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.
According to GameRankings, this is the third best reviewed video game of all time, or at least, of a modern age. Just above it is The Legend of Zelda: Ocarina of Time and Super Mario Galaxy. I have played this game before… for a few minutes. I just purchased it this year so you can’t really blame me for not playing it too much yet. Then again, I somehow found time to play Heathcliff: The Fast and the Furriest, so maybe you can blame me… From what I’ve heard about this game, it’s Super Mario Galaxy with Yoshi and tougher stages, akin to Super Mario Bros. 2 (The Lost Levels, you know the real sequel). I’m looking forward to playing it, although I should really finish its predecessor first…
Super Mario Galaxy 2 was developed by Nintendo EAD (Entertainment Analysis & Development). It was published by Nintendo in North America on May 23, 2010.
Light-gun style games are almost always lacking in content, but feature-rich in replayability. Ghost Squad for the Wii is no exception. It was originally developed by Sega AM2 and released into the arcades in 2004, but was ported to the Wii by Polygon Magic in 2007. I just played through it with a friend and it literally took us less than a half-hour. There’s a handful of reasons to replay the game, but with the exception of one, they’re hard to justify actually do so. That said, this brief experience was a blast as the game was well-executed. Continue reading Ghost Squad [Wii] – Review→
Having done a little bit of reading on Pokémon Battle Revolution before playing it, I tempered my expectations. Its predecessors, specifically on the GameCube, featured drastic changes to the Pokémon formula, while still maintaining the foundations of what a Pokémon game was. And, Genius Sonority was successful in creating full-fledged console Pokémon games after many years of fans wanting them. This game had none of that ambition. Or at least, none of their ambition went towards a single-player component, which was all I was interested in. Because of this, and because I was such a latecomer, I found the game to be very disappointing.
Instead of a full-fledged story, this game features a set of colosseums. These pit the player against a barrage of opponents, battling in a style unique to the venue. Each colosseum featured a unique rule set, although many were very similar. The rule sets affected the progression structure and the battle style. Many new battle styles were introduced in this game too, or at least, introduced to me. As I felt with Colosseumand Gale of Darkness, the double battles were a high point for this game. In that case, the low point would undoubtedly be the Neon Colosseum which introduced Fortune Battles.
In Fortune Battles, both trainers’ parties were input onto a spinning wheel, and they chose by shooting Poké Balls at it, like darts. Until I got the timing down (I spent two of my twelve hours on this single colosseum) it was maddening. Getting stuck with my opponent’s shoddy Pokémon was difficult enough, but having to restart after making it all the way to the leader? Now that was infuriating! However, most of the colosseums were cakewalks – this was a very easy game with imported Pokémon. After overtaking the leaders of the eleven colosseums, I had my Surfing Pikachu and was content. Replaying yielded new costumes for my avatar, but that wasn’t my bag.
It may have been more of a draw when the online was still… well, online. With the Nintendo Wi-Fi Connection now offline, that whole component is nonexistent. Of course, the game also features a robust local multiplayer mode, with support for all generation IV titles, but truthfully, I haven’t tried that yet. I’m looking forward to it though for two reasons. Being able to use the DS as a wireless controller is fantastic and it should allow for more cinematic battles (relegating all or most of the user interface to that system). Also, having the announcer return from his absence in the GameCube games is great! It reminds me of Pokémon Stadium on the N64; plus he’s helping learn the “correct” pronunciation of a few Pokémon!
Ultimately, I think I know why the single-player component of this game was so lackluster. Its release date tells the story. It was released in North America in June 2007 – two months after Diamond/Pearl released, and about six months after the Wii did. More telling though is its Japanese release date – a mere two weeks after the Wii. For all intents and purposes, this game was launch window. I expect Genius Sonority didn’t have the luxury of a lengthy development time. For Colosseum, they probably had a year-and-a-half development time, while Gale of Darkness may have had upwards of two years.
Also, in a potentially cramped development window, they had to develop for a new platform which featured improved visuals and fewer limitations on storage, implement compatibility with the Nintendo DS and the generation IV games, and perhaps the biggest hurdle for them was the integration of online play. This was only their fourth title, and their first to include any online functionality. Granted, they are closely affiliated with Nintendo and undoubtedly received much support, but Nintendo wasn’t so sharp in that regard at that time either (and many would say they still aren’t!). I imagine just getting the game out was an accomplishment in itself, but as it is, it’s an entirely skippable release, unless you’re like me and NEED THAT SURFING PIKACHU!!!
Seeing as how The Legend of Zelda: Skyward Sword requires the Wii MotionPlus add-on or a Wii Remote Plus, it makes sense that Nintendo would also sell Skyward Sword bundled with one. What’s great about the bundled Wii Remote Plus is that it isn’t a stock vanilla controller, it’s gold and emblazoned with Triforce insignia. It looks nice and the form factor matches that of a normal Wii Remote which is good; the Wii Motion`Plus accessory adds a few inches to a standard controller. Too bad there wasn’t a matching gold nunchuk though.
Also with the bundle, and with every copy of the game I believe, is a soundtrack CD celebrating the series’ 25th anniversary. About half are medleys or symphonic movements with the rest being specific songs from the series. The medleys combine many games while the symphonic movements hone in on one game in particular, either The Wind Waker or Twilight Princess. At first I liked the songs better because they were easy to identify and they weren’t such a time investment, but after listening to the CD for a few days, the longer tracks grew on me. They were all done with a symphony too, real instruments!
The bundle was a good value at seventy dollars when it originally came out, a little less so for me since I already had a Wii MotionPlus, but I had to get that Zelda memorabilia! Now it seems to be going for at least one hundred dollars on the internet and that’s ridiculous. Unless you’re just hurting to get the special Wii Remote Plus, I’d hold off on the bundle because it’s the only unique thing in it.
When I think of a category of games and attempt to decide which is best, I end up with what the first was and what the best was since then. Whatever game did something first receives a lot of weight because it initiated a concept or formula. Everything to come in that game’s wake can improve upon concepts and formulas however and excel past the original in many ways, but the original always holds a special place. Keeping with this idea, I believe The Legend of Zelda: Skyward Sword is the best 3D Zelda game since Ocarina of Time.
Why do I feel that way about Skyward Sword, the most recent game in the series? It seems like during the development of Twilight Princess the developers had Ocarina of Time forefront in their mind and the goal of being bigger and better. Twilight Princess is definitely a fantastic game but thanks to the visual style, it felt very similar to Ocarina of Time and not necessarily a step forward for the series. I feel during Skyward Sword’s development, the developers now had the idea of doing something new within the familiar Zelda format. I believe this can be attributed to the inclusion of enhanced motion controls.
Because of the inclusion requirement of the Wii MotionPlus, enemies and puzzles seem fresh. There are many familiar enemies but defeating them requires evaluation. Common enemies like the goblins could block my attacks so I couldn’t just wail on them. There are a ton of new enemies that require special methods to defeat too. Puzzles were devised around the 1:1 movements that the controller would pick up and they were fulfilling. My movements weren’t picked up exactly 100% of the time and when this happened, it was annoying.
With the developers having to develop around the new functions, it brought the concept of doing something new to other areas of the game, like the soundtrack. It’s performed by an actual orchestra for the first time in the series, and it sounds good! I heard some very unusual songs (that I enjoyed) throughout dungeons. Overall, it helped to set the mood when exploring and matched the tone of touching moments, and there were a lot of touching moments between Link and Zelda.
In Skyward Sword, Link and Zelda are just normal kids. Well, normal kids who then realize that they were chosen by the deity Hylia to save the world. The game’s introduction sets up their relationship as well as the relationships between their neighbors. They felt like normal kids instead of a princess and a hero destined to save her. The quest was enthralling, although a little tedious to always chase after items that are in multiple pieces. It makes sense to have checks and balances but at some point you’d think all these supreme beings would realize all I’ve gone through and say “yeah, you’ve proved yourself already, here you go”. In the end, there was a lot of interesting information dropped on me about the historical chain of events relating to Skyward Sword and the series in general and the last couple of hours were packed with memorable moments for the Zelda fan.
One thing that helped to make Skyward Sword feel fresh was the visuals and the setting. As I mentioned in my first impressions of the game, Skyward Sword features an interesting art style that looks fantastic on the less than stellar powerhouse that is the Nintendo Wii. Skyward Sword isn’t set in traditional Hyrule though. Instead, Skyloft, a floating island in the sky acts as Link’s home base. With many shops and residents with side quests, I had plenty of reasons to return throughout the quest. In the sky were a handful of other floating islands and it was a large overworld, but it took too long to get places and there wasn’t really a lot to do. To get to the ground though, where all the dungeons were, I’d have to fall through holes in the clouds.
Getting to the dungeons required traversal of many other obstacles including forests, oceans of sands, and volcanoes. Getting to the actual dungeons were challenges in themselves. The surface areas were not entirely accessible from the beginning and I returned to and uncovered much more about them with each return.
Skyward Sword is a much fresher Zelda experience than Twilight Princess was. It’s still a Zelda game through and through with a similar format and story but it shines brighter because of what it requires. Combat and puzzle solving has been reinvigorated thanks to the 1:1 movements. The surrounding elements feel fresh and are enthralling too. Skyward Sword is a fantastic Zelda game and a fantastic game in general, worthy of being placed together with any recent release.
Having spent so much time with Animal Crossing on the GameCube during my formative years, it’s a game I’ll always have a soft spot for. But besides just blind love for the series because of this, the games appeal to the part of my psyche that enjoys a mundane routine and the drive to complete item lists.
Animal Crossing: City Folk has been a part of my daily routine since I began playing it in March. Composing this review was tough; I could have listed off flaws and make note of the minor improvements that it has made on its predecessors, but that would only be useful for those who have played the previous games. And if you’ve played the previous games and enjoyed them, chances are, you played City Folk when it came out in 2008. And pending you didn’t like the previous Animal Crossing games, guess what? Animal Crossing: City Folk is more of the same, for better or worse.
Animal Crossing: City Folkbegins opens up the same way the previous games did. You, the player is moving into a new town to set up roots and experience life. You are broke however and this requires some help from the local storekeeper, Tom Nook. He lets you have a house in town, with the expectation that you’ll pay him back. From here, the primary objective is to pay off your house, all the while increasing its size and your debt.
From the middle of March until a week or two ago, I had played the game for at least an hour each day. I felt compelled to play, compelled to find the fossils buried around town that day, to see if any events were happening, and to just make a little more money towards my debt. Once I neared my final payments however, I really lost the motivation to get on. I’d like to check back in at the beginning of every month and holidays, but I’m not sure that’ll happen.
I could continue playing City Folk as I have these past two months, all I’d need to do is set up goals. For instance I could donate to the town fund and see what that reaps. Or I could attempt to have my town be graded as perfect. But after so much time with City Folk I’m ready for a break. And if my playtime with the previous games is any indication, I’ll be back at it just like I was from mid-March to mid-May at some point in the future.
But what is it that drew me to the game every day? At this point in the article, you, the reader would say it was paying off my debt, but that would only be true on the surface. It’s what I did to pay off my debt that kept me coming back, it was my routine.
My daily routine consisted of running errands. I’d go fossil hunting, search for the magical rock that spat out money, sell fruit and seashells, see what new items Tom Nook had for sale, water any withering flowers, talk with neighbors, fish and hunt for new insects. Rarer would be the days that I’d visit the city or play online with a friend. What drew me to City Folk every day was errand running; I had a second life that I had to attend to and it became a part of my actual routine, up there with eating breakfast and brushing my teeth.
I loved Animal Crossing: City Folk. My description of the game might make it sound boring, which it sort of is, but it’s the mundane routine I had set up that kept me coming back to the game for two months straight.
Like many others, I hold The Legend of Zelda: Ocarina of Time in high regard. I didn’t play it when it was initially released; I received it when I preordered The Legend of Zelda: The Wind Waker and I bet many others’ first experience with The Legend of Zelda was through this method. It was around this time that I was beginning to get into video games, and those games were a big part of it. To say I was looking forward to The Legend of Zelda: Twilight Princess would be an understatement; I remember getting hyped about it with friends but when it came out, I couldn’t help but be disappointed. I didn’t finish it then but have come back to it and experienced it all the way through and while it is all around extremely competent and fun game, I still came away somewhat disappointed. A lot of this stems from it feeling too similar to past Zelda titles.
Early on the dungeons advance similar to Ocarina of Time; forest dungeon, fire dungeon and then water dungeon, even the towns are similar; these places are designed in new ways and remain interesting to explore but it seems lazy. After this period however, the game starts to feel different and many of the later dungeons were interesting, both aesthetically and the way they played out. The items are similar as well, but I don’t fault this aspect of the game, wanting one hundred percent different items I feel would be asking too much. Many of the previous items have been slightly altered which changes up their use, both for puzzles and attacking, and there are a few totally new items that are interesting to use, however briefly. One of the things that I like about Zelda games is their mixture of puzzle solving and action and Twilight Princess didn’t disappoint.
Throughout the game is an equal need for brain and brawn. In later parts of the game, I got stumped quite a bit on puzzles and would nearly give up. Then through what must’ve been some sort of divine intervention, something would click and I would figure it out, and that provided a great sense of accomplishment. Adding to the sense of accomplishment was the element of exploration. While traveling throughout Hyrule, I came across many things that I didn’t know how to interact with at that time. So I’d have a notepad handy and take notes. Once I realized what I had to do, I’d return and get whatever it was; this sort of backtracking and tab keeping is very appealing to me. The sword fighting and action in general stays on par with past 3D Zelda titles, but there is little advancement. Perhaps my biggest complaint in regards to Twilight Princess feeling similar is its story.
For me, story is a major part of the experience, I want to follow along and see the story the developers have crafted but Twilight Princess is almost laughably similar to past games, namely Ocarina of Time. Many of the key elements I already know from playing past games, so it’s like a refresher throughout the game. There are plenty of things that separate it from past games, such as the ability to turn into a wolf when traversing the Twilight Realm, but the overarching story doesn’t seem new. That being said, the cutscenes are extremely well done and a joy to watch as they do convey a lot of information, but a lack of voice acting is a major hindrance. The characters in the game are crafted excellently, with unique personalities and an interesting look, and having voices would make them seem more fleshed out.
The Legend of Zelda: Twilight Princess is a great game and I had fun throughout the adventure, but I still can’t help but feel disappointed. Twilight Princess feels like a compilation of what the developers thought were the best parts of past Zelda games and this sense of familiarity turned me off. Much has been said of Japanese game design lagging behind that of western developers (that the Japanese are very conservative) and in many ways Twilight Princess is the perfect example of that.
So I bought MadWorld off of Amazon for cheap and thought it was a steal. I’d always been interested in the game but not enough to pay full price for it, sorry Platinum Games and Sega.
MadWorld is a game unlike any other due to its art style. The game’s look is very reminiscent of Frank Miller’s Sin City and the game overall is influenced by comics. Having not read anything about the game, my guess is the decision for this art style was to cope for the Wii’s graphical power among wanting it to stick out and I really dig it, except that most everything blends together and it can be distracting at times trying to figure out where one thing ends and another begins. Of course that’s not a problem when blood starts spewing over everything, which it does often. This is without a doubt the goriest game I’ve ever played but it didn’t have a negative effect on me like a more realistic game would’ve.
What’s the reason for all this gore? Well, a game show is being staged and it’s being run by people who bet on
contestants. The contestants must survive on an isolated island that has had a virus spread across it. They can’t only survive though; they need to kill the others in outrageous fashion to score points, which is how you progress. You play as Jack Cayman, a mysterious man who is on the island. You get sponsored early on and it’s apparent that Jack has other motives for being here. Jack stabs people with road signs, throws them in spike laden dumpsters and an assortment of other gruesome acts, many including his prosthetic chainsaw arm. Early on I found the story to be the least of my concerns but as the game moved on, it’s what began to draw me in as it got more complex.
Structurally the game doesn’t change much. Each level is a confined map that opens up more and more as you get more points. Throughout the levels are all sorts of objects to inflict death with and halfway through each level, a “Bloodbath Challenge” opens up which tasks you with killing people in a single creative way for a limited amount of time. These break up the pace and most of them are very fun, and they’re all playable in a multiplayer mode. At the end of a level you fight a boss which, like the levels, adheres to a singular structure. You attack the boss some and get the opportunity to do a cinematic, motion-based super attack and then repeat. There are two motorcycle missions but these got old before they were finished. The levels get boring with a repetitive nature to them, but like I said the Bloodbath Challenges provide a nice break in between them and the boss battles are quite fun.
The soundtrack was enjoyable although the developers seemed split on a singular direction to take it audibly. Solemn music fills the menus and cutscenes which is a stark contrast to the obscene rap/rock soundtrack that takes place during levels. Although thinking about it now both types fit the setting well; the dual settings of an island with a bleak outlook to the over the top death game show. Easily one of my favorite parts of the game were the commentators, providing quips about the on-screen action, often in vulgar and funny ways and the voice acting in general I liked.
MadWorld was a cool game. The art style was striking, the story became more interesting as the game progressed and the voice work and soundtrack were well done and added to the over the top setting. There were many interesting and fun gameplay moments, specifically the Bloodbath Challenges and boss fights, but the repetitive nature of the game grew old fast.