The demise of Club Nintendo, the decade-old loyalty program, was a sad moment for fans of the Big N. It’s made worse by the fact that the successor program, My Nintendo, offers chintzy rewards and a distinct lack of physical products. Well, save for one. As Stephen Totilo highlighted in a recent Kotaku article, My Nintendo Picross: The Legend of Zelda: Twilight Princess, a digital 3DS game, is available to those who have accrued 1,000 Platinum Points through My Nintendo. In his story, he articulated the simple, yet tedious process, of earning these points. Seeing as I’m such a big sucker for both Nintendo and Picross, I followed his lead and got the “free” game. Continue reading My Nintendo Picross: The Legend of Zelda: Twilight Princess [Nintendo 3DS] – Review→
2017 will go down as one of best years for game releases, I’m sure of it. Unfortunately for me, there’s still many games from this year that I have yet to play. I did get the opportunity to play some great games though, and coupled with the games of yesteryear, I’m quite content with this year’s list. Per usual, this list is in alphabetical order.
How cliché, yet how apt that The Legend of Zelda: Breath of the Wild is a breath of fresh air. The series remains one of the most prestigious in video games but after thirty years, has grown formulaic, stagnant even. Accordingly, it was no surprise when this entry underwent a traditionally extended development cycle before eventually releasing on two platforms (just like Twilight Princess on both counts). What is surprising is how with this entry Nintendo managed to remain true to the core tenants of the series, while bucking tradition in ways that resulted in a game that seems fresh, yet consistent.
At work were an array of gameplay systems and mechanics that coalesced perfectly, forming rewarding gameplay loops of exploration and experimentation. For me, this truly was a game where it wasn’t about the destination, it was about the journey. I’d begin every session with a specific goal in mind but like clockwork, wound up distracted by a million other fulfilling tasks. Hyrule was absolutely enormous but it was packed to the gills with worthwhile things to do. Continue reading The Legend of Zelda: Breath of the Wild [Switch] – Review→
Nihon Falcom’s Ys: The Vanished Omens was originally released on a variety of Japanese home computers in 1987, and is the first entry in the long-running and still active, action-RPG series. The Sega Master System version served as the North American debut, and it came courtesy of Sega, in 1988. Although I’ve been interested in the games since discovering them many years ago, completing this version marked the first time I’ve actually played an entry, and I enjoyed the heck out of it! Narrative was light, and it proved to be a succinct and straightforward adventure, despite copious amounts of backtracking. Similarly, grinding was prevalent but it didn’t bog down the simplistic action-RPG combat. The combat was buoyed by light strategic elements and a series of fun boss fights. Now having firsthand experience with an entry, it’s easy to see why the series has stuck around.
Outside of obtaining the branding, there’s little else Silicon Studio could’ve done to make 3D Dot Game Heroes more of a Zeldagame. This is a classic 2D Zelda game through and through, although I’m hesitant to call it a clone as that implies a derisive reaction and I truly dig this game. The developer’s love for Japanese RPGs from the 1980s/1990s exudes in the innumerable references and qualities this game shares with the genre. The polish applied is evident on all fronts, from the gameplay and side quests to the visuals and audio. It’s easy to tell this was a passion project for the studio and they delivered a quality video game in turn. Continue reading 3D Dot Game Heroes [PlayStation 3] – 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 can still recall the garage sale I got my first NES, this game, and about a dozen-and-a-half others including Contra, Metroid, and The Legend of Zelda. I was already interested in vintage video games having read Tips & Tricks for a while at this point, marveling at the Collector’s Corner section mostly. To find all these goodies, and for practically nothing, I was ecstatic. I actually haven’t played this game too much, which is a shock considering I’m such a fan of the more modernreleases. It’s a very difficult game and I can only recall getting to the third or fourth section of the castle. The gameplay was solid however and the soundtrack is an undeniable classic. Something I need to play more of for sure.
Castlevania was developed and published by Konami. It was first released on the Famicom Disk System in Japan on September 26, 1986. Its first release in North America was on the NES on May 1, 1987. It was later ported to the Game Boy Advance as part of the Classic NES series. It has also been ported to all of Nintendo’s Virtual Console services (Wii, Wii U, and 3DS – what a mess, needs consolidation!).
Freshly-Picked Tingle’s Rosy Rupeeland is a wondrously weird game. The character that first appeared in The Legend of Zelda: Majora’s Mask has been divisive since his introduction. He was designed to be weird for weirdness sake and I’ve always been on the side of Zelda fandom that enjoyed his company. Tingle’s Rosy Rupeeland never made it to American shores, but it was released in Europe, which means playing it isn’t hard. This version is in English and the DS is region-free so there’s no additional work needed outside of purchasing a copy.
The game begins when Uncle Rupee, a magical character in the shape of the universe’s currency appears before Tingle, a single, 35 year old man with little direction in life. Uncle Rupee promises Tingle entrance to a world unlike his own, a theme park of sorts, if Tingle can scrounge up the necessary money. And so Tingle dons his familiar green onesie and sets out to quench his thirst for excitement.
One thing I really like about this game is how it adheres to the concept of money. Everything requires coinage. Tingle’s stack of Rupees represents his health so if they ever deplete, its game over. Reason enough to always have a good amount handy. The characters that occupy Tingle’s world, all want dough too. If you visit a vendor, you have to pay them before they’ll open shop. Even having a conversation with them requires Tingle to cough up Rupees.
I found this annoying at first because nobody told you how much they wanted; you had to make an offer and hope you didn’t overspend. Once I got accustomed to this mechanic and the going-rate for things in the world though, I began to “know” how much something would cost. Lowballing characters could result in lost Rupees if they rejected my offer but still took my money. However, when I successfully came in under a suggested amount, I felt like a wheeler and/or a dealer.
This concept of cash rules everything around me was also a large hang-up of mine because of its correlation to the combat. It seemed to me the major source of income early on was fighting enemies to harvest the recipe ingredients they’d drop, make soups, and sell the end product. Enemies weren’t too prevalent and I spent a lot of time entering areas, fighting and harvesting ingredients, exiting to allow the enemies to respawn and repeating over and over. I didn’t find this gameplay loop enjoyable, especially when the combat was nonexistent.
Brushing up against an enemy created a cartoonish dust cloud fight which lasted until one of us croaked. I could tap to speed up the process, but I honestly didn’t notice much impact. Wrangling multiple enemies into the fight multiplied the amount and quality of items that would drop so I always tried to fight groups rather than individual enemies. Finding groups was hard though; I typically found a close-knit group of enemies and returned to them over and over again when harvesting ingredients. Mercenaries could be bought for extra oomph in combat, but many times, they ruined my attempts at gathering enemies together. They’d either trigger battles when I was trying to set something larger up, or wipe out an enemy before I could get another into the fight.
Freshly-Picked Tingle’s Rosy Rupeeland was a humorous game, but in my opinion its primary gameplay mechanic was both its reason for being and its Achilles heel. The game’s devotion to the concept cash is king was distinguishing, but I didn’t enjoy the repetitive gameplay loop I had to go through early on to get ahead. The art design was fantastic and the characterization was top-notch so there are solid reasons to import the game. Heck, being able to say I own/played a game from another country is cool in itself.