Author Archives: Joe

The Legend of Zelda: Breath of the Wild

BreathoftheWildFinalCoverIt has taken me quite a few months, but I’m finally ready to offer up my full thoughts on the latest entry in The Legend of Zelda series:  Breath of the Wild. I first wrote about it as part of my initial thoughts on the Nintendo Switch. I was able to secure a unit at launch and naturally Zelda was the title I paired with it. Since its release, Breath of the Wild has been almost universally praised as not just one of the best titles in the series but as one of the greatest video games ever made. Currently it ranks fourth all time on game rankings.com, right in between Grand Theft Auto IV and Super Mario Galaxy 2 with an aggregate score of 97.28%. On metaritic.com, the game is in a massive tie for 6th all-time with a score of 97. The highest score of all time just happens to be 99, held by The Legend of Zelda:  Ocarina of Time.

The Zelda series is accustomed to tremendous accolades upon release. In some ways it’s Nintendo’s most pure franchise. While Mario will dabble in virtually every genre imaginable, the Zelda franchise is content to largely remain the same with some tweaks here and there. I’ve argued the franchise was starting become stale because of its reliance on its classic formula. The last main entry on a home console, Skyward Sword, was the tipping point for me as I found the game to be an un-fun chore that drew out the worst in the franchise. Perhaps Nintendo felt some of that as well as Breath of the Wild is the first Zelda title on a home console since maybe Zelda II to really try and break the mold.

As some have pointed out, part of what makes Breath of the Wild feel so fresh for the franchise in 2017 is an approach to the gameplay that’s reminiscent of the very first title in the series. In The Legend of Zelda, the player is dropped into the world with very little direction on what to do. There’s a cave immediately in front of the player’s character inhabited by the famous old man who bestows upon the player the sword they’ll most likely need to get their quest underway. After that, it’s basically figure it out, kid. Breath of the Wild begins with Link awakening in a cave. He’s an amnesiac with no knowledge of why he’s there. He’s immediately given the Skeikah Slate, a device that bares an uncanny resembled to the Wii U’s Gamepad that will play a pivotal role in the journey to come. Aside from that, Link merely possesses some ragged clothes and a voice in his head. That voice belongs to the princess Zelda, and she’ll urge Link to leave the cave and stop Calamity Ganon, who has overrun Hyrule Castle and imprisoned the princess 100 years ago.

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If the world looks big it’s because it is.

As is the case with most Zelda titles, plot isn’t always important. When Link emerges from that cave the game’s primary objective is clear, but overcoming it is not. An old man emerges to act as a bit of a guide in the game’s earliest portion. He’ll introduce Link to the towers that dot the landscape. Climbing them allows Link to download a map of the surrounding area to his Sheikah Slate (similar to the map function of Assassin’s Creed) and survey the land for shrines. The first part of the game takes place on a giant plateau that Link cannot leave. There are four shrines on this plateau Link must visit before departing. Each shrine contains a new function for his slate, and these new powers are what Link will rely on to complete his quest.

The shrines are not quite the dungeon replacement some though they would be. The shrines are mostly small areas that are puzzle driven and each one typically utilizes one of the powers of the Sheikah Slate. Those powers are:  remote bombs, cryonis, stasis, and magnesis. The remote bombs are straight-forward and reminiscent of the bombs in virtually all Zelda games. There are two shapes for the bombs:  rectangular and spherical. These bombs can be placed one each at a time and then detonated remotely. There’s a cool-down meter after each detonation to prevent spamming of the bombs and they’re about as useful as bombs usually are. The cryonis ability is mostly limited to being useful in the game’s early going. The ability allows Link to create up to three ice pillars on the surface of the water. Early in the game when Link’s stamina is low, this ability comes in handy to traverse large bodies of water he wouldn’t have the stamina to swim across. It also can be used to lift floating objects, such as a wooden treasure chest, out of the water by creating a pillar beneath the item. Stasis allows Link to freeze an object in time. When the object is frozen, Link can smash it repeatedly which stores potential energy in the object that will be unleashed all at once as kinetic energy once the stasis wares off. This allows Link to move heavy objects he can’t pick up. Later, it can even be upgraded to work on organic objects like enemies, which comes in handy for really tough enemies like the Lynels. Magnesis basically turns Link into a lesser version of Marvel’s Magneto as he can magnetically move and manipulate metal objects. He can’t, unfortunately, use the ability on himself or something he’s directly standing on for flight (though if you stack two metal objects on each other you can kind of create a rudimentary flying machine). This ability has pretty obvious uses and is probably overall the most useful ability Link acquires.

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The game tries to inject some true emotion into the plot, but it’s not all that successful.

Unlike past Zelda games, those core four abilities are pretty much it for Link as far as acquiring new abilities is concerned. There are no main dungeons to conquer containing a new permanent item, which is probably the most radical departure. Instead, Link can acquire equipment constantly throughout his journey. Armor is the only permanent equipment Link can acquire and he does so through conventional means such as buying it or by finding it in hidden treasures and shrines. Armor typically comes in sets with a head, torso, and leg component. Often these bestow abilities upon Link aside from just damage resistance and they can be upgraded at Great Fairy Fountains a maximum of four times each. Typically an armor set allows Link to resist elemental damage or move stealthily. Some of it is also just to look neat. Link’s offensive equipment, and shields, all have a durability score and will eventually break. Link is not a blacksmith and cannot repair his equipment, nor can seemingly anyone in all of Hyrule so once it breaks it’s gone. There’s basically no point in getting attached to anything. In addition to swords, Link can wield poles, axes, hammers, great swords, wands, and bows offering up some distinct combat style approaches. The only problem with that is that most gamers will naturally prefer one over the other, but sometimes all you have is one weapon type. Basically every enemy will drop whatever weapon they were using and Link can claim it, so weapons are easy to find, but good ones are not. There is, of course, a version of the Master Sword in this game. It too can break, but unlike the other items, once it breaks it just needs to recharge so at least you don’t have to go back and find it.

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The lumbering Hinox has one very obvious weak point.

As I mentioned before, the shrines are a main focus of this game though completing them all is not necessary to beat it. Once you leave the game’s first area, The Great Plateau, you’re actually free to beat the game whenever you wish. Completing all 120 shrines obviously is a help as each one gives Link a shrine sphere and those spheres are how Link expands both his maximum health and stamina. Health is self-explanatory, but stamina is just as vital as it allows Link to run, climb, and glide. Climbing is a huge part of Breath of the Wild as exploration is the name of the game with such a vast map. Link can climb almost any surface, as long as it isn’t raining, and the player is often rewarded for doing so. The map is gigantic, so crossing it on foot would take an extremely long time. When Link completes a shrine, it becomes a fast travel point adding even more of a necessity to find them all. Many are hidden in plain sight from the several great towers dotting the landscape, but several others are well-hidden, some even behind a side quest.  Most are fun, if not all  that challenging. They tend to be puzzle-like in nature, but the kind of puzzle where the objective is clear, but pulling it off is tricky. Some of them are strictly combat shrines where Link has to defeat a certain enemy to clear it. These were my least favorite as the combat never changes, it’s always the same enemy, and there are way too many combat shrines. Three shrines are hidden in large labyrinths which is kind of fun, and one great one exists on an island that setting foot on causes Link to lose all of his equipment. It’s definitely the most inventive out of all 120 of them.

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The spider-like guardians are probably the best of the new additions to Link’s cast of foes.

Separate from the shrines are the guardian beasts. These four beings are the closest things to dungeons the game has, aside from Hyrule Castle where Ganon resides. They’re colossal mechanical beasts that Link must first gain entry to in some cinematic fashion. Once inside, Link can manipulate the movements of the beast to make certain areas accessible. This is necessary to not only find treasure, but also activate nodes inside the beast to gain entry to the boss. As you may have guessed, these beasts are more puzzling than anything and it’s a test of mind more than a test of strength. Clearing each one gives Link a special ability, some more useful than others, and also weakens Calamity Ganon for Link’s final confrontation. As such, they’re optional, but only by clearing them will you experience the full story. And they’re fun, so why not?

Breath of the Wild’s defining feature is clearly its size. The world is vast and rewarding to explore, even if it’s not as exciting as some other open worlds from other games. There isn’t much civilization for Link to find outside of a few towns, it’s just mostly vast emptiness. Link will encounter a lot of the same enemies throughout his journey, but there are always some super-powered beings lurking here and there. These include the centaur-like Lynels, probably the most challenging foe Link will cross paths with. There’s also large ogre-like beings called a Hinox, and the very durable stone-beasts known as the Talus. While it does get tiring fighting moblins over and over, those three at least liven things up when they’re around. There’s also the guardians which can be pretty challenging at first, though like basically every enemy, once you figure them out they’re not as bad. Combat is largely the same as it has been in all of the 3D Zelda adventures. The notable distinction is that locking onto an enemy doesn’t protect Link from being attacked by other enemies anymore. Well-timed dodges allow for a special follow-up attack which is very useful against tougher enemies, though not essential for clearing the game. All in all, the combat is fine, but it’s definitely one area where Breath of the Wild feels perhaps too familiar as combat sometimes feels like an obstacle to exploration, and not just as a fun game mechanic.

 

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Look at me; I’m Link:  home owner!

Breath of the Wild is unquestionably a great game, but I can’t help but feel that Zelda sometimes gets too much credit for the changes it makes. The open world format is a great addition, but it really shows that this is Nintendo’s first real stab at this type of game. The land is huge, but lacking in variety. Sure there’s your typical layout of snowy landscapes, deserts, and lush forests, but the NPCs don’t bring much life to the scenery. There are not scores of diversions as there are with a Grand Theft Auto game, nor is there the wonder of encountering something really special like there is with an Elder Scrolls game. The game has numerous side quests like most open world games, but they’re painfully boring fetch quests with little or no pay-off. The crafting system is also cumbersome requiring Link to hold the components and then drop them into a pot. The end results aren’t particularly worthwhile either, and I know many people who basically ignored the cooking component in the game all together. Once I saw everything the game had to offer, I basically busied myself farming resources to better my equipment. This meant chasing down the mystical dragons (not as cool as that sounds) and hunting Lynels, the latter of which appear in only certain spots and once killed you need to wait for them to respawn. The whole map gets reset by the moon cycle, a red moon will rise and all defeated enemies rise with it. The sequence is particularly annoying since a cinematic comes along with it that also brings load times.

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The great fairies allow Link to upgrade his armor, as long as he has the necessary components to do so.

The game does boast weather affects and a day/night cycle, like Zelda titles before it. At night is when the skeletal stalfos emerge from the ground and serve as more annoyance than anything. The weather in most parts of the game means very little, but in the desert the nights get extremely cold necessitating Link to wear appropriate clothing or use an elixir to keep warm. And during the day it naturally gets quite hot requiring Link to do the opposite. Lightning storms can pose a problem if Link is wearing anything metallic, and rain is the biggest obstacle of all as slick surfaces are essentially impossible to climb. I mostly like the inclusion of these effects, but the rain one is extremely annoying as if you’re in the middle of scaling a mountain or tower you either have to give up or wait it out, and who plays a video game just to stare at the screen and wait for the rain to go away? In that sense, the rain is a lot like the weapon durability. It’s kind of neat and certainly adds realism, but does it make the game more fun? I don’t think so, and I hope the weapon durability in place here is never repeated. Same for the more realistic approach to horses. In past games Link had Epona who could be summoned when needed, in Breath of the Wild Link has to capture and train horses and stable them at one of the many stables. He can’t though, just call on his horse whenever he wants which, for me, resulted in me basically ignoring the horse component of the game. On the plus side, Link can ride bears and deer, which is kind of fun.

Technically, this version of Breath of the Wild is essentially a port. The game was developed for the Wii U and ported to the Switch for a simultaneous release on both platforms. As a result, the game looks like a Wii U game and it even possesses a few relics of bygone eras. I can’t recall the last time I played a game with this much pop-in as the game sometimes struggles to populate areas, especially when gliding. Frame-rate drops are frequent, those most noticeable when the Switch is docked, and there are a lot of vast open areas to likely limit the strain on the processor. Artistically speaking, the game is nice to look at and is similar in style to Skyward Sword. Voice acting has been introduced, but only sparingly and Link is still mute. What’s there seems fine to me, but I know some have been very critical of the voice acting. The music, often a major component of Zelda games, has been de-emphaiszed as well. I assume it was a style choice to emphasize how large the world is and how alone Link is, but I’ve also seen a few complaints in this regard. I for one was fine with that aspect of the game. As for the final dungeon and battle with Ganon, I don’t want to say too much because I don’t want to spoil anything, but it’s thankfully not a re-tread battle. While not the best, I found it satisfactory, if a bit on the easy side. Hyrule Castle, on the other hand, is pretty fun to explore. The only drawback is that it does make me wish the game had more dungeons like it, instead of just the one.

On the Switch, I mostly played the game in portable form. Playing it docked with a pro controller is probably a slightly better experience, but being able to just play it off TV is too convenient for me at this stage of my life. As a portable, it’s not the greatest as open world games tend to want to demand at least an hour, if not more, per session so playing in 20-30 minute bursts during a commute isn’t very rewarding. The game does allow you to save whenever you want and the Switch seems pretty good at conserving battery life when in sleep mode. I could basically get a little over 2 hours out of the console in handheld mode before needing to charge it. The back of the system does get pretty hot though after just a half hour, but so far I’ve seen no signs of over-heating. The game does offer gyro-scoping controls for aiming the bow and looking through a scope, which I find cumbersome in handheld mode. Disengaging the two joycons does minimize this, and even comes in handy for a couple of gyro-puzzles as you can move the controller while keeping the screen stationary. Doing those puzzles any other way is practically impossible.

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Cooking is part of the game, though not a particularly fun or essential part.

Criticisms aside, Breath of the Wild is one of the best Zelda games made and it feels like the most important since Ocarina of Time. Many reviewers rushed to give it a perfect score when it was released alongside the Switch, but I think the extra months have given me some clarity. It’s by no means a perfect game, and some of the changes made to the old Zelda formula are not for the better, but the overall product is still excellent. After playing Breath of the Wild I can say i never want Zelda to not be an open world experience. I never want a map to be smaller than what is here. What I do want though is more dungeons, refined combat that is actually fun, and for some of those old items to return. This game badly misses the hookshot which could have made mountain climbing more tolerable, especially in the rain, and some more inventive enemies would really add to the wonder of the experience. And while I never expect much from the storyline of a Nintendo game, I do still want the ultimate goal to be something more imaginative than simply saving the princess from the bad guy. Calamity Ganon is a step back for the Ganon character as he’s just an ancient evil in this world who exists to cause destruction. Though really, all he did was take over the castle and unleash his incompetent minions across Hyrule. The towns and villages seem fine, and I bet they don’t miss those expensive Hylian taxes! Seriously though, this is a game that’s not to be missed. If you have a Switch, you don’t need me to tell you to buy it because you already have. If you have a Wii U, but no Switch, I don’t think you need to wait for a Switch to experience it since it’s a port. And if you’re on the fence about getting either of those consoles, I can say this game is probably worth it, but it’s totally understandable to wait for the Switch’s library to expand or for the Wii U’s price to come crashing down further. I’ve also updated my Zelda rankings to include this game, and I do think it’s one of the best in the series, just don’t expect perfection when you go to play it or else you may be setting yourself up for some mild disappointment. Hopefully Breath of the Wild is the game we look back on as Nintendo’s baby steps into the open world genre that was but a precursor of the greatness that was yet to come.


Batman: The Animated Series – “Christmas With The Joker”

Christmas_With_the_Joker-Title_CardEpisode Number: 2

Original Air Date: November 13, 1992

Directed By: Kent Butterworth

Written By: Eddie Gorodetsky

First Appearance(s):  Robin, Joker, Summer Gleason, Arkham Asylum

An interesting choice for a second episode of a series. It’s a Christmas episode, which feels kind of inline with Batman thanks to Batman Returns. It’s also the debut of The Joker, and introducing him through a Christmas themed episode also feels odd. Naturally, since the show premiered in September this episode was held back to be more topical when it did eventually air, though its original air date still came before Thanksgiving which still feels off.

In this episode, we are immediately introduced to The Joker, who with other inmates at the famed Arkham Asylum, is decorating a Christmas tree and singing “Jingle Bells.” In a moment that would probably now be described as “metta,” Joker adds in the “Batman smells,” variation which probably delighted 8 year old me at the time while he improbably blasts away on a rocket-powered Christmas tree just as he arrives at the “and The Joker got away,” part of the song. Right away, we see this episode isn’t going to care much for realism as Joker is going to quickly establish lots of unique traps and engineer a few kidnappings in a short amount of time with zero explanation on how he accomplished any of that. And unlike many of the villains who will follow, this is not a depiction of Batman’s first encounter with The Joker. It’s pretty clear that the two have a relationship that predates the events of this show and have been at this game for years, assumedly, just as this isn’t Robin’s first foray into crime-fighting even though it’s his first appearance in the show (we’ll get to see his origin later).

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The Joker’s humorous, but improbable, escape from Arkham.

Batman is naturally unnerved by The Joker’s Christmas break-out, while Robin (Loren Lester) thinks even villains prefer to spend the holidays with family. Batman is quick to remind him that The Joker has no family. Naturally, Batman is right and when Bruce Wayne and Dick Grayson sit down to watch a television broadcast of It’s A Wonderful Life they soon find the airwaves taken over by The Joker. Joker has kidnapped three pretty important figures in Gotham:  Commissioner Gordon, Detective Bullock, and television news reporter Summer Gleeson (Mari Devon). Joker, lacking a family to spend the holidays with, has dubbed this trio the Awful Lawful Family and given them personalities of Mommy, Daddy, and Baby (Bullock gets to wear the adorable bonnet). They’re hog-tied, and presumably in danger, as are other citizens of Gotham.

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The Joker and his “family.”

Joker lays some traps, including taking out a railroad bridge and arming an observatory with a giant cannon, all while tormenting his captors in a mostly PG sort of way on television. His use of a discontinued toy is what clues Batman in on the fact that The Joker must be housed in an abandoned toy factory and he and Robin race to the rescue. They have a mostly slapstick encounter with The Joker and his toy-themed gadgets, and Robin even gets to make a pretty terrible bat pun when Batman makes use of a baseball bat. The ultimate goal of The Joker’s crime is to get Batman to open a Christmas present from him, and it’s genuinely amusing and makes The Joker look like a psycho, albeit a G-rated one, and I kind of appreciated that fact.

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Merry Christmas, Batman.

“Christmas With The Joker” is a middling episode of this series that’s neither great nor bad. It’s hamstrung somewhat by the Christmas theme and just feels inappropriate as the debut for The Joker. Of course, if I were going in broadcast order it wouldn’t be The Joker’s debut, and those of us watching at the time were introduced to the character in a better fashion. As the debut of The Joker though, it still is a fine reception for Mark Hamill in his second most famous role. His Joker is often regarded as the best voice for the character. It’s mostly goofy and fun, especially in this episode, but when he needs to get a little more malevolent he can slip into a darker tone with ease. And his laugh is brilliant.

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Not to be forgotten, this episode also marks the first appearance of Robin.

As a Christmas episode, I will give this one props for not being an adaptation of a more popular Christmas story. At first, I was afraid it would go in a It’s A Wonderful Life direction (a non-Christmas episode kind of will much later this season) when Robin name-dropped the film, but it thankfully did not. I do hate how Gordon and Bullock are just assumed kidnapped, and the episode is too eager to “yada yada” over such details. It’s the only episode written by Eddie Gorodetsky, and if he could do better it’s too bad he didn’t get a chance to show it. For a show that does a good job of elevating what children’s entertainment could be, this one feels too close to the cartoons of the 80s which treated its audience as imbeciles. It’s not as bad as those old shows, but definitely lacking when compared to future episodes. I’m probably being a little too hard on it, as even this mostly serious show is entitled to just have fun now and then. It’s still a worthwhile episode to toss into your Christmas viewing experience though.


Do We Really Want a Nintendo 64 Classic?

N64-20th-anniversary-625x352You’ve probably heard by now about the SNES Classic coming later this month. If you’re even remotely interested in owning one, you’re also either happy you have a pre-order, concerned your pre-order could be cancelled at any moment, or absolutely furious that you couldn’t secure a pre-order. The NES Classic released in 2016 was notoriously difficult to obtain before being abruptly cancelled all together after just a few months of shipments. As a result, demand for the SNES Classic is at an absurd level as fans who want one are worried about having to pay the ridiculous scalper rates on eBay or else risk never getting one.

Wal-Mart was the first to release pre-orders for the SNES Classic in late July, only for the company to pull an “oops” and say they didn’t mean to release them when they did. All of those happy gamers who secured one that evening (they went live online at around 11 PM EST) were crushed when the company cancelled all of the orders. Things were quiet until the wee morning hours on August 22nd when Best Buy released pre-orders on their website. Amazon followed, but rather than post them on the placeholder page for the product, the company created a new listing and anyone that had signed up for alerts through Amazon or third party sites weren’t notified. That didn’t stop them from selling out in mere minutes. Later that morning, the other retailers went live and they too sold out in minutes. GameStop opened up pre-orders for instore customers only setting off a mad dash to all of the retail outlets. Many secured their orders, and many more were turned away. Eventually GameStop, as well as its sister site Think Geek, offered up expensive bundles for pre-order. Even though they were loaded with crap no one likely wanted and were thus much more expensive, those too sold out. Lastly, Wal-Mart released a few more pre-orders in the evening hours of the 25th, since then it’s been dry with pre-orders likely done.

If you did not get a pre-order then you’re likely holding out hope for release date, but getting one then will likely require hours camped outside a store hoping there will be enough for everyone in line. Toys R Us elected not to do pre-orders of any kind so they’ll likely have the most supply on September 29th. The other big box retailers are expected to have some as well, but no one is releasing numbers at this time and likely won’t until the 28th, if at all. Wal-Mart recently cancelled several pre-orders made by people attempting to order more than one device, so there’s perhaps a sliver of hope they’ll release a few more pre-orders, or perhaps they’ll just include those items previously spoken for in the launch day release. Amazon will likely do what it did with the NES Classic and reserve the bulk of its units for its Prime Now delivery service. It’s few brick and mortar locations may have some as well. And if you’re in New York City, the Nintendo Store will have probably the most SNES Classics in one place. Like Toys R Us, the Nintendo Store did not do any pre-orders.

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This goofy three-handled controller is possibly the determining factor on if we get a N64 Classic.

And all of this madness is to secure a plug and play gaming device that has 21 games built into it, 20 of which have been available in various forms for 20 years. It’s easy to be dismissive of the device as a gimmick, but if you’re a gamer it’s hard to argue that the SNES Classic isn’t going to be a pretty great way to experience some of the best video games ever made, which makes it all the more frustrating that it’s a limited release. Simply put, this is Nintendo’s fault. They’re making a device that people want and there’s great demand for, but they’re creating this scarcity by intentionally only offering it for a limited time. They’re emboldening scalpers and retailers like GameStop that will jack up the price for their fans, and it’s not as if Nintendo profits off of any of that. Nintendo could likely manufacture twice the amount of SNES Classics it plans to release and still guarantee itself a sell-through. There’s no reason to have even stopped production on the NES Classic! People want it, so why won’t Nintendo make it?

Naturally, as consumers prepare for the launch of the SNES Classic many are wondering what will follow it. Does Nintendo continue along with these mini retro machines? One would assume a mini Nintendo 64 would be next. The technology in the NES Classic is rumored to be powerful enough to handle Gamecube titles, so it’s not a question of if it can be done, it’s will it? And more importantly, as consumers do we want it?

Nintendo could continue making retro machines that aren’t the N64. A retro GameBoy that is both portable but can plug into a television is possible. Perhaps the screen would be too expensive to keep the current price point, though if the screen were the equal of the original GameBoy I can’t imagine it would be that expensive. Nintendo could release a Super GameBoy edition of the SNES Mini to get around that. Still, the most likely is a mini N64, but it too presents challenges. The NES and SNES controller is pretty simple and cheap to produce, but the N64 controller is more complex and likely more expensive to manufacture, especially if one wants to include rumble. And the software is a bit murkier as well. Game development windows were growing wider come the era of the N64 and fewer first party titles were available. After all, there was only one Mario game made for the N64. Rare, at the time a second-party developer for Nintendo, made a lot of the most popular titles for the N64 and the royalties may be a bit complicated concerning sales of the N64 Mini. Still, I suppose we should speculate on what would be included before getting dismissive. The SNES Mini has 21 games, 20 of which were previously released. The N64 Classic would likely have fewer, so for the sake of simplicity let’s speculate on 15.

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  1. Super Mario 64 – obviously. A launch title and the one everyone was talking about in 1996.
  2. The Legend of Zelda:  Ocarina of Time – one of the most beloved games of all time.
  3. The Legend of Zelda:  Majora’s Mask – the NES Classic included both Zelda and Zelda II, so it’s likely the N64 Classic would include its two Zelda titles as well.
  4. Mario Kart 64 – another no-brainer. Many people still consider this the best in the series. They’re crazy, but it’s certainly a beloved classic.
  5. Paper Mario – the unofficial sequel to Super Mario RPG, an underrated classic, by Mario standards.
  6. Mario Party – I don’t think much of this series, but it’s been a big seller for Nintendo and it all started on the N64.
  7. Donkey Kong 64 – a Rare developed titled, but it’s Donkey Kong so they kind of have to include it.
  8. Super Smash Bros. – the one that started it all
  9. Wave Race 64 – a Nintendo developed racing title. It’s fine, but it was pretty popular at the time so it likely gets included.
  10. Kirby 64 – it’s not a great game, like most Kirby titles, but it’s also not a bad one. Nintendo likes to push Kirby (the SNES Classic has two Kirby games!) so it probably gets included.
  11. Pokemon Snap – in case you haven’t heard, these pocket monsters are pretty popular. Snap is a better game than it has any right to be, though few would miss it if Nintendo left it off.
  12. 1080 Snowboarding – it’s a Nintendo produced title so that gives it a leg-up on other titles. It’s a fine snowboarding game, if you like snowboarding games.
  13. Excitebike 64 –  a call-back to an original NES game? Seems like it would be included for that reason alone.
  14. Star Fox 64 – another obvious one to include. Probably the best game in the series (unless Star Fox 2 is a lot better than the leaks make it out to be).
  15. F-Zero X – it’s not a particularly good game, in my opinion, but since F-Zero is included on the SNES Classic I would guess it would be included here.
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It’s worth mentioning, despite how unlikely it is to be included.

Other titles worthy of consideration:

Yoshi’s Story – it’s not a good game, but it stars a prominent Nintendo character.

Dr. Mario 64 – Dr. Mario was included on the NES Classic, that’s pretty much the only reason to include it here though.

Banjo-Kazooie – the Banjo games were really popular on the N64, so they feel like they should be included, but Rare owns the characters and DK 64 is essentially the same game.

Pokemon Puzzle League – it’s Tetris Attack but with Pokemon. It’s an excellent puzzle game, but Nintendo left Tetris Attack off of the SNES Classic so they may do it again here. The Super Famicom Classic will have Tetris Attack, so maybe Japanese gamers would get it. I’d personally take this over Pokemon Snap any day of the week, but it’s just my gut telling me that Snap is more likely.

Blast Corps –  a pretty fun Nintendo/Rare game that probably should be included, but probably won’t be.

Conker’s Bad Fur Day – I probably don’t need to explain why this won’t be included, but it’s the best thing Rare ever did with the 3D platformer genre.

GoldenEye – it’s a beloved game for the N64, and it recently turned 20, but licensing issues will keep it, and it’s spiritual sequel Perfect Dark, off of any N64 Classic (though if an exception were made this is the game Nintendo would make one for).

Pilotwings 64 – certainly worthy of inclusion, but Nintendo didn’t see fit to include the original on the SNES Classic so it doesn’t bode well for the sequel.

Mario Golf/Mario Tennis – these are solid games, and would stand a chance at inclusion if Nintendo felt it needed a sports title to round out the mix.

WWF No Mercy – I just felt it merited discussion since it and the other THQ wrestling games were so popular, but licensing issues would keep it out

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A N64 Classic would be a great excuse to revisit this little gem.

After running through the games, I’m actually slightly more optimistic at the prospect of it. Nintendo published a lot of worthwhile software, more than I remembered, to easily ignore the holes left by third parties on the N64. While it’s crazy to exclude Capcom and Konami after both had such a large presence on the NES and SNES Classic, neither company really did much on the N64 that warrants inclusion. If Nintendo wants to completely ignore the contributions of Rare it probably could, though it would feel a bit dishonest since Rare came up huge for the N64.

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You kind of need to be able to have 4-player play, right?

Still, it begs the question, do I want nintendo to put out a Nintendo 64 Classic Edition? It’s not just about the games, wanting one also means dealing with intentional scarcity likely to follow. It also probably means paying a higher price. The NES Classic was $60, and the SNES Classic is $80, the N64 Classic could command $100. And unlike the other two, the N64 Classic practically requires four controllers to truly replicate the experience and spare controllers for the NES Classic were the only things harder to find than the NES Classic itself! Could Nintendo package it with four controllers to help soften the $100 price point? Maybe, but if those controllers are expensive to produce then it may not be possible. And do we really want to spend $100 or more on a mini N64? An actual one with multiple controllers would run you about the same and those cartridges aren’t super scarce and quite durable. It’s certainly not the nostalgia boner the NES and SNES induce. So really – I don’t know. I look at that list of games, factor in the cost and aggravation, and I really don’t get the same sense of want that the SNES Classic gives me. Part of that is just that the games from the N64 era haven’t aged particularly well, so my desire to revisit them isn’t particularly strong. On the other hand, I know me and I tend to want what’s new and what’s popular where games are concerned so there’s a good chance I’d try to get one. Unlike with the SNES Classic though, I don’t think I’d go above and beyond to secure one. I need the SNES Classic (obviously I don’t, but the level of want I’m experiencing feels like need) and will get one no matter what, but I could probably go without a Nintendo 64 Classic and not feel too bad about it.


Batman: The Animated Series – “On Leather Wings”

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The series features great title cards for each episode. I like the simplicity of this one quite a bit.

Episode Numer: 1

Original Air Date:  September 6, 1992

Directed by:  Kevin Altieri

Written by:  Mitch Brian

First Appearance(s):  Batman, Alfred, Commissioner Gordon, Detective Bullock, Man-Bat, Kirk Langstrom, Francine Langstrom, Dr. March, Mayor Hill, Harvey Dent,

On this day 25 years ago, Batman returned to television with a show simply titled Batman. Almost immediately, the show came to be recognized as Batman:  The Animated Series and is even referred as such on the DVD volumes released much later. When it premiered, Batman was riding high on a new wave of popularity thanks to two Tim Burton directed features:  Batman and Batman Returns. Batman had returned to his more brooding roots and away from the camp of the television series from the 60s starring Adam West (RIP). And while the Batman of this new show would more closely align himself with Michael Keaton’s portrayal than what was featured on various incarnations of The Super Friends, it was still an animated show featured on Fox Kids that would appeal to a general audience.

Before Christopher Nolan came along, the Batman of this cartoon series (voiced by Kevin Conroy) was often cited as the preferred Batman above all others to escape the comic books. And for a great many fans, it still is. Batman:  The Animated Series tackled mature stories and treated its legendary hero with respect. Primarily the work of Bruce Timm and Paul Dini, it has become a landmark for animated television and is often considered the best comic-book adaptation to ever grace a television set.

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In the series’ first episode, Batman tackles an unfamiliar foe to most of the audience.

To celebrate 25 years of Batman:  The Animated Series, I’m going to take a trip through each episode in short write-up reviews. The posts will be in production order, so even though the series premiered with “The Cat and the Claw Part 1,” the first post is for “On Leather Wings,” which was the second episode to debut. The air dates are all over the place, as Batman’s first season was a 65 episode order designed to immediately qualify it for syndication. It was successful enough that more episodes were ordered (these are The New Adventures of Batman & Robin) and WB would order a third and final season many years later (The New Batman Adventures) to pair with their Superman animated series. I intend to get to all of them, including The New Adventures, though I have no idea how long it will take me. Hopefully I can refrain from typing 2000 words about each episode in order to move along at a decent pace.

With that out of the way, let’s talk about the first production episode “On Leather Wings.” This is a natural for the first episode because it’s a Batman solo adventure and does not feature a noteworthy villain who will hog the spotlight. This show very much follows a villain of the week/day type of format. There’s very little continuity from episode to episode and few callbacks, especially in the first season. This particularl episode was directed by Kevin Altieri and written by Mitch Brian. It’s sort of a surprise that Dini and Timm aren’t directly credited with the first episode, but since 65 were done at once I suppose it doesn’t matter much which is first. That and they also likely had a hand in just about every episode from some point in the development. Altieri will direct several episodes in this first season. Brian is credited as a co-creator on the show, though he only shows up a couple more times as a story writer.

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Commissioner Gordon and Detective Bullock, who will make many appearances in this show.

“On Leather Wings” feels like an introduction for Batman as the plot involves people confusing the villain with him and attributing his crimes to Batman. That villain is Man-Bat, a B-level villain who’s essentially a were-bat, if you will. The story calls on Batman to use his detective work to figure out who is the man behind the Man-Bat, essentially. Batman’s sleuthing skills take him to a bat exhibit in Gotham Zoo where he meets the irritable Dr. March. March, who seems to prefer bats to humans, is our episode’s red-herring though he’s clearly hiding something. Bruce also encounters March’s daughter and son-in-law, who have followed in his footsteps as bat experts.

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Fox was pretty good about letting the show depict some blood as well as guns and general, tasteful, violence.

 

Having Batman investigate a bat monster is a fun way to debut the series. We also get introduced to series mainstays Commissioner Gordon (Bob Hastings) and Detective Bullock (Robert Costanzo), and we also get a glimpse of Bullock’s distrust of Batman which will be an ongoing thing. Trusty butler Alfred is also debuted, though oddly enough voiced by Clive Revill. He will be voiced by Efram Zimbalist Jr. for all but three of Alfred’s appearances. The episode is also a nice exhibit of the show’s unique look. We get to see the Gotham skyline at night, done on black backgrounds and Batman and the Man-Bat pop nicely against it. The Batcave is also featured and we get to see Batman’s super-powered computer in action which will help him solve many mysteries through-out the series. It’s a tight little plot, which is resolved by the end in a mostly satisfying manner, though Batman seems very trusting of the bat experts to make sure this never happens again (spoiler alert – it does!) and declines bringing them to the police. In short, it’s a good episode though probably no one’s favorite. The production values are quite nice (we get some nice sound effects in particular for Man-Bat) and consistent through-out. Episodes both better and worse are still to come.

Like what you just read? Check back here every Friday, starting this Friday, for another episode recap of Batman:  The Animated Series. If you want to follow along we’re going in production order which just so happens to be how the DVDs are arranged. Individual sets can be had fairly cheaply these days, and there’s a complete collection for those with finer taste. All of the episodes are also currently airing on Amazon Prime so if you have a subscription you can watch there. I hope you enjoy reliving this series as much as I plan to enjoy writing about it.


Mickey Mouse Season One

disney_mickey_mouse_vol_1For many years Mickey Mouse was the star of Disney’s theatrical shorts. As his popularity grew he started to shift into more of a supporting role while the likes of Donald Duck, Goofy, and even his dog Pluto stepped in to do more of the heavy lifting with the shorts business. Mickey Mouse became more than just a cartoon character, he became a symbol of the Walt Disney Company which soon branched out from the movie theaters to television, merchandising, theme parks, and now own Spider-Man, Luke Skywalker, and have an omnipresence unlike any other. Through it all, Mickey has remained the top figurehead, especially after the passing of Walt Disney who has really been the only public face associated with the company that the average person could pick out of a line-up. With Mickey in that capacity, his animated outings dwindled. He’d show up here in there, most famously in 1983’s Mickey’s Christmas Carol and 1995’s Runaway Brain. His presence was bolstered on television, but mostly in the realm of programming for the very young. Perhaps someone at Disney was unhappy with the status of the company’s mascot, and the characters associated with him, as in 2013 he was brought out of his forced retirement to resume the role he was born to play.

Simply titled Mickey Mouse, the 2013 “show” isn’t much of a show at all, but just branding for a new line of short cartoons. They primarily air as filler on the various Disney cable platforms and can be easily found on various Disney websites. They’re also packaged together in groups of three for more traditional block programming, but considering their short run time of approximately 4 minutes, even these blocks are quite brief. The first season of shorts was released on DVD in August of 2014. Now three years later, it’s still the only season of the program to receive a physical release (a holiday collection was just released on August 29th, 2017 in limited quantities) and may end being the only one to receive such.

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Goofy’s new look comes across as the most drastic of the main cast.

The series is credited to Paul Rudish who was long associated with Cartoon Network before developing this program. Most of the voice actors associated with the classic Disney characters were brought on to voice their respective character. Bill Farmer is Goofy, Tony Anselmo is Donald, Russi Taylor voices Minnie Mouse, and Tress MacNeille does Daisy. The only exception was with the star character himself:  Mickey Mouse. Mickey had been voiced by Brett Iwan since the passing of Wayne Allwine who had been voicing Mickey since the late 70s. Someone involved with the casting of this show felt Iwan’s portrayal of Mickey wasn’t suited for a more cartoon-like portrayal so Chris Diamantopoulos was hired to voice Mickey. This basically means that for the first time in Mickey’s 80+ years existence he has two official voice actors. While it’s true a number of individuals stepped in during the Walt years to voice Mickey here and there, none were ever considered an official voice of The Mouse. It’s strange and somewhat upsetting for Disney historians (I tackled the subject in this post about Donald Duck suddenly having two voices) for Mickey to have more than one official voice, but I suppose it is what it is.

Brett Iwan probably could have handled voicing Mickey just fine for these shorts. Ignoring that though, Diamantopoulos’ Mickey is similar in that he’s still a high-voiced character with a smooth delivery. This Mickey is more manic than what we’re accustomed to seeing. He often overreacts to simple slights and obstacles and is prone to screaming. Most of the characters are interpreted through this more outlandish lens as the toon quality of the show is emphasized in almost every scene. Minnie is very similar in attitude to Mickey as she’s more or less a female version of the same character. That doesn’t mean she’s uninteresting as she still possesses a personality, it just happens to be very similar to Mickey’s making the two feel like a natural couple who’s been together for decades – which they have! Daisy, on the other hand, is snobbish and materialistic and often likes to brag about her man, err duck, Donald. Goofy is more dim-witted than ever, and he’s also seen the most extreme redesign. The other characters are basically just stylized takes on their classic looks, but Goofy almost looks like a different character. His model reminds me of the George & Junior 90’s “What A Cartoon” show designs. He’s kept his hat and vest, but ditched his pants and even grew a tale. He’s pretty gross too, with stinky feet and is seen scratching himself and picking lint out of his belly button. Donald actually comes across as slightly more mellow than his usual persona. He’s sometimes dismissive of Mickey, but still has his meltdowns. He’s a bit mean-spirited too and isn’t above laughing at another’s misfortune, and that’s pretty much in tune with his classic portrayal. Appearing sporadically is Peg-Legged Pete voiced by Jim Cummings. For the first time in a long time, Pete is even portrayed with his old peg leg. This is also the most cat-like his appearance has been outside of his earliest appearances.

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Mickey’s ears sometimes have a mind of their own.

Visually, the show is very 90s in its looks. Mickey and gang are still fundamentally cute in appearance, but they’re also shown in ugly lights too. When Mickey is worn out or sad his snout will droop making him resemble Mortimer Mouse more than Mickey. It’s a part of Mickey’s anatomy I’ve never seen emphasized before. His eyes and coloring are consistent with his first run of shorts in color. The only real change there is in his over-sized shorts which impossible stay around his waist. The artists and animators love playing with his ears. They slide around on his head, pop-up off of his skull when he screams, and at times they’re even detached. The physics in play are very much of the Looney Tunes variety, with that 90s twist popularized by the likes of Ren & Stimpy, Rocko’s Modern Life, and Animaniacs. The animation is done in a modern way, meaning it’s likely all CG, but it resembles classic animation with its 2D look and backgrounds.

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The animators do not shy away from portraying Mickey in an unfavorable light when the situation calls for it.

The show is very visual, with gags being the name of the game in a great many episodes, especially the season one shorts. Some of these gags are a play on the world and characters. The first broadcast short, “No Service,” tackles the age old question of why it’s permissible for Donald to strut around pants-less and Mickey without a shirt when the two are denied entry into Goofy’s burger joint. Donald ends up taking Mickey’s shorts so he can go inside and order food, leaving Mickey naked and vulnerable outside as he tries to hide from Minnie and Daisy. It’s one of the more hilarious shorts and lays the groundwork for basically all of the others in that Mickey is often presented with a simple obstacle or objective and he has to go through an awful lot to get around it. In “Stayin’ Cool,” Mickey, Donald, and Goofy have to try and beat the heat somehow. When they get tossed out of some guy’s pool they’re forced to search all over the city for a way to stay cool and wind up in an ice cream truck. You get some weird visual gags such as Goofy filling his shorts with ice cream. In “Third Wheel,” Goofy invites himself out on a date with Minnie and Mickey, and through some rather crazy machinations, the duo end up inside Goofy’s stomach enjoying a romantic dinner. When the camera leaves Goofy’s innards just as the two kiss, Goofy’s outer stomach starts a moving and a grooving. These suggestive visual gags are a bit shocking for those accustomed to only a certain brand of humor from Disney, and Mickey especially, but it’s hard to deny their effectiveness.

The music is appropriately upbeat for many of the high energy scenes in this collection of shorts. There’s also a nice sampling of low key jazz and big band music which is evocative of the classic shorts. And where appropriate, the shorts will even dig into Disney’s rich catalogue of original music here and there. There’s even cameos from classic Disney characters I won’t spoil, though some of my favorite cameos actually occur in later seasons. Some of the shorts take place in foreign countries, and in an interesting move, Mickey and his co-stars will speak the native language when the setting changes. Usually these shorts end up having minimal dialogue, but it’s a pretty neat attention to detail and down-right bold as well.

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Mickey’s mocking of Donald in “No Service” makes me laugh every time I see it.

Mickey Mouse is a great return for the ageless mouse and his cast of friends and foes. There’s an infectious energy in this cartoon series that can’t be ignored. Watching it, one gets a sense of appreciation for these characters on the part of the creators as well as a desire to re-imagine them to a point and place them in new settings and new situations to see how they would respond. I can understand if some longtime fans of Mickey and Goofy, especially, are uncomfortable with this take or find their look unappealing, but I do hope they can appreciate the humor in this series. Really, for the first time in his existence, Mickey Mouse is actually a funny character on his own. He’s been the straight man for so many years, and prior to that he was somewhat of a thrill seeker and even a trickster, but rarely comedic. The series is still ongoing and is in the midst of its fourth season with over 60 shorts released, plus the holiday specials. I hope more is on the way and a physical release is considered for the episodes that have been stranded on cable and the internet.  Season One includes 18 shorts, plus a brief making of type of feature that’s not really worth watching, and is readily available for less than 10 dollars. If you’re a Disney or animation fan it’s basically a no-brainer at such a low price point, and considering my own offspring is addicted to this disc, I can safely recommend it for children and adults alike.


DuckTales Premiere “Woo-oo”

ducktales_2017_by_xeternalflamebryx-db1zb8bWhen Disney set out to reintroduce DuckTales to a new generation of youngsters they clearly decided the most enduring legacy of the late 1980s cartoon series was its catchy theme song. Penned by Mark Mueller and covered in exhausting detail in a new Vanity Fair piece, the DuckTales theme has remained a unifying force of nostalgia for those who heard and watched cartoons during its run. It’s upbeat, poppy, and entrancingly catchy qualities are essentially the one aspect of the old cartoon preserved almost exactly for this new edition of DuckTales. Sure, it’s now sung by Felicia Barton and that final verse is altered ever so slightly, but it’s relatively unchanged from its origins and it still rocks.

The theme has been a central part to the advertising blitz laid out by Disney which seems to know it has something in DuckTales. So confident is the sense coming from the company that it’s a wonder this wasn’t attempted sooner. Is there something magical about waiting for the 30th anniversary of the original program as opposed to the 10th or 20th? Or have we just arrived at a moment in time technologically speaking where this show can be done at a reasonable cost without resorting to the 3D computer-generated imagery of many of Disney’s modern cartoons? Whatever the reason, the song appeared in a quick teaser for the show last year along with the unmistakable “Yeah!” of Donald Duck. The new cast was introduced via a YouTube video where they all sing the song with great exuberance and some pretty impressive timing. And why not? The song is perhaps the best cartoon theme ever concocted and should be leaned upon heavily to bring this franchise back.

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The money bin is still a thing, and looks to be harder to penetrate this time around.

And DuckTales is indeed back. Saturday August 12th marked the debut for the new series, and much like its predecessor, it debuted with an hour long special. Disney XD was the chosen landing spot and the entire day’s programming has been dedicated to airing the new episode of DuckTales, titled “Woo-oo”, for the entire duration of the day. It’s a bold way to announce a new show and it will also be streaming on Disney’s websites and apps presumably until the show’s re-debut in September.

Resurrecting a beloved franchise isn’t easy and often thankless. Fanbases seem to become increasingly protective of that which they love as time marches forward and the slightest change can cause the biggest disruptions. Perhaps that’s why the show has felt so secretive with Disney waiting what felt like an eternity before showing off even a still image from the show. In general, it seems most took the show’s new look with enthusiasm. Scrooge now sports his traditional red coat from the comics from which he first made his name. The show is presented in 2D as opposed to 3D, and all of the familiar faces are still there. The children have received a makeover, as expected, but they don’t feel as forced as the ones the nephews got for the short-lived Quack Pack program in which Disney seemed to be forcing teenaged culture into the show in a mostly unauthentic fashion. The show also promised to send its cast on more timeless adventures, seeking treasure and uncovering all manners fantastic all while maintaining not just the spirit of the original toon, but those Carl Barks stories as well.

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Expect to see some old foes pop-up eventually.

Naturally, some voices had to change as well and Disney kept its casting decisions under wraps for some time. Alan Young was basically the only Scrooge my generation knew, but Father Time made sure it wouldn’t be possible for him to continue the role for the new series (RIP). David Tennant has brought his Scottish charm to the new series. His Scrooge is a lot more youthful sounding, but comes across as authentic and dashing and I think it’s a voice that will suit him. Terry McGovern, who voiced Launchpad McQuack in the original series as well as in Darkwing Duck, lobbied hard for the role here but was passed over in favor of Beck Bennet. Bennett is fine, and I understand the feeling in the building that this should be a new show for a new generation, but Bennett basically sounds like he’s doing his best McGovern impression which makes me wonder what’s the point in re-casting him? The nephews Huey, Dewey, and Louie have unique voice actors for really the first time in their existence in Danny Pudi, Ben Schwartz, and Bobby Moynihan. I’ll miss the adorable duck voice of Russi Taylor, but I can’t argue against the decision to make the nephews feel like distinguishable characters from one another. It used to be that only the color of their shirt differentiated one from the other, but in this series all three have their own unique personality. It seems like Huey will be the boy scout, Dewey the crafty trouble-maker, and Louie more of a laid back sort. Kate Micucci is Webby, who too seems like she’ll have a more pronounced character other than girl duck. Mrs. Beakly has perhaps received the most pronounced makeover as she’s gone from grandma-like in appearance to a hulking behemoth. She’s voiced by Toks Olagundoye and I’m curious to see what kind of backstory has been crafted for her to explain this brawny physique. Last, but certainly not least, is Donald Duck voiced by the irreplaceable Tony Anselmo. Donald was reduced to a cameo role for the original DuckTales due in part to Disney being sensitive about using its classic characters for TV and over concerns of his sometimes unintelligible speech pattern. Thankfully Donald has been restored to full-time cast member as he was in the comics and DuckTales 2017 already has a huge leg-up over the original.

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Donald and his nephews have a very hum-drum sort of existence when the show opens.

The premiere opens with Donald and his nephews aboard a houseboat that they apparently live on. It’s seen better days, and Donald is preparing for a job interview. When he realizes he can’t leave his nephews home alone, he decides to ask his estranged uncle for a favor. We find Scrooge in a state of depression as his life has become rather mundane and unexciting. He’s still fabulously wealthy, but doesn’t appear to be living a truly rich life. He and Donald had an unexplained falling out and their first encounter in many years is hardly warm and fuzzy. Still, Scrooge agrees to help out his nephew by watching his grand-nephews, who before today had no idea they were related to the famous Scrooge McDuck. They think they’re meeting a great adventurer, but are pretty disappointed in what is presented to them. They soon meet Webby, the grand daughter of Mrs. Beakly who lives with Scrooge and takes care of the household. Webby is starved for adventure and her sheltered life in the mansion appears to be driving her a little crazy. The boys and Webby make some fun discoveries while poking around the mansion, which helps to bring out Scrooge’s adventurous side. Meanwhile, Donald gets his job, but his new employer is going to cause some problems for his uncle. Everyone ends up on a collision course for Atlantis, the adventure is appropriately grand.

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Scrooge will have no shortage of enemies and challengers to his title of World’s Wealthiest Duck.

Right off the bat I find myself in love with the visual style of DuckTales. There’s a very Barksian quality to the look of the show with some of the images appearing very influenced by Barks’ later works of art. The animation is undoubtedly done on a computer, whether it’s done South Park style by creating 2D models that are animated or if they’re hand-drawn onto computer tablets I do not know, but it does work. It’s not stiff and it’s not lazy and it doesn’t really look like anything else on television right now. Scrooge warms up to his adventuring lifestyle pretty fast, but it’s fun so I’m not going to quibble with a fast-moving plot. The adolescents are convincing and there is room for exploration with all of them. Mostly, of course, I really am fascinated by this Donald Duck. He possesses his trademarked short temper, but it also appears he’ll be the voice of reason in the group who at least tries to keep everyone in check. It’s a role Donald has really never served on film and it will be a lot of fun exploring this rarely seen side of an 80 year old character. The easter eggs and callbacks are also handled as well as fan-service can be with only one line spoken by a reporter sounding forced, but I won’t pretend like I didn’t enjoy it. And I really loved the reveal at the very end of the episode, which I won’t spoil here, as it seems to suggest this version of DuckTales will have something very new to explore.

If you can’t tell, I’m pretty high on this new version of DuckTales. I may have done things a little differently if given the chance, but I can’t deny the finished product looks and feels great. This show has a lot of potential and something about the way it’s being marketed just exudes an infectious amount of confidence in the material that’s very reassuring. It sounds like there’s a lot of fun stuff to look forward to on the horizon, with other Disney Afternoon properties even rumored to resurface. Whether you loved the original series or never watched it, I encourage you to check out DuckTales as this looks like it’s going to be a really fun ride.


Batman: Mask of the Phantasm Blu Ray

Batman-Mask-of-the-Phantasm-Blu-rayI’ve written about Batman: Mask of the Phantasm on more than one occasion, often in glowing terms. I dubbed it the definitive take on the Batman character for film and ranked it pretty highly on my list of best Batman movies of all time. In addition to that, I did a straight-up review of the film as well. Most of these articles are old by the standards of this blog, but all of those write-ups were based on the DVD release of the film. It’s taken Warner years to finally put this film on Blu Ray, but it’s finally here and I’m going to tell you about it.

Now since I’ve already done an actual review of the film, I’m not going to go into much detail though I did re-read my review and I have some embellishments I can make in order to pad this post out. The Blu Ray itself is what is important for this post. Mask of the Phantasm is a film I always felt would benefit from a high-definition transfer because of all of the deep blacks, particularly in the backgrounds. The DVD release was an old one and not particularly good by the standards of DVD. It was re-released in multi-packs with the direct-to-video Batman films based on the animated series and I don’t know if any of those were handled better than the version I have. As far as the transfer goes, the Mask of the Phantasm Blu Ray is a mixed bag. My assumption the blacks would benefit was spot-on. Not only are they rich, but the deep blue of Batman’s cape looks great as well and the animation is nice and fluid. Sadly, there’s some blurring that takes place, particularly early in the film. I’m not sure if it persisted throughout at times and I just became engrossed in the plot or if it was confined to the beginning of the picture. Either way, it’s disappointing the transfer isn’t better.

The other disappointing aspect of the release is the complete lack of special features. The DVD did the same as both only include a standard definition version of the trailer for the film and nothing else. I find it hard to believe the likes of Paul Dini and Bruce Timm weren’t interested in doing something for this release, be it a commentary or a short piece on the making of the film. The subpar transfer and lack of special features really makes it feel like Warner cared little about the integrity of this release, which is a shame because it’s a film deserving of more respect.

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What you see is what you get.

And what a film it is! In re-watching it for this write-up I’m just reminded of how well it gets the Batman character. Seeing Bruce’s early years as a vigilante really drives home the tragedy of the Batman character. And I don’t mean the sad origin of Batman, but in how Bruce has given up any chance at a healthy life by committing to being Batman. He’s fighting an un-winnable battle to rid Gotham of crime and foregoing marriage, children, and the simple pleasures of life. He’s unquestionably doing good in the community and helping people, but it’s probably not a fulfilling lifestyle.

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The Joker could have felt tacked-on to give the film a recognizable villain, but his inclusion pays off

The other aspect of this film that really merits praise, because it feels overlooked in light of The Dark Knight, is its depiction of The Joker. The Joker of the cartoon series is somewhat of a cornball. There’s some danger to the character, but standards and practices kind of holds him back. He’s overshadowed by the likes of Mr. Freeze and Two-Face as far as memorable villains go. Instead he’s kind of the old reliable stand-by for Batman as decades of Joker material from the comics means it’s relatively easy to come up with a decent episode. Here we get The Joker that the animated series probably wanted to give us, but couldn’t. He’s still a nut, but so much more menacing. There’s a real tension in his scenes because he feels unpredictable. Is he going to aid a character? Kill him? What’s his endgame? It’s a shame he doesn’t share screen time with a character we as an audience are invested in, instead he’s paired with scum and we don’t mind if Joker opts to murder them. And what more can be said of Mark Hamill’s performance as The Joker? He’ll always be my favorite.

What we have here is a mixed bag, a great film undermined by a mediocre release. Even so, the Blu Ray is an easy recommend for those who do not have the film already, especially if you’re into Batman and you’ve never seen it. It may be a brief experience, but it’s worthwhile. For those like me who already had the DVD, it’s a tougher sell. This strikes me as a release that will be discounted to the ten dollar bin by this time next year, so maybe waiting on it is the right move if you’re not eager to re-watch. If you’re perfectly happy with the DVD then sure, feel free to pass on this one. I don’t feel burned by it, but I do feel like at 19.99 it’s probably five bucks too expensive. Next year is the film’s 25th anniversary so perhaps there’s an outside shot of Warner doing a more robust release, but I kind of doubt it. This is probably all we’ll get with maybe a future two-pack coming along with an HD transfer of Batman & Mr. Freeze: SubZero, but I doubt that would feature any additional content aside from the films themselves.


Fire ‘N Ice (Solomon’s Key 2)

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North American box art

At this blog, I do not get the luxury of many short posts. I tend to say a lot about the subjects I cover, but on this occasion I think I can keep my words to a relative minimum. I say this to myself, of course, as I begin writing this entry so who knows if that will hold true or not. The reason for my optimism is because I’m here to talk about a little puzzle game for the NES called Fire ‘N Ice. Being a puzzle game, there’s not a ton to talk about, but don’t confuse that as me saying this isn’t a post worth reading or a game worth playing.

Fire ‘N Ice is a game produced and developed by Tecmo and was released in Japan in 1992 and other parts of the world in 1993. If you’re at all familiar with the history of video games then those dates probably mean something to you. This was of course after the release of the Super Nintendo, and if you collect older games then that’s something that can be discouraging all by itself. Being an 8-bit game in a 16-bit world means Fire ‘N Ice was pretty much ignored upon release. Being a puzzle game, and prequel to the under appreciated Solomon’s Key, meant Fire ‘N Ice was always going to have a limited audience, but it’s timing made it so much worse. As a result, the game was produced in low quantities and tracking down a cartridge today is going to set you back a few hundred bucks, which is a shame because this is a title worth playing.

When I sat down to play Fire ‘N Ice for the first time I had no idea how rare and valuable a game it was. I was just in the mood to play a puzzler that’s not just another Tetris clone. I was familiar with Solomon’s Key, but it wasn’t a title I had any particular affection for. This game just seemed appealing because of its bright colors and simple design. In Fire ‘N Ice, you play as the apprentice wizard Dana who has been bestowed with a magic ice wand by a fairy to save the land from an evil wizard named Druidle. The story isn’t important and can be ignored, but if you’re into continuity Dana is the same Dana from Solomon’s Key and this is essentially how he got his start.

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The stage select screen.

The game is comprised of ten worlds with ten individual levels within each world. Dana moves along a map to each world and they can actually be tackled in any order, except world 10 which becomes available after completing the other nine. The stages themselves are single screen levels in which you are tasked with extinguishing the little fire enemies onscreen, which will vary in number. Extinguishing them requires Dana to either drop a block of ice on them or kick a block of ice into them. Dana’s wand enables him to create these ice blocks, but he can only make them appear diagonally in front and below him, as opposed to directly in front of him or directly beneath his feet. He can also make the ice blocks disappear in the same fashion. Dana cannot jump, but he can climb onto a block that’s directly in front of him. If a block is in front of him with no wall or other block behind it, then Dana can kick it and it will slide until it meets an obstacle. Contacting an enemy or fire results in death. The gameplay is quite simple, but like any good puzzle game this simplicity is built upon to create some brain-teasing levels and maximize its usefulness as a gameplay mechanic.

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An early, fairly simple, level. The object is to either drop an ice block or kick an ice block into the flame to extinguish it.

As the game progresses new elements are introduced. There are blocks that are permanent and can be pushed around one “tile” at a time. There are jars that Dana can climb onto or walk across that become burning jars if contacted by one the flame enemies and cannot be extinguished. Dana is also unable to create blocks of ice on top of these flaming jars making it a dicey proposition to consider when dropping an enemy onto one. Pipes are also introduced that Dana can move through which add a new dimension to some of the stages and it’s one used some-what sparingly so as not to become over-exposed. Each world ends with a boss stage that often introduces a new gameplay element. Some of these stages include enemies that move around the stage and will kill Dana by touching him. Others are scrolling levels where lava is slowly rising and Dana has to dispatch of the enemies without being consumed by the lava. The only true boss fight is saved for the game’s final level, but it’s still approached with the same spirit as the other levels. It’s actually one of the easier stages in the whole game, to be honest.

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The much more interesting non North American box art.

The game is appropriately challenging while also being forgiving. Perhaps disappointing to some is that most levels only have one true way to complete it without room for much deviation. One wrong move or lack of foresight can sometimes doom you to repeat it. At any point, the game can be paused and the level restarted which is definitely a welcomed inclusion. Since the regular flame enemies are also stationary, there’s typically no harm in just letting the screen idle while trying to plan your next move. I found that I would mostly start slow and then get into a rhythm after a few stages and breeze along until something came along and stumped me. The game requires you to think in a certain way to figure out most of its puzzles and often times when I got stuck I’d eventually have a “eureka!” moment and admonish myself for not thinking of it sooner. The game also possesses a password system so you can come and go as you please. The passwords aren’t terribly long and complex, which is always welcomed. There’s also an in-game timer for each level that exists purely for your own amusement. Beating the game’s ten worlds also opens up a bonus section of worlds consisting of an additional 50 levels, which is quite a nice reward. Also included is a level editor in case you want to create your own puzzles, but unless you have a Famicom copy, you can’t save your own creations which kind of defeats the purpose.

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A later, far more complicated, level. Dana can travel through the red pipes and will immediately pop out the opposite end.

Fire ‘N Ice may have a pretty ho-hum name in North America (in other territories it was simply called Solomon’s Key 2), but it’s a pretty entertaining puzzle game. If you have access to it, I heartily recommend it. Unfortunately, having access to it via legal means is rather challenging. Tecmo has never released the game digitally through Nintendo’s Virtual Console service (though it did for Solomon’s Key) nor has it even included it on any compilations which is disappointing since this would be a great portable game. As I mentioned earlier in this post, an after-market copy is prohibitively expensive and as much as I enjoyed the game I can’t recommend it if the cost is as high as I tend to see it. There are sellers on eBay offering clone carts, which while not entirely legal is probably your best bet if you want to experience the game on an actual console. And of course, there’s also emulation and ROMs floating around the internet. I’m not an advocate for piracy, but in the case of a game like this that the original publisher doesn’t make available to consumers (and hasn’t for 25 years) I can’t exactly find much harm in just downloading the game. It’s a game worth playing, and it’s a shame to see such a title become lost to time and old hardware.

I can’t believe I just spent over 1300 words on this one. Better luck next time!


The Legend of Heroes: Trails of Cold Steel II

81lhuCL-5kL._SX342_Here at The Nostalgia Spot, we don’t just celebrate that which is old, but also that which celebrates the old. Few modern devices apply as well as a JRPG video game. The JRPG once dominated the video game landscape in the later stages of the 16-bit era and through the 32-bit era. Following that, the western style of RPG began to dominate the RPG subgenre. Titles from the likes of Bioware and Bethesda were often praised while former titans such as Final Fantasy and Dragon Quest slunk to the sidelines.

Today, the JRPG is basically a niche genre though plenty of developers still support it. As you could probably guess, these developers are largely Japanese and many of the games do not make it out the far east, but a surprising amount still do. Many of them are smaller budget releases for older hardware such as the Playstation 3 and Playstation Vita, which are both home to Falcom’s Trails of Cold Steel series of games.

Back in February, I reviewed the first entry in this supposed three-part epic (now four). After over 80 in-game hours and several months of play, I’m here to review the sequel. If you did not read my entry or experience the first game yourself, all you really need to know is that Trails of Cold Steel II very much carries forward the JRPG experience with a few twists and additions to the formula here and there. You control the young Rean Schwarzer, a military student, who together with his classmates has become embroiled in a civil war that really broke out at the conclusion of the first game. Rean possesses many JRPG tropes in that he’s an orphan with unexplainable powers who is genuinely kind-hearted and a natural leader. The sci-fi, steam punk, setting means guns and tanks are met on the battlefield with swords, spears, and magic. Cats talk and ships fly while everyone takes turns hitting each other. Really, if you do not like the slow pacing and gameplay style of traditional JRPGs then you will not like Trails of Cold Steel II.

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Activating an Overdrive triggers a splash screen with still images of the participating characters. Expect to see many awkward poses for the women designed for maximum titillation.

The game picks up immediately where the first one left off. I do not mean to spoil the conclusion of that game, but if you intend on experiencing these games cold then maybe skip this paragraph. At the conclusion of the first game, mech battles were introduced and Rean was separated from his allies and crash-landed in the mountainous region near his home of Ymir. Rean will have to reunite the members of Class VII, who as fugitives of the Noble Faction, have all gone into hiding. All of your equipment from the first game is gone, though you do start out at level 40 instead of 1. Rean will also have to re-form social links with his allies and earn experience for his Master Quartz, as that is sadly reduced to level 1. The only thing that really carries over if you import cleared save data from the first game is your romantic interest and a bonus item depending on what level you were at when you finished the first game. The romantic interest only contributes an extra bit of dialogue here and there as you’re free to pursue another woman should you wish. And for those of you hoping to make Rean romance once of his male companions, you unfortunately cannot.

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Battles should feel largely familiar to those who played the first game, and that is not a bad thing.

The battle system is largely the same as the first game, but there are a few twists to liven things up. The Overdrive system is new and is comprised of two meters that gradually fill up during the course of battle. It usually takes several encounters with enemies to fill both completely, but once one meter is full, two characters can participate in an Overdrive series of attacks. Activating Overdrive is done during a character’s regular turn in battle, and whomever they are linked with will be the second participant in the Overdrive. What it does is provide a bit of a recovery effect to hit points, magic points, and craft points while giving the duo the next three turns in battle, meaning whomever activates it will get two turns with the second character getting a turn sandwiched in-between. All actions during an Overdrive will lead to a critical hit, if a physical or craft maneuver is used, and in the case of a magical “Arts” attack, ignore casting time and take effect immediately. Overdrive is very useful for boss encounters, especially if you have magic users who match-up well and can unleash a triad of devastating attacks in a row. The only catch to the Overdrive function is that the ability for characters to work with one another must be unlocked via special blue trial chests hidden throughout the world. Rean is the only character who can use Overdrive with anyone right away.

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These two will become fast friends.

The other new addition comes in the form of mech battles, which were introduced at the very end of the first game. These encounters are largely scripted throughout the game, meaning you’re never able to just roam around in a mech and lay waste to your enemies. Rean is on his own in these battles, but he can utilize his allies as support characters. For the most part, the mech fights are just a simpler version of standard encounters that focus more on resource management. CP is at a premium and EP can be restored by your support character, but it will cost them a turn. Support characters also have their own Arts abilities, usually two per character, that often take on the form of one attack and one buff/debuff maneuver. You’re also very dependent on link attacks, when you land a critical blow you gain one brave point and 3 are needed for finishing moves and 5 for special unite attacks with your support character, and gaining enough brave points sometimes feels like a matter of luck. Your opponents will usually have three places on their person that can be attacked and you have to guess which is the weakest given their current stance. They’ll change stances during battle, and thus change their weak point. Hitting a weak area is the best way to score a link point, but it isn’t a guarantee. Despite this though I found the mech confrontations to be a nice change of pace and the randomness didn’t make them all that more difficult, just longer.

The rest of combat is largely the same. You’re permitted four members of your active party with often four or more in reserve. You can switch out a character with another during their turn without any sort of penalty. Characters can link with one another, and overtime their link level will increase allowing for follow-up attacks following a critical hit and other bonuses. Characters can attack either traditionally, with magic, or with crafts. Crafts are carried over from the first game, and as you level up your old crafts will be replaced with better ones. When a character has a minimum of 100 craft points, out of a maximum of 200, they can unleash devastating S-Crafts that consume all of their CP but can be activated at any moment. I found in this game I really exploited crafts more than I did in the first game, perhaps because it seems like it was easier to restore craft points quickly. I relied far less on the S-Craft moves, often only using them to finish off a boss or disrupt the flow of battle if the enemy was about to get a guaranteed critical attack or other bonus. Delay is the name of the game in Trails of Cold Steel II as it’s an affliction that can basically delay an enemy’s turn to the point where they never even land an attack. Bosses are resistant to it, but few are immune. Once you figure that out, the game becomes pretty easy though there are harder difficulty settings that I did not play on. There were still a few moments where things got tough, but for the most part I saw the Game Over screen very infrequently.

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Fie is a master of the delay technique and will likely be a mainstay in most battle parties.

The game moves at a quicker pace than its predecessor, and the environment is changing almost constantly as you no longer have the Military Academy to return to after every mission. The entire map of the fictional Erebonia is also open to you from a  very early point in the game until the end. For the most part, you’re free to pursue main objectives as well as side quests and activities at your own leisure. Usually quests come in groups with some being hidden. Ignoring the side quests and undertaking the required main quest will often cause you to forfeit attempting the side quests. At certain points you’ll also have downtime in certain locations where you’re given bonding points to spend on your allies at your own discretion. Using one leads to a scene where you will usually learn something new about your companion and ultimately earn a bunch of link experience. These points are finite on a first play through and it’s impossible to see every character’s bonding events, so don’t even try. Just spend them on the characters you like best. There are a few mini games, like fishing and snow boarding, which have their own rewards if you see them through, but are mostly just simple diversions.

The game’s story and presentation obviously needs to be interesting enough to support a roughly 80 hour campaign. As I said about the first game, the structure of the bonding events naturally lend to Persona comparisons. And, as was also the case with the first, if you’re looking for Trails of Cold Steel II to match that series in its character development and personality you will be let down. The main cast of Class VII are a bunch of milquetoast, boring, adolescents who never fail to do the right thing. They’ll give each other a pep talk and are rarely modest. If one compliments another then a compliment returned is sure to follow. They’re likable, but decidedly boring, and they’re embroiled in a conflict that has a GI Joe level of actual casualties which minimizes the story’s impact. There are some interesting twists in the story’s plot, and there at least a few NPCs who’s allegiance is cloudy for much of the game, but for the most part the game is kind of a breezy romp despite the war backdrop. Basically all of the voice actors returned from the first game, and they’re adequate though you’re sure to find some you like more than others. Some of the girls tend to have such a high pitch voice it can become grating, but that’s not atypical of anime localisations.

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In addition to the members of Class VII, you’ll also be able to make use of guest characters at certain points in the game.

The rest of the presentation is merely adequate. Being that this is a PS3/Vita game, the visuals are not all that impressive. Even judging by the standards of the hardware, they still come up short in places. Generally, the character models look good but the environments are small and bland. Most of the locales you’ll visit in this game are lifted directly from the first game with only a few exceptions. The game features what is basically a tradition for developer Falcom in that it opens with an anime intro set to some up-tempo synth metal reminiscent of the New Wave of British Heavy Metal style. It’s fun, but don’t expect to see much more in the way of anime scenes or that style of music. The rest of the soundtrack is more atmospheric and fairly basic. There’s not a ton of variety, but it has its moments.

Add it all up, and what you have in Trails of Cold Steel II is a very competent JRPG that tries to combine a lot of elements from other popular games in its genre and does so adequately, but without really mastering any. The combat is the game’s clear star as its combination of turn-based actions with strategic formations is rewarding, but perhaps leads to instances where it can be exploited too easily. The story isn’t high art, but it’s not boring and I am genuinely curious to see where the series goes with the third installment (currently in development for PS4), though I’ll continue to hope they find a way to make the characters more interesting. Trails of Cold Steel II is an easy title to recommend for JRPG enthusiasts, especially those looking for some gaming on the go with the Vita.


NECA San Diego Comic Con Exclusive TMNT Animated Series Action Figure Set

IMG_1436Teenage Mutant Ninja Turtles is the franchise that won’t go away for me. I’ve been involved with it since the 80s when the cartoon series debuted and the first line of action figures started popping up in retail. I dropped the series when The Next Mutation came around, but picked it right back up when the 4Kids version of the Turtles debuted on Fox in 2003. And always there was a line of toys to go along with them that I happily indulged in. The only toy line I’ve really passed on was the current line that ties in with the Nickelodeon show. Even though I like that show, I never felt the need to go buy the toys. I thought, perhaps, I was finally maturing, but nostalgia for the original 1987 cartoon series has pulled me back into the world of TMNT toys.

Last year, Bandai gave us its take on the fearsome foursome based on the 87 series through its SH Figuarts brand. I reviewed all four and they were very impressive, but also costly. Those toys exist because they’re technically imports, though some retailers carry them in the US. When it comes to the real domestic products, Playmates still has a stranglehold on all things TMNT when it comes to action figures. Because of this, toy companies have had to get creative or get discouraged from even trying. NECA has been the leader in US TMNT toys and they’re willing to jump through the loopholes to get their versions of the Turtles to the public. When they wanted to do a set last year, they had to base it on the original TMNT arcade game which meant a bright, faux-digitized paint app for the figures. When NECA wanted to do a line of figures based on the 1990 movie, it meant they had to release them in a massive quarter-scale (and they’re awesome). Not satisfied, NECA has wanted to get cartoon accurate Turtles to market and finally got the clearance to do so. The catch, of course, was that it had to be a convention exclusive. Also possibly apart of the stipulation, was that it had to be a box set, which is how we ended up with this brand new set.

NECA’s San Diego Comic Con exclusive set of the TMNT is proving hard to get. NECA was granted permission to sell them on their website as pre-orders to be delivered the week of the convention. In addition to that, the set is available to buy at the convention the old fashioned way. It’s an eight figure set with a price tag of $200 that comes housed in a box meant to resemble the old action figure carrying cases of the 80s and 90s. I was fortunate enough to score one of the pre-orders which went live last month over the course of 4 days (and each day they sold out in about a minute) and my set arrived at my door last night. NECA is referring to this as the definitive take on the 87 Turtles, so how did they do?

The set comes housed in an attractive case. It’s decorated with all new artwork by Archie Comics artist Ken Mitchroney and depicts the Turtles outside the San Diego Convention Center with Shredder and Krang on the reverse. The case is likely made out of cardboard with a vinyl outer coating. Two clasps on the side made of metal close it up, though the case isn’t too rigid making the clasps hard to engage. This is clearly a case designed for decoration and to add a “Wow!” factor to the presentation, it’s not something you would have wanted to ferry back and forth between home and grandma’s like the case you probably had when you were a kid. I do find it a bit odd they went with an Archie look as the Turtles on the cover do not resemble the television show, but at least it’s original and not a stock image.

The set itself contains eight figures:  Leonardo, Michelangelo, Raphael, Donatello, Shredder, Krang, and two Foot Soldiers. The figures are packaged in a black plastic trays with a transparent outer shell that fits over it like a clamshell design. The trays are stacked in two layers, with the Turtles on top and the Foot on the bottom. The packaging is designed to be resealable, though it’s probably not durable enough to withstand repeated use. The figures themselves were pretty easy to remove, though some of the accessories were a bit trying (and there’s a lot of them, more on that later) and I worried I’d crack the plastic shell casing, but it held up.

If you’ve purchased prior NECA TMNT sets, then this one should feel some-what familiar. The Turtles are essentially the same figures released last year, just with a cartoon-specific paint application. Shredder is a composite of the two Shredders released last year (the arcade one and the Mirage Comics one), but with an all new head sculpt and re-tooled abdomen. The Foot Soldiers also borrow parts from last year’s Mirage Foot, but obviously with new head sculpts and new arms to represent the very long-armed look of the cartoon. The only all new sculpt is Krang, and that’s because he’s a pretty unique character and not one NECA has released before.

Let’s talk about the heroes first. The Turtles feature a dark, almost olive, paint-app for the majority of their body with a darker green used for shading on the backside of their limbs. Lots of black lines are used for definition and the look is certainly striking. The skin tone is quite close to that of the cartoon’s first season, especially for the scenes taking place in dimly lit areas like the sewers. The decision to add shading is a bit of a controversial one in the collector community; some like it, most don’t seem to care for it. I don’t think it works as natural light would have accomplished the same thing. A paint wash may have been a better approach, but it’s not something that kills the figures or anything. The colors of the pads and masks are vibrant, and each turtle sports a fighting expression. The articulation is pretty standard, and NECA hides the joints and cuts well within the sculpt. The only drawback is the hips feel a bit loose and some more ankle articulation would have been welcomed. The shells look great, and there’s no noticeable paint slop on any of mine. The only production error appears to be with Raph’s pupils, as one is centered in the eye and the other towards the top of the eye, making him look weird from head on.

The actual sculpt of the figures is also pretty solid. They’re about 5 1/2″ tall and fit nice in scale with Shredder and the Foot. The wrist bands and pads are all part of the sculpt and not separate pieces, and they look pretty good. NECA was able to get the kneepads to sort of hide the knee joints like an actual pad, though the elbow pads sit above the elbow joints. I’m always torn on what facial expression these 87 Turtles should possess since the show was so light-hearted and campy. In a perfect world, NECA would have included swappable heads, but those obviously add a lost of cost. Grim and serious works for Leo and Don, though I wish Raph’s sarcasm could have been reflected and Mikey’s more jovial nature. NECA also ran into the challenge of how to mold the head. These sculpts worked really well in nailing the likeness of the arcade TMNT, but they’re a little too frog-like for the cartoon. That’s partly because the Turtles in the cartoon look very different when they’re presented head-on or at an angle, versus a profile look (just watch the opening credits). The season one Turtles often had a vertical line on their beaks to give the impression of a sharper mouth that was mostly dropped after season one. NECA wisely didn’t try to incorporate that as I don’t think it would have turned out well had they. Overall, I do really like the look of these figures, though I think they come up just a tad short if they’re trying to be the definitive take on these characters.

The accessories for the Turtles are numerous and appropriate. Each character comes with his specific weapons which means Leo has two katana, Raph a pair of sai, Don a bo staff, and Mikey twin nunchucks. Don’s bo is especially well-detailed and probably the finest bo staff the character has ever come with. It also breaks apart in the middle which can make storing it in his belt a bit easier to manage as it’s really tight. Leo’s swords are quite broad and resemble a falchion more than a katana. This is consistent with the show, though the broadness might be exaggerated some (though his swords were kind of all over the place and not very consistent in the show). He has holsters too for his blades and they too are also really tight. I couldn’t really get them in and didn’t want to force it, though I’ve seen holstered pics online so it’s certainly possible. Raph’s sai are probably the worst of the bunch as they’re really out of scale and resemble tuning forks. Raph also carried his sai in his belt near his buckle on the show which isn’t possible with the figure as the belt is glued on. It would have been nice it NECA had found a way to make it possible without taking away from the look, but I see why they wouldn’t want to add a pouch or something where there really isn’t supposed to be one. Mikey’s nunchucks are twin pieces of plastic connected by actual metal linkage, a practice NECA basically started with its Mirage version of the figure 9 years ago that has been adopted by pretty much everyone since. One ‘chuck handle can detach and a “spinning” chuck attachment can go in its place, which is a pretty nice feature. Like Raph though, he can’t store his weapons in his belt, though I suppose you could wedge them under his arm if you wanted. In the show, Mikey stored them on his shell in little holsters that basically disappeared when he was holding his weapons (Don and Leo’s holsters often did this too, especially after season one) and NECA must have valued the look of his holster free belt over one that basically never existed in the cartoon.

Additional accessories include four turtlecoms; two are open and two are closed, that look awesome. There’s also an additional four pairs of hands that can be used on any turtle, since their wristbands are part of the arms. There’s a box of pizza from Weird Pizza with one slice missing. That slice is also present and even has a hole through the center for placement on Raph’s sai. The turtle-hook, which showed up in later seasons, is also here if you wish to change-up Mikey’s weapon. It’s slightly oversized but that’s likely because the hooks actually come out of it slightly. It’s not a great effect, but still appreciated.

Naturally, these editions of the TMNT invite comparisons with the Figuarts ones from last year. I think, overall, the Figuarts ones are superior, but they should be since they retail for around $65 a piece. Their articulation is better, the swappable heads help make the likeness better, and I really love that Bandai came up with those swappable belt pieces so all of the Turtles can holster their weapons. NECA’s chosen skin tone is definitely closer to that of the main show, while Bandai’s resembles the opening credits and later seasons. The Bandai Turtles also each had four pairs of hands, while the NECA ones share a community of hands. If I had to pick one I’d take the Bandai ones, but I wouldn’t feel disappointed if I only had these NECA ones. Both look great and they complement each other pretty well as now we have turtlecoms and a closed turtle-hook.

Of course, the NECA Turtles have one big advantage over the SH Figuarts ones:  they come with a Shredder! Shredder, for some reason, has really received some bad treatment from toy manufactures. Even from NECA, who delayed the release of their Mirage Comics Shredder by eight years (with part of that being attributable to Playmates, but mostly to a marketing decision). Toy manufacturers are scared that Shredder and other villains won’t sell. Playmates cancelled their own toon Shredder after showing prototypes, and Bandai has yet to bring theirs to market even though he was unveiled over a year ago. And the old Shredder toys from the original line? They were terrible, with Shredder having blue spikes and no shirt, plus that really weird semi-crouching pose. Naturally, this Shredder is the crowned jewel of the set as he’s a near perfect likeness to the cartoon. He comes in at nearly 7″ tall making him much larger than the Turtles. The head sculpt is perfect and conveys a lot of personality despite the restrictive nature of the character’s helmet. The spikes are a nice, soft, pliable plastic and the fabric cape adds a nice touch. I had to watch old episodes of the cartoon to spot any differences, and the only inaccuracy I could find was with the shoulder pads that featured fewer spikes on television, but I’m not going to complain about some additional spikes! My only other criticism would be the two-tone paint job is again a bit overdone, especially on the helmet, though overall it works better on Shredder than it does on his adversaries. His open hands also have some excess plastic from the mold that’s a bit ugly, though if it really bothers me I could probably trim it off with a razor blade.

Shredder comes with a few accessories of his own to go along with his excellent sculpt. He has a katana of his own, which is unique to him, for sword-fighting with Leo. He also has a gun that resembles the retro-mutagen ray from the cartoon and looks good in his hands. He has three sets if hands: fists, gripping hands, and open hands. He also has a com-link with a little picture of Krang on it as well as a blue canister of mutagen. I do not remember this blue canister from the show, but I’m sure it existed. I only remember the standard glass one with glowing, pink, mutagen contained inside.

The two Foot Soldiers are identical to each other. They are slightly stooped over and feature those long limbs they were known for. They too come with three sets of hands each:  fists, gripping fists, and open hands in a karate chop like pose. There’s also a rifle and a large gun with a bowl-shaped end which was featured in the cartoon and also with the Playmates version of the character as well. The two-toned paint works well on the Foot, probably due to their clothing have a lot of molded creases and folds, and it’s hard to find any fault with these figures.

Lastly, we have Krang, who too looks fantastic. He’s a light pink and features his trademark scowl lots of lumps and veins. Liberal use of black lining gives his face added definition, though they may have gone just slightly overboard with it. His tentacles are on ball joints and are also easily removable. This is so Krang can hop into his bubble walker and the tentacles clip onto outside joints to resemble the cartoon look. When not in his bubble walker, he also has his little tripod from the first season that he scooted around on before Shredder completed his body. This is a great touch by NECA as I don’t think this has ever been done before. It snaps into a recessed area on his underside so it stays in pretty well.

The villains really help round out this set as NECA hit a homer on each figure. It’s nice to have a new set of the Turtles without having to worry if they’ll ever have some villains to tangle with. Naturally, there are people who probably wish they could get more Foot Soldiers for display purposes, but that has more to do with licensing than NECA’s wishes. I have no idea what the future is for this property as it concerns NECA. The popularity of this set leads me to believe that NECA would like to do more, but it may have to wait until next year. Fans undoubtedly would love a Bebop and Rocksteady and Krang is just over here begging for a body. Other characters like Splinter, April, Baxter Stockman, and others would probably be welcomed too. I personally have no desire to go in too deep, but I definitely am hoping for more. If the property dies here though, it’s still a very satisfying collection of figures that will display well for years to come. I hope to be done with buying anymore action figures of the Turtles from this show, and I may even pass on the Bandai Shredder should he ever see release as I’m more than happy with this one. If you have the opportunity to get this set at a reasonable price, I fully recommend it.

UPDATE 2019! – If you’re finding this late and want to get a set of your own, in early 2019 NECA announced a new relationship with Target that will allow them to sell these figures at retail. The catch? Playmates mandates they not be in the toy section and retail for at least $50. NECA has a spot in electronics and as of this update you should start seeing TMNT two-packs on shelves either really soon or already. Each turtle comes with one villain and all of the accessories from this set are spread across the releases. Check them out if you can because these are absolutely worth owning and future figures are expected in the fall of 2019! Happy hunting!