over a
decade apart, but what the hell, but I’m going to do it anyway. I’ve
recently become a bit of a pariah among my fellow 1UP editors due to my
opinions on Donkey Kong
Country
, Rare’s 1994 foray into
the world of the SNES. While few would dispute the game’s technological
merits, not many around these parts agree with me that DKC is a far
better and much more playable platformer than the original Super Mario Bros.

Please set down your pitchforks
and extinguish those torches.

Donkey Kong Country was the
game that began Rare’s ascent to creative bliss. Anyone who owned a
Super Nintendo or a Nintendo 64 has undoubtedly fond memories of
playing any number of the British developer’s classic titles, whether
it was slapping down Jago in Killer Instinct
or planting the perfect proximity mine in GoldenEye,
and this hot streak all began with the reinvention of Mario’s original
nemesis. A few years after the plumber journeyed around the world,
Donkey Kong was tasked with exploring his island in search of his
stolen banana hoard. The game was a dense, cutting-edge package that
showcased the power of the SNES and provided what I feel to be a
perfect platforming experience. As you can probably tell by the video
below, my fellow editors do not share in these views.

dkc

I was shocked to discover that
DKC’s visuals have grown to become divisive, with one of the main
complaints being that the entire world has a plastic sheen to it. As
one of the pioneers of pre-rendered 3D graphics in games, DKC didn’t
resemble a cartoon so much as an extremely detailed toy box. I fell in
love with the character models because they reminded me so much of the
action figures I grew up smashing against each other on the carpeted
floor of my bedroom. The fact that Rare was able to create an entire
world that out of the performances that I imagined with my toys evoked
a feeling in me that has yet to be matched to this day. Super Mario
Bros. asked you to imagine the expanse of the world you were running
through. Donkey Kong Country didn’t need to ask this of the player.

As much as the game’s visuals
resonated with me, it was the soundtrack that managed to burrow deep
into my mind. SMB may have a handful of the most memorable music in
video game history, but it’s DKC’s amazing suite of jungle tunes that I
still find myself listening to 20 years later. Each track manages to
utilize elements of the environment, from wind to animals to the
morphing of sounds underwater, and incorporate them with truly
unforgettable melodies. Each track feels like an extension of the
visuals that represent the varying locales of the island. As you dive
to the bottom of a lagoon, the distant ambiance of the music highlights
the untapped majesty of the space you’re exploring. Likewise, when you
travel to the peak of a snowy mountain, the tracks become as ominous
and foreboding as the endless crevices that dangerously pepper the
landscape. The music pulls more than its weight in creating a succinct
and memorable world that unravels in varying amounts depending on how
much you put into the game.

SMB may have perfected the
concepts of timing and inertia in platformers, but DKC built upon these
pillars by adding a wealth of optional moves and techniques for players
to learn throughout the course of the game. One could make it through
to the end by using a rudimentary moveset, but by experimenting with
both characters, you quickly realize just how deep your control over
the pair of primates really is. Combat, exploration, and jumping all
change based on which chimp you control, giving the game unseen depth
for those willing to dive in. Super Mario Bros. demanded perfection
from the player; Donkey Kong Country encouraged experimentation. I’ll
take the latter over the former.

The scope of each game’s
control mechanics also go hand-in-hand with their respective level
designs. Despite having a majority of the game take place outside,
Super Mario Bros. consistently feels like you’re controlling the
plumber as he barrels down the length of an impossibly narrow hallway.
The extent of your exploration rarely exceeds the dimensions of the
frame that is presented before you. Part of this is obviously a
limitation of the 2D perspective, but Donkey Kong Country managed to
use a combination of level design and slight of hand to convince
players that the world they were exploring went on far beyond the
boundaries of your television. Walls to destroy, secret cannons to
destroy, and areas only accessible with the help of your fellow members
of the animal kingdom all combined to give the island a sense of scope
and wonder that made it feel like these locations actually existed long
before your character entered the frame.

Despite all of this, the most
important reason that I choose DKC over SMB is simple: Donkey Kong is
possibly the most dapper character in video game history. Just take a
look at DK as he rocks that red tie without even the slightest hint of
pants. Seriously, he’s as close to a Kennedy as we’re going to ever get
in video games. Wardrobe aside, I am in no way discounting the
monumental impact that Super Mario Bros. had on our medium. Without it,
not only would there be no Donkey Kong Country, but our industry would
be an unimaginably different beast. But in 2012, when I sit down and
want to experience platforming perfection, I’ll choose Rare’s
masterpiece every single time.

Similar Article can be found at: http://www.1up.com/news/donkey-kong-country-platformer-super

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