Tag Archives: Pac-Man

Pac-Man and the Ghostly Adventures Xbox 360 | Review | Gaming

Pac-Man and the Ghostly AdventuresIt ain’t easy being yellow. Pac-Man first came chomping onto arcade machines back in 1980 and after a number appearances over the years, he’s back to set new records in chomping, munching and guzzling.

Pac-Man and the Ghostly AdventuresIn many ways, Pac-Man is a homage to the over-indulgence of society, constantly eating anything that moves, whether it be a tasty treat (cherries, lemons or, in this game’s case, hamburgers) or various enemies.

Since his 2D hayday Pac, as he is trendily known as, has developed a few new skills to help him with this 3D platforming adventure. The titular ghosts are as you might expect, each with their own move and colour coordinated appropriately so you can anticipate their attacks, although in some areas their over-enthusiasm to hurt you can lead them to charge at you, miss, and fall off the map to their death – despite floating in midair for the most part.

Design

Technically otherwise though, there’s little to complain about. The visuals look clean, bright and colourful – everything you would expect from this children-focused title – and the camera does a reasonable job of keeping up with your twists and turns.

That said, there’s little in the way of a tutorial, and some of the mechanics require fairly precise timing on button presses to pull off, which may be too much for younger gamers. The frustration of repetitive deaths is irritatingly present, since it is a platformer, but there are enough mechanics going on to keep things fairly varied.

Pac-Man and the Ghostly Adventures

Gameplay

The gameplay is very very similar to games like Mario Galaxy or Sonic Adventure 2 Battle, although sadly the game doesn’t have the imagination of the former or the style of the latter, making it feel like a bit of a copycat, attempting to cherry-pick the best elements of both.

Standard Pac-Man can double jump, dash forward with his trademark chomping noise – which can be chained together through multiple enemies – and ‘scare’ the ghosts with an overly dramatic “Boo!”, turning the enemies into the blue, vulnerable iterations which hark back to the original title.

Pac-Man and the Ghostly AdventuresThere are times when the game tries to take the character further, in the form of themed power-ups. Most of these are limited and some make movement an extra challenge, the camera doesn’t help here as when jumping (or bouncing) across platforms it isn’t possible to move the camera up to bird’s eye view so you can judge how far you need to go.

Collectables in the game are limited and the only explanation for what they do is offered through fleeting loading screens. One of the neatest is a homage back to Pac’s early days through arcade machines in the hub world, a school, which you can play with tokens once you have completed enough levels to unlock them.

Plot

Story-wise the game is based on the TV series of the same name, which sees Pacopolis (yup, really) attacked by ghosts after the seal on the Netherworld was broken by accident, releasing evil antagonist Betrayus and his ghostly army. Sadly we don’t get to see too much of Betrayus in the game until an underwhelming stand-off at the end, instead being subjected to increasing size and complexity of ghosts, which can largely be run past or ignored to clear an area.

The game is split across six zones, largely elemental (fire, ice etc.) and each has around six levels within it, each taking about 20 minutes to complete – unless you die lots of times on a frustrating floating platform section – making a 12 hour game in theory if you max out every level, but there’s not much to compel you to re-play.

Pac-Man and the Ghostly AdventuresThe game is fairly well put together considering its intended audience, though mum and dad might need to help out more often than not, and is fairly entertaining for a short spell, but don’t expect this game to push the boundaries in any way and certainly it won’t deliver the sort of memorable experience you might have got from something like Mario Galaxy or Banjo Kazooie.

Rating: 2/5

James Michael Parry

Escapism vs Realism: What is Entertainment? | Film and Gaming | This Is Entertainment

Some people might insist that entertainment as an entity exists as a ‘way out’ from the stresses and hardships of everyday life, but why then do games and films so often strive to be ‘realistic’?

Surely if we just wanted to escape from reality (without turning to hallucinogenic substances), then the most attractive prospect would be to jump into something completely different from our everyday lives.

Take Super Mario for example. One of the quintessential platformers, there aren’t many of us who navigate pits of lava, turtles throwing hammers and flatten grumpy-looking, mushroom-shaped creatures on a daily basis.

Later Mario titles have arguably become even more unrealistic, adding talking fire extinguishers and intergalactic flight, and the titles sell in the hundreds of thousands. Perhaps this argument is a foregone conclusion then?

Not quite so simple in 2012. According to vgchartz.com, role-playing epic Diablo III takes the top spot, a clear point for the escapism camp, and three different Mario titles are in the top ten. On the other hand Activision’s Call of Duty: Modern Warfare 3 remains at sixth and eighth on the multi-format global sales chart after a massive 39 weeks on sale.

MW3 is a game which seeks to immerse you into a world of guns, shooting and slow-motion breaching (before more shooting). While this isn’t the sort of thing the average person would get up to on a day to basis (we hope), it is presented in a highly detailed and ‘realistic’ way. From here it’s easy to begin to appreciate how blurred the lines between escapism and realism are.

In the first days of console gaming there was no chance of you mistaking Pac-Man for a real person just wandering down dark alleys looking for pills and trying to avoid his dealers – the poor guy was made up of about 12 pixels and didn’t have any legs – but now with the level of detail capable my modern technology you can very nearly almost be lured into thinking there really is such a thing as dragons from the likes of Skyrim.

In film too the harsh realities of the past decade or so have bled through into Hollywood’s presentation of much-loved characters. Batman successfully shed its campish past for Christopher Nolan’s Batman Begins in 2005. British institution James Bond followed suit and underwent a gritty reboot the following year with Casino Royale. Spiderman too returned to his more ‘real’ comic book roots for Andrew Garfield’s turn as the webslinger only this year.

Clearly escapism for escapism’s sake still exists, exemplified by the mere existence of The Expendables 2, but the new normal seems to be geared towards giving consumers a dose of reality.

There is a flaw in this plan though – people don’t like it when things get too real.

There has been a lot of fan backlash from the reboot or Devil May Cry: DMC. Undoubtedly the ‘new look’ Dante is grounded in a much more ‘real’ universe, albeit with crazy demonic stuff going on. Many fans of the original games took objection to the re-imagining of the character of someone more grounded and supposedly relatable, while others were just averse to change in the first place.

Tomb Raider too has his the ‘realism’ button pretty hard and there has been plenty of discussion whether it is necessary or appropriate to tackle the issue of rape – even in the context of the development of the character.

Undeniably though, horrible things do happen, and for gaming and films to be taken seriously as artistic mediums, they have to tackle sensitive issues. Film has a clear head start, having delivered countless classics over the years revered as taboo-breakers and genre-definers.

With games, it’s more of an uphill struggle, since the medium already has a long way to go to be respected by fellow industries as more than just ‘something kids and teenagers do’, let alone by the public in general.

Could tackling ‘real’ issues help? Perhaps, but it’s only worth doing if that’s what gamers actually want, which brings us back to the debate in question.

Reality is huge, but imagination is limitless, so with nothing but technical stumbling blocks to hold developers and directors back, entertainment should be striving to push the boundaries and show us things we have never seen or experienced before.

Whether that is something relatable, intimate and personal or off-the-wall, crazy and just good fun is up to us. If we as the people enjoying these products don’t give things which are a bit different a chance, then there will be less chances taken by the big studios, and we’ll miss out on things like Inception on the big screen and Bulletstorm on the small.

In the end, escapism and realism aren’t as much at odds as you might assume from first glance, and there is certainly place for both in the entertainment world – it all depends on what you feel like.

James Michael Parry
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