Deadly Creatures – Initial impressions

Deadly Creatures has intrigued me for a number of months, mainly for the basic concept as playing as a spider and a scorpion. After seeing a developer’s diary and a couple of trailers, my son was hooked, and even though it’s not a multiplayer game, we decided to take advantage of the two playable ‘characters.’ He would play the scoprion and I’d play the tarantula. 

After a couple of levels, I’m pretty impressed by the game. The story, the music, the human story, the models and graphics, combat are all very solid, at least, and excellent in some places. But there’s something that reminds me of Super Mario Galaxy. At first I thought it was the visceral reaction the games evoked. Then I thought, oh, Deadly Creatures allows you to climb walls and ceilings, just as some Galaxy levels do. But I realized that it’s more than that–it’s that both games have well designed, fascinating levels. 

While both are somewhat linear, there is an exploratory element nonetheless. You can play each straight through and not see a bit of the game. But the environments are so well designed that I found myself wanting to explore, not just to find grubs or other goodies but even to see what I could see, what interesting spaces the level had, which is a reward in itself. 

In contrast, Force Unleashed had some uninspired levels–run down a ship corridor, run through an outdoor corridor, run through a wooki village corridor. It was a game where I badly wanted to explore the area, not to find all the collectibles but for the hope that a game world had areas just for the fan to enjoy. Alas, that was not the case.

In Deadly Creatures, I feel that it’s the opposite. Yes, it has some underground tunnels/corridors, but even there I’m finding spaces to explore. As the spider, I climb on the walls, viewing the room from a different perspective and sometimes accessing a space I couldn’t see from the floor. Outdoor areas have paths and flows, but again, I have areas to explore. 

The other point about the level goes to the focus of the game on small ceatures because I often had a sense of both a small, often unnoticed world of bugs but also the large, even gargantuan world. Often, when we play shooters and action games, we notice how well designed maps have excellent architecture. Deadly Creatures does, too, but a natural architecture of rocks, cacti, logs. There are a variety of wall types, even in the little that I have played.

  • A curve that appears to stop my progress, although if I follow it, it leads to another space, giving me satisfaction at not falling for a ‘trick.’
  • The variety of walls also suggest movement and time–progress slowly here, move quickly here. At certain points, I’m clearly invited to pause and look around, like when I reach a vertically rising wall.
  • I’m aware that the level is making me feel relaxed at some spots and tense at others. For example, right before I leave the tunnel and have the first snake-boss fight, I feel tense, even though I’m going out into the open, thanks largely to the squat design of the opening and the way the floor rises up to the opening and then slopes downward.
Once I realized how awed I am by the familiar, yet strange environment while also feeling subtly guided, I couldn’t help but stop and analyze the levels. I think we have all played games set in the desert, and probably a few have been pretty boring affairs. Yet, Deadly Creatures takes a seemingly boring setting and makes almost alien.
I have played 360 games with gorgeously detailed levels that never came close to the effectiveness of even the first two levels in Deadly Creatures. No, it’s not the best game I’ve played, but its level designs are very, very well done. And when the levels are this good, then pointing out that the games graphics are very detailed and excellent as well has a meaningful context. [Indeed, these are some of the best Wii graphics I've seen.]

2009 Wii games – Part 1 Action and RPG

As we hit a lull in console games, folks are looking at the top games for next year, like this one for the 360 [of which 5 are FPS, 6 if you count RE5]. Wii owners are told time and again that they have no ‘core’ or ‘hardcore’ games. But 2009 is looking much better for the up market. Yet, even with what has been announced, I think it’s highly likely the second half 2009 will see, at least, new games from Nintendo. Plus, there are some games that have not been announced a North America or Europe release date, such Monster Hunter 3, Fragile, and Fatal Frame 4.

So, sticking with only games with firm announcements for Europe and North America, here are some up-market games to look forward to in 2009. I’m not putting these in order, and I’m looking at different types of games. In this post, I’m looking at the better RPG and Action titles confirmed for 2009. In part 2, I’ll look at other up-market genres.

It’s good to note that several of these games have distinctive visual styles, whether it’s the black and white of madworld, the Jananese art style of Muramasa, or Eternity’s Child. As much as I enjoy the high-definition 360 games, they often seem to come in as browns and blues. The 360 has its distinctively styled games, but for the Wii, this is almost a necessity because it cannot compete with the detailed, high def style of the 360 and PS3. And in the end, I think this could potentially make Wii games much more visually interesting than high def games.

After a while, highly detailed games can have a certain sameness simply because, by allowing greater detail and more realism, the games tend that direction. But with the better Wii games even today, they do not suffer a halo effect of looking similar, except for perhaps the core Nintendo games. Even so, Super Mario Galaxy is noticeably different from Mario Kart Wii and certainly far removed from Metroid Prime 3. THen there are very distinctive styles of Zack & Wiki, Boom Blox, No More Heroes, Lost Winds, and de Blob. The 2009 Wii lineup seems to advance this visual diversity.

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