Wednesday, December 14, 2011

Donkey Kong

Genre: Platformer
Developer: Nintendo
Platform: Arcade
Release: 1980
Rating: N/A

- Graphics -

Look at the other games in the arcade at the time: most of them were not even in color (or had colored bands on the screen itself), did not have fully animated sprites, and did not even have what could be considered characters (i.e. Space Invaders, Asteroids, and others) Sure there were some that did compete, but most of those were released slightly later.

Graphics: 9/10


- Story -

Theoretically there's a plot, but it's so vague and generic we'll pretend it doesn't exist.

Story: --/10


- Gameplay -

Another point for Nintendo: Here we have the father of modern platformers. In fact, I can't think of anything that even came close to it!

Gameplay: 10/10


- Music -

Despite the simplistic rhythms and sounds we hear while playing, the fact that it was one of the first games to even have something that came close to resembling a soundtrack puts it leagues ahead (consider that the original sounds were revealed in 1980 on the Arcade). Something about the simplicity and quirkyness of the sounds adds a lot of charm to the game as well.

Music: 9/10


Total Score: 9/10

Also available for Virtual Console, plus variations for Arcade and Gameboy, and minigame versions in various games such as Donkey Kong 64 and Animal Crossing.

Tuesday, November 22, 2011

Zelda II: Adventure of Link

Genre: Adventure, "RPG"
Developer: Nintendo
Platform: NES
Release: 1988
Rating: Not Rated

- Graphics -

Even though I've actually only played the GBA version in which the resolution caused a lot of the graphics to be a bit "squished", I'm very impressed by the graphics: an entire overworld with separate battle scenes, many different terrains and "textures" (in quotes due to at the time meaning something completely different from today), and very detailed character sprites.

Graphics: 9/10


- Story -

Ganon has been slain, but now, his minions are out to get Link in order to kill him and use his blood to revive Ganon! Zelda, at the same time, has been cursed into sleep, and Link must try and break the curse without dying himself-- a feat much easier said than done with so many bloodthirsty monsters about.

Story: 7/10


- Gameplay -

You may have noticed I put RPG at the top in quotes. While not a true RPG, it does have a lot of the characteristics of one: encounters, experience and level-up systems, and is the only Zelda game to date to have those qualities. Still, however, it's more fitting into the Adventure genre, as with all the rest. Of course, many people seem to have one gripe over all the others: the difficulty. I personally didn't mind, however; after the series has become so increasingly easy, going back to a game like this is a welcome challenge.

Fun fact: The physics for Link when controlling him are exactly the same as Simon from Castlevania I, I've noticed.

Gameplay: 9/10


- Music -

Yet another way in which Zelda II is different from the rest: It's the only game in the series without any music composed by Kondo-sama. While I didn't dislike the music, it definitely has a different feel, and I've yet to decide whether I like it quite as much as Kondo-sama's work. I do think I like it better than Zelda 1, though, and since III wasn't out yet, I'll just go with an 8 :)

Music: 8/10


Total Score: 8/10

Also available for GBA, and VC on both Wii and 3ds (maybe more?)

Tuesday, November 15, 2011

Star Fox: Command

Genre: Flight Sim/Strategy
Developer: Q Games, Nintendo
Platform: Nintendo DS
Release: 2006
Rating: E10+

- Graphics -

Graphics are pretty good for DS, though I'm still having my doubts as for where the art direction is headed. Given that this is a series that has seen so many different things in only 5 titles, there hasn't been a strong sense of direction in the series, though the earlier titles at least tried to attempt more of a realistic attempt on textures and models (to the extent possible in a game about foxes flying space ships). I honestly think Command has graphics on its side, taking the silliness of the series' premise and amplifying it -just- enough, but IF Nintendo releases another game, I'm worried it won't keep this going...

Graphics: 8/10


- Story -

Okay, so it starts out that Fox has apparently disbanded Team Starfox since Assault. BIG RED FLAG. So now, he needs to regroup his team and fix his love life (BIG RED FLAG) in order to defeat the Anglar, a race of fish-people (BIG RED FLAG) who evolved to live in the acidic Venom sea. Now, throughout the course of the game, the player can reach a total of 9 different endings, most of which are complete BS. Some of the best examples of this are:
- Krystal and Fox get back together and have a kid named Marcus
- Something about Pigma-robot-space-cube dying, nothing about Anglar
- Fox and Falco leave and start the G-Zero Grand Prix (BIG RED FLAG)
There are maybe two endings that even have a tiny bit of value in continuity -- Oh wait, I forgot Slippy's kids...
NEVERMIND, this story sucks BY DEFAULT.

Story: 2/10


- Gameplay -

Alright, I know what you're thinking: "Starfox isn't a flight sim! It's a rail shooter!" This was true on Star Fox 64 (and probably the original, which I haven't been successful in obtaining as of yet). However, after Starfox Adventure, the genre got pretty screwed up. In Command, the ONLY rail-shooting parts are a few boss battles. All other combat is done in what we know as "All-Range Mode". While this takes out a lot of the difficulty from earlier as for simply not hitting things that come out of nowhere, the game makes up for it with a brand-new strategy element. 1-4 pilots are available at any time, and the Great Fox is also on-screen at all times (interestingly, a new model after the previous one was destroyed in Assault). The player must maneuver pilots around the map to take out all of the enemy groups and bases, with only limited turns. Multiple pilots can attack a target, or they can split up; the Great Fox can shoot down enemy groups with missiles, but not enemy missiles or bases. After the movement part of a turn is finished, combat begins, in which the goal of each map is to collect "cores" that drive the hive mind of the enemy forces.

Gameplay: 9/10


- Music -

Since each character is separately playable, each has their own theme that plays during combat. However, all (or at least most) of our favorites have been restored on the map screens (outside of combat), plus many new themes outside of character themes! Definitely a great enhancement to Starfox's musical arsenal.

Music: 7/10


Total Score: 6.5/10

Not available for other systems.

Tuesday, November 8, 2011

The Legend of Zelda: Oracle of Seasons

A quick note: I noticed that the search function isn't working, and I'm not sure why. At first it said it was because of my blog settings, so I fixed that, but it still seems broken. Maybe by the time this is posted it'll work? And now, onto the review!

Genre: Adventure
Developer: Capcom, Flagship, Nintendo
Platform: Gameboy Color
Release: 2001
Rating: E

- Graphics -

As the game runs on the exact same engine as Oracle of Ages, the graphics are of the same quality. However, this time there are FOUR renditions of the world (one for each season), plus the subworld of Subrosia!

Graphics: 8/10


- Story -

I wasn't as fond of the story here as in Ages, though perhaps for partially sentimental value (I was able to obtain a copy of Ages several years before finding a copy of Seasons). However, it seemed to be a fairly last-minute in thought compared to Ages, as Onox kidnaps Din and then you see and hear almost nothing of either of them for almost the entire game, unlike the intertwining relationships between characters in Ages. However, with a linked game both stories are played anyway for the true ending.

Story: 8/10


- Gameplay -

The changing of the seasons was a clever idea for a Zelda game: each season opens new paths and closes others, much like in the real world. For instance, snow drifts may block paths during winter, and rivers may flood during the spring as snows melt. The dungeons were also very unique and challenging, with some exclusive items and others carrying over from Ages.

Gameplay: 10/10


- Music -

Seasons seemed to have a lot more theme recycling than Ages, and most of the original soundtrack I didn't find as memorable. The dungeon tracks aside, I felt that the soundtrack was overall lacking in comparison to its partner.

Music: 6/10


Total Score: 8/10

Not available for other systems.

Tuesday, October 25, 2011

The Legend of Zelda: Spirit Tracks

With the addition of 4 new consoles and a total of over 30 games just in the last week, you guys almost didn't get an update again! Haha, well, here ya go!

Genre: Adventure
Developer: Nintendo
Platform: Nintendo DS
Release: 2009
Rating: E10+

- Graphics -

Working off of the same engine as Phantom Hourglass, the graphics quality is identical, so it'll be getting the same score, because, well, that makes sense.

Graphics: 9/10


- Story -

Unlike Hourglass, however, the story was not nearly up to par; While the use of Zelda herself as a support character was great and prompted some hilarious dialogue ("Link! Go get the rail map! I'll stay here and be afraid! It's a family tradition!), the circumstances leading up to that and around it (aka, the entire game) felt like Nintendo was just grasping for recyclable story elements at this point :(

Story: 4/10


- Gameplay -

Many players probably rejoiced at the lack of having to redo every room in the Tower of Spirits each time you went in (a dungeon akin to the Ocean King's Temple). I, however, missed the strategy and challenge that provided. Many things were better, gameplay-wise, such as that rolling now involved double-tapping the screen, instead of scribbling circles at the edge, and that the train tracks provided a way to control the train off-course without having to redraw said course. Overall, though, the "fixes" they incorporated tended to be more annoying, instead of fixing things. Using Zelda to help you in the Tower was a great idea, however, though often difficult to control.

Gameplay: 6/10


- Music -

Although the music style worked throughout the game, it did feel a bit overdone instrumentally, with not nearly the variety that Kondo usually provides.
Music: 6/10


Total Score: 6/10

Not available for other systems.

Tuesday, September 27, 2011

Mega Man

Genre: Platformer
Developer: Capcom
Platform: NES
Release: 1987
Rating: N/A

- Graphics -

The NES has rarely been praised for it's graphical capabilities, though at the time there wasn't much to compare to. Mega Man definitely did a lot to improve tha--Wait. Wait. Is that... TEXTURE? In the BACKGROUND? Holy--! @_@

Graphics: 9/10


- Story -

I'm not even sure if there's even supposed to be a story? I guess I'll just go with N/A?

Story: --/10


- Gameplay -

While many players seem to complain about the impossibility of some jumps, I never had much of a problem with it (except Ice Man's stage's shooting platforms). The addition of multiple weapons and ammo is something nearly unheard of in platformers at this time, too-- definitely a great improvement (also adopted by several later games such as Metroid). The game is simple to understand with a clean interface, yet keeps veteran and new players constantly coming back for more.

Gameplay: 9/10


- Music -

What would Mega Man be without music? The entire SERIES is based around music as a staple, and Mega Man's original release is no exception. Definitely a worthy soundtrack to any collection.

Music: 10/10


Total Score: 9/10

Also available for collections on various systems, and on various console download services.

Tuesday, September 20, 2011

Legend of Zelda: A Link to the Past

Genre: Adventure
Developer: Nintendo
Platform: Super Nintendo
Release: 1992
Rating: E

- Graphics -

I'm not gonna lie. I personally preferred the Genesis over the SNES (mostly nostalgia, but I also find that it generally has better graphics and sound quality). That doesn't mean that A Link to the Past (from now on abbreviated as ALttP) and other SNES games weren't great, of course! While the graphics were highly surpassed in my eyes by the other aspects I'll be reviewing, they're certainly some of the best I've seen on the console, and the styles were carried over in just about every 2D Zelda game since!

Graphics: 9/10


- Story -

ALttP set a lot of standards for the series in many ways. The story archetype is one that has been re-used throughout the series, and is, in some ways, the binding laws of Hyrule XD While I personally preferred Ocarina's rendition of this story, ALttP made a lot of headway towards that goal.

Story: 9/10


- Gameplay -

Like the story, ALttP also set the standards for the series in another few ways. First of all, we now have the standard 3, 5, final dungeon pattern, and also the tradition of having an alternate world to travel to (other variations being time travel in Ocarina/Ages, Subrosia, and the Twilight Realm, among others). For the first time in the series we have notable sidequests and minigames, and... what's this? Characters?! Aside from Link, Zelda, and Ganon, and Dark Link we really didn't have any notable in-game characters until now; Impa was mentioned in the instruction manual for Zelda II, and that was about the only additional named character.

Gameplay: 10/10


- Music -

ALttP's music has to be some of the most groundbreaking in the series, and set a lot of standards for the games. Definitely a worthy soundtrack, especially in high-quality covers!

Music: 10/10


Total Score: 9.5/10

Also available for Gameboy Advance and Virtual Console.

Tuesday, September 6, 2011

Legend of Zelda: Twilight Princess

Genre: Adventure
Developer: Nintendo
Platform: Nintendo Wii
Release: 2006
Rating: T

- Graphics -

Most fans were extremely happy to see the realistic graphics return to the series; I myself was excited at first, and I'm not going to deny that the models and scenery is beautiful. The animation was a bit wonky in a few places (particularly a few of the wolf cutscenes), but other than that, amazing. Link's running animation did seem a bit plastic, though, whereas his running in OoT was much more fluid.

Graphics: 9/10


- Story -


I've always felt that the pacing in this game was a bit odd... We spend quite awhile being introduced to Link's hometown, then suddenly, PLOT! And finally we get a dungeon after that. After the first three dungeons, we end up suddenly getting a whole new thing introduced to us, and do a bunch more dungeons (this time with seemingly less in-between stuff for the most part). Now, keep in mind, after beating the second boss, Midna tells us that our enemy is some n00b named Zant. After we've fought Zant, and then, halfway through the game, we suddenly get our first mention of Ganondorf. NOTHING else about him until after defeating Zant... I mean, what?

Story: 3/10


- Gameplay -


I'm not gonna lie, I haven't had this much fun with dungeons since Majora's Mask. The puzzles, traps, and enemies were amazing (albeit easy for a Zelda veteran like myself). Well, aside from the monkeys in the Forest Temple. After that, though, pure awesome <3 I also loved the inclusion of plot-related sidequests between dungeons, such as escorting the wagon and rescuing Colin. Again, though, pacing is odd; we get that type of thing early on, but after the first 3 dungeons it's pretty nonexistent.

Gameplay: 8/10


- Music -


Like most Zelda games, great soundtrack, but there were a few tracks that simply REEKED of flat sound or static. I mean, how did NO ONE catch that?

Music: 5/10

Total Score: 6/10


Also available for Nintendo Gamecube

Thursday, August 25, 2011

Super Mario Sunshine

Genre: Platformer
Developer: Nintendo
Platform: Gamecube
Release: 2002
Rating: E

- Graphics -

I've never been very impressed with the Gamecube-generation Mario graphics. While the system had so much potential, the Mario games (especially the spinoffs) seemed to all have extremely simple and almost lazy-looking graphics and animation. Sunshine at least had much better animation, and the scenery was much more spectacular than the rest.

Graphics: 6/10


- Story -


Wait a minute. Just wait a minute. Bowser Jr. kidnapped Princess Peach because he thought she was his mom? After referring to her as "Mama Peach" the whole game, in the end we fight Bowser and Bowser Jr. in a jacuzzi in which Peach is sitting on a giant rubber duck... Okay, I don't even wanna know what's going on anymore. This story is so incredibly WRONG.

Story: 1/10


- Gameplay -


While the story and graphics were incredibly lacking, the gameplay department delivered as usual. The addition of F.L.U.D.D. as both a gameplay mechanic and a supporting character was quite seamless, and you gotta admit sliding around Delfino Plaza like a penguin after squirting the ground is pretty awesome! The hover nozzle did detract quite a bit from the urgency factor of platforming: miss your jump, and all you had to do was hover back over.

Gameplay: 8/10


- Music -


Overall, I wasn't impressed with the soundtrack, but the a cappella Mario Theme in the block worlds brings the score up by an automatic 5 points :D The soundtrack wasn't necessarily bad, either, just not really my thing.

Music: 6/10

Total Score: 5/10


Not available for other systems.

Saturday, August 20, 2011

Super Smash Bros.

Genre: Fighting
Developer: Hal Laboratories
Platform: Nintendo 64
Release: 1999
Rating: E

- Graphics -

While character models were relatively low-detail, and the items and Pokemon (from pokeballs) were all low-res 2D sprites, there's one key point here: while pausing the game, you can actually move the camera around; this is actually fairly difficult to do without exposing graphics glitches, and when the game is in play, the graphics don't need to be any better. When you're actually playing the game, are you really going to notice the low resolution of the dust cloud at your feet? Yes? Oh, sorry, see you in the next life~!

Graphics: 7/10


- Story -


N/A

Story: --/10


- Gameplay -


Smash Bros is an entirely new type of fighting game. For one thing, it was one of, if not the, first 3D fighting games. This means that the camera has to move in three directions (X, Y, and Z axes). While the playing field itself is limited to the X and Y axes, there is a lot going on in the foreground and background. Next, there is no HP system, so you cannot win just by giving damage and living longest. You actually have to get a "ring out" victory. Finally, there are no crazy button combos that vary for each character, "Fatalities", or other super-powered attacks. Each character's moveset is different, but the buttons you push do the same types of thing for each character. You can push Up and A on every character and they'll attack upwards. This gives the game a large amount of strategy as opposed to simply memorization, as players can now focus on more than just either button combos or button-mashing.

Gameplay: 10/10


- Music -


I was honestly pretty disappointed with the soundtrack. Several of the stages have music so subtle (such as Yoshi's Story and Kongo Jungle) that you don't even notice it, and as nearly all of the music was brought in from other games, the only original tracks are the opening, credits, menu, and a few tracks in the single-player mode.

Music: 4/10

Total Score: 7/10


Also available for Virtual Console

Tuesday, August 16, 2011

Harry Potter and the Sorcerer's Stone

Genre: RPG
Developer: KnowWonder, EA Games
Platform: Gameboy/Color
Release: 2001
Rating: E

- Graphics -

I'm not gonna lie: as bad as this game is overall, the graphics are actually pretty good for GBC; in fact, they've reached GBA level in terms of detail.

Graphics: 7/10


- Story -


Dear God... what? Aside from Harry going to his first year at Hogwarts, and fighting Voldemort at the end, NOTHING is even remotely similar to the book; The problem is, they actually -tried- to implement a story anyway. No. Just no.

Story: 1/10


- Gameplay -


I'm going to name one HUGE problem with this game right from the start: the New Game+ option. When used, Harry keeps ALL of his stats and (I believe) almost all of his items; he doesn't keep his spells, but those are easy to regain. However, here's the problem: NO enemies are any different. This means that on NG+, Voldemort is about as easy as the first rat you fought on your first game. Also, what's with all the randomly obtained items with NO PURPOSE? Why did the developers even bother? Some of them were mentioned in the book, but the majority were just there for the heck of it.

Gameplay: 3/10


- Music -


I only remember one theme from this game, and as I'm not planning to go back and play it, I don't see a reason to refresh my memory on the others. The only theme I remember is one of the battle themes, and the sad thing is that the fact I remember it means it was probably one of, if not the, best in the game, and it wasn't even that good.

Music: 2/10

Total Score: 3/10


Also available for ??? (Several consoles/handhelds have games with the same title, but as far as I know none are identical?)

Wednesday, August 10, 2011

The Legend of Zelda: Oracle of Ages

Genre: Adventure
Developer: Capcom, Flagship, Nintendo
Platform: Gameboy Color
Release: 2001
Rating: E

- Graphics -

The graphics here possibly even surpass those of the SNES, even if just barely. the amount of detail on such a tiny screen is spectacular, and the fact that this detail spans over the world TWO times; once in the present, and once 400 years ago, when the country of Labrynna was not nearly as developed.

Graphics: 8/10


- Story -


I loved the story arc to this game, especially when linked to a Seasons game. The duo take place in a place different from Hyrule, but only because the Triforce sent Link to these places; We see him riding Epona in the intro scenes of both Ages and Seasons, and riding towards Hyrule Castle. Once in Labrynna (the country we explore in Ages), Link is sent to find the Oracle; Then, though a series of possessions, time traveling, betrayals Veran, Sorceress of Shadows is nearly able to take over; However, although Link defeats Veran, something more seems to go on... we get a cutscene after killing her of two mysterious figures saying "It's too late! The Flame of Sorrow has been lit!" By linking to a Seasons game either via link cable or the password after the credits, many cutscenes in Seasons will be altered slightly, these two figures will reveal themselves, and only at the end of both games is the true ending viewed, thus making this essentially the longest-ever Zelda game.

Story: 10/10


- Gameplay -


Unlike Link's Awakening, we now have three subscreens on the pause menu. This means that we can now hold many more items in our inventory, and many of them are just downright FUN. The Switchhook, Biggoron's Sword, and Seed Shooter are especially fun, and some (such as the Biggoron's Sword) can only be obtained through a linked game. Even more than the fun items and dungeons, however, is the reuse of the idea of traveling between two worlds. However, unlike A Link to the Past, we have a Harp that starts out only able to activate portals; Later on, Link learns two new songs; the first allows him to go to present from the past, but not vice-versa. The last allows him to freely time travel just about anywhere. Akin to ALttP, we see similarities between past and present, but as opposed to the Dark World being essentially an evil mirror, the Past and Present in Ages actually show how Labrynna has been built up over the years.

Gameplay: 10/10


- Music -


I really liked the music of Ages; many themes were recycled from Ocarina of Time and Majora's Mask, but many new ones are present as well. Probably my favorite 2D Zelda soundtrack.

Music: 9/10

Total Score: 9/10


Not available for other systems.

Friday, August 5, 2011

Lion King

Genre: Platformer
Developer: Westwood Studios, Virgin Interactive
Platform: Sega Genesis
Release: 1994
Rating: N/A

- Graphics -

While the scenery, backgrounds, and character sprites are extremely detailed and beautiful, the most beautiful part about this game is the animation: with no more than about 5 frames for each movement, we see Simba move incredibly smoothly and realistically.

Graphics: 10/10


- Story -


The game follows the movie as an outline very well, but is not an original story, so I'm going to rate this on how well the game gave justice to the movie.

Story: 9/10


- Gameplay -


The controls for the most part are simple, and and easy to manage. However, the problem comes with Adult Simba's flip attack (he becomes an adult starting at level 7; there are 10 levels). On a normal Genesis controller, this was done by rapidly moving the thumb from B to C with timing so precise it was nearly impossible. The "6-button" controller allowed players to use X, Y, or Z instead, but I noticed no difference with this method as the timing is the more crucial part.

(Note: SNES players had a button built in for it; I don't remember, however, if it was X or Y)

Gameplay: 8/10


- Music -


You wouldn't think a 16-bit rendition of Hans Zimmer's work would sound good. You'd be surprised. Of course, the lyrics from the themes from the movie are absent due to system limitations, but the sound quality is superb (it was less so in the SNES version, unfortunately)

Music: 7/10

Total Score: 8.5/10


Also available for Super Nintendo

Friday, July 22, 2011

Top 10 Favorite Games as of 7/22/11

Here's something a little different for you guys :)

These are the Top 10 of the games I currently have listed as my Top 20 on Backloggery, with a little more in-depth reasoning.

10: Star Fox 64

Absolutely amazing game; I especially love some of the mechanics, such wingmate rescuing and a semi-upgradable health system, that haven't been properly revived in the later games. It probably would have scored a lot higher on the list if I wasn't so incredibly terrible at it.



9: F-Zero GX

Now THIS is a well-designed racing game. Never intended to be realistic, the developers were able to go well outside normal boundaries, and with the added rendering power of the Gamecube, actually display incredibly complex models and an incredible speed. Major points taken off for difficulty being near-impossible to complete, not due to amount, but the actual skill level needed. Many more points taken off for the soundtrack. Ugh. At least make it good techno >_>



8: Sonic 3 & Knuckles

Pity Sega apparently lacks the ingenuity nowadays that created this gem. The game was actually so complex that it was one of the first-ever console games to be released in separate "episodes" (and even now, there aren't many). The added fact that many features are only available in a "linked" game, but are clearly hinted at in both separate cartridges, indicates how well-planned the game was. And yet their next attempt in "Sonic 4" has apparently hit such negative reviews that they're not going to release the second half. Seriously, Sega, where'd all of your GOOD employees go?



7: Super Smash Bros. Melee

Now here's a game that shows that there really IS a limit on how good a series can get. Melee perfected the battle system introduced by Nintendo's new take on fighting games on the N64, and had an absolutely -perfect- difficulty curve and amount of extra content. While Brawl is fun and all, it just has too much to do. Yes, there is such a thing in a game.



6: Okami

Okami is one of those games that's almost perfect in every aspect. Graphics were a beautiful combination of traditional Japanese art and 3D models, while the unique story derived from many Japanese legends proves to be fascinating to many cultures. Combined with entirely unique-yet-entrancing mechanics and an amazing soundtrack, I'd say this one's actually tied with the next one (I really just couldn't choose which to put first)



5: The Legend of Zelda: The Wind Waker

Surprised? Possibly. While "The Wind Waker" got a lot of crap, I believe most of this is unjustified. Yes, sailing takes a long time. Yes, the graphics aren't realistic. Well, here we go...
1) Have you ever sailed in a real boat? Don't complain it "takes too long" until you have.
2) How many of you noticed BEFORE Brawl came out and gave Toon Link the color scheme option of the original design from the NES that the game was intended to be nostalgic in design? Anyone besides me?
Anyway, the Wind Waker brought to us many amazing concepts that we haven't even seen since then: enemy weapon drops, the grappling hook, enemy life meters, no "stand-in" characters around the towns or duplicate models (soldiers, etc), no loading times on the overworld, a family for Link, heck, a PERSONALITY for him, you name it!



4: Ghost Trick: Phantom Detective

Wow. First current gen game I've listed, let alone one from this year! Oh wow, it's actually the only one. This game right here... is the only reason I still have faith in Capcom after the Mega Man Legends 3 incident this past week (honestly I wasn't even following the project, but it was more the acts this week that bothered me). A plethora of unique characters in a very fun art style, with an incredibly unique gameplay style. Now here's a game that takes "puzzle games" to a whole new level!



3: Fire Emblem: Path of Radiance

Fire Emblem has long had a tried-and-true, constant formula. But when developers are bold enough to branch out and reverse their tried-and-true plotlines, we might get gems like these. Unlike every previous FE game, in which the main character was of some noble blood trying to find lost family or something along those lines, here we have a mercenary group leading a renegade, illegal army to restore the country of their contractor. Even more, many serious real-life issues are addressed, such as racism, genocide, caste systems, slavery, and corrupt politics, in a way that keeps the player completely engrossed in the plotline, without going over their heads. Only problem is, good luck finding a copy; this is one of the rarest games on the Gamecube.



2: Metroid Prime

Now here's a game that's everything in one. Heck, even the genre is a combination! FPS Platformer? And such a perfect execution of it! With a very simplified and "intuitive UI" (quote a friend of mine), and a very diverse-yet-believable-alien planet, the game brings out a desire simply to explore this exotic landscape, and see the natural wildlife. Later on, we see areas that have been corrupted by intruders (Space Pirates). The whole game is paced wonderfully, has a great difficulty curve, and while sometimes backtracking is a pain (such as the sequel), Prime's backtracking required for various items was spaced just right in a way that allowed the player a refreshing visit to previous areas, without becoming tedious.



1: The Legend of Zelda; Majora's Mask

I know what you're thinking. You're wondering why Ocarina of Time isn't on this list. You know, Ocarina was great in its own way, but unlike Majora and Wind Waker, it was mostly a rehash of "A Link to the Past". Here we have a game that takes the previous engine and enhances it into something we've never seen before, and haven't seen since. Majora's Mask is the only Zelda game to implement time so precisely (the other 3D console titles were just "day and night", and no handheld title to date has even included this type of system). It's also the only time we've had more than two incarnations of Link in the same game. "A Link to the Past" had Link and bunny Link, Ocarina had young and adult Links, Twilight Princess had Link and wolf link... Here we have not two, not three, but FIVE different incarnations, each with completely unique abilites and weaknesses! The game is so well-balanced (Oni Link excluded) in this regard that every form of Link is fun to control, and the added sense of desperation and destruction create a creepy atmosphere that is incredibly difficult to get "just right".


Hope you enjoyed the read, even if it was a bit lengthy :)

Tuesday, July 12, 2011

Pickle Wars: Episode 1: Invasion of the Pickle People

Genre: Platformer
Developer: Redwood Games, MVP Software
Platform: DOS
Release: 1994
Rating: N/R

- Graphics -

Wow, these are pretty cool! Redwood tried a lot of interesting techniques... and what's this? CUTSCENES?! Is... is this one of the first games with actual cinematic scenes aside from just taking control of the character briefly?!

Graphics: 10/10


- Story -


1. Be invaded by Pickle Aliens
2. Panic
3. Throw veggies in desperation
4. ???
5. PROFIT?!?!

Okay, to translate, this game is hilarious, and should not be taken seriously at all.

Story: 10/10


- Gameplay -


There are a few areas that are actually impossible to pass if you don't hit a switch first, so definitely a few points docked for that. One of them is in the first level, so not a huge deal if you have to restart, but the other big one is in the very last level. Not fun! The controls can also be a bit wonky at times, but overall it almost helps the game in terms of being hilarious (who doesn't like holding the jump button and going boingboingboingboing? You're a loser)

Gameplay: 6/10


- Music -


The only gripe I have about the music is that if you save and quit, and restart, the music actually follows a set pattern by level, but not fixed to the level you're on. For instance, if I save and quit on level 2, and reload, the music that played on the previous level will play instead. Overall the sound is great, though!

Music: 8/10

Total Score: 8.5/10


Not available for other systems as far as I'm aware (info on this game is lacking; if anyone does know, please tell me!)

Wednesday, June 15, 2011

Legend of Zelda: Phantom Hourglass

Genre: Adventure
Developer: Nintendo
Platform: Nintendo DS
Release: 2007
Rating: E

- Graphics -

Considering the history of DS graphics, in which the system started with entirely 2D graphics that gradually included various 3D elements, this game is a big step up. The -entire- game is 3D, probably one of the first on the system to be so. I don't even think there were very many, if any at all, 2D objects in the scenery.

Graphics: 9/10


- Story -


Ehhh, minus points for the main bad guy being a cyclops giant squid, but plus double that for the FIRST character in the series with a dynamic character type: Linebeck! Overall, the story was a bit odd, but it worked out aside from the Bellum thing. The amazing plot twist at the final battle (and the battle itself) is worth playing the entire game for, imo!

Story: 7/10


- Gameplay -


Now here is a Zelda game that uses on thing for almost all of the controls; in fact, I don't believe you actually need to press any buttons except the power button to play (though there are some useful shortcuts). While some of the controls, such as rolling, were a bit cumbersome, it was overall well-done in that regards. The clever inclusion of the microphone for some things, such as deafening a Pols Voice (which btw, we haven't seen since Link's Awakening if I'm recalling correctly; might have been the Oracles) was an interesting bonus.

The game often gets a lot of criticism for the Ocean King's temple, a dungeon which is required to be revisited several times, each time requiring the player to revisit the parts s/he has already finished. I, however, thought this was a wonderful idea; The inclusion of shortcuts accessible with later items and regenerating treasure chests made it actually worth doing multiple times,
and the life-threatening atmosphere made for one of the most desperate-feeling dungeons in the series.

The only thing I disliked was the ship control; Once you set a course, the only way to go off-course was to completely redraw it. This could get very annoying when you were trying to destroy the ice barrier on the island with the Anouki (an all-new Zelda race), or a few boss fights at sea.

Gameplay: 9/10


- Music -


I must say, this is probably one of my favorite Zelda soundtracks, along with Wind Waker and Majora's Mask. So many amazing themes, and not nearly enough attention by the community.

Music: 10/10

Total Score: 9/10


Not available for other systems

Wednesday, June 8, 2011

Commander Keen IV: Secret of the Oracle

Genre: Platformer
Developer: ID Software, Apogee
Platform: DOS
Release: 1991
Rating: N/A

- Graphics -

Dang; for graphics at the time, these were some pretty good ones by PC standards. Quite a lot of effort has been put into textures and movement of monsters and Keen himself; Unlike the first episode, everything is a recognizable object, and they even went so far as to have thrusters on the platforms. I can't tell you how annoyed I get when I see randomly moving platforms that have no propulsion at all xD

Graphics: 8/10


- Story -


Okay, a bit of a 1-up since e1, but not by much. Still definitely 80's writing. Keen is suddenly interrupted in his workshop by some random alien page who wants him to come and save the members of the Oracle. However, it is never explained HOW this page found Keen, nor even what the Oracle exactly is. Perhaps they tied up those loose ends in e5 (which so far I have been unsuccessful in trying to install, unfortunately), though I highly doubt it.

Story: 3/10


- Gameplay -


Yay :D I know, I know, a lot of this is nostalgia, but you gotta admit, a game that requires you to jump down a hole while avoiding arrows from turrets, NOT land in slug poop or on the slug itself, duck to avoid the next arrow, than shoot said slug, grab a key, put key in keyhole, and exit the door, all while still avoiding three arrow turrets, and actually makes this physically possible with only a pogo stick and a stun gun, is pretty darn awesome. Actually, any game where slug poop kills you is downright amazing anyway. (note, the situation I just described is from the secret level of the game; it's also the hardest level)

Oh and Long Live Dopefish! xD

Gameplay: 10/10


- Music -


Eeeehhh... so incredibly repetitive, definitely not Bobby Prince's best work. Maybe it was just the primitive soundcards at the time, who knows?

Music: 2/10

Total Score: 6/10


Not available for other systems.

Tuesday, May 31, 2011

Donkey Kong 64

Genre: Platformer
Developer: Rare Ltd., Nintendo
Platform: Nintendo 64
Release: 1999
Rating: E

- Graphics -

Like Majora's Mask (reviewed earlier this month), the N64's expansion pak really got a chance to shine here. The character models were smooth and wonderfully animated in a comical way. My only complaint was the general lack of texture in many places, or textures without much contrast.

Graphics: 9/10


- Story -


Oh god... K. Rool wants to blow up Donkey's island, but his ship crashes. Donkey & co. must collect golden bananas before he repairs the ship. Why do bananas help him? I forget. All I know is the story was extremely ridiculous and made absolutely no sense. It's never even explained WHY K. Rool wants to blow up the island, from what I remember! Perhaps it was played in an earlier DKC game? Not a good idea to skip important things like that, even so.

Story: 2/10


- Gameplay -


While the gameplay was well-varied and challenging in a good way, there was just so MUCH to collect that it made the game nearly impossible to finish within decent amount of time. 5 characters, each with separate items in eight or nine different stages, made the backtracking involved tedious and confusing many times, especially in the more confusing levels such as Frantic Factory. For the record: there are a total of 3,821 items recorded on the various menu screens.

Gameplay: 5/10


- Music -


I do enjoy the way the same themes were played in different ways in various parts of each stage. For the most part, the tunes were catchy and enjoyable, though not something I'd listen to outside of the game.

Music: 7/10

Total Score: 6/10


Not available for other systems.

Thursday, May 26, 2011

Super Smash Bros. Melee

Genre: Fighting
Developer: HAL Laboratories, Nintendo
Platform: Gamecube
Release: 2001
Rating: T

- Graphics -

It's games like this that are able to show off the power of a system; The opening theme is about at the Pixar-level in terms of smoothness, and the in-game graphics are only slightly less detailed.

Graphics: 10/10


- Story -


N/A

Story: --/10


- Gameplay -


Building on the engine of the previous game, the addition of new button combinations and several new moves greatly enhanced competitive gameplay. The game was simple enough to be able to play without pure button mashing for beginners, but had enough extra moves such as WaveDashing to make competitive play more than what was obvious to the average player.

Gameplay: 10/10


- Music -


Although the variety of music is good, I found that many of the tracks got old fairly quickly and didn't vary much from their original source.

Music: 6/10

Total Score: 8.5/10


Not available for other systems.

Monday, May 23, 2011

Kye

Genre: Puzzle
Developer: Apriopri Software
Platform: PC
Release: 1993
Rating: Not Rated

- Graphics -

The graphics were in no way recognizable objects; instead, a myriad of various blocks arranged the mazes while the player controlled a green circle in order to manipulate the blocks in various ways. While many may not consider them "good" graphics, they created a very abstract and imagination-driven feel to the game that created a much stronger atmosphere for the particular game than a more realistic approach might have.

Graphics: 7/10


- Story -


N/A

Story: --/10


- Gameplay -


Kye is a fun little puzzle game, though difficult to find nowadays (I finally managed to find a version, and managed to install it after guessing my way through the French installer window! My original game was lost in a computer crash long ago.) The player manipulates blocks that behave in different ways to collect all of the diamonds in a level. Square blocks were normal blocks, while circular blocks would allow some bumpers and moving blocks to more easily slip around them. If certain parts of levels weren't done quickly enough or in the wrong way, it was easy to become trapped and be forced to restart the level (a feature that was wisely included in the menu). "Magnets" and monsters also roamed the maze, and your only means of defense was, in fact, to trap them with other blocks. Unfortunately the main game only included 10 levels, but the game includes a level editor for players to create their own.

Gameplay: 9/10


- Music -


N/A

Music: --/10

Total Score: 8/10


Not available for other systems

Thursday, May 19, 2011

Pokemon Gold/Silver

Genre: RPG
Developer: Gamefreak, Nintendo
Platform: Gameboy Color
Release: 2000
Rating: E

- Graphics -

Wow, HUGE improvement over Red and Blue! Look! There are more than two colors! The Pokemon/Trainer sprites looked much more believable and more accurate to the official artwork, and the scenery is some of the best I've seen in a Gameboy game. My only problem is that due to palette limitations the battle sprites of each pokemon consisted of four colors: black, white, and two other colors. Due to this, they were often not quite accurate, but even with that they were still really good. (and limited palettes are often more difficult to work with for the artists!)

Graphics: 10/10


- Story -


Not much of a Story in Pokemon games (I've heard 5th gen changed that, but I haven't played them). The only real plot progression is with Team Rocket, and that ends by the time you get to the League.

Story: 3/10


- Gameplay -


The inclusion of both Kanto and Johto makes this one of the largest 2D worlds ever seen in gaming, and new features such as Pokemon gender and two new elements make the game a lot more intensive than Red and Blue.

Gameplay: 10/10


- Music -


Not really sure how to describe how nostalgic and awesome the music is, so I'm just going to plop down a nice 8 xD

Music: 8/10

Total Score: 8/10


Also available for Nintendo DS in HeartGold/SoulSilver

Monday, May 16, 2011

Mario Kart 64

Genre: Racing
Developer: Nintendo
Platform: Nintendo 64
Release: 1997
Rating: E

- Graphics -

With the Japanese version coming shortly after (or on, I forget) the N64's launch, and the American release coming only 2 months later, we don't have too much to compare with. However, 2D sprites in a 3D world? Seems to me the game hasn't advanced much beyond the SNES capabilities. Items, characters, and even many course obstacles were all 2D. The main courses and item blocks were about the only major 3D objects that come to mind.

Graphics: 3/10


- Story -


N/A

Story: --/10


- Gameplay -


Some of the item features were great, and many of the best ones were missing from the Gamecube release (such as the spinning shells and ghost item). The courses were also extremely fun and memorable.

Gameplay: 9/10


- Music -


I miss the N64 days of Mario music. Something about the obvious synthesizing just feels so -perfect- for a Mario Kart game, and although many games even on the Wii are synthed, the "instrumentation" has taken a turn I really don't care for.

Music: 10/10

Total Score: 7.5/10


Also available for Virtual Console

Sunday, May 8, 2011

Legend of Zelda: Majora's Mask

Genre: Adventure
Developer: Nintendo
Platform: Nintendo 64
Release: 2000
Rating: E

- Graphics -

Wow~ Everything about the graphics here is amazing! I don't even know where to begin describing what makes it so awesome: liquid physics, detailed textures, smooth animation, realistic lighting... Everything the N64 was known to be terrible for, this game showed off what was possible. Granted, the Expansion pak probably helped that along a bit, but it's still the same system!

Graphics: 10/10


- Story -


Wow. Isn't it great when a series goes so far away from the norm that it becomes a gem over all the others in plot? Ganon and Zelda weren't even in the game! The plot was so dark, eerie, and surreal that it gave the game a haunted atmosphere even in bright, sunny places! The main plot itself wasn't directly connected to the main series, but I'd be interested to see if Majora's Mask itself was somehow connected to other areas of the series.

Story: 10/10


- Gameplay -


Oh. my. God. This deserves like, 100/10! The transformation masks were so easy to change between, and granted such unique skills; so balanced as well! And then the time feature! How long were they working on this, I wonder, to get the mechanics right? Must've started right after OoT's launch!

Gameplay: 10/10


- Music -


Wow. Some of these tracks are just so amazing; Some of them sound better on the game itself than on the OST, even (such as Deku Palace).

Music: 10/10

Total Score: 10/10


Also available for Virtual Console

Thursday, May 5, 2011

Okami

Genre: Adventure
Developer: Capcom, Clover Studio, ReadyAtDawn
Platform: Wii
Release: 2008
Rating: T

Note: Yes, I am aware this was originally a PS2 game. However, as the controls are vastly different, and I have only played the Wii game, that's the version I will review.

- Graphics -

Wow, finally! Something really unique in this area! Beautifully done! If I could rate it higher than 10, I would xD

Graphics: 10/10


- Story -


I love many of the little plot twists and story elements, however I thought the pacing was a bit odd. They give you the goal of "Kill Orochi" right from the start, and then after killing him, you fight several completely new enemies, returning to the Orochi battle two more times? Moreover, after the Wawku Shrine, you're placed directly in front of the final area, which you cannot return from. However, there are still things you were not able to access before then? Seems a bit odd to me... Although the pacing was a little odd, it wasn't too bad, so I guess I'll give it a 9...

Story: 9/10


- Gameplay -


The biggest difference between the Wii and PS2 versions is here, in the controls. I'm not really sure why they decided motion controls were necessary in the first place; they're not used except for dashing and for the Celestial Brush (Amaterasu's signature skill). I'm not complaining, as I wouldn't have gotten to play this great game otherwise, but I do think it was a little unneeded. Other than that, I felt the game was well balanced in gameplay. I also am glad that the player was given the option of what types of weapons to use (I personally prefer the long range of the rosaries, myself)

Gameplay: 9/10


- Music -


Greatly enhances the Japanese feel to the game, and also adds to the feel of the huge vastness of the world.

Music: 10/10

Total Score: 9.5/10


Also available for Playstation 2

Tuesday, May 3, 2011

Metroid Prime 3: Corruption

Genre: FPS, Platformer
Developer: Retro Studios, Nintendo
Platform: Wii
Release: 2007
Rating: T

- Graphics -

You know the Wii's not as powerful as its predecessor when the third game in a trilogy actually has graphics that aren't as good as the first's. They weren't bad, by any means, and were easily some of the best we've seen on the system to date.

Graphics: 9/10


- Story -


Omg! Metroid is force-feeding me plot? What is this?! I actually felt that the storyline of Corruption was pretty good, considering this was only the second time I think we've even encountered friendly beings before? The first being U-MOS in Echoes... But back on track, while the story's overall plot was a bit cliche, it was pulled off very well.

Story: 8/10


- Gameplay -


I LOVE the way the aiming and shooting was incorporated via motion control, however some of the other motion control features (such as levers) felt clunky and unresponsive a lot of the time. The Trilogy disc may have been a good idea to incorporate the aiming into the older games, although as I already had all three games individually, I didn't bother spending another $50. I also loved the inclusion of Hyper Mode and the ships cannons as WMDs.

However, I felt like some aspects of the gameplay were an attempt to "Halo-ize" the series, which I felt was detrimental in some ways. This wasn't enough to ruin the game by any means, however.

Gameplay: 9/10


- Music -


Honestly, I thought the music in Corruption was a big step down from both Prime and Echoes (although Echoes still paled in comparison to Prime). There are a few exceptions, most notably the theme on Elysia, but all in all I felt that the music was somewhat lacking of the surreal feel that the previous games gave.

Music: 7/10

Total Score: 8/10


Not available for other systems.

Sunday, May 1, 2011

Commander Keen: Marooned on Mars

Genre: Platformer
Developer: ID Software, Apogee
Platform: DOS
Release: 1990
Rating: Not Rated

- Graphics -

Pretty good for PC gaming at the time, I must say. Monsters and Keen himself had entirely recognizable forms, although the background scenery and obstacles appeared to be the most random pile of gibberish imaginable. Perhaps that was intended to inspire creativity and imagination among the players?

Graphics: 8/10


- Story -


8-year old Billy Blaze decides to go on an adventure when his baby sitter falls asleep, and heads to Mars on his "Bean-With-Bacon Megarocket"

^Just from that, you can tell this was written in the 80's. The story played only a minor role in the game's enjoyment, however, only providing the player with a rough idea of what to look for: the four stolen parts to his ship so he can return home before his parents get back.

Story: 6/10


- Gameplay -


This game sets the stage for many of the mechanics used later on in the series: The pogo stick, the OHKO and no restarting points, the limited ammo in Keen's only weapon. If you read that last sentence and thought "that sounds hard", just wait. The first game in the series only had one difficulty level, which is actually fairly easy! Now try playing the later games. On Hard mode.

Although the extremely restrictive and difficult gameplay mechanics can be a pain at times, this also adds to the satisfaction when you finish the game.

Gameplay: 8/10


- Music -


N/A

Music: --/10

Total Score: 7.5/10


Also available in various PC remakes

Saturday, April 23, 2011

DDR: Mario Mix

Genre: Rhythm
Developer: Hudson, Konami, Nintendo
Platform: Gamecube
Release: 2005
Rating: E

- Graphics -

Um... okay, they were smooth models... but zero texture, really annoying animation (such as basic walk animations while turning, which we have often seen in the Mario Party series; thanks Hudson)... I'm gonna have to go with a 5.

Graphics: 5/10


- Story -


OH. MY. GOD. WHY would you give DDR a friggin STORY?!
The musical keys are stolen by Waluigi for Bowser to fix Bowser's tone-deafness... or something like that.
WHAT. THE. HELL.

Story: 0/10


- Gameplay -


Much easier than traditional DDR games; The easiest difficulty is simply boring and only utilizes the left and right arrows. Hold arrows are gone, and instead we have "Mush Mode", which incorporates Mario enemies such as goombas, koopas, bloopers, and spinies. That's pretty much the game's saving grace in terms of creativity.

Gameplay: 4/10


- Music -


You'd think a game about music would have good music. Not necessarily the case. Some of the tracks are good, and it certainly is pretty funny to battle a Freezie to Dr. Mario's theme... but the majority reek of the "Modern Mario Music" syndrome, and get annoying very quickly.

Music: 4/10

Total Score: 3/10


Not available for other systems.

Tuesday, March 29, 2011

Fire Emblem: Radiant Dawn

Genre: Strategy
Developer: Intelligent Systems, Nintendo
Platform: Wii
Release: 2007
Rating: E10+

- Graphics -

OMG They fixed the horses' knees (a HUGE pet peeve of mine for Path of Radiance). The 3D sprites are much more detailed, and the graphics more stylized. The full cutscenes are beautifully done, with extremely detailed, yet smooth, models.

Graphics: 9/10


- Story -


I honestly think this game wins first place for story in ANY game I've ever played. The real-life themes are even more apparent than in the prequel, and includes such an in-depth, realistic-yet-surrealistic take on things that anyone with enough patience to play the game is rewarded a thousandfold.

Story: 10/10


- Gameplay -


Easily the most difficult Fire Emblem game ever to reach the US, and quite possibly ever. One of the problems in my opinion is the vast difference between difficulty settings; Easy is almost too easy, while Normal becomes a serious challenge. Hard mode is so difficult that the one time I played through it I was forced to sacrifice almost an entire army just to keep my lords alive. Other than the difficulty issues, however, the gameplay is fun and intuitive, and improves on some of the new features in the prequel, such as being able to unequip skills and not lose them permanently, a special shop that travels with you (as opposed to the hidden ones in the GBA games), and the ability to forge more than one weapon per level.

Gameplay: 8/10


- Music -


Many of the best Path of Radiance tracks have been reused, and many of the new themes are simply awesome!

Music: 9/10

Total Score: 9/10


Not available for other systems.

Saturday, March 26, 2011

The Legend of Zelda: The Wind Waker

Genre: Adventure
Developer: Nintendo
Platform: Gamecube
Release: 2003
Rating: E

- Graphics -

Wind Waker's graphics, while widely criticized for not following Ocarina's legacy, were in my opinion a welcome change. Nintendo has finally brought us back to the series' roots in terms of the intended design, and the comical animation worked well for the game.

Graphics: 10/10


- Story -


Once again, Ganondorf is after the Triforce. Once again, Zelda is kidnapped. Once again, Link must save her. However, the overall aspects of this version are much different than before: for one thing, Zelda isn't even introduced properly until about halfway through; Link only begins his adventure in the first place to search for his kidnapped sister.

Another interesting fact is that Ganondorf seems to somewhat regret his past, and even purposely doesn't try to kill Link at first. The first real battle with Ganondorf is merely a test, and Ganondorf even chooses to merely knock Link out during a cutscene.

For a good (and funny) description of this, I'd recommend Hiimdaisy's Comic, however the images are currently broken. I'm providing the link anyway in the event that her site updates are fixed soon :)

Story: 7/10


- Gameplay -


While the rest of the game was great, the plot-related gameplay was somewhat lacking. Only 5 big dungeons, most of which were not highly puzzle-based as was the previous standard, and very easy bosses. The second half of the game consisted of running around looking for 8 Triforce shards, which tended to be a huge hassle for players who didn't have an extensive amount of patience.

Exploring Hyrule's seas was an amazing journey, however, and the absence of loading times made it that much better! There are always new things to discover on the 49 different islands of the Great Sea!

Gameplay: 6/10


- Music -


Wind Waker's soundtrack is probably my favorite out of the entire series. The choice of instrumentation (although obviously synthesized) is very fitting for each area, and almost every theme is fun and memorable (the exceptions mostly only being main dungeon themes)

Music: 10/10

Total Score: 8/10


Not available for other systems.

Thursday, March 24, 2011

Pokémon Red/Blue

Genre: RPG
Developer: Gamefreak, Nintendo
Platform: Gameboy Color
Release: 1998
Rating: E

- Graphics -

Wow. A COLOR game with only... a total of 8 colors in the entire palette. Not to mention extremely poor resolution for the rear-sprites, and most of the Pokemon didn't even look as they were supposed to.

Graphics: 2/10


- Story -


Generic Pokemon story. Beat Team Rocket and the Pokemon League. Congrats, you're a Pokemon Master! Not too bad considering it was the first in the series, but it could've been better.

Story: 3/10


- Gameplay -


Certainly not the greatest in the genre; the system is relatively innovative for its time, but it lacks true polishing.

Gameplay: 6/10


- Music -


The music has little more than nostalgia value for any of us, I'm willing to bet, but even so it began the basis for music for the series.

Music: 4/10

Total Score: 3.5/10


Also available for GBA in FireRed and LeafGreen (+ new content)

Wednesday, March 23, 2011

Metroid Prime

Genre: FPS Platformer
Developer: Retro Studios, Nintendo
Platform: Gamecube
Release: 2002
Rating: T

- Graphics -

Prime's graphics, in my opinion, were the best of the entire Prime Trilogy, not just for the intense detail; the levels were surreal and a huge treat for exploration.

Graphics: 10/10


- Story -


Metroid isn't a very story-driven series; You have to actually seek out the storyline, in fact. However, the info we are given offers an entirely optional insight into the world and the happenings behind the rest of the trilogy.

Story: 6/10


- Gameplay -


It's true that the gamecube is usually not too suited for shooters. However, Prime pulls of an absolutely PERFECT mesh of platforming and shooting. The controls are easy enough to learn, and can be modified to some extent. As noted earlier, scenery is so intricate and alien that players cannot help becoming completely immersed in the world of Tallon IV

Gameplay: 10/10


- Music -


The music of Metroid has always been great, but Prime's soundtrack is probably one of the best in the entire series. The music perfectly fits the areas while conforming to previous themes in the series, whether enhancing the tranquility of Phendrana or the power of Magmoor Caverns.

Music: 10/10

Total Score: 9/10


Also available for Wii in Metroid Prime: Trilogy

Friday, March 18, 2011

Ghost Trick: Phantom Detective

Genre: Puzzle
Developer: Capcom
Platform: Nintendo DS
Release: 2011
Rating: T

- Graphics -

Wow, these are some really awesome character designs! The stylized art is perfect, and the animation is fluid yet cartoonish at the same time.

Graphics: 10/10


- Story -


The first game in a loooong time that's had me so hooked; the urgency and bizarreness of the plot is so intriguing it's nearly impossible to put down.

Story: 10/10


- Gameplay -


Wow, what a change of pace! Move the character while time is stopped, manipulate objects to save victims; If you come across someone who's dead, go back in time and alter events! Later in the game two more characters are added to your team with different abilities. Capcom seems to love exploring uncharted territory, eh?

Gameplay: 10/10


- Music -


The music was in no way bad, and in most cases brought out the story perfectly; However, perhaps due to the awesomeness of everything else, the music didn't stick with me too much.

Music: 7/10

Total Score: 9.5/10


Not available for any other systems.

Tuesday, March 15, 2011

Fire Emblem: Path of Radiance

Genre: Strategy
Developer: Intelligent Systems, Nintendo
Platform: Gamecube
Release: 2005
Rating: T

- Graphics -

Unfortunately, most of the graphics were actually sub-par for the system. The 5-6 full cinematic scenes were beautiful; however, the in-game 3D models on the "board" were hardly even N64-worthy, and the battle scene models were fairly dull, especially when compared to the 2D sprites in the earlier games. The 2D images of characters showed during dialogue sequences were about equal to the 2D games.

Graphics: 4/10


- Story -


The story of Path of Radiance was easily very different from anything we've seen so far in the series. Unlike most games, in which a royal character seems to be looking for a missing family member, the game involves a simple mercenary group escorting a de-throned princess around the continent to gain support for her rebellion against the king of the neighboring country who invaded and killed her parents. Throughout the game, real-world problems are identified and overcome, such as racism and genocide.

Story: 10/10


- Gameplay -


A vast improvement from earlier games in the series is the inclusion of a merchant group that travels with the player after a certain point in the game. This group provides storage of items, the ability to buy weapons and items before every battle, and even the ability to forge weapons. While this takes away from some of the earlier urgency to preserve weapons, it does allow for more freedom in strategies. Another huge difference is the addition of Laguz, or beings that appear to be part animal. These units have a transformation gauge, that, when full, allows them to transform into a beast, bird, or dragon, depending on the unit. However, they cannot attack or counter-attack at all in their humanoid states. The third huge difference is the fact that all units have special abilities, or the potential to have them. These abilities are gained in the form of "scrolls" which are given to characters during the "base" phase before battle.
Other than these significant changes, the gameplay remains roughly true to the classic Fire Emblem formula, and in general all of the new aspects are improvements.

Gameplay: 10/10


- Music -


Not the most amazing music in the series, unfortunately, but there are definitely several jewels in the soundtrack. It's certainly not a bad soundtrack by any means, either.

Music: 8/10

Total Score: 8/10


Not available for other systems.

Mario Kart: Double Dash!!

Genre: Racing
Developer: Nintendo
Platform: Gamecube
Release: 2003
Rating: E

- Graphics -

Despite the rendering power of the gamecube, the game really didn't have much to boast about here. The overly-cartooned effects were sometimes emphasized to the point of being overdone, and the faces on literally EVERYTHING gets both annoying and creepy.

Graphics: 3/10


- Story -


Not Applicable.

Story: --/10


- Gameplay -


Gameplay is the most prominent feature of the game, with intuitive controls, and most importantly, the 2-player karts. The game can be extremely challenging depending on who your partner is. Some abilities, such as shoving, are only available when you have two players controlling a kart, while most can be done by one player controlling both characters.

Gameplay: 10/10


- Music -


Unlike Most Mario-series music, Double Dash didn't really stand out as anything special.

Music: 2/10

Total Score: 5/10


Not available for any other systems.

Super Mario 64

Genre: Platformer
Developer: Nintendo
Platform: Nintendo 64
Release: 1996
Rating: K-A

- Graphics -

While not the best the system has seen, certainly one of the better examples. While not everything is well-defined, all of it is fully-rendered as 3D objects, and the lack of high-res textures gives the game a light, comical feeling.

Graphics: 6/10


- Story -


Story? In a Mario Game? Same as always: Bowser kidnapped Peach, Mario has to save her: this time by collecting Power Stars to access new areas of the Castle.

Story: 2/10


- Gameplay -


The Worlds are all unique and challenging in a good way. The progression from easier to harder levels is usually fairly smooth, and allows players to get used to things easily. A total of 120 stars can be found throughout the game, 7 in each of 15 different worlds and 15 in the Castle. Each is fun to obtain, and most are challenging enough to keep players returning, but not too difficult to turn players away.

Gameplay: 10/10


- Music -


Fun and catchy music as is usual for the series, most of the music in the game is memorable and in some cases, almost addictive.

Music: 10/10

Total Score: 7/10


Also available for

The Legend of Zelda: Link's Awakening

Wasn't planning to do another Zelda review so soon, but "the cookie knows best!" I will probably be writing much shorter reviews from now on in order to get all of them finished.

Genre: Adventure
Developer: Nintendo
Platform: Gameboy, Gameboy Color
Release: 1993, 1998
Rating: E

- Graphics -

The graphics are above-average, certainly. The intricate textures, amount of various objects, and high quality character sprites (keep in mind the size of these guys) give a very full and immersive experience.

Graphics: 7/10


- Story -


Honestly one of the weaker plotlines of the Zelda series, it doesn't even fully make sense at times. Unique, yes, which is a welcome change, but the fact of how little sense it can make means I need to take off quite a few points.

Long version: Link is shipwrecked and finds himself on a mysterious island. He must battle the evil Nightmares to wake up the Wind Fish, so that he can leave the island. Along the course of the game, the Island is revealed to be part of the Wind Fish's dream, and if Link wakes him up the dream will end.

tl;dr version: Link is shipwrecked and spends the entire game trying to wake up from his coma. Or something.

Problem: During the credits, Link is seen sitting on a piece of driftwood. He is never rescued on-screen, so how do we know he didn't just die of starvation/dehydration anyway? Maybe it's the end of the series story-wise? I have no idea.

Story: 3/10


- Gameplay -


Unfortunately, due to the fact that the Gameboy lacks the L and R buttons from the SNES, the gameplay isn't quite as fluid as A Link to the Past. However, the designers got around this problem quite easily by allowing the player to unequip the sword and equip any two items at the same time, one on both A and B. While it can be annoying to keep switching out Roc's Feather and the Power Bracelet, this incorporation of the controls into the primitive system does allow the player much more freedom. One issue was saving: In order to save, the player must press Select, Start, A, and B all at the same time. This is most easily done by pressing them one at a time and holding them, in that order. However, in the game itself the most direct instruction you get is "press all the buttons at once", which can lead to players trying to press all four directions on the D-pad in addition, or trying to time it properly and having trouble.

Gameplay: 7/10


- Music -


Honestly, Link's Awakening has some of my favorite unique themes in the entire game, such as Tal Tal Heights, Ballad of the Wind Fish, and even some of the dungeon themes. None of these were ever reused in the series. In addition, the quality of the music for that tiny little monotone-speaker is absolutely incredible. The music makes the game more memorable than perhaps anything I've covered so far.


Music: 10/10

Total Score: 6.5/10


Also available for Gameboy Color with the name "Legend of Zelda: Link's Awakening DX" (1998)


Sunday, February 27, 2011

Sonic the Hedgehog 3 & Knuckles

Sorry for the long gap between reviews. Been really out of it recently for reasons I won't bore you with here.

From now on, I will be using the "fortune cookie" feature on The Backloggery. Today, the game that came up was Sonic the Hedgehog 3 & Knuckles (Genesis) (Actually it was Sonic 3, but it's kind of hard to review one without the other). Continuing with the previous formula:

Genre: Platformer
Developer: Sega
Platform: Genesis
Release: 1994
Rating: E

- Graphics -


16-bit graphics aren't usually talked about as "good", and Sonic 3&K's graphics are indeed on the more "standard" side... er, middle? While they were in no way bad, the Genesis has seen better. However, Sonic moves so fast it's kinda hard to pay attention to detailed graphics anyway, so it's not really too surprising. However, it is important to note the size of each level. With so much going on, the Genesis can only render so much at once at the rate Sonic can run!

Graphics: 6/10


- Story -

...What story? OH! The one in the player's manual that most people have probably never read! Anyone who bought the game used probably never even got the manual. If you're wondering what it says, I'll tell you the gist of it: It's the same as the first two Sonic games, with Sonic trying to rescue woodland creatures while stopping Dr. Robotnik from obtaining the 7 Chaos Emeralds. Knuckles, the guardian of Angel Island, has been tricked by Robotnik into thinking Sonic and Tails are the enemy, and frequently appears and presses various switches in order to try to hinder Sonic's progress. Knuckles is actually a playable character in a linked game, and has some very different levels from the other two.

Story: 3/10


- Gameplay -

Ah, here's the big one! Sonic games are all about gameplay (well, at least, the classic ones are), as was usual for the time period. Following the same formula as Sonic 1 & 2, we see the familiar Platformer genre once again take a unique twist when the speed element is added. Sonic's moveset from Sonic 2 is all present, with the addition of his shield reflector which is a brief shockwave that forms around him when A, B, or C is pressed in midair. Sonic's shield is replaced by other moves when he has a shield: Bubble shields allow him to bounce, Fire shields allow him to fly sideways a short distance, and Electric shields allow him a second jump. Tails can now fly, and can also carry Sonic while flying, although he can't fly as long while he's doing so. Knuckles will glide and can climb walls. These new movesets offer a lot of variation between the characters, and many places are only accessible by Tails or Knuckles!

Another noteworthy addition are the bonus stages, which offer players a chance to win shields, rings, and even 1-ups during the stage! Sonic 3 had only one stage, which looks like an odd gumball machine. S&K had one that rotated and had a slot machine in the middle (players could also get continues if they collected 25 or more rings while in the stage), and one that allowed players to try to get power-ups that involved jumping from point to point on an upwards-scrolling screen. If the cartridges are combined, all three levels are present, and the entrance ring of stars will shine a slightly different color for each one (white, yellow, and red). The star color-coding adds in a bit of strategy: If a player doesn't want to visit a certain type of stage, they can skip it if they know which colors to avoid.

Chaos Emerald levels now have the form of a spherical world, with various colored spheres in it. To obtain an emerald, players must turn all of the blue spheres to red, without touching a red sphere. There are also white spheres that act as bumpers, and S&K also included yellow spheres that act like springboards. These levels tend to be much easier than the levels in the prior games, due to the fact that players can rely mostly on memorization and reflexes, and less on luck.
[Note: The game "Blue Sphere" is actually an engine that randomizes levels such as this, and was originally played by hooking Sonic and Knuckles and Sonic 1 cartridges together, if I have been informed correctly- I never had either cartridge when I owned a Genesis]

Gameplay: 10/10


- Music -


While not quite as memorable as Marble Zone from Sonic 1, Sonic 3 and Knuckles still has a great soundtrack. The themes are very fitting to the levels, which is not something I've noticed is very common in Sonic games. I also enjoy how flowing some of the themes sound, such as Flying Battery Zone or Lava Reef Zone, and how many of the themes seem to often fit in with the motions of monsters and objects, such as Ice Cap, Launch Base, or Sandopolis Zones. A fitting soundtrack for the gameplay, as any soundtrack should be!

Music: 10/10

Total Score: 7/10

Also available on several collections on various systems, and as individual downloads for I believe all three of the current systems.

Thursday, February 10, 2011

The Legend of Zelda: Ocarina of Time

I am going to break these reviews into what I consider to be four of the most important elements of gameplay: graphics, story, gameplay, and music, and average them out for a total score. Of course, these are relevant to the time period in which the game was made. Future choices will be decided randomly, but the first one always has to be special :)

I figured I'd start with one of my favorite games of all time: The Legend of Zelda: Ocarina of Time (N64). 

Genre: Adventure
Developer: Nintendo
Platform: Nintendo 64
Release: 1998
Rating: E

- Graphics -

If you've never played a game on the N64, an online gameplay video or even an emulator really can't give you an idea as to how horrible the average graphics were for the system. Some of the earliest games on the system used 3D graphic setups that were less advanced than some games used on the SNES!

All of that (well, most of it) changed in 1998, with the launch of a game that would begin to push the the known limits of the console to unheard-of levels of clarity. 
With well-defined textures, everything that moved in 3D (and also most of what didn't move), and relatively high-poly models for more important characters, some people at the time probably wondered how the came was even running so smoothly at all times. And yet, Nintendo wasn't finished with pushing the system for almost three more years! The world of Hyrule is one of the largest 3D places to explore that we have seen in a game in that point in time, and with so many small, some even pointless, places to explore, it's possible to play the game for over ten years and still find new awe-inspiring places. I even once came across a piece of artwork dedicated to an odd camera angle that occurred while the player was in an otherwise-normal cave!

Graphics: 10/10

- Story -

While the story is fairly cliche in the long-run, and unfortunately some of the best plot twist have been spoiled for would-be new players by newer games, the Zelda-specific additions to an otherwise generic Good vs. Evil plot can really bring a player into the world and hoping for more information about the religion, lifestyle, biology, and even some basic logic in the world of Hyrule. The relatively in-depth Triforce Legends, the addition of the optional tidbits of information from Gossip Stones, and the small bits of information from villagers otherwise useless to the gameplay really give the game a lively and captivating feel.

Story: 8/10

- Gameplay -

While the gameplay is not the best we've seen to date in the series, with Wind Waker having a much better monster AI and Twilight Princess having more interesting items to play with, it's probably the second most well-rounded game in the series in this category thus far. 

AI for enemies can be almost eerie; some enemies such as ReDeads even sometimes seem to show emotion for fallen-- er, "re-fallen"-- comrades. Some tend to be less intelligent, such as Lizalfos and Stalfos practically waiting in line for the turn to fight, but given the difficulty of those guys when you first see them, I don't think I'd want them ganging up on me!

I must say, the complexity and atmosphere of the dungeons probably couldn't be any better, and some of the challenges faced by the player are truly timeless, not getting too much easier after even playing through the game 20 times. Each dungeon pulled off the intended atmosphere almost perfectly, some of the best examples being the creepiness of Jabu-Jabu's Belly and the Shadow Temple, and the exotic, abandoned feel of the forest temple.

Controls were relatively seamless considering the clumsiness most players face while trying to figure out the classic question in regards to the N64: "How the heck do I HOLD this thing?!" Aiming items like the bow and hookshot, targeting, horseback riding, equipping more than the 2-3 items at once, and even opening doors, which were all first introduced in this fifth installment of the series, were second nature quickly (and if they weren't, we had a little poof-thing to tell us anyway). Speaking of Navi, while it's clear the developers understood that they made her a little overly-annoying (apparent in the changes made in Majora's Mask), her role as an aid to understanding the complex controls actually could come in very useful to players. True, we veterans have tried and failed to be rid of her, but think back to when you first played the game: Would you have known things like how to open a door or dive if she hadn't told you? Without spending 10+ minutes trying to figure it out? Personally I think one of the coolest additions was the ability to play the ocarina like a real instrument, even using Z and R to make notes flat or sharp (which was not actually used in any way during the game itself: it was purely for entertainment)

The boss battles in the game were well designed and balanced: bosses that could potentially cause a lot of trouble for players generally took less hits, while also incorporating the player's supposed skill at that point of the game (i.e. Gohma could easily be taken out with only stunning her one time, while Twinrova took a lot longer even with Biggoron's Sword)

Gameplay: 10/10

- Music -

Almost every original Ocarina of Time track in the game aside from dungeon themes have been recycled somewhere in the series, and are increasingly famous even to some non-gamers. The quality was fairly normal for the system, unlike the graphics, but the sheer number of tracks (a total of 82 on the official soundtrack), most of which are very lovable and difficult to forget, make the music stand out in most peoples' minds as exceptional. 

Music: 10/10

Total Score: 9.5/10

Also available on Gamecube (+Master Quest), Virtual Console, and 3ds (coming soon)