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Question: Does anyone still read/collect new videogame magazines? Iâm not sure what the situation is over there in America but over here we have like 1 or 2 left.Â
The only one Iâm still subscribed to is the Power Unlimited (been going strong for 24 years) and occasionally I get a copy of The Retro Gamer (a british retro gaming magazine) but thatâs kinda it.
Still sad that the NGamer and Official Playstation Magazine shutdown but those are the times we live in.
Action Girlz Racing - A Big Pot Full of Bum Review
âDesigned by girls⌠for girlsâ says the back of the box. Oh boy â CONTROVERSY ALARM ACTIVATED. Get ready Twitter!
But, no, silly! They donât mean  girls as in âa slightly patronising synonym for female human beings in generalâ; they actually literally mean girls, as in children who are female.
Thereâs your first mistake. Not the female bit (Iâm watching you, internet), but the children bit. Never, ever, ever, EVER, let kids design or organise anything remotely commercially important. If youâve ever had to suffer through a local news piece about twelve year old kids pretending to be the G8 or something, as if they have any idea how to solve the worldâs problems, youâll know what I mean. This isnât a Trunchbull-esque rant about how horrible children are; I just mean that itâs not feasible for a child to be able have enough experience to know what a wide variety of people would benefit from. A videogame might be one thing you could entrust to a child (especially if youâre still asking the local news to run a piece on videogames; heaven forbid a sensible discussion take place between actual grown-ups). Luckily, we donât have to worry about a scathing review destroying the hopes and dreams of a bunch of game designers of the future; a quick look at the Credits page of the manual (remember those?) shows no female names among the staff until you get to the Special Thanks category. So when they say âDesigned by girlsâ, they mean âDesigned after a brief 5 minute focus group and yes/no questionnaire with some girls who agreed to turn up to get out of half of their maths lessonâ.
So, Action Girlz Racing then. Even the name sounds like it needs to be followed by an apology. Ignoring the Z that has substituted both the S and the self-respect of the marketing department, the other problem with that title is⌠maybe itâs just my world-weary, sullied, tainted adult brain, but if someone asked what the game box in my hand was (and they did â no nuclear fallout shelter for me, thanks you very much) I was absolutely petrified theyâd think that, had I revealed the name, it was pornographic in some way. Action Girlz Racing. Like BMX XXX for the Mario Kart world. It isnât, of course. But then what is it? And can I find any fun in it, despite my not being part of the Venn Diagram section marked âgirlzâ? I know you know the answer already; be quiet.
While weâre here, thanks to my sister, Spantac, who earlier in her life was a âgirlzâ before evolving into a âwomenâ, as well of course being a gamer â thereâs a target demographic right there! Her observations from across the room (she had better things to do than actually play this game) are in italics throughout. Also thanks to Ross Phillips, who was brave/foolish enough to purchase this game, along with a whole set of the worst Wii shovelware that 2008 and NGamerâs Scatfest had to offer.
The first impression you get isnât good. The Wii menu splash screen image has been expanded from a lower resolution, with the tell-tale signs of Photoshopâs best attempts to anti-alias upwards without the assistance of a soothsayer. It turns out this is a PS2 port, which itself is a port of a PC game (this may also explain why, in 2008, we get a 4:3 resolution). Itâs not like they didnât have a better image to work from, as itâs the same image as the one on the front of the box; a solitary piece of promotional art it would seem.
I lie slightly; that wasnât my first bad impression. Before Iâd started playing the first time, I assumed the worst; Iâd read the manual before starting the game, so I saw⌠gulp⌠motion-controlled steering. Now. I love Nintendo. I love the Wii. I love Mario Kart Wii. But I elected to go with the Wii Wheel â supposedly the solution to make Mario Kart more realistic (which is something everyone wanted of course â SARCASM MULTIPLIER). Real steering wheels are connected to the vehicle they are destined to control; I never fully got used to the independent wheel supported purely by its driver, and impulsive reactionary steering didnât make its way down from my brain to my arms. I soldiered on, but sometimes it wasnât worth, for example, attempting to dodge banana skins. Therefore, motion control steering on a budget (not to mention shoving the remote forward to use an item) was not wanted. Still, looking through the game menu, there were more positive signs. It seemed to take a lot of inspiration from Mario Kart, e.g. in terms of its structure, so maybe it was too early to be pessimistic. There are 3 difficulty levels, 3 engine speeds and 3 difficulty levels and three âcupsâ (as Mario Kart has now cemented into the dictionary of the... er⌠ground), all named after flowers. Girlz like flowers. Even I know that! Girlz!
Initially you can only choose 4 out of the 8 girlz (Apologies to Microsoft Word, which is running out of red zig-zags at this point). Thereâs:
Amber, the prom queen (it should be pointed out that Data Design Interactive are a British company, or were at this stage â we donât have prom queens over here, so Iâd like to know which of the girl designers came up with that â the one force-fed PopGirl, Iâd bet - tsk).
Alex, who is a footballer (also token cockney English character; after much â too much â time, I realised that her speech sample includes âaat âmoi waaayâ. Thanks then).
Latisha, who is a⌠uh⌠her background pattern appears to just be a circle. Itâs almost as if being the African American character counts as a profession  (before I get massively sued for libel, Iâve since found out from a clip of the PC version that sheâs a taxi driver).
and⌠Bianca. Biancaâs job is⌠racing driver. In a racing game, one of the characters is a specialist racing driver. Itâs like playing a 100m videogame: âDo you want to play as Usain Bolt or Stephen Hawkingâ?
Not yet unlocked are Courtney (skater girl), Blossom (large round shades and flower accessories suggest hippy â again a stereotype that turn-of-the-millennium kids are definitely gong to think of), Akiko (caught mid-sneeze it would seem, on the race screen, and âbadly supportedâ on the box art), and Kat (no idea â green hair, spanner â letâs go for⌠mechanic). I only got as far as unlocking Courtney, if you must know. Note the characters look completely different in the game menu compared with the commissioned box-art. Also, out of the 5 characters drawn on the afore-mentioned box art, 4 of those are the locked out ones. I know that sounds like a little complaint, but it doesnât follow any natural though process by a group of human beings invested in what thyâre doing. itâs all wrong. Itâs all wrong. Oh, while weâre moaning about the menu graphics, this is a basic thing about interface design: if you make a button highly transparent, human beings have been conditioned to understand that the button is not accessible at the moment; not that, actually, itâs the button you should definitely be clicking to proceed.
The first time through, having totted all this up, I did worry that I was just looking for faults. I know itâs fun to read/write a bad review, but I was starting to feel like a jerk. So, having chosen everyoneâs favourite Cockney Lass Hello Guvnor Hows Yer Farver Aat Moi Way Alex Cor Blimey, I made a concentrated effort to enjoy things, now that the actual game was to begin.
Well, the graphics arenât so bad. FOR AN N64 GAME LOL LOL LOL LOLZ!. This isnât a lazy put-down; seriously, have a butchers. The polygon count matches that of Diddy Kong Racing or (*does little bit of sick*) Crash Team Racing. But itâd be hypocritical of me to dismiss a game purely based on its graphical fidelity (on my Tumblr page you can see my attempts at âgraphicsâ); the important thing would be how it plays. And as the announcer counted down in a somewhat surprised manner (if youâre counting down, 2 does indeed follow 3), the race (which appeared to be set in some kind of âhigh schoolâ as the youth of today call it) began.
UhâŚ
Oh⌠dear.
Oh, no no no no no.
To cut a long story short, the track is almost impossible to negotiate. However, I quite like the long story that I just cut short, so, if youâll forgive the diary-esque paragraphsâŚ
Immediately after the (not actually physically shown on the ground) start/finish line, there was a wall with 2 sets of closed double doors. However, the road headed directly towards these doors, so I took a gamble and crashed into the doors, assuming theyâd open. They did, luckily, with a realistic swinging action - possibly the most complex animation sequence in the whole  game â but they then more-or-less obscured the next section of track until the they  were past the front distance of the camera. (Incidentally, not everyone Chooses Wisely â if you watch the Game Grumps video, they assume the doors are a barrier, and immediately turn the wrong way. In Mario Kart, youâd never be put in that situation.)
The first sets of doors do require you to steer a little to avoid the central pillar. Therefore it was at this stage I tested the motion controls of the steering. There doesnât appear to be any analogue interpretation of how much you steer, probably because of its PC roots, maybe because it would require someone to think / write more code / test. Iâd say that, for the first half hour of the game, I spent at least an hour in permanent oversteer, weaving about the school corridors, desperately trying to line up with the next staircase, and hoping I donât clip one of the rows of lockers adorning the sides.
After the first of the afore-mentioned staircases (on which the camera angles itself to match the new gradient of the car) there was a mezzanine/balcony section with a barrier, presumably to stop kids trapped in a shit racing game from jumping to their deaths; however the mezzanine section was very narrow, and Iâd have to turn right immediately to avoid the barrier. Thanks to the cameraâs previous gradient trickery, I couldnât possibly have seen the right-hand turn â or the ground in general â until I crashed into the barrier. Even if, on a later lap, I remembered that this was there, the narrow shape meant I still wouldnât get the turn correct, and hit the barrier at least a little. This first lap? I hit the barrier head on and Blues Brothersed up the invisible wall. This first time round, the game declared me âstuckâ, and respawned me on the track, facing the direction I had no idea I was supposed to be facing. Other laps, I might land, stationary, still facing the same barrier that caused my recent upwards adventure, and have to reverse, to give myself space to turn right at long, long, last (no Mario Kart quick spot turns here). But no! Do you remember the staircase I just drove up? Reversing meant I ended up on that again. The maths of the acceleration is really dodgy, and it takes far too long to go from backwards to forwards motion. Therefore, having reached a velocity of 0 on the stairs, the game now decided to declare me âstuckâ, having wasted 5 seconds trying to resolve the matter myself, and respawned me in the same manner as if it though Iâd properly come a cropper the first time round. Thanks then. If you ever had a go on a holiday resort go-kart track as a kid, youâll recognise the attitude of the marshals.
Already behind, I eventually reached a another narrow set of corridors and right-angle turns. The game is kind enough to place a âturn rightâ sign in the corridor. On the first lap, where I turned too early? I hit the inside corner. If, on another lap, I turned too late? I caught my car on the lockers on the wall round the corner, the course immediately and blindly narrowing the road you thought you had access to, which was already pretty narrow. Whereas Mario Kart would never have any right-angle corners to bash into, and in the worst carcase scenario would let you slide across the barrier until you turn back onto the track, any collision with the scenery in Action Girlz Racing causes you to either stop completely, or bounce off at an angle that ignores any existing force, as if Newton got bored of clarifying the laws of motion after the first one, and started doodling willies instead. Therefore the rest of the track becomes a lesson in how to do three point turns. Reverse back from the lockers. Forward and turn. Hit the lockers on the other side. Reverse again. Hit the rear wall and end up in yet another direction. Essentially itâs the game of this.
Even after Iâd played this game a few times, and maybe even got âa bit goodâ, I never finished this first race above 5th place. I rarely ever finished 8th mind, thanks to even more janky programming (at one point thereâs a giant square locker room, where one will almost always meet at least a couple of AâIâ racers who have gone wrong at roughly the same time, and thus respawned simultaneously, causing a loop of car disappearance and reappearance). Steering out of the way of that mess â which of course is easier said than done â usually gains a couple of places, until you hit the next staircase/balcony combo, and the drivers, finally free of their curse, overtake you.
The annoying thing is, after this, the tracks become a lot easier. After a few goes, I could win most of the other courses. They even remembered to draw in the start/finish line sometimes! Admittedly, a crash could send me back to 8th, thanks to the afore-mentioned template physics and reluctance to help you back on your way, but it was always possible to get back into the lead, helped by the fact that the cars tended to follow each other in a âDuff Beer for Me, Duff Beer for Youâ kind of way. And the other tracks are actually traversable in the vehicle you are given, unlike the school, which is like entering your articulated lorry into the Monaco Grand Prix.
I donât want just to say this gameâs design was lazy. Saying a game, or its designer, is lazy, is itself lazy. I listened to a podcast, on which one of the hosts was PC Gamer executive editor Tyler Wilde. Heâd made the point of encouraging his reviewers to avoid jumping to this conclusion; his point was that a lot of game designers really do want to make the best game in the world, and are constricted by limits of time, or resources, and often itâs remarkable they finish the product under these restrictions at all. And by the very fact that theyâre creating a video game (and most of us havenât) means theyâre not lazy. Very few of these programming teams are the Generic Villain Group of the Week that feature on e.g. Thunderbirds. âAnd then we will make them play a mediocre game! Mwa ha ha ha! We donât need to worry about making it work! We donât care!â People donât actually think like that.
HOWEVER
Anyone could have play tested that first track and realised that it was an abhorrent experience, and certainly, even if youâre frickinâ Anakin Skywalker, so much harder, and not nearly as enjoyable, than the races that followed. But to leave the geometry of the course like that, where even the AI canât cope with it, even sticking to the most rudimentary single file line of basic instruction, and not even taking the easy approach of shuffling the race to end of the queue, which would at least allow Kids Who Donât Know Better (and there are less of them nowadays, thatâs for sure) to have some fun, before hitting the educational facility equivalent of Rourkeâs Drift⌠is lazy. Itâs lazy. And you have the nerve to say itâs designed by girls, for girls.
So what youâre saying is that girls only get the shit games?
With the worst controls, the worst level design, and graphics that looked ropey 2 hardware generations ago.
Iâm too lazy and stupid to capture footage: watch:
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
â Live Streamingâ Interactive Chatâ Private Showsâ HD Qualityâ Free Actions
Free to watch ⢠No registration required ⢠HD streaming
I miss independent print media gaming magazines where the reviewers and journalists showed their personality in their writing and there were in jokes and stuff like that. I miss NGamer magazine I was subscribed to that right up to the end and when they announced it would be no more I legit cried a little bit.
I used to buy a nintendo magazine called ngamer every month from 2006 to 2010 but I just found out yesterday that it stopped publishing in November or December or something so I bought a copy of the official nintendo magazine today and now I remember why I bought ngamer instead of it wow