Genre: Platformer
Developer: Sonic Team
Platform: Sega Genesis
Release: 1992
Rating: Not Rated/E
- Graphics -
Such bright colors, yet so much detail! Seems nowadays you get one or the other. However, back in the Console Wars in an era where detail was depicted on how many different colors could be displayed at once with a limited palette, you ended up with a lot of games that used things like complimentary colors to depict shadows or color variation to keep objects and backgrounds from becoming too difficult to keep separate. Sonic 2 seemed to take this to a higher level than most, especially in terms of the shadows, however.
Graphics: 10/10
- Story -
N/A
Story: --/10
- Gameplay -
The addition of Tails was a great improvement in every way: Now you could play with your friends both co-op or even in versus mode, and Tails was completely immortal. He could take hits and just stay in the damage area without dying; He could fall off a cliff and just respawn with no pentalty. The only time he ever got in the way was during the special stages, but it was actually extremely helpful if you had a friend who was decent and willing to play. If that got in your way too much, just turn him off! Yes, the immortal sidekick is optional.
The levels themselves were well-balanced, and true to Classic Sonic style they offered many paths to the same goal. I wish this type of level design was achieved today. My only gripe here is that if you were playing Co-op, 2P (Tails) had nothing to do for the last three zones due to plot.
Also, considering this is a joint-review for Sonic 2 & Knuckles, I guess I should mention him. He was playable only when playing the game connected via a Sonic & Knuckles cartridge (though the feature is available in most collections). His abilities from Sonic & Knuckles carried over, tending to make the game fairly unbalanced. The developers made up for this with his low jump-height, however. Some bosses needed entirely different strategies, and many routes were unavailable. Unlike Sonic 3, however, I don't recall any completely alternate levels (which would make sense)
Gameplay: 10/10
- Music -
Oh god wh... I'm supposed to rate this?! No. Just take your 10/10 and go. And go listen to every variation of every song in it, remix or otherwise.
Music: 10/10
Total Score: 10/10
Also available for Virtual Console (Wii), and collections on PC, xbox, x360, Genesis, Saturn, PS2, PS3, and Gamecube.
Tuesday, August 27, 2013
Sunday, August 18, 2013
Metroid Prime 2: Echoes
Genre: Platformer/FPS
Developer: Retro Studios
Platform: Nintendo Gamecube
Release: 2004
Rating: T
- Graphics -
Oh man, this is just gorgeous. Such high detail, both in polygons and textures, to an almost unheard-of level! The atmospheric effects brought the entire world to life, too; Dark Aether was one of the most stressful places I've ever been in a game, and not all of that was the atmospheric hazards.
Graphics: 10/10
- Story -
After blowing up Tallon IV (in Metroid Prime), Samus is apparently flying around when she receives another distress signal. After landing on the unstable Planet Aether, she discovers that Phazon has corrupted the planet itself to the point of existing in two dimensions at once. The Luminoth, the primary sentient race on the planet, are in stasis cocoons to preserve their race, with one exception: Their last surviving Sentinal. Samus fights the Ing, the inhabitants of "Dark Aether", and gets to blow up planets.
Story: 6/10
- Gameplay -
Oh man, where to begin! Dark Aether was a wonderful rendition of gaming's "alternate worlds" traditions, on a level I've not seen quite achieved since A Link to the Past (and surpassing it). The concept of a world that could harm you by simply standing in it is something I've honestly never seen before in a game. Dark Aether's toxic atmosphere forces players to use speed, skill, and strategy to navigate the world. The light crystals and light beacons become less and less common later in the game, so effective dodging and fighting become crucial for survival. Of course, several arsenal additions along the way help, and by the very end you've thankfully got a suit immune to the effects.
Another concept I really loved was the sub-guardians. These bosses, after stealing Samus' arsenal in an early cutscene, actually attack her with her own weapons! They were well thought-out, and some were wonderfully difficult as well.
The only complaint I have is the amount of backtracking due to four different areas each having two versions... So many hidden missile expansions x_x
Gameplay: 9/10
- Music -
I must admit I was a bit disappointed by Echoes' soundtrack. While the atmosphere was wonderfully enhanced, It simply just isn't as fun to listen to in many places. Agon and the Temple Grounds are good examples of this.
Music: 5/10
Total Score: 7.5/10
Also available for Wii in Metroid Prime: Trilogy
Developer: Retro Studios
Platform: Nintendo Gamecube
Release: 2004
Rating: T
- Graphics -
Oh man, this is just gorgeous. Such high detail, both in polygons and textures, to an almost unheard-of level! The atmospheric effects brought the entire world to life, too; Dark Aether was one of the most stressful places I've ever been in a game, and not all of that was the atmospheric hazards.
Graphics: 10/10
- Story -
After blowing up Tallon IV (in Metroid Prime), Samus is apparently flying around when she receives another distress signal. After landing on the unstable Planet Aether, she discovers that Phazon has corrupted the planet itself to the point of existing in two dimensions at once. The Luminoth, the primary sentient race on the planet, are in stasis cocoons to preserve their race, with one exception: Their last surviving Sentinal. Samus fights the Ing, the inhabitants of "Dark Aether", and gets to blow up planets.
Story: 6/10
- Gameplay -
Oh man, where to begin! Dark Aether was a wonderful rendition of gaming's "alternate worlds" traditions, on a level I've not seen quite achieved since A Link to the Past (and surpassing it). The concept of a world that could harm you by simply standing in it is something I've honestly never seen before in a game. Dark Aether's toxic atmosphere forces players to use speed, skill, and strategy to navigate the world. The light crystals and light beacons become less and less common later in the game, so effective dodging and fighting become crucial for survival. Of course, several arsenal additions along the way help, and by the very end you've thankfully got a suit immune to the effects.
Another concept I really loved was the sub-guardians. These bosses, after stealing Samus' arsenal in an early cutscene, actually attack her with her own weapons! They were well thought-out, and some were wonderfully difficult as well.
The only complaint I have is the amount of backtracking due to four different areas each having two versions... So many hidden missile expansions x_x
Gameplay: 9/10
- Music -
I must admit I was a bit disappointed by Echoes' soundtrack. While the atmosphere was wonderfully enhanced, It simply just isn't as fun to listen to in many places. Agon and the Temple Grounds are good examples of this.
Music: 5/10
Total Score: 7.5/10
Also available for Wii in Metroid Prime: Trilogy
Labels:
FPS,
Gamecube,
Nintendo,
Platformer,
Retro Studios
Tuesday, June 4, 2013
Mario Party 3
Genre: Party
Developer: Hudson Soft., Nintendo
Platform: Nintendo 64
Release: 2001
Rating: E
- Graphics -
Cute interpretation, loved the toybox feel. Worked very well for the system. Not much else to say.
Graphics: 7/10
- Story -
The Millenium Star will grant the title of Miracle Star to the best Mario Party player. No real plot, aside from providing a premise for the 1-player mode. Effective, and not too corny considering the entire purpose was only to promote the competitive spirit.
Story: 9/10
- Gameplay -
Mario Party games haven't really had too much variation over the years, from what I've seen: You go around various boards, use various items, all to try to get as many stars and coins as possible. Each turn ends with a minigame in which players compete for more coins. The minigames in Mario Party 3 were usually extremely fun, with only a few I didn't care for. The inclusion of the Duel Maps was great as well: A separate mode in which two players competed to see who could use various partners to knock out the life meter of the other player; But each player can have two partners, and catching up to them could be a challenge in itself!
Gameplay: 9/10
- Music -
The music was generally silly, catchy, and fun: Perfectly suited for the game in every way.
Music: 10/10
Total Score: 9/10
Not available for other systems.
Developer: Hudson Soft., Nintendo
Platform: Nintendo 64
Release: 2001
Rating: E
- Graphics -
Cute interpretation, loved the toybox feel. Worked very well for the system. Not much else to say.
Graphics: 7/10
- Story -
The Millenium Star will grant the title of Miracle Star to the best Mario Party player. No real plot, aside from providing a premise for the 1-player mode. Effective, and not too corny considering the entire purpose was only to promote the competitive spirit.
Story: 9/10
- Gameplay -
Mario Party games haven't really had too much variation over the years, from what I've seen: You go around various boards, use various items, all to try to get as many stars and coins as possible. Each turn ends with a minigame in which players compete for more coins. The minigames in Mario Party 3 were usually extremely fun, with only a few I didn't care for. The inclusion of the Duel Maps was great as well: A separate mode in which two players competed to see who could use various partners to knock out the life meter of the other player; But each player can have two partners, and catching up to them could be a challenge in itself!
Gameplay: 9/10
- Music -
The music was generally silly, catchy, and fun: Perfectly suited for the game in every way.
Music: 10/10
Total Score: 9/10
Not available for other systems.
Tuesday, May 14, 2013
Dragon Quest IX: Sentinels of the Starry Skies
Genre: RPG
Developer: Square Enix
Platform: Nintendo DS
Release: 2010
Rating: E10+
- Graphics -
An impeccable demonstration of the DS's graphic capabilities: Anime-style cutscenes (drawn by Akira Toriyama, as the series is well-known for), incredibly detailed 3D environments, and yet the developers knew where it was okay to cut corners: You'll notice many NPC characters are, in fact, 2D sprites, as the environments were so large that adding any more polygons could cause severe lag. Some lag is already noticeable on the overworld when you have 3-4 characters in your party and several enemies are on the screen (which were always 3D models, as opposed to sprites).
Graphics: 10/10
- Story -
I am not familiar with the other games in the Dragon Quest series, but I do know that the plots are generally fairly silly and should generally not be taken too seriously. DQIX definitely lived up to this, though I must admit I'm not a fan of the style. Was good for what it was.
Story: 7/10
- Gameplay -
There were several gameplay elements I found very odd. Firstly, the player is forced to start as the minstrel class, and is not allowed to switch until about a third of the way through the game. The Luminary class is also virtually useless, from what I've been told. It's the last class you will ever unlock (unless you're purposely ignoring the much easier ones to unlock), and requires hours and hours of luck and patience to do so (I personally have not yet accomplished this task). Another strange point is the ability to have full customization over your party members: Appearance, skills, class, gear, name, everything. This creates so many possibilities it becomes overwhelming to the player.
I was, however, lucky enough to also be able to experience the multiplayer with a full party: truly the best non-PC multiplayer RPG experience you will ever find as of this game's release. Up to four players can convene in one person's game for a full party, but it doesn't stop there: Each person has free reign over the world, with the exception of plot-advancement. If the player who's game you're in is not the one to talk to certain NPC's, they will use a different line of dialogue until that player talks to them. Players who were goofing off across the world or being jerks and trying to steal all the items on the ground could be called to battle by other players from anywhere in the world. This was particularly useful for bosses: I once showed up late for our meeting and my team could instantly summon me to help with the boss they were fighting. The only downside is the inability to play over wifi, but considering there is too much communication generally required for not-being-in-the-same-room, and the strain a game like this would put on networks to run smoothly, I can understand the decision.
Gameplay: 7/10 (10/10 for multiplayer)
- Music -
I don't even understand how this music is so catchy, because it's certainly not your traditional catchy-game-music. However, I've got at least three tracks stuck in my head at this very moment! The Observatory also has one of the most gorgeous tracks I've ever heard in a game.
Music: 9/10
Total Score: 8 to 9/10
Not available for other systems.
Developer: Square Enix
Platform: Nintendo DS
Release: 2010
Rating: E10+
- Graphics -
An impeccable demonstration of the DS's graphic capabilities: Anime-style cutscenes (drawn by Akira Toriyama, as the series is well-known for), incredibly detailed 3D environments, and yet the developers knew where it was okay to cut corners: You'll notice many NPC characters are, in fact, 2D sprites, as the environments were so large that adding any more polygons could cause severe lag. Some lag is already noticeable on the overworld when you have 3-4 characters in your party and several enemies are on the screen (which were always 3D models, as opposed to sprites).
Graphics: 10/10
- Story -
I am not familiar with the other games in the Dragon Quest series, but I do know that the plots are generally fairly silly and should generally not be taken too seriously. DQIX definitely lived up to this, though I must admit I'm not a fan of the style. Was good for what it was.
Story: 7/10
- Gameplay -
There were several gameplay elements I found very odd. Firstly, the player is forced to start as the minstrel class, and is not allowed to switch until about a third of the way through the game. The Luminary class is also virtually useless, from what I've been told. It's the last class you will ever unlock (unless you're purposely ignoring the much easier ones to unlock), and requires hours and hours of luck and patience to do so (I personally have not yet accomplished this task). Another strange point is the ability to have full customization over your party members: Appearance, skills, class, gear, name, everything. This creates so many possibilities it becomes overwhelming to the player.
I was, however, lucky enough to also be able to experience the multiplayer with a full party: truly the best non-PC multiplayer RPG experience you will ever find as of this game's release. Up to four players can convene in one person's game for a full party, but it doesn't stop there: Each person has free reign over the world, with the exception of plot-advancement. If the player who's game you're in is not the one to talk to certain NPC's, they will use a different line of dialogue until that player talks to them. Players who were goofing off across the world or being jerks and trying to steal all the items on the ground could be called to battle by other players from anywhere in the world. This was particularly useful for bosses: I once showed up late for our meeting and my team could instantly summon me to help with the boss they were fighting. The only downside is the inability to play over wifi, but considering there is too much communication generally required for not-being-in-the-same-room, and the strain a game like this would put on networks to run smoothly, I can understand the decision.
Gameplay: 7/10 (10/10 for multiplayer)
- Music -
I don't even understand how this music is so catchy, because it's certainly not your traditional catchy-game-music. However, I've got at least three tracks stuck in my head at this very moment! The Observatory also has one of the most gorgeous tracks I've ever heard in a game.
Music: 9/10
Total Score: 8 to 9/10
Not available for other systems.
Labels:
Nintendo,
Nintendo DS,
RPG,
Square Enix
Monday, May 13, 2013
Animal Crossing
Genre: Simulation
Developer: Nintendo
Platform: Gamecube
Release: 2002
Rating: E
- Graphics -
I understand that this is a remake of a Japan-only title for the N64, but the lack of any sort of upgrade to the graphics aside from anti-aliasing is a bit disheartening. The gamecube is capable of so much more-- They could have at least smoothed out the textures a bit! Definitely not a shining point as a gamecube graphics example.
I do admit that the cel-shading and cartoon-proportions work great for the game... though why not have the cel-shading be done by the renderer, not the textures? The gamecube was proven capable of this in the same year with Wind Waker, so it's certainly not impossible.
Graphics: 1/10
- Story -
N/A
Story: --/10
- Gameplay -
Addictions galore! A bit disappointing that it's impossible to share your town online, but I was able to play with a friend by passing the game back and forth each week. It was actually really fun living in the same town, and that was certainly a huge bonus. So much to do, and yet the game pretty much forces you to stop playing and rest. An ingenious way to get players hooked, but make them still rest: make the shops close at a certain time. Once that happens, not much left to do for the day... now I'll go to bed and log in again tomorrow to reap my rewards!
Gameplay: 8/10
- Music -
A bit repetitive, but catchy, and a huge variety considering the 50-something KK-tunes, and the 24 different town themes--Wait! Make that 72, because each theme varies depending on rain, sun, or snow! Then of course there are the different shop themes and event music-- I can't even count it all!
Music: 7/10
Total Score: 5/10
Also available for Nintendo 64 (Japan only)
Developer: Nintendo
Platform: Gamecube
Release: 2002
Rating: E
- Graphics -
I understand that this is a remake of a Japan-only title for the N64, but the lack of any sort of upgrade to the graphics aside from anti-aliasing is a bit disheartening. The gamecube is capable of so much more-- They could have at least smoothed out the textures a bit! Definitely not a shining point as a gamecube graphics example.
I do admit that the cel-shading and cartoon-proportions work great for the game... though why not have the cel-shading be done by the renderer, not the textures? The gamecube was proven capable of this in the same year with Wind Waker, so it's certainly not impossible.
Graphics: 1/10
- Story -
N/A
Story: --/10
- Gameplay -
Addictions galore! A bit disappointing that it's impossible to share your town online, but I was able to play with a friend by passing the game back and forth each week. It was actually really fun living in the same town, and that was certainly a huge bonus. So much to do, and yet the game pretty much forces you to stop playing and rest. An ingenious way to get players hooked, but make them still rest: make the shops close at a certain time. Once that happens, not much left to do for the day... now I'll go to bed and log in again tomorrow to reap my rewards!
Gameplay: 8/10
- Music -
A bit repetitive, but catchy, and a huge variety considering the 50-something KK-tunes, and the 24 different town themes--Wait! Make that 72, because each theme varies depending on rain, sun, or snow! Then of course there are the different shop themes and event music-- I can't even count it all!
Music: 7/10
Total Score: 5/10
Also available for Nintendo 64 (Japan only)
Wednesday, February 27, 2013
The Legend of Zelda
Genre: Adventure
Developer: Nintendo
Platform: NES (Played on Virtual Console)
Release: 1987
Rating: N/A (E on re-release)
- Graphics -
I always find these old games difficult to rate as I never got to play them when they were new. 16-bit consoles like the SNES and Genesis are easier, but NES tends to be a bit of a problem for me. However, Zelda is one game that leaves no doubt as to its superiority. The entire NES color palette is used as far as I know, the sprites are easy to identify and understand (including characters, monsters, and scenery). Some of the highest-quality textures on the system help a lot too.
Graphics: 9/10
- Story -
What's this? There's... a plot? And some of it is introduced in game?! WOW! Of course, a lot of the plot is manual-only, such as Impa's existence, but the part of "Ganon's an evil tyrant, go get the powerful Triforce and kill him" is plenty to be able to play the game. This is still WAY more than most NES games will ever give you!
Story: 10/10
- Gameplay -
Despite having aged quite a bit, the game still manages to stand out as one of the most solid and innovative titles in the series. The fully open world from the get-go and completely unique NG+ have not reappeared once in the entire series, and the game founds the basis for staple items such as bombs, arrows, rupees, boomerangs, and power bracelets. The top-down view has been re-used in every 2D title in the series, as well as the DS titles, along with many other memes. In short, the series exists because this game was such a solid foundation.
Gameplay: 10/10
- Music -
This game has a total of perhaps 5 music tracks: The title screen, overworld, labyrinth, Ganon's Palace, and game-over themes. However, the title theme/overworld have become one of the defining factors of the series and even the genre (if games like 3D Dot Game Heroes and Okami are anything to go by). The simple theme has become a world renown classic and a staple of every game-music conversation, concert, or presentation you will ever have.
Music: 10/10
Total Score: 9.5/10
Also available for 3dsVC, WiiVC, GBA, and GCN (Collector's Edition)
Developer: Nintendo
Platform: NES (Played on Virtual Console)
Release: 1987
Rating: N/A (E on re-release)
- Graphics -
I always find these old games difficult to rate as I never got to play them when they were new. 16-bit consoles like the SNES and Genesis are easier, but NES tends to be a bit of a problem for me. However, Zelda is one game that leaves no doubt as to its superiority. The entire NES color palette is used as far as I know, the sprites are easy to identify and understand (including characters, monsters, and scenery). Some of the highest-quality textures on the system help a lot too.
Graphics: 9/10
- Story -
What's this? There's... a plot? And some of it is introduced in game?! WOW! Of course, a lot of the plot is manual-only, such as Impa's existence, but the part of "Ganon's an evil tyrant, go get the powerful Triforce and kill him" is plenty to be able to play the game. This is still WAY more than most NES games will ever give you!
Story: 10/10
- Gameplay -
Despite having aged quite a bit, the game still manages to stand out as one of the most solid and innovative titles in the series. The fully open world from the get-go and completely unique NG+ have not reappeared once in the entire series, and the game founds the basis for staple items such as bombs, arrows, rupees, boomerangs, and power bracelets. The top-down view has been re-used in every 2D title in the series, as well as the DS titles, along with many other memes. In short, the series exists because this game was such a solid foundation.
Gameplay: 10/10
- Music -
This game has a total of perhaps 5 music tracks: The title screen, overworld, labyrinth, Ganon's Palace, and game-over themes. However, the title theme/overworld have become one of the defining factors of the series and even the genre (if games like 3D Dot Game Heroes and Okami are anything to go by). The simple theme has become a world renown classic and a staple of every game-music conversation, concert, or presentation you will ever have.
Music: 10/10
Total Score: 9.5/10
Also available for 3dsVC, WiiVC, GBA, and GCN (Collector's Edition)
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