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 22, 2011
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.
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.
Labels:
Flight Sim,
Nintendo,
Nintendo DS,
Q Games,
Strategy
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.
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.
Labels:
Adventure,
Capcom,
Flagship,
Gameboy/Color,
Nintendo
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