For those who are still playing catch-up, this is…

In the transition from the era of the PlayStation 2 to that of the Xbox 360 (and their respective counterparts), the message was clear: online was the future. A prediction that I think you’ll all agree turned out to be correct, for better or worse. There were some things that made the generational leap a bit more attractive, though. Like the introduction of a system for tracking specific accomplishments across your entire gaming library - assigning each one a value depending on their requirements - and sharing them with your friends.

Today, Achievements mean different things to different people. To some, they appeal to our inner magpie (the same one that’s kept the Pokémon franchise going for so long), the desire to collect everything for no justifiable reason. To others, they pose as bragging rights; a form of competition between friends and siblings.

I once saw Achievements (and Trophies) as both of these things. Now, I see them for what they really are; the trinkets of an omnipotent presence, silently persuading you to play the game his way. A little over-dramatic, perhaps, but since the day that Trophies were introduced, I forgot that games were about the journey, not the prizes at the end. It took one very special game to help me come to my senses.

That game was Mass Effect.

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For when we can’t keep up with the latest releases, this is…

I am a sucker for science fiction, particularly space and futuristic technology. There’s a good reason that Sunshine is one of my favourite movies of all time, that Star Wars: The Old Republic always seemed more appealing than World of Warcraft, that I’ve always preferred Warhammer 40,000 to it’s technologically-impaired predecessor. I’ve never really been one for medieval settings, dragons or wizards. Don’t get me wrong, I’m still a big fan of Dungeons and Dragons and am going to soon lose my life to The Elder Scrolls V: Skyrim, but give me a chance to explore the vast unknowns of outer space and to travel to new worlds and galaxies, and you may as well hand me my space suit right now.

While there are no shortage of sci-fi experiences available in videogames, one particular niche remains almost completely unexplored - the space-based first person shooter. I’m not talking about Halo, or Section 8 here, where a reduction in gravity and a suit of power armour are the pick of the day. I want a first person experience set against the backdrop of distant stars, where gravity is nowhere to be found, and where the only thing standing between you and the nearest planet is a firey atmospheric re-entry. That’s why I bought Shattered Horizon the moment it became available back in 2009.

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For the games that time forgot or are just worth highlighting again, this is…

As nostalgic as I like to think I am, there’s very little I miss from the last generation of console gaming. The always-on nature of Xbox Live and PlayStation Network, the ability to update games with patches and DLC and, of course, the advances in graphics technology and gameplay innovation have spoilt us enough that when we go back to a game that isn’t rendered in high definition, we either grimace about it when we’re on our own, or jovially mock it when we’re in the company of friends.

Of course, there are many exceptions; games that still hold up, whether through their distinctive visuals (Okami, Jak & Daxter) or rock-solid gameplay (Ratchet & Clank, SSX). But it’s not these individual titles that I miss most about the glory days of the PlayStation 2. It’s the sheer abundance of local multiplayer titles.

Exactly why I miss this aspect deserves its own article, so I’ll leave that for another day. For now, you should know that the kinds of games that were heralded for their excellent local multiplayer are now reserved for digital download services like PSN and XBLA, for the developers who perhaps don’t have the confidence, skills or manpower to implement online multiplayer. Back on the PS2, though, you had no choice but to release your games on disc (though prices varied a lot more for these games than they do now). Not everybody has an Xbox Live or PSN account, so there are some smaller titles that they can’t experience. With every game on PS2 available on store shelves, this gave some more low-key titles the chance to share the spotlight with the big boys; case in point, Mashed.

Created by Supersonic Software, Mashed was, at heart, a racing game, in that you were trying to get ahead of your opponents. But there were no lap counters or prizes for third place. The aim was to survive. Played from a top-down perspective, you and three opponents drove along the track, picking up weapons to pester your rivals with. If someone started to fall behind, the camera would pull back slightly to allow them to get back in the race, but if they didn’t catch up, they were automatically blown to pieces and the camera zoomed back to focus on the remaining drivers. You could also knock people out by flipping over their vehicle or ramming them off the track. The last driver remaining won the round and gained points; the first person to reach so many points won the game.

The races took place across a variety of well-designed tracks in a fairly broad selection of vehicles; from standard sports and muscle cars to dune buggies, pick-up trucks and F1 cars. The differences in each vehicle were totally cosmetic but you quickly found one class you always believed brought you victory. As for the tracks, there were many standouts; Neustein’s frozen lake was a hotspot for overtakes and machine gun backstabs, Koko Bay’s tight corners and beach peppered with rocks caught unskilled drivers off guard, and Polar Wharf’s couldn’t-be-simpler, dual-hairpin circuit was a tense showdown where speed meant everything. The undeniable highlight, however, was Nukov, where the drivers were forced to board a massive ferry halfway through the race. Everyone would then proceed to shift about nervously, trying not to fall off - or be pushed off - into the lake as the ferry slowly approached the docks on the other side. If someone was crazy enough to board the ferry with a weapon, oh ho ho…God be with you.

It might not look it, but there are literally dozens of ways this little scene could end. And none of them will benefit your friendships.

Straight away, Mashed worked as a party game because it was simple; both to understand and to play. The first time you picked it up, you simply tried to be a good driver, avoid the cliff drops and dodge the incoming mortar round. A few minutes later, you would start going on the offensive, sidling up next to someone with a fully loaded shotgun, ready to blow them away. Then they’d counterattack with that drum bomb they’d been holding onto, blowing you both to smithereens with a cry of “I regret nothing!” Once you’d spent some real time with it, you’d start getting fancy with your driving, flicking opponents off the track into nothingness, or powersliding through an icy corner in order to get away quickly and leave your opponents at the mercy of the explosion-inducing camera. It was one of those ‘easy to learn, hard to master’ games. But when it came to multiplayer, learning was anything but easy.

A truly classic local multiplayer game can be determined very easily. Namely, by how much you hate your friends when the game is over. In that regard, Mashed was responsible for many a divorce. It brought out the competitive side of the most timid of individuals. It worked so well because it was fuelled by revenge; whoever knocked you out in the last round was so getting hit by a homing missile next time. If someone was nearing the point cap, all the other drivers would mutually agree that this guy needed to die. The game was at its best when a round went on for over a minute, especially if it was a deciding round. Forget a knife, you could cut the tension in the room with a brick. A brick that would almost certainly end up in someone’s face.

With every jump you’re forced to take, you skip a heartbeat.

There was one element to multiplayer that put - or should have put - Mashed on the map, though. Knocking a driver out of the race wasn’t the end for them. Their car would be replaced with a square crosshair that, if hovered over an opponent for long enough, would lock on and, with a tap of R1, fire an air strike that the driver would then have to escape from or suffer the explosive consequences. The air strikes proved to be Mashed’s defining attribute; they could change the tide of a match, force a player to change his strategy and push his skills to the limit. It proved so effective that our friend Kenneth, upon being knocked out of any split-screen game, now proceeds to ask “Where’s the air strike button?”

Mashed was one of the few games I owned that I had to stop playing because the disc decided to break. It was a genuinely sad day, for me and the friends that I played with. A lot of my favourite multiplayer moments originated from that game, and because of its obscure heritage (not to mention its unfathomably poor reception in the US), a sequel on current-gen hardware seems incredibly unlikely.

Oh, wait…

Introducing the newest entry to the list of features we’ll never remember to update… The Back Button - where we look back at some older games that we feel didn’t get the coverage they deserved (good or bad), are worth highlighting again, or that we just really want to talk about and share with you. So without further ado…

Towards the end of the Gamecube’s lifespan developers were focusing on prepping themselves for the Wii, leaving very little for those who weren’t ready to convert to the new generation quite yet. To fill the void, Nintendo brought some titles to Europe and America that normally would’ve stayed within the Japanese borders. One such title was Chibi-Robo! Plug Into Adventure!

Chibi-Robo! places you in the titular role of a tiny robot, who’s presented to a young girl named Jenny Sanderson for her birthday by her father. Chibi-Robo spends his time helping out around the house, whether he’s cleaning up spills and stains, filling up the dog’s water bowl or putting trash in the bin. This sounds like a contender for dullest game ever, but actually proves to be very entertaining. Being ten centimetres tall makes these mundane tasks challenging, so Chibi-Robo has to utilize his platforming skills and a variety of gadgets to get around and clean things up. He’s also hampered by his battery life, which drains slowly as you wander around, quicker when performing tasks such as cleaning, and drops suddenly if you take damage. You may notice that Chibi-Robo has a power cord hanging off his back. You can drag this around or carry it to move a bit faster, but its purpose is to recharge your battery from the outlets scattered around the house. You start with a pitiful battery that works as a clever way of limiting where you can explore at points throughout the game, as you can buy bigger batteries, upgrades and equipment with your Moolah (the official term for money). As you clean you’ll earn a bit of Moolah as your salary, but you’ll also earn Happy Points whenever you help somebody out. Happy Points are used to judge the best Chibi-Robos, with your goal to be #1. Unfortunately there’s no comparison to other players, but this was before online functionality took a foothold in console gaming.

Getting around is a daunting task when you’re a tiny, yet loveable robot.

As mentioned before, Moolah is used to buy upgrades and gadgets for Chibi-Robo. He utilises a variety of everyday items in his adventure. He can use Mr. Sanderson’s old toothbrush to clean stains off the floor, he can suck up and squirt liquids with a syringe and can even use a mug as a shield against attackers. You can also unlock a variety of cute suits for Chibi-Robo to wear, including a frog suit that allows you to talk to Jenny (she thinks she’s a frog) and the Trauma Suit, which covers poor Chibi-Robo in bandages. Each suit has a unique pose, which often has a useful function. For example A press of the Z button while wearing the Trauma Suit will cause Chibi-Robo to keel over from exhaustion and respawn at his Chibi-House - useful when you’re far away and don’t fancy trekking home.

Chibi-Robo! is bursting with charm - maybe too much for some. If you’re hooked by it’s bright, fun appearance and unique stylings then you’ll love the game from start to finish. The game is very bright and colourful, and distinctly “Japanese”. Chibi-Robo himself manages to be adorable despite being a metal cylinder with eyes. My favourite aspect of Chibi-Robo! is the soundtrack. I’m not talking about the music, but instead the musical instruments that provide the sound effects throughout. For example pizzicato strings pluck as Chibi-Robo walks across wooden floors, swirling flutes play as he uses his Chibi-Copter to slowly float to safety, and cleaning stains with your toothbrush results in a series of upbeat acoustic guitar chords. You could just listen to someone playing Chibi-Robo! and be able to picture what’s going on in your mind. Like I said, if you’re already interested then you owe it to yourself to play this gem, if not - try it anyway!

The game begins with you free to do whatever you please - clean up to earn Happy Points and Moolah or just explore the Sanderson home. After a while a central plot begins to emerge. The story in Chibi-Robo! is surprisingly in-depth, and even quite dark at times. The plot deals with Mr. Sanderson’s unemployment, the Sanderson family’s crippling debt and even Chibi-Robo’s deactivated predecessor. These hardships are driving the Sanderson family apart, revealing a home on the brink of collapse - very unlike the idyllic scene you first come across. Fortunately Chibi-Robo’s main directive is to make people happy, so he naturally finds ways to bring the Sandersons closer together and fix their disputes and problems.

Throughout the game you’ll come across many interesting and unique characters. For reasons unknown the toys in the Sanderson household come alive when the family aren’t around, à la Toy Story, offering challenges, opposition, minigames and sometimes just tales for Chibi-Robo. Early in the game you’ll come across the Free Rangers - a military unit comprised of egg-shaped toys who’ll initially attack you on sight until you join their ranks. You’ll help their leader, Sarge, to reconcile his grief over losing a soldier in battle with the family’s dog, and even help to resolve a mutiny among the ranks. There are many characters to come across, each with a tale as wacky and entertaining as the last.

 Chibi-Robo uses a mug to shelter from the Free Rangers’ gunfire.

I set out to write a short post highlighting some of my favourite aspects of Chibi-Robo!, but I’ve ended up rambling about most of the game (spoiler-free). This should show you how much I loved this game. In the current industry, over saturated with sequels, reboots and knock-offs, Chibi-Robo! is a rare instance of an original and unique experience that everyone should try at least once.