Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, October 12, 2014

Review: Super Smash Bros (3DS)



Review by EggBeatr8

title: Super Smash Bros. for 3DS
Developer: Nintendo
Platform: 3DS
Bottom Line: Minor shortcomings and unbalanced series representation still don't outweigh the replay value and extremely solid gameplay that can found in possibly the best Smash Bros experiences ever crafted.

WARNING: This review assumes that you've seen EVERYTHING that Smash Bros 3DS has to offer. If you somehow were able to avert your eyes from every major leak up to this point and don't want to spoil the game for yourself, then turn back NOW.

It seemed foolish to think that just mere weeks ago we were cursing Sakurai for possibly "ruining" the Smash Bros series by giving the option to make custom fighters, adding Dark Pit as a playable character, and removing the Ice Climbers entirely. It's almost damnable to call SSB3DS a bad game, but to call it a terrible game just because Ridely isn't in it (Spoiler #1: BOOM!) or just because it's not on a home console is done right unacceptable. SSB3DS pushes the hardware limits to the extreme: delivering one of the most fluid and solid Smash Bros experiences ever, that you can, for the first time ever, take with you in your pocket for that matter. It may not be perfect, far from it, but is it the best Smash Bros game so far? More or less, yes, yes it is. 

In some aspects, SSB3DS's gameplay could be compared with Brawl, albeit with some major design changes. For one, tripping is thankfully gone for good; no more must we submit to the frustration and slight disgust of tripping for no reason at the worst time possible. But that's not the only change to gameplay: probably the most shining achievement is the character balancing. Every fighter is fine tuned just so as to not be overly powerful (ex: Metaknight) or feel too sluggy (ex: Bowser), offering a near perfect battle experience every game. It takes a bit more powerful blows to send a fighter flying off screen as well, so items like Home-Run Bats and Golden Hammers feel a little more welcome on screen than being a cheap handicap item to give the user an uberly cheap advantage over the competition. In fact, the items players will most likely go for now are the new Galaga Ship and Beetle items, which drag opponents off stage indefinitely if they're at a certain damage percentage. All in all, I've never once experienced slowdown in my first week playing SSB3DS, no matter how much stuff was happening on screen at once. All in all the gameplay is absolutely fantastic, and only made better by the incredibly smooth local connection with multiple players. On-line connection, on the other hand, does have considerable lag, and the amount of error codes I got trying to play with players on my friend's list was astounding, but even then the game held up consistently even with four players on the screen at once.

If one thing is for sure, SSB3DS definitely has a larger assortment of fighters than Brawl. On first glance, the roster appears to be a ridiculous assortment of novelty fighters like Wii Fit Trainer and Dr. Mario, but personal tastes aside, every fighter plays just as powerful and unique as the next. Characters like Greninja and Little Mac provide a super fast and easy way to play Smash, perfect for novice players, while more complex characters like Villager and Duck Hunt that require careful set up time and placement are more catered to metagame pros. Zero Suit Samus and Sheik are separate fighters from their Samus and Zelda counterparts respectively this time around, but it actually was for the best in the long run: both Zelda and Sheik have their own much needed new unique down specials, and players can finally use Samus' Final Smash without being forced to play as Zero Suit Samus- so even if it means them taking up another character slot, both ZSS and Sheik feel more like new fighters than veterans, so it's a more welcome change and gives more series representation. Literally the only problem I have with the roster is Sakurai's favoritism for representing his own favorite characters. Granted, I don't care if Kid Icarus gets three reps (even if one is a Pit clone) or FOUR Fire Emblems reps, but the fact that DK only gets no new fighters, and Metroid technically having one is really unnerving. And judging by the alternate costumes, you can tell characters like Bowser Jr. with 7 Koopaling costumes each with their own individual voice overs, and Little Mac with 16 ALTERNATE COSTUMES (?!!?!) probably had a higher priority than fighters like Pac-Man, whose alternate costumes look practically the same. Nonetheless, even if some fan desires were undelivered, the roster is still flipping amazing, and no one can say that three measly clones (not counting returning clones) are overshadowing a beefy roster of 48 characters, plus Mii Fighters; allowing you to pit Morgan Freeman, Jay Leno, and Michael Cera in a brawling match to the death.

The stages, on the other hand, are a mixed bag. Some newcomer stages are amazing: including the chaotic Dr. Wily's Castle in which Yellow Devil comes down to wreck havoc on players, and the retro 8-bit Pac-Man stage with ghost stage hazards; while some are just okay like the awkwardly asymetrical Gaur Plains stage from Xenoblade Chronicles and the vertical Tomodachi Life Stage; while the rest are plain right out recycled stages from Brawl. No one really asked for Mushroomy Kingdom back, and to add insult to injury the ground portion has been removed, and the stage somehow looks even worse on the 3DS. Other lesser mentions are the Jungle Japes and Corneria Melee stages, which ended being the only stages to represent their respective series (again: favoritism). It almost feels like the Omega Forms for stages, ergo, Final Destination forms, were meant to compensate for the low stage quality- and while they do make some stages actually barable to play on, it's a somewhat boring and needless addition to tempt item banning fanboys into playing on other stages for a change.

Characters and stages aside, replay value and content are major factors for Smash Bros, and the 3DS version is no pushover. SSB3DS features an assortment of unique modes, including returning Classic and All-Star modes, an updated Stadium mode, and the brand new Smash Run mode. Out of the returning modes, Classic feels even better than before: giving the players the ability to choose their difficulty level and the enemies they encounter to reap the most rewards at the end. If you have the guts to try 7.0 difficulty or higher, you'll encounter the nefarious Master Core; a pants soilingly powerful final boss with five forms that will give any smash veteran a run for his/her money (or technically, coins). All-Stars on the other hand remains unchanged from Brawl, and for this reason feels slightly more tedious than the other modes; probably for the fact that this time you have to complete it with 20+ more fighters. Stadium mode however, has been improved, featuring more smaller cookie cut modes including 10-Man Smash and Rival Smash. Thankfully the grueling 15-Minute Smash is gone, hopefully for good this time. Target Blast, though trying to imitate Angry Birds' gimmick of destroying architecture, is only fun for about 2 minutes and won't hold your attention for long.

What should hold your attention, however, is SSB3DS' spotlight mode, Smash Run. This mode pits you in an enclosed area as you fight your way through randomly generated enemies from Nintendo game series for three minutes, receiving power ups that in theory should give you an advantage once you enter the 'Final Battle' with your opponents who also went through the same process. To boost your chances of success even further you can also outfit your fighters pre-game with powers, tweak their stats, and giving them alternate special attacks (that is, if you found them playing in other modes or in Smash Run). This mode is the best way to obtain more customization items for your fighters and is ideal when you need more coins to attempt Classic on a higher difficulty. However, after a few rounds of Smash Run it's easy to spot its Achille's heel right away: the Final Battle. The Final Battle can be anything from 'Run faster than anyone else' to 'Team Smash' or to the baffling '300% Smash' which gives everyone 300% damage at the start which made the effort of collecting power-ups seem utterly fruitless. You have no idea which of these 'Final Battles' will take place, and since some characters clearly have overall stat advantages for certain Final Battles even without the power-ups, you'll either end up owning the entire game or lose absolutely by the opponent A.I. To be fair, regardless of its obvious faults, Smash Run is best when played locally with others. It's clear that it was meant merely for a fun mode to play with others and to collect customization parts, though I do wish it was less random.

To conclude my lengthy review, SSB3DS is the semi-best Smash Bros ever made (Yes, I'm calling the Wii U Version the better version), and you can't tell me otherwise. Yes, Smash Run can be broken, Little Mac will no doubt be banned within a week from now, the stage selection could've been better, and any fan will look at the roster of 48 and come up with a list of at least 10 fighters that the game should've had, but these objections should not deter anyone from enjoying one of the most essential titles on the 3DS.

Pros:
+Astounding production values and character roster 
+Superb running speed keeps gameplay smooth at a constant framerate
+Great Replay Value
+On-line runs with few lagging issues (sometimes) 

Cons:
-Smash Run can be frustratingly random
-Returning stages are a ho-hum affair
-Uneven series representation

    



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Friday, June 13, 2014

Nintendo @ E3 2014 Impressions



I'm not one to immediately jump to conclusions as to which big company "wins" E3 every year, so that's probably why you're reading this three days after the Digital Event, but now I've had time to come to a consensus and from what I've seen this year, Nintendo really knocked it out of the park. While Microsoft and Sony were catering to the teenage angst of fan services, glorifying 60 fps and exclusive DLC like they were the raining holy mana bread of gaming, Nintendo took the Digital Event and Treehouse after party as a means to showcase what games are truly meant for: fun. Here are the main highlights from this week's Nintendo @ E3:



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Tuesday, March 19, 2013

Review: Cave Story 3D


Review by EggBeatr8

Title: Cave Story 3D
Developer: Nicalis
Platform: Nintendo 3DS
Bottom Line: Cave Story 3D retains all the goods that the original freeware version perfected- if you can overlook the revamped gritty art style.

This isn't flying- this is falling...with STYLE! 
 
I've never been the type to judge an appearance of a video game, but the idea was brought up in my mind literally seconds into playing Cave Story 3D. Maybe I'm a traditionalist and fancy the phrase "If it isn't broken, don't fix it" over anything, but to me, Cave Story 3D's darkened gloomy atmosphere amid it's bouncy, chibi enemies doesn't sit well with me. The gritty art style approach and slightly slanted overview perspective (used for a better 3-D affect I imagine) will sometimes obscure and most definitely throw off players who will accidentally run into enemies that blend in with the background of the same shade, or fall into spikes that didn't appear until you got close enough. Don't get me wrong: if the grittiness is the only thing considered bad with Cave Story 3D, I am in no way implying it's an unplayable or broken game. Just don't expect the 8-bit charm of it's freeware cousin to be present through the adventure.  
 
Cave Story 3D lets you play the game in two different modes: Story or Classic. There's little differences between the two modes, but I found Story mode to be a little more easier than Classic (or maybe my experience with the freeware version made it seem so?). I recommend newbies to play the game in Story Mode on the Normal difficulty setting (Subjective opinion, of course), but even if you're familiar with Cave Story, I suggest avoiding the Hard difficulty setting which sets your HP at a default 3 through the whole game, and removes all health and missile upgrade tanks, eliminating the need to even explore the world. 
 
Regardless of how Cave Story looks like, the gameplay is fun and challenging; and that's all what really matters. Increasing weapon strength requires defeating enemies to require XP points; get hit by an enemy and your weapon's power goes down. It's a brilliant design for an action platformer, and makes the game extra challenging by preventing gun ho players from using just one weapon over and over. Cave Story has a perfect blend of action and platforming with RPG elements thrown in to make it a must play for any gamer.  
 
Cave Story is no cheater when it comes to having "story" in it's title either. Cave Story's plot is just as engaging as it's gameplay; having just enough characters you actually care about while adding a little mystery to the main protagonist's origins. Repeated play-throughs indirectly hint at alternative endings, unlocking bonus levels to explore, so it doesn't feel like you're replaying the whole game over just to answer a question differently after the credits, or something. With every new choice you make comes a more challenging boss battle or secret item to pick up. Cave Story lives up to it's name, and the accompanied music has to be heard to believe. The remixes still have an 8-bit flair to them, which can sound out of place to the game's more realistic 3-D look, but they're still a joy to hear, so I can't really complain.
 
While I still enjoyed Cave Story 3D, It's hard to recommending it to returning fans. The revamped art style is hard to take in, especially with the awkward looking re-designs a few of the characters experienced (Balrog looks especially bad). I just don't feel this game is worth the $40 asking price, but if you're still unsure, the original 8-bit version is on the 3DS eShop for only $10, so consider that. It's clearly a subjective decision, but both iterations in their own art styles are still fantastic games. It's probably best if you try out both for yourself. Whatever version you pick, expect one of the best platformers you'll ever play.
 
The Good: 
+Excellent gameplay hook and epic boss battles. 
+Story draws you in until the very end. 
+Music, whether original or remixed, is sweet ear candy. 
 
The Bad: 
-Gritty and dark atmosphere destroys most of the 8-bit charm from the original game.   
-Hard Mode literally kills a fun experience.

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Friday, March 8, 2013

Review: Adventure Time, Hey Ice King! Why did you steal our Garbage?!



Review by EggBeatr8. 

Title: Adventure Time: Hey Ice King! Why did you steal our garbage?!
Developer: Wayforward
Platform: Nintendo 3DS
Bottom Line: Even if you don't watch the show, this game will keep you entertained at least until the Credits roll.

 For the sake of brevity I'll just call the sub-title "3DS" for this review. 
Many video game heroes have a good reason to set out on the adventure: princesses being kidnapped by fire-breathing turtles, finding some 16 year-old girl's memory because she has amnesia, to tracking down a maniacal warlord set on controlling all worlds (but first, let's go sing with Ariel!)- Finn and Jake are out on an adventure because a wizard stole their garbage. Now they have to trek the land of Ooo in search of Ice King to see what he's up to, while helping Princess Bubblegum find her stolen panty hose on the way. You can probably guess by now that this is based on a ridiculously weird Cartoon Network show, but it's just like any other Adventure Time episode, albeit in video game form. While licensed games are usually bargain bin material, WayForward steps in and makes a very decent game while retaining the odd charm of the show. The adventure lacks some depth, but it's still a very enjoyable game. 
Fans of Zelda 2: Adventures of Link* (*raises hand) will really enjoy the retro shout-out to that game, for Adventure Time 3DS is inspired heavily from it. On the map screen you'll travel top-down RPG style, while enemies appear randomly on screen, and you have the choice of either confronting them or avoiding them altogether. All battling/exploration turns the game into a side-scrolling action game, again, akin to Zelda 2. Rewarded items in random battles can be viewed on your BMO, the Game Boy look-like-alike that appears on the bottom screen, and any item can bee used by touching it twice or holding down L and using the D-Pad to help Jake rummage through the bag. Both method makes you a sitting duck, so using healing items early on is a much wiser tactic against boss battles. You can also mix and match items to make better items with even stronger healing properties. Some of the possible item combinations will produce some very weird concoctions that are surprising still edible. (Salt on their Ice Cream anyone?) 

Adventure Time 3DS captures all the goofiness of the show and adds much more than just used fart jokes. The writing is hilarious, though it may lead to a confusing adventure at the first half of the game when you get the Ragged Sock for instance: "Yeah give it to the elephant, Tree Trunks, to make a pie of course!", but even when the storyline is obscure as it is I couldn't help but to play it through just to see what happens next. I couldn't help but chuckle when "It's Dangerous to go alone, Finn" was quoted, and the amount of implied innuendos the game offers will make you wonder how this game got just an E+10 rating.

The game also has a few customization options to make the journey feel a little less tedious. Jake's special powers like morphing into a bridge or an umbrella, and smashing road blocks with his fist are fun to use and makes backtracking less of a chore later in the game (though it can be tedious in the beginning of the game). Finn can't level up by just defeating enemies. You'll have to search high and low for stat boosting up stars in treasure chests in key locations in the land of Ooo. Leveling up gives you the choice of increasing either your Health, Attack, or Attack; at a maximum of four stat boosts for each stat. While this allows more experienced gamers to make the game a little harder, it still doesn't change the fact that Adventure Time 3DS is pretty easy throughout the whole game. Enemies always go down in a few hits no matter how great your attack power, and there is always an abundance of healing items- so great in fact, you'll fill up your bag in a matter of a few battles. I played almost the whole game with only two hearts, and I only died a few times at one boss fight and only because I was paying too much attention to the finicky item screen; the other instance where I failed was at the final boss fight the same way. The rest of the game was a pushover. Thankfully, a New Game+ offers a harder challenge, but it's a shame it's not an option at the beginning. 

While Adventure Time 3DS may not pose a huge challenge to some, it's still a very good game in my book, particularly for a licensed game. If nothing else, Adventure Time 3DS will give you a good laugh for your money (but maybe find it for cheap).

The Good:
+Gameplay inspired from Zelda 2 will make retro fans happy.
+Hilarious writing. SO SPICE! 

The Bad:
-An abundance of  health items and generous stat boosts make the game a little too easy.
-Backtracking at the beginning of the game is tedious.



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Wednesday, November 21, 2012

5 Dumbest Things Gamers Do on the Internet

Gamers are known for a lot of things, mainly complaining a lot. At times I can actually agree with a well written rant about frivolous DLC, or how bad Kinect Star Wars is, because those kinds of things are plaguing the game industry, in one way or another. But sometimes, there appears a biased comment that grows like a contagious cancer on Chuck Norris steroids, devoid of all reason or logic that’s only meaning is to ensnare others into believing that it’s offending their very right to game. I’m talking about ridiculous bullsh*t like… 


5. Complain about Visual Gimmicks. 

Visuals are an important part of a video game. On one hand, it really doesn’t dramatically change gameplay, but on the other hand no one would want to play a modern game as a 64-bit Bubsy mutant. For me, it’s the cherry on top, and even if it’s not there I wouldn’t mind looking at an ugly game if the controls and gameplay were perfect. Though I might make a slight exception for Sin and Punishment 2’s macabre looking demon children.
 

GAH!

But it isn’t graphics that gamers complain about the most, it’s the gimmicks like lighting, clothes ’chipping’, and other little things that make up a game. I can’t blame them for wanting good lighting in a horror game or perfect visuals in a cut scene, but what really gets under my skin is when practically everyone goes into rage mode over some stupid insignificant imagery. Like when Alan Wake players went apes*** complaining over the game’s visuals not being up to par when you zoom in 300x times.

You see it all the time without even realizing it. There’s always a “grey games are immature and gory” and “colorful games are gay” argument going on somewhere in the internet, and these people are proud of being arrogant over supposedly opposing art styles without even playing a game in that art style in their lives to even compare. It’s totally okay to like Pokemon over Call of Duty, but to go out and say every X game is better than their Y games just because of the art style, you are no better than they are. I played both Mario Kart DS and Resident Evil 4, and to me they’re completely different but equally amazing games in their own way. No where in my mind was I criticizing them for their looks, because I was too busy shot gunning zombies in the head or ‘snaking’ down the track to care. That’s what we should do; shut up and enjoy the game for what it is. Yet whenever a new Zelda is announced the first reaction is always to start an argument over “THIS ZELDA LOOKS GAY!” “SHUT UP YOU COD PLAYING @#$%!” What about gameplay? Will the controls be authentic and precise? What’s Zelda’s role in this game? There’s so much more to talk about, why are we limiting ourselves just on the visual factor alone?

And this is what game developers have to deal with. This is why Konami is working hard to make boobs in Dead or Alive 5 hyper realistic as well as see-through bras, because that’s what we want. The only thing we know about Senran Kugura Burst is giant busty ninja breasts, yet people want it localized without even considering, you know, plot line, gameplay or any other factor that makes us crave Japan games in the first place. If I wanted to be a pervert I could, oh maybe go on perv-y sites (disclaimer: I don’t) and see it for free, but why pay for it? I know a majority of gamers are guys, but come on now, use your heads! You play games with your thumbs, not your pants! 


The entire plot of this game.

But probably the worst, and I mean the worst, visual gimmick complaint is hands down the one spawned by Sonic fan boys outcry to Sonic’s Green Eyes in Sonic 4: Episode 1. And note that Sonic had Green Eyes long before this game, but as soon as SEGA uttered the word “Retro” and showed clips of Sonic running, green eyes and all, it created such a s***storm of complaints you’d think “Green” was a code word to set off insanity in their brains.


”Green Hill Zone? GREEN?! GREEN EYES?!?!?! RRRRAAAAGGGHH!!!!!”

Look, I know visuals are important to you, but they’re only gimmicks. You’re making people wait longer for a crappier game just to arouse your perverted curious 13 year-old brain. You’re complaining about things you cannot change, but won’t change your thoughts once the final product is done. Sonic has green eyes BUT HE’S STILL SONIC. They’re not changing your Mass Effect into Mass Chicken Attack: Plus 30 more Family Games, or changing Mario Kart into Mortal Kartbat, so why complain? 


4. Go Into Douche Mode Whenever Someone Performs a Speed Run. 


You know when you’re awesome at playing a video game when you can speed run through World 5-1, collect every single power-up on the way, and give the middle finger to the Hammer Bros like an invincible mid-air ninja boss. It takes great skill to pull off awesomeness, and no matter who says what, you’re still the speed run ninja master. 


"You a-can a-suck it!"

So what do expert speed runners get for their hard work? A long list of name calling of course.

Check out the hateful comments for this 6 hour speed run for Majora’s Mask. Notice how amongst every sane comment there’s at least one bad comment telling him to “play the f***ing game like a regular person”. I know there’s plenty of awful people on the internet, but this is in no way a reason to go into full on douche bag mode and start flailing blackmail. What’s worse, their reasons behind being douche-y make absolutely no sense. The common slander towards speed runners, “you have no life”, is so hilariously hypocritical in this situation that the irony from reading that comment went straight through my brain into my lower intestines, which echoed a consecutive number of farts that resembled the tune to “Loser” played backwards. If these douchebags had a forum, you could smell the bulls**t through your moniter’s speakers every time someone posted their URL. They claim that the speed runner has no life, yet they will gladly go thread to thread, like a flamboyantly gay Honey Nut Cheerios bee, and waist their own time telling others, who’ve used that same time to perfect something, that they’re wasting their lives. Can you say paradox?


"Ah, another great day to waste my life on the internet telling how bad people are!"

Another biased comment that makes absolutely no sense is “when you speed run through a game, you‘re not having fun!”. They’re literally saying that it’s perfectly A-OK to play a game for 500+ hours, but as soon as you speed run it YOU’VE KILLED THE FUN!!! Wow, that’s like saying NASCAR racers aren’t having fun because they’re not on the road with all of us in traffic going 5 mph. Who says speed running isn’t fun? Have you tried it? It takes skill and quick reflexes, and it takes patience. Why does everyone have to play the same game the same way? If we’re not playing the game wrong then what you bitching about? And who says using glitches or short-cuts is in anyway “mistreating” the game? Not only do you have to perform them right in order to bypass portions of the game, but finding those Easter eggs was a huge task to begin with. Speed runs are supposed to be as quick as possible, so why not use what the game offers, directly or indirectly? 

So stop acting jealous, and give our gaming vets a pat on the back. They’ve deserved it.


3. Get Hyped Over Everything. 


It happened just this last E3: I was just sitting in the chair, waiting for Spike TV to broadcast the Nintendo Conference Live. I was stoked; maybe they’ll announce a Four Swords, an Elite Beat Agents sequel, or -gasp- a new IP HYPE HYPE HYPE!! Well, the conference came and gone, and I didn’t get what I want. But I wasn’t totally disappointed; what Nintendo had to show was pretty nice, and a couple years down the road I’d be playing those games.


But seriously, Reggie, where’s my Four Swords game?

But my wish list of predictions was tame compared to the internet’s Tasmanian Devil hype train of requests: F-ZERO, POKEMON RUBY/SAPPHIRE REMAKES, SMASH BROTHERS 4, NEW ZELDA, MARIO KART WII U, AND EARTHBOUND 4, EARTHBOUND 4, EARTHBOUND 4!!!!!! Really, you expected all that and Earthbound 4? Granted, everyone is entitled to voice their own predictions before the show, but let’s be logical here, Earthbound??? Followed by a 4???????? That’s like saying the next Apple unveiling will be an Ipad that’s so dramatically different from the previous iteration that the mere sight of it will melt your face off from the sheer awesomeness of it’s sleek new 0.00004” design, and also Jesus and Steve Jobs will descend from Heaven riding Unicorns giving away these bug and glitch-free Ipads to everyone who watched the conference, and there will be world peace and everyone will be happy, the end. 


“And on the third day Steve Jobs made everyone happy or something.” - SEGA Genesis, 42:007. Source via Wikipedia.
 
I’m not saying hype is bad in itself. It’s when we expect so much from something to the point where we turn a little speculation into rumor into fact is what is truly terrible. It gets to the point that you have to stop in awe at how everyone reacts so ludicrously whenever something is announced. Whenever a new Nintendo Direct is around the corner, and no matter what Nintendo tells us, the same reaction is always F-ZERO, POKEMON RUBY/SAPPHIRE REMAKES, SMA- you get the point.
 
But please, for the sake of not embarrassing or disappointing yourself, expect less. The less you expect, the more surprised you’ll be when they actually announce something you’ve been dying to see. Maybe, it could be Earthbound 4? (No, not really) 


2. Nerd Rage Whenever a Game is Ported or Remade. 


Bayonetta 2. A game that created such a pissed off hate storm of swirling sh*t when it was announced for the Wii U, you’d think that after it subsided you’d see naught but lifeless bodies of gamers who’s nerd rage caused widespread internal heart attacks.


This leg shot alone killed 50,000 people.

But they deserve to be mad, right? Nobody wants to buy a whole new system just for one game (I’m looking at you especially, Kingdom Hearts). It’s just a ploy from Nintendo to get the ‘hardcore’ gamers to buy their console - game companies just want to rip you off as hard as they can.
 
But it wasn’t that way. Platinum Games never intended of making a sequel, in fact they were going to dump it altogether when Captain Nintendo swooped in to take publishing control. It’s the only reason why we’re getting a sequel in the first place. Yet the complaints from gamers was madness, and no one was honest enough to admit that pointless bashing towards Nintendo’s ears was not going to solve anything. Not only did they bash Nintendo, but they bashed the Wii U, which wasn’t even released at this point, simply saying “I don’t play awesome games on Baby Consoles!” because apparently people like being labeled as douche bag Xbot stereotypes.


This guy.

This bashing of ports has been going on for quite a long time. When Mass Effect 3 was first rumored, and I said rumored, for Wii U, the prior fans of the series would spam the news boards with cries of sour 5 year-old hatred. When Ocarina of Time was announced, people put on their douche monocle, sneered up their noses, and said “Well WE played this game before”. Nintendo gamers are no different: whenever a game like DeBlob or No More Heroes appears on a different console, they act like the game has become poison and is unplayable now. Man, it really sucks having all your life’s stock in Okami for PS2 only to see it getting ported to a different console, doesn't it? What, you don’t own stocks for Okami? And that’s not how stocks work? Then what are doing with that monocle, sir, because you are no gentlemen.
 
Why is this a problem? What’s so bad about games getting ported? That’s a good thing! It not only gives others a chance to play them, but it also gives developers more money…to make more of the games you like! Take off those hipster glasses (the ones below your monocle), because Third Party exclusive sequels are terrible and your constant fanboy pouting isn’t helping developers make the right choice. If you feel that going into forum threads just to post a biased hateful rant in all caps and then leave is the most logical mature reaction to anything, you need to see a physiatrist. Preferably one that greets you at the door with his fist to your stupid face.  


1. Act Like Review Scores Are the Holy Gospel. 
 

Just last week, Metacritic gave Call of Duty: Black Ops 2 the score 86 out of 100. This has lead to many complaints from both sides, from the haters claiming it’s too high, to the CoD junkies whining it’s too low. No matter what score a game gets you can bet there will always be a flurry of complaints, and all of it from just one critic’s opinion and a decimal number.


Silly critic, this game is obviously a 71.2457.

“Skyward Sword got a 7.5 AAAAAAHHH!!!!” “6.5 is too LOOOOOOWWWWWW!!!” “This game does NOT deserve a 9.0 ARRGH!!!” Wow, gamers complaining about numbers!  How, just how, did we stoop this low is a question I can’t even begin to answer. What I do know is that it’s f***ing ridiculous. Not only is a game’s score overreacted, but it’s like only thing gamers are concerned about. When the Wii U reviews came in, the complaints weren’t why the game(s) got the score they did, but the scores themselves. As I said before, there’s some factors I don’t judge a game upon and this is one of them. “6.5 out of 10” or “4 out of 5” is such a vague way of describing a game, I’m blown away at how many gamers actually care.

But you do care, because it effects your own score. Wait, no it doesn’t: your score is your score, and their score is their score. Why is this a problem? What makes IGN’s opinions better than GameSpot’s? If the reviewer is honest to why he give the game the score that he did, than that’s that. They’re not going to cater to only you. You don’t go into a store and say “Well gee, this game got a 7.5 but this one got an 8.5. I guess the latter is automatically better”, because if you do, you’re basing your thoughts not from someone’s review, but from what number they gave it. I’m not saying you should never use the scoring system, but don’t make it your primary decision maker, because it doesn’t work that way.
 

One of these got a 3.7 and is filled with nitric acid.

Look, sometimes it’s perfectly fine to complain - when under control. But you’re giving gamers a bad rap. We really don’t need a stereotypical reputation along with your rant about how Call of Halo: Black Nukem 7 got ported to the Wii UU with a green eyed protagonist and unfairly got a score of 1.5 or something.  
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Saturday, October 27, 2012

Liberation Maiden Review

Review by EggBeatr8

Title: Liberation Maiden 
Developer: Grasshopper Manufacture
Platform: 3DSWare
Bottom Line: An ambitious shooter with amazing production values, but leaves me wanting more.

 Dat...hair.

With a team like Grasshopper Manufacture helmed by renowned Suda 51, an assorted all-star collaboration of  top animators and composers, and a little promoting power from Level 5 of Professor Layton fame, it would seem Guild01 is the most ambitious 3DSWare project yet, consisting of four completely different games made by four talented developers. And the first one out the gate for the Nintendo 3DS eShop is Liberation Maiden. As president of New Japan, you play as the skin-tight clad lady, Shoko, and pilot a mech called Kamui, as you liberate Japan from "The Dominion", an army of machina that polluted the world, and return Japan to it's former beauty. Liberation Maiden is a free roaming Mission-based shooter, where you'll pilot using the analog stick, while aiming with the touch screen to send missiles and lasers flying. Build up enough combos to send your saber crashing into the battleground. A quick tutorial, and constant support from Shoko’s general Kira, will always lead you in the right direction and also point out bonus sub-missions. Gameplay is very fast-based, the bosses varied, and the game offers a well balanced option of difficulties, which give it a very distinct AAA game feel. While it’s hard for me to gripe about such a well made game, one factor sticks out like a soar eye: this game is unfairly short. Five stages are no where near enough to satisfy any shooter with an itchy finger, and to make matters worse, the game just ends in a middle of a cut scene after a boss fight that could’ve very well been the first boss in a different shooter. Anyone expecting at least some story arc will be disappointed for there is literally no character development to be interested in whatsoever. All we know about Shoko is in brief cut scenes where she’s blowing stuff up and the camera pointing various viewpoints of her large rump. You might argue that the game is meant for short bursts of play for beating high scores, but then what’s the excuse for them not adding an on-line leaderboard? A few obtainable achievements does not warrant constant replayability.
 
If nothing else, Liberation Maiden is a well made fast-paced shooter despite it‘s shortcomings, though it’s hard for me to recommend it for the current asking price. If you want a quick fix it’s worth the try, but don’t expect an AAA grade title. 

The Good:
+Fast paced shooter with balanced difficulty levels and controls.
+From the beautiful anime cut scenes to big butts, the game delivers some nice eye candy. 
+Great Voice Acting.

The Bad: 
-Unbearably short, with a shallow amount of bonus content.
-Stagnate characters.
-No on-line leaderboards defeats the purpose of Score Attack mode.
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Tuesday, October 16, 2012

Pokemon Black 2 Review 9.0

Score: 9.0 
Recommendation: 5/5 Stars

When Pokemon Black/White were first released, the first reaction in my hoarse throat I could utter was simply “I’ll wait for the third iteration, Pokemon Grey.” Pokemon marketing has been such an obvious cycle of repeats, it would be crazy if they didn’t release a new color. Well I was both right and wrong; not only were two new iterations released, but they’re definitely not the “Grey” game I was looking forward to - but that’s a good thing. I was expecting the same ol’ stuff, but at least a better game than what Pearl/Diamond/Platinum could provide (I’m looking at you snail-paced battles, honey trees, and Bidoof). I got that and plus much, much more than I originally hoped for in the far land of Unova. 

Black 2/White 2 are the first direct sequels to any previous game in Pokemon history. This may sound like it’s catering to veterans who played the original Black/White, but as a newcomer, I can safely say I didn’t feel left out or frequently said “huh?” through my journey, because like any and all Pokemon games it caters to every new and old fan alike, no matter the skill level. This is what made Pokemon special in the first place, and it’s the reason why the games sell in the millions, on day one no less.

These game kicks off 2 years after the first two versions, and judging by user feedback, you start at a completely new town with a new rival, and receive your starter from the previous installment’s female rival, Bianca. After that it’s no mystery what happens next: you receive Pokeballs, you catch Pokemon, you fight Gym Leaders, and stop an evil team along the way. Story-wise, that might make sense of the ‘If it isn’t broken, don’t fix it’ approach that the Pokemon games strictly follow, but after you gain incite from what happened two years ago in Black/White you can plainly see the story took a much more interesting approach story telling with it’s evil PETA-esk team of crusaders. Some turned over a new leaf, and we’re left with a few members here and there that seem like they were just tacked on to the game because it needed an evil team. Don’t get me wrong, your rival’s quest for finding his sister’s kidnapped Purrlion is somewhat interesting, but it’s hard to take the guy seriously with his pronounced spike-y Saiyan hair (I literally named him ‘Goku’).

But it’s not the story I play Pokemon for, it’s the Pokemon themselves, and man do these versions deliver on that factor alone. The Unova Pokedex has a boosted 300 Pokemon prior to the credits only. The expansion isn’t new Pokemon, but a assorted variety from previous Gens. Don’t go thinking they’re just common seen-them-a-million-times-before series troopers like Geodude and Machop though; rare Pokemon like Eevee, Riolu, Drifloon, and many more Pokemon can be found in more numbers than ever before. A new Habitat feature on your Pokedex will make the catching process even more convenient. It always tells you if there’s more Pokemon in the area, when you could find them, and presents you a sticker when you complete each area. With such a robust amount of features, weather and season changes to find different colored Pokemon each month, and hidden grottos to discover, B2/W2 will give any trainer a boost in their collecting without having to migrate/trade all those Pokemon from previous installments. Never has “catch em’ all” been so re-enforced on this scale.


Pokemon battling is just as fun as it ever was, but I’m still surprised how well the turn-based gameplay has actually improved despite being such a caveman style RPG tradition. Granted, it’s still the same battle system, but I loved how they finally reduced the length and breadth of battles and don’t force us to wait in anticipation every time we attack a Snorlax and have to wait for his HP to wittle down. B2/W2 introduced two new battle styles: Triple and Rotational Battles to break up the monotony of normal battles and to encourage more creative and strategic placement of your Pokemon. They’re a blast to play, and are the best new forms of gameplay the Pokemon games seen since double battles were introduced in Ruby/Sapphire. New battle styles aren’t the only new improvement; new attack and defensive moves are very welcome, and will definitely change competitive battles once again. Limitless reusable TM’s (Technical Machines for teaching new battle moves) are such a major improvement that I couldn’t help myself teaching a move to all my Pokemon whenever I find one, without worrying about wasting a perfectly good TM on a weak Pokemon I decide to ditch later on or constantly wasting my Pokedollars on a good TM over and over again (right, Ice Beam?). 

B2/W2 has a well rounded set of C Gear features, both single and multiplayer, to make sure you can raise those Pokemon to their peak perfection and helping other fellow trainers in the process. One of those features is the Entralink, which can accessed almost anywhere in the game, and any player can join in on the other‘s game card and help them complete the mission(s) at any time. Players will then perform certain tasks in the over world, like beating 10 martial artists or finding set berries scattered though out the world. Players are then rewarded with Orbs which can be used as a form of power currency to activate temporary abilities like finding more rare Pokemon in grass, Exp. Boosts, and repellents. Sometimes you’re even rewarded Heart Scales and other rare items just for participating. This is not only great news for new players that haven’t collected all the good items in the past Pokemon games, but it’s also a big break for vets of the series since they won’t have to transfer all those items to the new versions. In an example of how generous these games are; they literally hand you a Lucky Egg, an item that greatly boosts Exp. Points after battle, long before you step foot in the Pokemon League. 

But don’t think these games being generous will make them too easy. In fact, they’re probably the most balanced Pokemon games yet in terms of difficulty. Strong trainers are not an uncommon site, and the Gym leaders don’t go down easy. Breeder trainers are almost on every route, and they will battle you whenever you cross a different route and back then get into their sights, whether you’re ready or not (this can also be annoying sometimes). The Wild Pokemon are no pushovers either. It’s a series first to find a lot of these Pokemon at such high levels. The delicate catching process of trying to weaken a Pokemon without fainting it, is as evident here as it always is, but once their levels start climbing and you start to encounter Legendaries you’ll have to mix up your strategy by trying to keep your team healthy while trying not to faint the wild Pokemon. Players that want a harder or easier challenge are in luck (well, that is if you know another with a different version of the game) because it’s version offers a unique special “key” item after completing certain tasks. While the White 2 key unlocks Easy Mode, the Black 2 key unlocks Challenge Mode, and both keys can unlock new routes with Pokemon to catch, and change the versions’ Black City to White Forest or vice versa. Unfortunately for those hoping to play the entire storyline in Challenge or Easy Mode will have to wait until they can find another person with the respective version that already beat the Pokemon League, which almost defeats it’s own purpose. My wish for Gen 6 would definitely be an option to change the difficulty setting at will, but at least Gen 5 provides a harder/easier challenge post-game.

And you can’t mention Pokemon without multiplayer, and B2/W2 provide the best options I’ve seen yet. No more must we run to a Pokemon Centers whenever we want to battle/trade locally: you can battle/trade with anyone anywhere in the game, even when you turn on your game and realize you’re halfway through a cave. This is such a far cry from last generation’s connection features, it almost feels alien (the cute fuzzy kind that gives you cookies). Another C Gear feature is the Xtransceiver, where you can compete in goofy mini-games with your face pasted on balloons (considering you’re using a DSi or 3DS). The Pokemon Global Trading System also makes an appearance, but if anything it’s probably the biggest disappointment in both versions. It’s not the developers fault however, but the absolute ridiculous requests people are now putting up in exchange for just common Pokemon no less. I honestly could not find one fair trade that wasn’t taken in a matter of minutes. You’re better off trading with sane people you know, which the GTS proves most useful, though when trading with random people I did find it annoying how you still can’t specify alternate forms, nor can you offer more than one Pokemon at a time.

In conclusion, if anything else B2/W2 versions offer a consistent 200 plus hours of gameplay if you decide to search every nook and cranny of the Unova region and catch every Pokemon, and that’s not even counting the NationalDex, Pokemon World Tournament, Entralink missions, and a beef of Achievements to unlock. As a fan of Pokemon from the beginning, and playing almost every game in the series, I can honestly say Pokemon B2/W2 is a step in the right direction. 
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Tuesday, August 28, 2012

Review: New Super Mario Bros. 2

Review courtesy of toadster101.  

- 

"'Disappointment' would imply I had high expectations in the first place"

Introduction:

Eight years ago, Nintendo announced a game at E3 2004 called New Super Mario bros., which was set to revitalize the side-scrolling series of Mario games that had died off prior to the launch of the Nintendo 64. Fans were ecstatic; there had not been a traditional Mario platformer since the launch of Super Mario World in 1991. The game was released two years later to universal critical acclaim, and quickly became one of the best selling games of all-time. Rightfully so, New Super Mario bros. captured the hearts of Mario fans worldwide, whetting their appetites for what was next to come. The game maintained a perfect balance between nostalgia and innovation, introducing several new enemies, power-ups, and even songs. It was only natural for Nintendo to announce a sequel, which was released for Wii in 2009.

New Super Mario bros. Wii took everything about its predecessor and made it better, and offered a sublime multiplayer mode that had never been seen before in a Mario game. The 3DS handheld was released in early 2011, and sold rather modestly until the holiday season. Satoru Iwata, CEO of Nintendo, later announced that they were working on a new side-scrolling Mario title for the struggling device. It was later revealed to be a direct sequel to the DS title, disregarding the existence of New Super Mario bros. Wii, which was a rather silly decision on their behalf.

Gameplay for New Super Mario bros. 2 was first shown to the public at E3 2012, and the reaction, needless to say, probably was not what Nintendo had hoped for. Not only did it look identical to the other New Super Mario bros. games, but both the music and environments were recycled from previous entries in the series. Two months later and the game is finally here, and for the first time in our lives, Nintendo has released a new Mario platformer that does not quite live up to the franchise pedigree. I would argue that this is the most derivative game Nintendo has ever produced.


Gameplay:

It has been over 25 years since the launch of Super Mario bros., and the Mario series has not changed at all. There have been a few tweaks and refinements here and here, but the core gameplay is the same; jump, run, and wall-kick your way to the goal, grabbing coins and defeating enemies along your way. You know what they say, “If it ain't broke, don't fix it”, but unfortunately for the New Super Mario bros. franchise, a few of its elements have always been broken. Although the game is a side-scroller, Mario feels sluggish and awkward to control at times, especially after landing jumps. It is as if they took the Super Mario 64 engine and just flipped it 90 degrees. Neither Super Mario bros. 3 nor Super Mario World had this issue, so what is stopping them from returning to sprite based gameplay? As proven by Wario Land: Shake It and Rayman Origins, there is still demand for traditional 2D side-scrollers in our current marketplace.

In attempt to spice the formula up, Nintendo has designed their game around the concept of coin collecting. Rather than rush to the flagpole at the end of every level, players are encouraged to explore the landscape and collect as many coins as possible. To accommodate this new gameplay feature, Nintendo has added a few mechanics to make coin collecting even easier than it used to be. Coins will fly out from the background whenever Mario passes by invisible checkpoints, and tremor-causing POW blocks are more common than ever before. In addition to these, there are Gold Rings, which turn enemies into coin-spewing machines, and of course the Gold Flower, which transforms Mario into a metallic version of King Midas. Not literally, of course! But you now have the ability to throw golden fireballs, which convert bricks into coins, and present you an abnormal cash reward every time you defeat an enemy. Admittedly, controlling Mario in this metallic state tends to be quite thrilling, but there is only one problem: it serves no purpose, and neither do coins. That is right, Nintendo designed their game around the concept of coin collecting, and yet coins have no ulterior function. The only difference between their counterparts in Super Mario bros. is that they appear more frequently. It makes no sense. I would argue that this is the stupidest game design decision they have made in decades. It is clearly a shameless gimmick used to disguise the fact that nothing about this game is actually new. They urge all players to collect one million coins, but why bother if the reward is worthless? I will not spoil what it is, but trust me when I say that it is not worth your time. I finished the main quest with only 50,000 coins, but Nintendo has included a Coin Rush mode – which I will discuss later – that makes grinding more tolerable. Could they not come up with something substantial for the goal they have been hyping up? Almost every North American advertisement for New Super Mario bros. 2 has rhetorically asked the public: “Can you collect one million coins?”. Hell yeah I can, but I certainly do not want to.

Coin Rush offers a unique twist on the Mario formula in that you must play through three levels chosen at random and collect as many coins as possible. The gimmick is that you must 'rush' through each stage to accommodate for the decrease in time, and reaching the top of the flagpole at the end of the level will double your coin count. You can then share your best score with strangers via StreetPass, and… that is it. Wait, what? No online leaderboards? No SpotPass functionality? Nintendo needs to get past its archaic online infrastructure and embrace the future. Why do they want me to waste my time playing Coin Rush if there is no reward? It gets even better from there. Nintendo has actually limited the maximum amount of coins you can collect; a measly 30,000 coins in total, which I have reached several times. Why would I continue playing Coin Rush if there is no higher score to strive towards? They have turned a potentially addictive, arcade-like experience into a lame ‘by the numbers' sequel by making Coin Rush as barebones as possible.

Returning power-ups include the Super Mushroom, Fire Flower, Mini Mushroom, Mega Mushroom, and for the first time in over 20 years, the Super Leaf. Unfortunately, its inclusion serves only to remind us that Nintendo was once a creative company not afraid to take risks. Very few levels take advantage of Raccoon Mario's ability to fly, and the whole power-up just feels like it was shoehorned in at the last minute for nostalgic purposes. The new Cannon Stages are good fun, but there's only one problem: they last roughly 15 seconds each. They barely even qualify as new content, because you could complete every single level before I finish typing this paragraph. Well… let me be honest here, that is not their only problem. Because the gimmick is that you cannot stop running, Raccoon Mario completely breaks these stages. Who needs good reflexes when you can fly over every obstacle?

For the first time ever, there is cooperative play in a handheld Mario game. Unfortunately for Nintendo, they have recently admitted that multiplayer was a last minute addition, and it shows. No online play in 2012 is unacceptable, and their decision to take advantage of only one screen is… curious. What I mean by that is this: although both players are using separate handheld devices, the action is still confined to a single screen, much like in New Super Mario bros. Wii. Another thing that bothers me is how two copies of the game are required for multiplayer, even though only one player's progression through the game is saved. Despite the fact that its predecessor had both a competitive versus mode and a bunch of multiplayer mini-games, they are nowhere to be seen in New Super Mario bros. 2. News flash: Your ‘less is more' approach is not working, Nintendo.

Star Coins are shiny gold pendants that are triple the size of regular coins. There are three in each stage, and their purpose is to unlock hidden levels and Mushroom Houses throughout your journey. I had no objections to their inclusion in the previous New Super Mario bros. titles, but the problem with Star Coins is that some of them are placed in the most ridiculous spots possible. Although I did find every Star Coin by myself, some took much longer to spot than they otherwise should have. Secret exits share a similar issue, although some of these are executed very well. Others involve having Mario jump in random spots to find hidden vines, or my personal favorite, the Star Coins that only appear when you meet certain conditions in a level (passing through an invisible checkpoint, standing on a ledge, etc.). My concern is that there are only a few of these near the end of your adventure, and the game makes no effort to introduce the player to this trick early on. A game should never radically change its mechanics; there should be continuity from start to finish.

Good news: There is still some fun to be had here, albeit it does not last very long. Some levels are fantastic, particularly near the end of the game, while others are ROM hack quality. Mediocre level design does not cut it when you have masterpieces like Super Mario World under your belt. Very few levels are passable on their own merits; you must play Coin Rush to fully experience what they have to offer. But what is the point when coins serve no purpose, nor can you compete online for high scores? I am now convinced that New Super Mario bros. 2 was designed by monkeys.


Presentation:

New Super Mario bros. 2 looks decent at best, and after having played through every level in full, I am – unhappy – to announce that the Mario series is in dire need of a new art style. You could argue that, yes, precision based platformers do not need to look complicated, but there is no excuse for such a bland, uninspired, and overused art style to be used for three (four if you count the recently announced New Super Mario bros. U) games in a row. Does it work? Perhaps, but what also works is taking a hint from their own playbook and making an effort to innovate. The cel-shaded look of The Legend of Zelda: The Wind Waker certainly did not alienate casual gamers. My biggest gripe with the art style is that Nintendo has recycled the environments from the previous New Super Mario bros. titles, so everything looks way too familiar. How many times must we begin our journey in the generic grasslands? In some ways, New Super Mario bros. 2 actually looks worse than its predecessor; the level backgrounds look like low resolution JPG images. One of the backgrounds is simply an indigo gradient that is not even shaded properly.

The 3D effect in New Super Mario bros. 2 is quite possibly the worst use of 3D I have witnessed thus far. Every time you crank up the 3D slider, which represents the aperture of a camera, the background becomes blurrier to imitate depth of field in photography. This was done to trick the player into believing that the background is further away than it actually is, but it looks like complete ass. None of the foreground objects have any depth at all, they just lazily added a filter to smokescreen the low resolution of the backgrounds. The game clearly does not take advantage of the 3DS hardware at all, much unlike Super Mario 3D Land. What happened to the company that developed Virtual Boy Wario Land and Mario Clash? I find it odd that one of the 3DS's biggest games of 2012 completely neglects the console's namesake feature.

Music has always been an important part of Mario games, and while New Super Mario bros. 2 does not sound abysmal, every single track in the game has been stolen from New Super Mario bros. Wii (including the final boss battle music), with one or two exceptions. Could you imagine how angry fans would be if Super Mario World duplicated the Super Mario bros. 3 soundtrack? I am actually shocked that Nintendo would ever stoop this low, but what can I say, times have changed. If Super Mario Galaxy can have an orchestrated soundtrack, so can the New Super Mario bros. titles.


Nooks and Crannies:

Some people argue that the storyline for Mario games is irrelevant, but diehard fans of the series like me beg to differ. There came a time when Nintendo made an effort to keep the narrative fresh, yet simplistic. This time around, Mario and Luigi decide to go on a “coin hunt” for no reason at all, and Princess Peach is kidnapped by the Koopalings upon their return. Is this really the best they could do? Why are there suddenly so many coins in the Mushroom Kingdom? I have read fanfictions on Deviantart that are of a better quality. I am surprised Wario does not appear in a game that fancies itself as being “coin crazed”, but I guess that is because he cannot be imported from something else.

The term New Super Mario bros. has become ironic in that nothing here is new at all, aside from a few texture-swapped enemies, such as the new Bone Piranha Plants and Bone Goombas. Boohemoth, a giant, creepy-looking poltergeist, is nothing more than yet another auto-scrolling stage that we have encountered previously in the Super Mario bros. franchise. The gimmick is that the player must get from point ‘A' to point ‘B' without stopping, for if they do, Boohemoth will catch them. This has been done dozens of times in its own series, so you would think the masters of platformers themselves could come up with something better. Deja vu does not even begin to describe how I felt during my experience with New (I use that word reluctantly) Super Mario bros. 2. The traditional Goombas, Koopa Troopas, and Piranha Plants are shoved down our throats in every single level, and then they remedy this problem by inserting zombified versions into castles. Are you kidding me? Super Mario bros. 3 introduced more fortress-dwelling baddies than all three New Super Mario bros. titles combined. These include Boo, Dry Bones, Thwomp, Hot Foot, Roto-Disc, Stretch, and the Gray Bowser Statues, most of which are now franchise staples. It amazes me how a company responsible for Super Mario Galaxy, a game bursting with creativity, can somehow produce some of the stalest 2D platformers ever released.

For those of you who grew up with Super Mario World, I am sure you will love Reznor's cameo, as did I. The fire-breathing triceratops trio is finally back, and this time, better th… no, I cannot say it. Reznor is an absolute joke in this game. The pair of Reznors in the World 1 fortress do absolutely nothing, and the dinosaurs you encounter later on in the game are not much better. Quite frankly, I am confused as to why Reznor appears in this game at all. Super Mario World took place on Dinosaur Island, so his inclusion made sense. Much like the Super Leaf, I feel as if Nintendo just added Reznor at the last minute to pander to gamers like myself who grew up in the SNES era. You would think Bowser would toughen up after being defeated so many times, but the final boss battle is atrocious, and arguably the worst in the entire series. It is one of the most underwhelming segments of any Mario game in recent memory. Do not even get me started on the Koopalings, whose boss fights are recycled from New Super Mario bros. Wii.

Is there any particular reason why every Paratroopa in the game is green-shelled? In every Mario platformer prior to the release of New Super Mario bros. 2, green-shelled Paratroopas either jump in one direction, or fly in one direction, while the red-shelled Paratroopas fly back and forth horizontally or vertically. Were they too lazy to adjust a simple color? I later found two lone red-shelled Paratroopas in a hidden level, and all they did was bounce in one direction, displaying the traditional mannerisms of green-shelled Paratroopas. It is as if they went out of their way to retcon established Mario canon.

New Super Mario bros. 2 is way too easy, even for novice gamers. Although coins are more common than ever before, Nintendo has made no attempt to alter the rather redundant lives system; much like in the previous Super Mario bros. titles, you are given a 1-up Mushroom every time you obtain 100 coins. You will be showered with hundreds upon hundreds of coins in some levels, and yet you are still given extra lives to complement your coin output. Why even have lives at all? But let me be clear; the amount of lives you have by the end of the game does not dictate how challenging it actually is. The level design and Super Guide are to blame for this. Much like in New Super Mario bros. Wii, Super Mario Galaxy 2, and Super Mario 3D Land, Nintendo has given beginners an opportunity to take advantage of a Super Guide, and 'cheat' their way to the goal. You must die five times in a row to activate the Invincibility Leaf, but I cannot imagine anybody over the age of eight needing to use this feature. It is basically impossible to die if you know what you are doing. I died a grand total of eleven times after having achieved a perfect save game, and a few of those deaths were no fault of my own; I suicided for Star Coins.


Conclusion:

Once you complete the game, which certainly will not take very long, there is little incentive to come back. Coin Rush mode is gimped beyond repair, and finding Star Coins, although necessary for 100% completion, should not take long at all, especially with the internet by your side. According to Nintendo, downloadable content will be available for purchase in the near future from the eShop. This content will be exclusive levels for use in Coin Rush, although no other details were given.

Up until recently, each Mario side-scroller always had something new to offer. Super Mario bros. redefined the platformer genre with its superb play control and timeless storyline. Super Mario bros. 2 (USA) offered four playable characters, new enemies, new music, and looked much different than its predecessor. Super Mario bros. 3 went above and beyond our expectations, introducing new power-ups, new enemies, new music, new worlds to explore, a world map, Mushroom Houses, mini-games, multiple boss battles, and the ability to stockpile items outside of gameplay. Super Mario World did not innovative as much as Super Mario bros. 3 did, but it certainly introduced many distinct features, such as the seamless world map, ghost houses, Yoshi, potentially endless flight, hidden exits, and one of the most epic boss battles in video game history. Even the two Game Boy games, Super Mario Land and its sequel, Super Mario Land 2: The 6 Golden Coins had unique qualities, most notably the introduction of Princess Daisy and Wario, that helped distinguish each game from previous titles in the Mario series. New Super Mario bros. introduced Star Coins, new power-ups, new enemies, new music, and new world themes. Although a sequel to New Super Mario bros., New Super Mario bros. Wii did introduce new power-ups, and a fantastic multiplayer mode that Nintendo has decided to bring back for the upcoming Wii U title, New Super Mario bros. U. New Super Mario bros. 2, on the other hand, introduces absolutely nothing new at all, contradicting its own name. ‘New' implies that there is new content, and the ‘2' suggests that the plot is an extension of its predecessor's, which it is not. What if Nintendo were to announce New Super Mario bros. 3, a game that places on emphasis on the collection of mushrooms? Would their sudden abundance count as new content? You decide.

My score represents the amount of effort (or lack thereof) Nintendo spent on this. It feels like they actually went out of their way to make the game worse than it should have been. A game called New Super Mario bros. 2 that lacks any substantial new content is not only unforgivable, but insulting to me as a lifelong Nintendo fan. The gameplay is sound, that is for sure, but there is absolutely no reason to purchase this title unless you somehow have not played another Mario game, which I am sure you have. My recommendation is that you either buy New Super Mario bros. Wii, or waits for its direct sequel, New Super Mario bros. U, which looks promising. New Super Mario bros. 2 was clearly designed as a last-minute cash grab to strengthen 3DS hardware sales, which it probably will. If you are in dire need of a handheld Mario experience, buy Super Mario 3D Land instead. You have been warned.

Pros:
+ Side-scrolling Mario titles are still entertaining

Cons:
- Recycled enemies
- Recycled boss fights
- Recycled graphics
- Recycled music
- The lack of originality is startling
- Level design is a mixed bag
- Underwhelming final boss
- Idiotic plot, even for a Mario game
- Coins serve no purpose
- Coin Rush is wasted potential
- No online play of any kind
- Worst use of 3D yet



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Sunday, May 6, 2012

Xenoblade Chronicles (9.5)

Let’s admit it: JRPGs have become a repeating cycle of cliché story telling with unappealing characters and their boring back stories, that have been sprinkled with pretty cut scenes and overly busty female characters to keep us pretending we’re interested. That’s how we define a genre that structured such fantastic games like Chrono Trigger, Final Fantasy VI, and TWEWY, which broke the traditional chains of common JRPGs and are still to this day fun to play as they were years ago? Is it our curse to just put up with ho-hum RPGs until someone makes a one time masterpiece that will never see another sequel or never become a franchise of it‘s own? If anything is certain, if you judge Xenoblade Chronicles based solely on it’s bleak graphics and appearance, you’re no doubt missing what could be the greatest JRPG of our time.  

Story-wise, Xenoblade does things right. The storyline is engaging and never drags out into pointless monologue that completely disrupts the flow of the game. The friendships between characters is shown distinctly through “heart-to-hearts” scattered throughout the world, which is a goofy love sim mini-game where you pick the answer and see what awkward responses you’ll get. Thankfully, for those that are not into this, they completely skip them all together. Some might not appreciate the similarity of the story telling to other JRPGs, and yes, some of the cut scenes do drag on a little, but I’m so fortunate they took the time and at least made a story that didn’t want to make you throw up.

For a game that’s not HD and looking like it could very well be played on a Gamecube, Xenoblade sure makes up for it in terms of shear vastness. Taking place on a giant robot, or Bionis, as it is called in the game, Xenoblade’s world is massive and full of life. Never has an RPG on a home console been seen on such a huge scale. The moment you look across and see the other Mechon…looking upward at it’s outstretched sword through the clouds is pretty darn impressive. The game switching from night and day can produce some nice looking scenery as well. Though I do admit that the character models could’ve received some polish: character’s mouths don’t move in-sync with the voiceovers at all, and this makes sentimental moments look more like a bad hand puppet skit than a video game cut scene. But nonetheless, I felt the rest of the game made up for it’s graphics, and in no way is the game so ugly that it would seem like the developers didn’t care.
 
But Xenoblade really shines in it’s brilliant gameplay. Being an open world RPG (a la’ the likes of those of an MMO) with some action elements, battles are very strategic and adrenaline fueled. This is what every RPG should feel like, and I applaud Monolithe for making this the main priority. No matter how many times I get into a battle it never feels stale, because of it‘s superb mechanics. Simply attacking an enemy won’t get you anywhere with a character like Shulk, for example, since most of his attacks do greater damage attacking on the side or the back. While a character like Dunban is more adapt at attacking in combos and accumulating Aggro, which makes him the main target of enemies and allows other characters to sneak behind and deal extra damage. If your efforts are in sync you’ll be able to issue a Chain Attack and deal even more damage, and it’s the only way to topple a giant enemy. Each character also has his/her own Skill trees that can be leveled up and linked with each other, which gives the game a unique twist outside of battle. Improving the friendship of teammates allows them to link up more skills, and become more efficient in battle. Increasing friendship also increases the likelihood of more attacks in a Chain Attack, so choosing which characters to use at the appropriate time is a fun challenge in itself.

Saying Xenoblade has a lot of content is an understatement. Xenoblade has an immense amount of optional side quests, boss battles and achievements to unlock to keep you playing for a long time. Not all the side quests are winners, and some are mostly recycled again and again, but you’re rewarded for each endeavor with a very large amount of Exp, AP and SP (for Skill and Arts leveling up). In fact, this is the main way of receiving Exp, for defeating monsters is mostly for obtaining loot. This makes level grinding a thing of the past, which used to plague all JRPGs for generations, but those who don’t want to partake in side quests don’t have to worry, since discovering new areas also gives out a fair amount of Exp to your party. And you don’t have to worry about losing your progress by accidentally encountering a strong monster or falling off a high cliff: when all your teammates are defeated instead of the title screen reloading you’re sent back to the last check point with all your status and items in-tack. You’re also not forced to save at certain points either and you can save whenever you’re not in a cut scene or in a middle of the battle. This is such a grand far cry from traditional JRPGs it’s amazing we tolerated losing all our long hours of gameplay just because we couldn’t find a Save crystal for so long.
 
Xenoblade is a game you absolutely cannot miss out on. There’s so much to look forward too, that I couldn’t fit everything in I wanted to say about the game here without stretching it to who knows how many pages. Xenoblade is a gem that should never fold back into the pages of history and be left forgotten. If anything, if all JRPGs in the future are like this…then I can’t wait for the future.


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Sunday, December 12, 2010

Taiko no Tatsujin Wii: Minna de Party Sandaime! Import Review

Written by pikaby

If you've followed my import reviews for a while you already know what Taiko no Tatsujin is and why it's one of the most awesome rhythm games you'll ever play (steep challenge, cute graphics, not overmilked every 3 months like Guitar Hero), so I'll skip the usual introduction and go straight to talking about the game itself. And like both Wii Taiko games before it, this third installment is a doozy.


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Saturday, July 31, 2010

How would you counter-argue these? 2

Written by pikaby


Occasionally I pick up really obvious fanboy game reviews from the depths of the scum known as user-contributed reviews and stack them up against what everyone else loves about the game. First one was Mario Galaxy 2, now I'm putting a Monster Hunter Tri review under close scrutiny. Again, I won't link to this review for privacy protection reasons, but enjoy seeing what this prick had to bash about MH3.



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Monday, July 5, 2010

Taiko no Tatsujin DS: Dororon! Youkai Dai Kessen! Special Import Review

Written by pikaby

Alright, I said I'd review it, so here we are! Since the songlist is the lifeline of any rhythm game, and most especially Taiko no Tatsujin, I'll make that the most important point of my review. But first, everything else.


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Tuesday, June 8, 2010

Trauma Team Review

Written by pikaby

Trauma Team may come as a huge change for diehard fans of the ol' frantic surgical action of Trauma Center, but rest easy, it stands out as tense, unique, and in every way a fitting addition to the series.

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Saturday, May 29, 2010

My Impressions of Super Mario Galaxy 2

Written by toadster101

There are some games that simply need no introduction. This is one of them.


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Saturday, May 22, 2010

Art Style PiCTOBITS Review

Written by pikaby


Art Style games are usually abstract takes on the puzzle genre with some abstract, fresh ideas and some quirky rules that probably won't last very long on retail against the likes of Tetris. And PiCTOBITS does resemble Tetris in some way, but the play style is completely different.

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Monday, May 17, 2010

Photo Dojo Review

Written by pikaby



Photo Dojo is one of the shallowest fighting games I've ever played in my entire life. Your on-screen character can only have one punch, kick, fireball and a last-resort final move to use, and you use it to defeat on-screen enemies. In single-player mode, you beat a hundred, and the game ends. Shallow.

But saying that would be completely missing the point. Photo Dojo's real purpose is really to extract laughs out of everyone in the room as the fighter fumbles around doing his nonsense, basic attacks. And the on-screen character can be anyone. Out goes Street Fighter and Tekken, instead, you can register up to eight people or things using the DSi Camera to record poses and sounds for each fighter. In comes your granddad, Chuck Norris, Captain Falcon and yourself.  You truly have to play it just to see how hilarious it can get when you're fighting off a giant version of yourself with a 'fireball' shaped like your nan's face with all your rubbish voices. Don't forget, you provide the game with 'fighting arenas' too- all the backgrounds in the game are also taken with the camera!

It would have benefited from a little more gameplay, but then again it's not meant to have any real depth or substance in it. Photo Dojo thrives by being completely shallow and empty and you'll just be truly entertained by it until you get bored.

This has to be played with company(and probably several crates of beer) to get the full effect, and I'd say it could be the perfect ice-breaker at parties. And at the unbeatable price of absolutely free, why not give it a go? (it's worth 200 points after June 11 this year, but I'd say it's still worth it)

Score: 7.5/10
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Thursday, May 6, 2010

Super Mario Galaxy 2 gets 10 out of 10 from EDGE

Written by pikaby


Marvel at the pieces, but appreciate the whole. This isn’t a game that redefines the genre: this is one that rolls it up and locks it away. We’ve come so far, from stepping on mushrooms to drop-kicking meteors into the heart of the sun; Galaxy 2 offers a new understanding of where we’ve been, a new sense of wonder at where we’ll go next. [10]
Beautiful. Just beautiful. EDGE Magazine is one of the most stingy reviewers when it comes to handing down review points to games. A game that gets a perfect 10 from this British magazine goes down in history already, and believe me, I've never seen a perfect 10 from this magazine since I started browsing through it a year ago.(though maybe I missed something- can anyone point out other games with 10/10s from EDGE?)

The full review is here, and it's penned exactly like a love letter to gaming. But, wait, how did EDGE get their mitts on the game before anyone else? I guess the game's already finished and Nintendo just wants to keep us waiting a bit longer.
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Saturday, April 24, 2010

WarioWare D.I.Y. Review!

Written by PF


Wait, why the hell is Pokefreak writing this? Shouldn't CRAZ or Toadster write it? Bah, whatever.

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Monday, April 19, 2010

Squishy Tank review

Written by pikaby


Games based on Japanese pop culture play out no differently from games based on movies.

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Friday, March 26, 2010

Pokemon Ranger: Tracks of Light Import Review

Written by pikaby

The Pokemon Ranger spin-off series started out as an innovative, new way to experience Pokemon, by connecting with them emotionally and capturing them for single-use only in your party. More environmentally friendly than, say, trapping them in small balls. The original Ranger was rough on the edges, and its sequels have continuously added new features and ironed out its flaws one by one. Tracks of Light again tweaks the Ranger formula for the better, but like its own predecessor, Shadows of Almia, still leaves out a few inconsistencies that haven't been fully resolved.


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