When Nintendo of America published Fire Emblem for the Game Boy Advance on November 3, 2003, it marked the end of a decade-long drought. The seventh entry in the series, now canonically known as Fire Emblem: The Blazing Blade, was the first to be released in the west. Set on the fictional continent of Elibe during an era of swords, sorcery, and dragons it told a predictable legend of good vs. evil, rife with archetypal characters and intricate details. While the turn-based tactical gameplay was impressively executed and multifaceted, it could be frustratingly difficult. I found it borderline obstructionist but nonetheless, persisted. Although my playthrough was peppered with demoralizing losses, perhaps more impactful than the rewarding victories, I’d do it all over again. Continue reading Fire Emblem [Game Boy Advance] – Review→
I’ve wanted to play CIMA: The Enemy since reading about in Nintendo Power around its November 2003 release. It’s a “bucket list” game in that sense, in this case personal rather than universally agreed upon. Initially, it was such a disappointment as my perception of it had been as a more straightforward action-RPG (perhaps in spite of the marketing that touted it as something new and unique). About three hours in, I was ready to call it quits. I planned on writing a scathing first impressions article since my experience to that point had been mostly unenjoyable. Around this time though, things clicked. My understanding of the various gameplay systems coalesced and I was able to successfully execute plans. It was formulaic to a fault and routinely frustrating but I’m glad I saw it through to the end, if anything for closure. Continue reading CIMA: The Enemy [Game Boy Advance] – Review→
Considering Mario & Luigi: Superstar Saga + Bowser’s Minions released on the Nintendo 3DS just two weeks ago, this review is coming at a pretty opportune time. Granted, I played through the original Game Boy Advance version and not the remake… but what I have to say should remain applicable. And, for the record, I purchased my copy before the 3DS remake was announced, like a week or two before actually. Needless to say the remake announcement surprised me and my uncle who works at Nintendo… Anyways, developed by AlphaDream and published by Nintendo, Superstar Saga was released for the Game Boy Advance in November 2003. A spiritual successor of sorts to Super Mario RPG and Paper Mario, it similarly blended humor, platforming, and role-playing gameplay with great execution. Continue reading Mario & Luigi: Superstar Saga [Game Boy Advance] – Review→
When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
I don’t fully recall how I came to own Drill Dozer but I imagine I acquired it from Best Buy a year or so after its release. I remember reading about it in Nintendo Power at the time. It seemed interesting, especially because it was something different from Game Freak, and it was well received, but it wasn’t for me. This, more than likely, was because I didn’t have a job at the time. As best as I can remember, it played like a cross between Mr. Driller and a Treasure side-scroller akin to Gunstar Heroes. It looked fantastic, had a unique premise, and I don’t remember it being terrible, although I didn’t finish it. Thinking about it now, I ought to return to it.
Drill Dozer was developed by Game Freak (you know, the Pokémonstudio) and published in North America by Nintendo on February 6, 2006. This was a Game Boy Advance game, and as the Nintendo DS had been released about a year-and-a-half earlier, I imagine this would’ve been one of Nintendo’s final GBA games. It, along with WarioWare: Twisted, were the only GBA games that utilized a rumble feature.
Classically, the mainline Pokémon games come in threes. The first two launch together while the third, usually an enhanced amalgamation of the previous two, releases about a year later. Pokémon Emerald is the enhanced remake of Pokémon Ruby and Sapphire – the first two Pokémon games on the Game Boy Advance. I adored Ruby when it released in my freshman year of high school. I clocked well over 200 hours with it before moving on. After retiring LeafGreenand Colosseum, I was interested in starting Emerald and returning to Hoenn as it had been ten years since I last saw it.
Returning to Hoenn brought back many memories. As I crisscrossed the expansive island, I remembered specific towns, routes, and completing specific objectives. Not everything was familiar though. I couldn’t remember some of the smaller story beats. The series is host to light and airy narratives though, so this wasn’t a surprise. Whereas players were confronted with Team Aqua or Team Magma in Ruby and Sapphire, players had to contend with both in Emerald. These groups aren’t necessarily evil like Team Rocket, but their goals of enacting massive changes to Hoenn’s ecosystem were potentially world ending.
The Battle Frontier was heavily marketed as the defining feature of Emerald when it released back in the middle of 2005. Personally, the battle facilities that have been introduced in the series haven’t appealed to me too much. This one hasn’t stolen too much of my time either. I appreciate being able to win harder to find evolutionary items and spotlighting the various battle styles is fantastic, but I’ve never put too much time into these. I’m more of a breeder than a fighter. The Battle Frontier is massive though and there is plenty there to entertain diehard fighters.
Really, those are the major differences between Ruby and Sapphire and Emerald. Perhaps the most notable of the minor alterations was Game Freak’s adjustments of wild Pokémon locations and the ability to capture both Groudon and Kyogre. Oh, and the Pokémon battles featured minor amounts of animation, like Crystal did prior. This generation was host to many new additions. Prime among them were double battles, contests, weather, the ability to dive, and many, many other novelties and mechanics.
This awesome building was one of the attractions at the Battle Frontier.
Pokémon Emerald is the first enhanced remake in the series that I’ve completed (discounting LeafGreen and HeartGold, I guess). All in all, the additions and alterations make this the most feature packed between Ruby, Sapphire, and it, but it doesn’t make those games obsolete. I would find it grueling to play this immediately after playing one of those, so if you’re attempting a series playthrough as I am, pick one. The major changes may seem minor, but a comprehensive changelog of all changes would be immense. An older Pokémon game like this isn’t for everybody though, so only Pokémaniacs need apply. I fit the bill too! It’d been forever since I journeyed across Hoenn and it was a pleasant return.
Pokémon LeafGreen, and its retail buddy Pokémon FireRed, are remakes of the original Pokémon games. Released for the Game Boy Advance in 2004, LeafGreen and FireRed are 3rd generation Pokémon titles and the first remakes in the series. As such, there are major improvements over their originators. However, the improvements are primarily relegated to updated graphics, which are much more detailed compared to their Game Boy brethren. There is a decent amount of new post-game content too, mostly introducing Pokémon from newer generations. It’s a solid title, with the toughest Elite Four in the series and a selection of Pokémon that isn’t completely overwhelming.
By the way, the theme for the 4th and 5th Sevii Islands totally rocks. It’s so hot, I have it on my iPod!
As I browsed GameFAQs, searching for these images, a revelation occurred to me. Final Fantasy IV is probably the most re-released game in the long-running series. That’s a fitting fate for it too. It was perhaps the major title to usher in the “golden age” of Japanese role-playing games. At the very least, it was the first game in the series that hinted at the forward momentum Square would have over the next decade-and-a-half with the genre. So, why don’t you join me as I explore the covers Square used to sell the game over the years.
The first thing I noticed when looking at the original box art Square used for FFIV is the lack of emphasis placed on Yoshitaka Amano’s artwork. The previous three games featured his renderings of warriors and princesses prominently. This go around though, you’d think he was relegated to the logo only. This wasn’t the case though; Square simply chose to highlight a different aspect of the character designs – the super deformed! It’s cutesy for sure and plasters some common job classes upfront, and I guess I like that they took a different route with it. Oh, and there’s Kain Highwind in Amano’s logo.
When they released it in America for the SNES a year later though, the American branch didn’t even try. It’s simple and it always catches my eye when I scour local game shops for good deals. Maybe it’s not so bad; it does catch my eye after all. They really had to pitch it to us though, didn’t they? They’ve got bullet points on the front of the box! It was released over here as Final Fantasy II since the second and third titles weren’t. This prevented much confusion. And releasing a dumbed-down version prevented much difficulty.
The game was first rereleased for the PlayStation in 1997. The Japanese box art sees a return to the styling’s of Amano. Cecil Harvey and Golbez are prominently featured, although honestly, it’s hard for me to distinguish the rest of the imagery, and even if that really is Golbez and not Kain. Regardless, Kain takes his place in the logo. Cecil definitely fronted a hair metal band before being cast for FFIV. The PlayStation version was released in America too, circa 2001. It was bundled with Chrono Trigger and released as Final Fantasy Chronicles. There’s not much else to mention about the box art.
Little known to many Western gamers, Bandai had a fortuitous deal with Square to rerelease Final Fantasy titles for their WonderSwan and WonderSwan Color. FFIV was released for the WSC in 2002. A decadent airship is featured in the background that was no doubt crafted by the illustrious Cid Pollendina.
FFIV would next see release on a Nintendo platform again – the Game Boy Advance. It was released as Final Fantasy IV Advance in Japan and America in December 2005, and six months later in Europe. The Japanese box art is simple. Gray silhouettes of Cecil and Kain flank the logo. Meanwhile the American and European release is much more colorful. These versions feature Cecil and Kain, as well as Rosa Farrell for the first time. The box art used for these regions hints at the love triangle between the cast. This is definitely Amano refining the “wispy lines” he’s known for.
A few years later, the game saw a full-scale remake into 3D. Originally released for the Nintendo DS in Japan in December 2007, it was released in the back-half of 2008 in America and Europe. It has since been released for mobile devices running iOS and Android systems as well, but those platforms don’t really have boxed games… Japan received another Amano box art, featuring a larger portion of the cast, including the Lunar Whale. Here in America, we received an ominous black box, which formed a holographic Golbez. Europeans received the same essentially. The only difference was the color palette.
Finally, FFIV was bundled together with Final Fantasy IV: The After Years and an interlude bridging the two titles as Final Fantasy IV: The Complete Collection. This was released for the PlayStation Portable in 2011 and was the version I played. I think Japan and Europe got the better box art with this release. A large portion of the cast is done in emotive poses, painted in a watercolor style very reminiscent of Amano’s work on the original three games in the series. America on the other hand received gray silhouettes of Cecil and Kain against a white background. This version was very reminiscent of the Japanese release of Final Fantasy IV Advance.
With a brand as strong as Final Fantasy, the box art doesn’t have to sell the game. This might explain why Square has felt the liberty to rerelease Final Fantasy IV with a multitude of different covers. With much variety for this one game, it’s hard to pick a single favorite. I really like the Japanese and European release of Final Fantasy IV: The Complete Collection. It’s probably the easy favorite. All of Amano’s artwork is awe-inspiring personally. Heck, the Super Famicom release is cool too, in a differentiated cutesy way. I’ll go with my easy favorite though – the Japanese and European releases of The Complete Collection.