Category Archives: Video Games

Why I’m Not Excited for Diablo III

Blizzard Entertainment, the developer for the upcoming PC game Diablo III, has earned a reputation over the years as one of the best, most consistent developers in gaming today.  Once called Silicon & Synapse, Blizzard was an American developer in an industry still dominated by the far east.  It focused on game ports at first, before going on to developing its own titles in the early 90’s.  The company had some minor hits on consoles with games like Rock n’ Roll Racing and The Lost Vikings, but the developer really became known when it released a real time strategy (RTS) game for the PC titled Warcraft:  Orcs and Humans.  Warcraft was an example of great timing on the part of Blizzard.  It wasn’t all that unique from a gameplay standpoint as the RTS genre had already been firmly established by the Dune series from Westwood Studios, the other big name in the RTS genre.  Blizzard and Westwood would have a rivalry through-out the 90’s with the two producing big name franchises like Blizzard’s Warcraft and Westwood’s Command & Conquer.

What Blizzard is often most credited with when it comes to the RTS genre is adding plot to the game.  This goes beyond merely setting up the conflict but extends to in game missions.  Where Dune was comfortable to have the player focus on annihilating the opponent on a given map, Warcraft added purpose.  There were many straight-forward kill the enemy missions, but there were also rescue missions or establish a satellite base type of thing.  It seems like a small thing, but it did help break up the monotony of the game.  And Warcraft’s setting did go a long way as well as the medieval/fantasy theme worked well within the game and the major conflict of orcs v.s. humans proved surprisingly dramatic.  It wasn’t high brow kind of stuff of course, though the plots would become more complicated in later games, it was basically good v.s. evil but that worked well enough at the time.

Most people today know Warcraft more for the World of Warcraft franchise than anything else.  Like with the RTS series of games, WoW came at a great when the massively-multiplayer online (MMO) role-playing genre was taking off.  Blizzard again didn’t do much to rock the boat from a gameplay perspective, but the Warcraft franchise worked well in this setting and Blizzard made everything easy on the new comer.  This made WoW the most accessible title in the genre and a main reason why it has become the studio’s biggest cash cow.

Of course, Blizzard didn’t just make money off of the Warcraft franchise.  Also paying out dividends was the massively popular StarCraft.  As most would suspect given the name, it’s basically Warcraft in space.  The conflict is new, and has now been expanded to three parties instead of two, but the basic gameplay is still the same.  StarCraft did prove more complex.  While Warcraft and its sequel established a pretty basic strategy, StarCraft’s game challenged players a bit more.  Resource management was more complex and simply overwhelming the opposition didn’t always work as the factions waging war against one another were now quite different.  In Warcraft, the orcs and humans were practically palette swaps as they were so similar.  There were a couple noticeable differences (mainly in spells earned by higher level units, which actually proved to be a pretty big difference as the Ogre Mage’s bloodlust was ultra-powerful) but for the most part each side had its own main melee unit, ranged unit, siege unit, etc.  StarCraft’s humans (Terrans), Protoss, and Zerg each came with their own gameplay strategies that the player needed to exploit in order to win.  A Protoss player would not approach a fight the same way a Zerg player would, nor would he attack a Zerg enemy the same way he would a Terran enemy.  This helped make StarCraft hugely popular online and in competitive settings.  Strangely, StarCraft wouldn’t receive a proper sequel for over 10 years.

Diablo (1996)

Blizzard’s other big franchise, and the one this post is supposed to be about, is the Diablo franchise.  First released in 1996, the Diablo franchise is your basic dungeon crawler.  It’s the most straight-forward and simple title in Blizzard’s catalog.  The first one was especially basic.  It only included three characters: the warrior, rogue, and mage.  Each one had its obvious strengths and weaknesses. The player took the character through the game’s lone dungeon of 16 levels with the main goal of destroying the game’s antagonist, Diablo.  There were quests along the way given out by the game’s townspeople or just stumbled upon while journeying through the dungeon.  None were of the head-scratching variety and merely added a little back-story to why you were killing a certain enemy.  The game’s narrative was mostly non-essential, the real drive was to simply level up and make your character as strong as possible.  Finding loot was the main goal as you never know what the next monster would drop or what would be in the next destructible barrel.  Each level of the dungeon was also randomly generated which encouraged replay.  Once the game was beaten it didn’t end there as the player could continually take the same character through the dungeon again and again until boredom set in.

Diablo was quite successful, and its sequel Diablo II even more so.  Diablo II arrived in 2000 and carried over the same point and click mechanics but added more variety to the character classes.  Where there were once 3, now there were 5.  There was also a skill tree implemented to make each class feel different.  Now the warrior class wasn’t just stronger, he could do special attacks or leap (he was also now called the barbarian).  The game’s expansion would add more classes as well giving gamers far more variety.  The game was also much bigger and more challenging, but was still mostly just a dungeon crawl with the main goal of the player to create the most powerful character possible.

The theme for Diablo II: more is better.

I was hooked on the original Diablo.  I beat the game with each of the three classes multiple times.  My favorite was the rogue, though the mage character ended up being the most powerful if enough time was invested.  His magic was so strong that I rarely had to equip him with a weapon.  In Diablo II, I found myself suitably addicted once more but the game’s massive size cut down on my willingness to play through it again and again.  As such, I only really played through it twice; once with the necromancer and once with the amazon.  By the time I was nearing the end with the amazon (and truthfully, I can’t remember if I beat it or not with her) I had had enough.  By this time I felt Diablo had been eclipsed by Bioware in the dungeon crawler genre.  Baldur’s Gate, and later Neverwinter Nights, offered a more rewarding experience.  Diablo could be boiled down to the fact that you just clicked on the enemy you wanted dead and spammed potions to stay alive.  Diablo II did liven up the experience with the skills system, and some characters introduced supporting characters as well but they weren’t as tactile as the multi-person party found in Baldur’s Gate.

This sort of leads into the main point of this post:  I’m not excited for Diablo III.  Diablo III is set for release this year, and maybe as early as next month, for the PC and Mac.  Whether or not I’m excited to play it is actually irrelevant, as I don’t think I own a machine that could run it.  My laptop can run StarCraft II in the low settings just fine, but I suspect more muscle is needed to do the same with Diablo III.  Even if the game was coming out on Playstation 3, I don’t think I’d have much desire to play it.  It’s possible I’d end up getting it at some point, but unenthusiastically.  That’s fine and all, but I feel like I’m in the minority.  I feel like Blizzard has created a reputation for itself that includes amazing games.  Blizzard notoriously takes forever to release anything with a focus put on quality.  It’s in some ways kind of ridiculous considering it now has powerful financial backing from Activision which means the development teams are much larger than what they once were.  It made sense for a small developer to take awhile to get things to market, but now it just seems like a marketing strategy.  Blizzard cried about not having enough time to get out StarCraft II, so it removed the Zerg and Protoss campaigns in order to make its release date.  It was announced in 2007, but work basically had begun in 2003, and yet the game was released in an incomplete state in 2010.  The not enough time excuse just rang hollow and it sounded more like a money-grab than anything as now gamers will have to buy two more games to complete the story.

Gameplay shot from Diablo III. As one can see, aside from looking better, not much has changed.

Diablo III has had a more quiet release schedule.  Perhaps Blizzard has learned to better manage its resources or just wisely has kept its mouth shut until the game is within a couple of years of release.  Still, I was surprised when I looked up the game for this post that it was announced in 2008, nearly 4 years ago.  I suppose it just feels like it hasn’t been that long because my interest has remained low.  Diablo offers a fun, but shallow gameplay experience and one that just doesn’t work for me anymore. When I was in my teens I could play these dungeon crawl types with more enthusiasm but now they’re just boring for me.  A lot of them seem to receive similar critical reactions to my own, but I suspect Diablo III will be a critical darling despite not doing much different.  Blizzard will deliver a solid narrative, something the company has become well-versed in doing, which will go a long way towards giving the game greater purpose.  Gameplay wise, I suspect it will be the same experience just with a different lens.  For fans of the first two games, that will probably be good enough as Blizzard’s long development windows does help to create an increased interest.  If Diablo had an almost annual release schedule like some franchises it would have died a long time ago.  The same could really be said of StarCraft and Warcraft as the RTS genre really became over-saturated in the last decade to the point of nearly killing it.  Spreading out the releases helped keep things fresh, though Blizzard did justifiably change and enhance the gameplay experience when moving from Warcraft II’s straight-forward approach to the hero one of Warcraft III (which is why I consider Warcraft III Blizzard’s finest hour).

Diablo III will be released at some point, probably sooner rather than later (though one should never hold their breath where Blizzard is concerned) and will probably be a commercial success.  I won’t be among those purchasers though as I feel like I’ve already played it.  This post isn’t meant to slam the franchise, the company, or its fans.  Just the ruminations of one gamer who can’t help but look at Blizzard and wonder what all the fuss is about at this point.  It’s been a long time since Blizzard really did something unique, and if it wants to be considered one of the best developers around, it’s time to see the company do something different.  Diablo III is, without question, anything but different.


Nintendo Wii: 2006 – 2012

I was recently checking out a list for upcoming video games in 2012 over at ign.com.  I don’t usually look at such lists, I prefer to live in the moment, but I wanted to see when the new Resident Evil title was being released on the 3DS.  As I browsed the list I noticed several games I’m looking forward to:  Twisted Metal, Mass Effect 3, Kid Icarus Uprising, and so on.  It looks like my consoles will be well represented, but there’s one notable console with a severe lack of new software:  Nintendo Wii.

2012 figures to be a transition year.  2011 marked the end for the Nintendo DS as it was replaced by the 3DS.  There were a few notable titles released on the old hardware, and there figures to be a couple of stragglers in 2012, but for the most part the DS is dead.  The Sony PSP also, more or less, died in 2011 as its successor was released in Japan at the end of the year, the Vita (and it should be noted, that despite a pretty impressive batch of launch titles it’s off to a terrible start sales-wise).  The Vita’s release state-side next month will all but end the life of the PSP.  2012 figures to include announcements for the successors of both the Xbox 360 and Playstation 3 with new consoles arriving sometime in 2013 or early 2014.  Even though the current hardware still seems totally viable to me, there’s always this need to be the first to market with the next best thing.  That’s Nintendo’s strategy with the Wii’s successor, the Wii U, scheduled for release this fall.

The Wii U was announced last spring.  It created some buzz around the gaming community for its unique controller which basically is a Nintendo DS with twin circle pads.  It remains to be seen what kind of impact it will have, but it, and the list I was looking at yesterday, got me to thinking about the Nintendo Wii and what its legacy will be.

It's almost hard to imagine anyone viewing the Wii as a holy grail of sorts today, but pre-release...

Nintendo did take a risk with the Wii, banking on its motion controls as the system’s true selling point since graphically it wasn’t much better than Nintendo’s previous console, the Gamecube, and under-powered when compared with Microsoft and Sony’s offerings.  It was also cheaper though, which no doubt helped turn the thing into a retail juggernaut.  When it launched in the fall of 2006 I was a day one purchaser.  When South Park worked the wait for the Wii’s release into an episode I empathized with Cartman as I was dying to get my hands on one of those wii-motes just as badly as him (well, maybe not quite as badly).  And unlike the 3DS, the launch went pretty well for the Wii.  I purchased just two titles, but one of them was a brand new Zelda game so I wasn’t needing much else.  Wario Ware soon followed which was like a glorified tech demo and a surprising entry in the Dragon Ball Z line of fighting games proved to be a blast.  And with some major titles lined up, such as a new Mario title and another entry in the Smash Bros. series, things were looking pretty nice for Nintendo.  Parents struggled to find units around Christmas time for their kids, and anyone with a Wii could make a killing on eBay (I resisted the urge to do just that).

And things remained pretty solid for a little.  Super Mario Galaxy ended up being an all-time great, Metroid Prime 3 proved the Wii had something on first-person shooters that even a mouse and keyboard couldn’t duplicate, and other first-party titles gave Nintendo fans exactly what they were looking for (and Sonic made an appearance in Smash Bros., imagine that!), but cracks in the armor were starting to show themselves.  The motion controls were unique and different, but gamers soon took notice that the movement wasn’t true 1:1.  A lot of third-party developers were taking their titles and simply adding some “waggle” controls that proved more monotonous than fun.  The much maligned (by me) EA was surprisingly one of the few third-party developers willing to take the time to tailor their games to Wii, but they were the exception.  It became clear early on that Nintendo would have to be the ones to innovate and lead the way for the Wii and hope the other developers would follow suit.  The problem was, Nintendo was coming up short in that department.  Super Mario Galaxy was awesome, but it succeeded in spite of its waggle controls which really added nothing to the experience.  Twilight Princess wasn’t clearly any better on the Wii than it was on the Gamecube, and fans would have to wait 5 years to truly experience what it was like to control Link’s sword thrusts.  The Mario Kart and Smash Bros. games didn’t do much of anything to advance motion controls, and the most obvious franchise that would benefit from the scheme, Pikmin, was missing in action.

MotionPlus could have served as a catalyst for innovation on the Wii, instead it went mostly ignored.

It became clear after only a short while that Nintendo needed to do something to freshen-up the Wii experience, which lead to the release of Wii MotionPlus.  Bundled with Wii Sports Resort, MotionPlus was released in 2009 and finally offered true 1:1 motion controls.  Sports Resort, like Wii Sports, was basically a tech demo that had little lasting appeal, but it did demonstrate effectively what the peripheral could do.  Unfortunately, little arrived following the release to justify the purchase.  Again, the only developer to really take advantage was EA with its Tiger Woods franchise, but Nintendo was shockingly slow to utilize its own peripheral.  It could be argued that MotionPlus wasn’t even worth owning until 2011’s Skyward Sword, which requires the use of MotionPlus.  With every Nintendo console since the Nintendo 64 gamers have come to expect a lack of third-party support, but they could always count on Nintendo.  Now even the Big N was coming up short which left most scratching their heads.

I received Skyward Sword as a gift this past Christmas which necessitated the purchase of MotionPlus for me.  I had never bothered with it so I went out and bought a new Wii Remote since I couldn’t even find the stand-alone attachment.  The new Wii Remotes come with the MotionPlus technology built into them which is definitely nice for new adopters of the console, but I wonder how many are rushing out to buy Wii’s in 2012?  Before Skyward Sword, the last new game I got for the Wii was Super Mario Galaxy 2 in 2010.  Galaxy 2 is a good game, a very good game actually, but it doesn’t add much to the experience offered up by its predecessor.  I actually never finished it, which is surprising to me because I loved the original.  My Wii has mostly been a dust magnet for the last 3 years receiving only sporadic use at best.  It’s probably been more than 6 months since I last used it, and while I am looking forward to sitting down and taking Skyward Sword for a spin, I am left to ponder the question “Was the Wii a success?”

Financially, there’s no question.  The Wii, more or less, saved Nintendo.  Had it failed we may never have seen another home console from Nintendo again.  The Gamecube was a nice machine, but its lack of quality third-party support really hurt.  Nintendo has also seen its own stock as a first-party developer take a few hits over the years.  I’ve found myself becoming more and more critical of Nintendo over the years as they seem content to just do what makes the most money and are shunning innovation.  By most accounts, Skyward Sword is a great game and I’m pretty optimistic it will be, but I am concerned it will be too similar to the last several Zelda games.  I’ve also played a ton of Zelda this past year so if there isn’t enough new elements added I’m concerned I’ll get bored.  The last really interesting Zelda game was Majora’s Mask, as it did something new and different that worked.  Twilight Princess was a fun game, but it was basically Ocarina of Time 2 with a gimmick that hurt more than it enhanced the experience (yes, I’m talking about wolf Link).

The next big thing or just another gimmick? Only time will tell.

Nintendo did start something with motion controls.  Like they did with touch screens with the original DS, now motion controls are showing up everywhere.  Sony shamelessly ripped off the Wii with its Move peripheral that, as far as I know, has bombed commercially.  Microsoft tried to one-up Nintendo with the Kinect, which offers motion controls without the controller.  It’s done quite well commercially and has tapped into the casual crowd Nintendo has milked the last 5 years, but it has yet to be embraced by the “hardcore” gaming crowd.  Most look at Nintendo’s innovation as a negative, as we now just have annoying waggle games that are hard to fit into today’s modern living room.  I think I’d enjoy the Wii more if it was still 1992 and all of my video game playing was done on a 20″ television set in a small room in the house.  In a wide open living room though where I’m 10′ away from my television it can be a pain in the neck to lounge in a chair and have the sensor bar pick up the remote’s signal.  It’s a far cry from the PS3’s Blu Ray controllers that send a perfect, delay free signal from almost anywhere in my house.  I can basically sit or lay anyway I want and enjoy a video game on my PS3, I can’t say the same for the Wii.  I’m actually dreading on how I’ll have to adjust my playing habits to accommodate Skywayrd Sword.

I’ll give credit where credit is due though, Nintendo’s Virtual Console has been a great success.  I haven’t take advantage of it as much as I probably should have, but it’s been awesome to have almost every great game from Nintendo systems’ past at my fingertips.  Sure, the pricing can be off on some, especially the third-party games where more people need to get paid, but it has been nice to have.  My only hope is that the current Virtual Console for the 3DS is expanded.  Currently, Nintendo is content to just release old Gameboy games on it, but I want to see Super Nintendo and Gameboy Advance games added as well.

"Xenoblade" should at least keep 2012 from completely sucking for Wii gamers.

Which again, leads me back to the question of whether or not the Wii was a success or failure.  As a gaming machine and entertainment device, I feel like I have to rate the system a D+.  That may seem harsh, but I’m holding Nintendo to high standards.  The system has been dead the last few years with only a game or two worthy of attention released each year.  2012 looks extremely bleak for the Wii as only one notable game on the horizon, the eagerly anticipated and almost cancelled Xenoblade Chronicles, which figures to be the last game I purchase for the Wii.  Perhaps I’ll be inclined to bump my rating up to a C- if I come away feeling Skyward Sword is the best Zelda title of all-time (an argument some are willing to make), but a C- is still a pretty poor score for a Nintendo console.  As a result, my level of interest in the Wii U is miniscule.  I simply do not trust Nintendo at this point with home consoles.  Portables sure, but I have a hard time viewing a Nintendo console as the centerpiece for my living room set at this point.  I hope I am proven wrong come the fall, but that seems unlikely at this point.


Greatest Games: Final Fantasy Tactics

Final Fantasy Tactics (1997)

It’s been stated multiple times here at The Nostalgia Spot, but it will be said at least one more time:  the RPG landscape in America was dominated by Squaresoft in the 90’s.  Mostly, it was dominated by one franchise, Final Fantasy.  Ignoring the absurdity of a franchise titled Final Fantasy spawning over a dozen sequels, there seemed to be little room for other games in the RPG genre in America.

Things would change on the Playstation.  Suddenly, gamers were embracing the genre more than the franchise.  This was only a recent development in America, but in Japan gamers were consuming every RPG under the sun.  Enix was perhaps the biggest developer, or it at least had the biggest franchise, Dragon Quest (Dragon Warrior in the US during that time), and Atlus was also around with its Megami Tensei series.  For all of these games to compete they had to do things differently.  American gamers were used to only one kind of RPG at the time, the turn-based medieval type, but other developers were popularizing a different take on that genre.  The developer leading the charge was called Quest, and found a nice niche for itself with the strategy RPG genre popularized by its Ogre Battle franchise.  Ogre Battle was released in small quantities in the US making it very hard to come by.  Those who did play it seemed to enjoy it quite a bit and this small developer was attracting a lot of attention for itself.  When its head developer Yasumi Matsudo left the company, Square was there to scoop him up which lead to the development and release of Final Fantasy Tactics for the Playstation in 1997 (’98 in the US).

Square basically had Matsudo take his critically acclaimed Tactics Ogre game and dress it up with the Final Fantasy franchise.  This wasn’t anything new for Squaresoft as was noted in my write-up on Seiken Densetsu 3, Square loved taking lower profile franchises and slapping the Final Fantasy brand on them to garner more attention and sales.  There are similarities between the traditional Final Fantasy games and Final Fantasy Tactics, making this one branding a little more genuine than some of the others.  Both follow traditional RPG conventions of hit points, magic points, experience points, and so on.  The job system featured in Final Fantasy III and V is also used here with most of the jobs, or classes, being directly lifted from those titles.  There was even a cross-over between Tactics and Final Fantasy VII as users could find Cloud and recruit him to their army.  Later games in the Final Fantasy series would return to the setting of Tactics, most notably Final Fantasy XII.

The battle screen.

Where things change though is when the player takes control.  In a traditional Final Fantasy, a lot of time is spent roaming the plains, mountains, and other scenery as well as frequenting towns and conversing with the locals.  Tactics cuts all of that stuff out, and instead the player really only moves from one battle to the next.  The other major difference is how those battles unfold.  They’re still turn-based, meaning the characters do not attack one another in real time, only now battles unfold on a grid-based map.  Each character has a speed and movement rating that determines when they attack and how many spaces they can move in a given turn.  In a lot of ways, the gameplay is what happens when one takes a traditional turn-based RPG and combines it with Chess.  Placement of enemies becomes important, as attacks are more deadly from the side or behind as opposed to face to face (Tactics rewards cowardice).  Magic users are particularly frail and should be kept away from direct combat.  Their spells also often strike in a set pattern so players are forced to be careful about how they arrange their units as a bunched up group is more vulnerable to spells.  This also leads to risk VS reward scenarios where you may have to hit one of your units to strike at an enemy with a potentially devastating spell.  Another big change is death, which can be permanent if you aren’t careful.  When a unit falls in battle, the player has a set number of turns to revive the unit before death becomes permanent.  It sucks to lose that character you’ve been building up for hours upon hours.

The job system was wonderfully utilized for this game.  In fact, it’s almost always utilized well but here it’s particularly strong.  A lot of the jobs are interesting and useful, which makes mixing and matching a lot of fun.  Though if there’s one super job it’s definitely the ninja.  Ninjas are perhaps famously over-powered in Tactics.  They’re fast, can dual wield katanas, and have a large range of movement.  Their only downside is they’re fairly weak defensively and start off a bit weak offensively as well.  Invest enough time though and they become a destructive force to be reckoned with.  Early on it’s suicide to send one straight into the fray because of their weak armor rating, but once they can dole out enough damage, it doesn’t matter.  They’ll take out their target in one attack and counter-attack anyone who tries to hit them.  I never tried it, but I bet a team of mostly ninjas could take out most anything.

Despite playing very differently, there were some familiar sites in Tactics for Final Fantasy veterans.

That wouldn’t be much fun though, as the other classes are interesting in their own right.  Magic users are particularly lethal, but a challenge to use because their spells take a while to cast.  There’s a lot of trial and error with them as you get used to how long it takes a given spell to charge and then discharge.  The summoners are even tougher to use but can be rewarding if enough time is invested.  There’s also the seemingly weak chemist who’s basically a medic, until you realize they can utilize rifles later in the game and become deadly snipers.  There’s a ton of options for mixing and matching and that’s a big part of the fun.  Beyond the customization options though, the battles are just a blast to play through.  Which is a good thing because they’re not short and sweet like a typical Final Fantasy battle.  A random encounter with some monsters in the woods can take a good 20 minutes to get through, sometimes longer.  There’s a lot that goes into each one and it’s extremely rewarding to see your plan executed to perfection.  It’s also rewarding to see that plan fail and find a way to troubleshoot what your opponent is throwing at you.  Winning with only one unit standing at the end has its own kind of reward when compared with a route.  As a result, “level-grinding” in this game is a lot more interesting than in other Final Fantasy games.

Another aspect of the game many cite as feeling fresh is the plot.  In truth, the gameplay is so engrossing the game could have easily overcome a weak plot (that’s basically what all of the sequels have done) but it manages to turn that into a strong point.  At it’s heart, it depicts two friends on opposite sides of a war; protagonist Ramza, and commoner Delita.  Ramza is of noble birth, and Delita a commoner but they became best friends as kids.  Their world of Ivalice has a strong class system and is in a state of turmoil following its king’s death.  This results in The Lion War, which is the main conflict but through so many twists and turns it becomes muddled.  There’s treachery, deceit, heresy, murder, and everything you can think of.  It’s incredibly dense, so much so that it can become hard to follow.  Most of that is due to the technical limitations of the Playstation.  Long cut scenes full of text can be tiresome to read following a long battle, and the battles are so good sometimes there’s a temptation to just mash the X button to get to the next one.  If one takes the time to really read and digest the story line though it’s quite rewarding and perhaps the best one out of every Final Fantasy game Square has produced.  The original localization kind of stunk though, I’m not sure if future releases have remedied it or not.

The PSP re-release from 2007.

Final Fantasy Tactics was released shortly after the mega hit Final Fantasy VII.  It kind of got overlooked, especially because it was so different.  I remember a few of my friends at the time not liking it because it was so different and not what they expected.  That’s the risk a developer takes when it pastes a familiar franchise name onto a different game.   Those that went in with open minds though found something truly engrossing and memorable.  Even though it didn’t move a tremendous amount of units upon release, Sony chose to re-release it as a Greatest Hits title and Square-Enix would later port the game to the PSP as Final Fantasy Tactics: The War of the Lions.  Because so many gamers skipped out on it in 1997-98, it’s become one of those games that has seen its reputation improve with age.  If you’re one of those gamers and enjoy strategy RPG’s, go back and play this one.  The more recent entries in the Tactics series can’t hold a candle to it.


Greatest Games: Seiken Densetsu 3 (Secret of Mana 2)

Seiken Densetsu 3 (1995)

Back in the early 90’s the RPG genre was just starting to take off in America.  The king of the RPG was undoubtedly Squaresoft, often referred to as just Square (and now Square-Enix).  Square’s flagship title was and is the Final Fantasy series and I’ve already made a few posts on that one.  And while I selected Final Fantasy VII as my pick for best of the series, it won’t be appearing in my Greatest Games feature.  Why?  For the same reason you won’t see Ocarina of Time, it’s just been talked about too much.

Now I’m purposely going for obscurity with my picks because that would be dishonest.  I’m going with my favorites of all time and just avoiding a couple of the token titles.  It just so happens that Seiken Densetsu 3 happens to fit the obscure mold.

While Square was carving out a niche with Final Fantasy, Nintendo was smoking the competition with Zelda.  Square’s games usually stuck to the mold of what we now call the Japanese RPG.  Which is to say the gameplay was turn-based, the player attacks and then the CPU attacks.  There were hit points, experience points, magic points, and probably other types of points.  If you’ve ever played a Final Fantasy, Draqon Quest, or even Pokémon game then you know what I’m talking about.  And even though this was Square’s bread and butter it wasn’t the only thing they could pull off.

I don’t know if the original Seiken Densetsu was meant to mimic the original Zelda, but that’s how it felt.  It was released for the Game Boy as a Final Fantasy spin-off because Square felt it’s only chance to succeed was to brand it as a Final Fantasy title.  It wasn’t released in the US until 1998 (as Final Fantasy Adventure) though so by the time American audiences were playing it they didn’t know they had already played its sequel.

Secret of Mana (1993)

It’s sequel, was of course, Seiken Densetsu 2 but American audiences know that one better as Secret of Mana.  Secret of Mana was released in 1993 for the Super Nintendo to pretty positive reviews.  It’s a game that still has a loyal following to this day.  I remember Square put some muscle behind this one too with a lot of TV spots advertising it.  It sold fairly well, though it didn’t do huge numbers.  Like its predecessor, it’s an action RPG similar to Zelda.  The player controls one of three heroes at any given time as they traverse the world fighting typical fantasy type enemies.  There was magic, dragons, and an epic tale that was probably hard to follow (I really don’t remember the plot, it’s been awhile) and overall it was a fun package.  As I mentioned, you controlled one of three characters at any given time while the AI controlled the other two.  A friend could even plug in a second controller and take command of one of the unused characters at any time, something Zelda didn’t do.

Secret of Mana is a great game, but I happen to prefer the sequel.  Most people refer to it as Secret of Mana 2, but since it never received a release outside of Japan it was never officially given that title.  I’m not sure why it never saw release in the US.  Certainly the first game did well enough to warrant a sequel, and the new game was received quite well by critics and press alike in the Land of the Rising Sun.  Rumor has it the game had some bugs that Square was concerned about getting past Nintendo of America’s testing.  I’ve never seen reports of the Japanese version having bugs, and never encountered any myself, so that sounds a bit fishy.  I’m thinking it was a cost/benefit issue.  The game was released in September of 1995 and was a pretty big game with an expensive cartridge.  It’s safe to say, that if a full localization was done on the title it wouldn’t have been made available until spring of 1996 which was pretty late in the SNES life cycle.  Square also had a number of other titles in the pipeline and they likely just felt that it didn’t make sense to slip this one in.  It’s tough to say if they made the right decision or not from a commercial standpoint, I certainly could see the game getting a lukewarm reception in the market place.  Creatively though, it’s a shame because American gamers missed out.

My preferred team: Angela, Kevin, Hawk.

Suffice to say, if you live outside of Japan and want to play this bad boy you have few options.  One is to import it.  You’ll either need a Japanese Super Famicom to play it or you’ll have to rig a Super Nintendo to accept Japanese carts.  There’s also the illegal route which is emulation.  Some devoted fans took the time to translate the game to ROM and released it several years ago.  Don’t ask me where to download it because I have no idea nor do I know if it’s even still widely available.  Needless to say, if you want to play it you’re on your own.

That said, if you do take the time to track down a copy you will be well rewarded.  Secret of Mana 2 plays a lot like the first Secret of Mana.  You still have control of up to 3 characters, you still travel the world in the same manner killing stuff and the magic system is basically the same.  Everything is just bigger.  The first game had 3 playable characters, but the sequel has 6.  You pick which 3 you want right from the start and they’re all worked into the plot of the game.  You start with one main character and then the other two will get introduced.  This means the game’s plot changes a little depending on who you select which adds some replay value.  All of the character’s have their strengths and weaknesses.  Some are melee heavy while others are magic heavy.  In general, the game goes for a 2/2/2 system.  There are two warrior types, Kevin and Duran; two rogue characters, Riesz (Lise in the fan translation) and Hawkeye (Hawk); and two magic users, Charlotte (Carlie) and Angela.  I’ve played through the game with every character, and I prefer the team of Kevin, Hawk, and Angela.  Kevin is a beast-man and has the cool ability to transform into a werewolf at night which earns him lots of style points.  Everyone has their uses though.

The game also added a neat level up system.  At certain levels your character could evolve, kind of like what Pokémon would end up doing, in a chosen way.  The first one let you go in a Light or Dark selection, and then again a second time.  This not only affected how the character looked but also what abilities they learned.  You had four possible outcomes for each one, again adding a lot of replay value, and they were pretty balanced.

Mechanically, one of the big changes was in the combat system.  In Secret of Mana, your character could charge their attack to unleash better moves.  In this one as your character attacked a meter would fill up.  Once full, a special attack could be unleashed.  These attacks were much flashier than the ones in Secret of Mana though the overall mechanic was slightly less strategic.  Battles do get repetitive at times, especially because enemies re-spawn after you leave and return to a screen, though the night and day cycle livens things up a bit.

Visually the game is quite nice to look at.  It’s a step up from the first and I’ve always loved the SNES sprites.  There’s a nice color palette as well and the magic effects provide some flair.  Even today, this one still is pretty nice to look at (if you grew up on these kind of games, not sure what the younger crowd thinks).  The boss battles are numerous and lively and present a nice challenge.  I honestly don’t remember much of the game’s plot, but I don’t recall it being bad so I guess that’s a plus.

This one is still nice to look at 16 years after its release.

Ever since Secret of Mana arrived on US shores the franchise has been supported by Square.  The original Seiken Densetsu was re-made for the Game Boy Advance as Sword of Mana in 2003 and Secret of Mana has seen release on the Wii’s Virtual Console.  Other Mana games have been released for both home consoles and handhelds to varying degrees of success.  For me, none of the newer games have come close to matching Secret of Mana or Secret of Mana 2.  Considering how easy it is to get a game to market these days, either via material or digital means, it’s surprising to me that Square-Enix has never taken the time to localise Seiken Densestsu 3 for a global release.  With how fond of remakes the developer is, it would make sense to dress it up a bit for a release on a handheld at least.  It seems like every Final Fantasy game has been released 2 or 3 times at this point, how about showing some love for Secret of Mana 2?

I’m glad I got to play through it, multiple times at that, as I’ve stopped holding my breath for a true release.  As far as 16-bit action/adventure titles go, this one is right up there with A Link to the Past.  If you get the chance, check it out.


Ambassadors Get Advanced

Nintendo makes good on its promise with 10 free GBA games!

It was a few months ago when Nintendo decided to cut the price of their new 3DS system by nearly 100 bucks less than 6 months after the system’s debut.  To combat the anger they were sure to receive from early adopters, they offered 20 free games to current owners of the 3DS whom they dubbed “Ambassadors.”  The first 10 of those games were released in September and all were downloadable versions of old NES games.  I went over them here.  These 10 NES games are set for a release to the general public sometime in 2012 for a small fee but will include all of the usual Virtual Console features other old releases benefit from (right now, they’re pretty bare-boned).

It wasn't a big hit, but I still have my GBA Micro and consider it a neat little device.

This past Thursday, Nintendo delivered the rest of the games it promised.  These 10 games are all from the Gameboy Advance platform (well, one is a port of a Super Nintendo game) and as of right now, there are no plans to make any available to non-Ambassadors.  I’m not sure if that’s supposed to give me and other Ambassadors a sense of pride, but it seems stupid to spend the time to emulate these titles and then not release them.  Anyways, this latest round of releases is much better than the NES games.  The NES games were of varying quality and a few were obscure releases given a new chance to shine.  They’re okay time wasters, but few kept me coming back either because they were too simple for my taste or because I already played the Hell out of them decades ago.  About half of these Gameboy Advance games I had never played and thus my impressions are some-what incomplete as a result.  I was a day one purchaser of the Gameboy Advance and have actually owned all three styles (the original non-backlit device, the SP, and the Micro) but didn’t really take advantage of the console.  It came at an awkward time.  It was basically a powered-up Super Nintendo but developers were mostly still focusing on simple, Gameboy type games, or were making ports (even Nintendo was guilty of this as many of their initial releases were ports, sound familiar?) and had a hard time pulling me away from my Playstation 2.  Now that I’m a working man in a commuter’s world, I think I’ll get more out of these titles.  Enough with the overview, what are the titles you say?  They are:

F-Zero:  Maximum Velocity – A solid addition to Nintendo’s flagship racer.  Well, I suppose Mario Kart is the new flagship racer, but F-Zero is a more straight-forward game.  Known for high velocity and punishing difficulty, this one isn’t too bad.  It’s kind of like a portable version of the original SNES game in terms of tech  The 2D and small screen add a bit of extra challenge to an already difficult game.  I’m not a big race fan, or even a fan of this franchise, so I probably won’t dabble in it much.  Those that did like the original though will find few faults here.

Yoshi’s Island: Super Mario Advance 3 – This one is a direct port of the SNES game Yoshi’s Island: Super Mario World 2.  In it, you play as Yoshi with the task of guiding baby Mario through the Mushroom Kingdom to safety.  Baby Mario is awful, this game will make you want to kill babies as any contact with an enemy causes Mario to wail and scream as he floats around in a bubble until Yoshi catches him or an enemy snatches him (causing you to lose).  Good news though, baby Mario is the game’s lone negative as the gameplay is a blast.  It’s a clever platform title and Yoshi’s new morphing abilities add some spice and variety to many levels.  The visual style is interesting (though it’s not as crisp as it was on the SNES) and suits the tone of the game well.  Unfortunately, the 2-player is useless for this port so a part of the game is missing to those experiencing it on their 3DS.  Still, if you missed this one on either the GBA or SNES now is a good time to experience it.

Kirby and the Amazing Mirror– Kirby, Nintendo’s small-screen star, arrived late

You may have missed this one when it came out in 2004, but it's a solid little title starring everyone's favorite pink puff thing.

on the GBA so this is a fitting port considering many gamers probably missed out.  Kirby is kind of Nintendo’s B mascot.  His games are usually pretty fun, and he adds different play mechanics than Mario, but rarely is one of his games heralded as anything special. Amazing Mirror kind of fits that bill as well.  It’s tried and true Kirby: he floats around, sucks up enemies, and copies their powers.  This time he has a bunch of clones that can be called upon to aid Kirby in his adventure, but they’re mostly a gimmick.  I will say, this one feels a little more challenging than typical Kirby games which is welcomed, and it’s good enough that I’ll play through it and finish it.

Mario VS Donkey Kong – This one’s title implies a far greater game than it really is (though I guess any of the old DK games could have bore that title) as this one is a puzzler.  Mario is once again the protagonist, and he has to get some mini Mario’s through each level to advance.  Apparently this has worked well for Nintendo as this game has spawned many sequels, all on their handheld systems.  I don’t see the appeal, but I’m not a big fan of puzzle games so this one isn’t for me.

WarioWare Inc: Mega Microgame$ – The original manic title that has spawned many similar sequels, WarioWare is an odd title that doesn’t sound very interesting on the surface but ends up being perfect for pick up and play gaming.  The game is a collection of mini, or micro, games that individually last less than 10 seconds each.  They’re usually really quirky like picking a nose and only involve a button press, but somehow it works.  They’re delivered in a rapid succession and after a dozen or so a “boss battle” commences that’s usually only slightly more advanced than what you were already playing.  This is a great title to have on the go, and the original is still the best (well, the Wii one was pretty good too so maybe it’s tied at worst).  Nintendo would be foolish to not release this one on the Virtual Console down the road, though I’m sure there’s a new one in development.

Wario Land 4– Wario, until very recently, basically took over the Super Mario Land

Visually, it gets the job done, but makes up for it with gameplay.

franchise in the mid to late 90’s with a sequence of games.  All were pretty good and received quite a bit of praise with Wario Land 3 perhaps representing the peak for the franchise.  Wario Land 4 is still pretty damn good.  Visually, it kind of lags behind some of the other games released here but it’s fun and differentiates itself enough from the other platformers put out by Nintendo.  Wario has moves unique to him that Mario or Yoshi do not possess like his shoulder tackle and ability to throw enemies like a baseball.  He also has a different feel as there’s no run button, making the transition from Mario to Wario feel kind of odd.  It has its own charms though, and this is another quality release.

Mario Kart Super Circuit – The handheld debut for Nintendo’s cash cow, Mario Kart Super Circuit was a welcomed release when it first debuted in 2001 though it has aged noticeably.  When it came out though, it was my favorite Mario Kart yet.  It’s kind of funny how time has chosen to view Mario Kart 64 with rose-tinted glasses, because at the time of its release it was kind of a disappointment.  Super Circuit better captured that manic feel of the original Super Mario Kart and returned all of the classic racers.  The only downside was the reduced tech which does affect how the karts handle.  This game also wasn’t as balanced as future installments, as the lighter vehicles have a distinct advantage over the heavy ones which is why seemingly everyone would use Toad or Yoshi and stay the Hell away from Bowser.  As an added bonus, the original tracks from Super Mario Kart are unlockable giving the player a lot of incentive to play through the single player mode, which is essential since this release won’t benefit from any 2-player mode.  Maybe that’s why Nintendo didn’t mind releasing this against the recently released Mario Kart 7, as Mario Kart without 2-player feels like only half a game.

Fire Emblem: The Sacred Stones – For a long while, Fire Emblem was a franchise only enjoyed by Japanese gamers as Nintendo didn’t think it could be commercially viable in the States.  Thankfully, they had a change of heart when the GBA was released and The Sacred Stones was actually the second Fire Emblem release for the GBA.  Fire Emblem is a fantasy themed, strategy RPG that should be familiar to those who have played Advance Wars.  I prefer Fire Emblem to the Advance Wars franchise and this is a welcomed release as a VC title.  The gameplay is dense, and while it isn’t the best in its genre, it still proves quite rewarding.  Visually, it’s nothing special but since I never played this one I’m looking forward to spending time with it.  This should provide several hours of entertainment for me and other Ambassadors.

Metroid Fusion – Since release, this one has been retro-actively titled as Metroid 4 making it the most recent entry in the series from a story-line perspective.  Metroid Fusion takes the formula established by the original and refined for Super Metroid and points it in your hands.  For most fans of the Metroid series, the debate over which game is the best includes this one, Super Metroid, and the Metroid re-make also released on the GBA, Metroid: Zero Mission.  I’m partial to Super Metroid, but the fact that this one is even in the discussion is a good thing.  This is a great and challenging run n’ gun game with memorable boss battles and timely power-ups.  I still have this game on GBA so I almost didn’t download it but I figured, why not?  It’s a great game and if you missed this one years ago it may end up being your favorite of the 10 games released last week.

The Legend of Zelda: The Minish Cap– This one was a nice surprise.  I figured

Bright and colorful, this one is still a treat for the eyes.

since Nintendo has been selling us all on Zelda’s 25th anniversary that another Zelda title would get released, but I expected it would be the GBA remake of A Link to the Past.  The Minish Cap is a forgotten and overlooked entry in the Zelda franchise.  Stylistically, it resembles Wind Waker but plays like the classic top-down games.  Link has always had great success with Nintendo’s handhelds, and this title may be his best for any of them.  It’s not as gimmicky as the DS games, but more advanced than the Gameboy ones.  I would have easily paid 5 bucks to download this one, maybe more, and had been considering buying this for my GBA as recently as this summer (when the 3DS games kind of sucked).  I missed this one on the GBA, but it’s nice to know I won’t miss it this time around.

I consider it a great thing that Nintendo chose to reward the early 3DS adopters with free content.  I would have been disappointed initially at the price drop, knowing I could have just waited and not really missed out on anything, but that’s the price one accepts when buying new tech.  Often times, that tech is improved upon and made better, cheaper, or both not too far down the road.  In fact, I fully expect a new model 3DS will show up probably within the year that will have better battery life and a second circle pad.  If Nintendo had stopped with the 10 NES games it already released free, I would have been thankful for the gesture, but that’s all.  In truth, I’ve played very little of those games and they fall into the “nice to have” category.  These 10 GBA games though are games that I’m truly excited to have.  While I’ve already beaten or even owned some of them, there are others like Fire Emblem and The Minish Cap that I’m experiencing for the first time and am sure to spend dozens of hours on.  Nintendo, in my eyes, has more than made up for the difference in price between what I payed for my console and what current consumers are paying.  Not only am I getting some kick ass, free games, but I got to enjoy Ocarina of Time 3D during the summer and other freebies.  I’ve never been a Nintendo fanboy, but this is the kind of promotion that does create some brand loyalty.  Well done, Big N!


Super Mario 3D Land

Super Mario 3D Land (2011)

The Nintendo 3DS had a sluggish launch and one I think I’ve chronicled fairly well here.  Early on it was really a lack of quality software that kept sales slow (and a rather large sticker price) until the arrival of Ocarina of Time 3D.  Not long after that title arrived, Star Fox 64 3D hit stores and represented another quality title.  Throughout that, Nintendo was able to supplement the true 3DS titles with some quality Virtual Console titles.  The problem was, we had already played these games before.  Sure, both Zelda and Star Fox received a nice visual boost but that merely hid the fact that both titles were nearly 15 years old.

Finally, the first Triple A, original, game has arrived and who else could it be in the starring role?  It’s Mario, and he’s back in his first original handheld game since 2006’s New Super Mario Bros. and his first ever original portable title in the third dimension.  And by third dimension, I mean both the game engine and that feature that is supposed to be the main selling point of Nintendo’s latest handheld, the stereoscopic 3D.

Super Mario 3D Land is a title that is right up my alley.  It’s an all new Mario adventure, but it features several nods to the old-school games, primarily Super Mario Bros. 3.  If Nintendo is going to focus on one game to emulate, why not SMB 3 which is in the running for greatest game of all time.  The homages to that title are numerous, the most obvious one being the inclusion of the tanooki suit.  Whenever Mario finds the brown leaf power-up he is given a cute, cuddly, tanooki suit that grants him a tail attack and a hover ability.  The suit is absurd looking, even more so today than it was on the NES, but it’s just as useful as it used to be.  Well, it does lack a true flying ability and initially lacks the stone-form ability as well.  The tail attack is certainly nice to have for those of you used to playing Super Mario Galaxy where Mario has a similar spin attack by default.  The hover ability is also a great safety net for those tough platforming sections and is needed to get some of the games numerous star coins.

Mario showing off his new boomerang suit.

If Mario only had the one power-up though, that would be pretty disappointing.  New to the Mario-verse this time around is the boomerang suit.  Like SMB 3’s hammer bros. suit, the boomerang suit outfits Mario as a boomerang brother.  He’s able to throw one boomerang at a time, that will always come back to him which can be useful for setting up return strikes on enemies.  It also can be used to grab items like other power-ups and star coins.  Also returning is Mario’s trusted fire flower.  You would think the boomerang suit would render the fire flower obsolete but it does hold some advantages, namely that Mario can shoot up to two fireballs in succession and their range is much farther than the boomerang.  There are also some Zelda-like puzzles in the game where Mario can use his fire power to light some beacons.  Unfortunately, Nintendo didn’t take the opportunity to throw in another SMB 3 homage and have the fire flower give Mario an orange suit, instead it’s the traditional white and red.

As for the gameplay, this is pretty much a mix of old and new.  The game certainly has a Galaxy feel to it, minus the funky the gravity.  I would say it plays most like a cross between the New Super Mario Bros. games and the Galaxy ones.  Each level has three hidden star coins to find and a certain quota is needed to advance in the game and to unlock bonus levels.  There are 8 worlds with 5 to 6 levels within each one.  Each world ends with either a trek through Bowser’s castle or an air ship battle with a returning Boom Boom from SMB 3 or Pom Pom, which I assume is his sister.  For some reason, Nintendo chose to go this route for this game rather than to resurrect the Koopa kids from SMB 3.  The boss battles are fairly painless, with the exception of the final Bowser confrontation which caused me to continue numerous times.

Outside of that though, the game is pretty easy.  Most gamers will max out Mario’s extra lives before arriving at World 8 .  Most of my deaths were the result of poorly timed jumps on my part or intentional because I missed a star coin.  The difficulty would have been the number one source of criticism for me if not for the Special Worlds.  The Special Worlds open up once the game is finished and represent a second game.  Opening up the Special Worlds also unlocks the tanooki suit’s stone-form ability and even lets you play as Luigi.  Some of the Special Worlds, like the castles, are just harder versions of the normal level but many are new levels entirely.  Some also include a shadow Mario to pester you and force you to move quickly.  The game will keep track of your speed runs for Street Pass purposes, meaning when you walk past someone who also has this game the system will exchange your best times and give you something to try to beat.

Practice your jumping because this game is loaded with sections like this.

The other criticism I have to levy at this game is the use of 3D.  Many media outlets are praising this game for its use of 3D, but I reckon most are just drinking the Nintendo kool-aid.  Yes, in this game 3D is practically required in some parts which makes this the first game to accomplish such a feat.  How ever, it still fails to elevate the 3D effect beyond a gimmick.  Most of the places where 3D is necessary are self-contained rooms and make for awkward optical illusions for target jumping.  Otherwise, I found it just made negotiating jumps even more difficult.  I did force myself to play with it on at all times, unless I found a section where it was really just pissing me off (like the final battle with Bowser) and shut it off out of frustration.  3D just isn’t a natural thing for the human eye and it just makes Mario feel hard to control.

And hard to control is what has always been in the background for the 3D Mario adventures.  Mario controls well-enough, but he’ll never control as tightly on a 3D plane as he does on a 2D one.  This game made me appreciate the approach the Galaxy franchise took as the use of gravity in those games cut down on death by falling.  Very few of my deaths are actually caused by enemies and mostly are caused by missing platforms.  Nintendo also took away Mario’s ability to double and triple jump for this game, but I found that to be a good thing as it allowed for section with lots of repeated jumping.  Mario can still do a long jump, but for some reason my ability to pull it off consistently seemed spotty.  I never got a great hang of it, but also never encountered a spot where I absolutely had to use it.  Mario can also do a quick side-flip, but I often found myself pulling that off by accident which would only lead to trouble.  He also has a power-up backflip that has its uses.

Annoyances aside, this is a great game.  Yes Mario could control better and 3D is still mostly a stupid gimmick, but he controls well-enough and you can always shut the 3D off if you please.  The main game is pretty easy to get through, but the Special Worlds will test the skills of most gamers.  And this isn’t a game where you should be settled with just beating it.  No, any gamer who picks this one up should aim to collect all of the star coins as that’s where the true challenge lies.  The game is just fun to play and takes me back to the days when I played games for the simple pleasure of it, not to advance a narrative.  Hopefully Super Mario 3D Land is just the beginning in a long line of quality original games to hit the 3DS.  It’s been a long wait.


Skyrim Impressions

The Elder Scrolls V: Skyrim (2011)

It’s been just over two weeks since my life was hi-jacked by a little (big) game called Skyrim.  It’s not just been my life either as apparently millions of gamers across the country are watching their free time dwindle away into nothing.  I figured I might as well post my impressions, since a full-fledged review is out of the question for such a massive title (by the time I finish this thing it will be considered out-dated), but first some background.

The full title for Skyrim is actually The Elder Scrolls 5: Skyrim.  Developed by Bethesda, The Elder Scrolls franchise began on the PC in 1994.  It was never on my radar and I’m not certain if I was ever aware of its existence before 2002 when the third numbered game in the franchise was released on the Xbox.  The Elder Scrolls III: Morrowind also never captured my imagination.  While I longed to play a fantasy epic that could match the freedom of pen and paper RPG’s (without the geeky-ness) I found myself put off by Morrowind’s first-person perspective.  I also was able to get my high fantasy fix from Bioware’s Neverwinter Nights series, and while I found that game a bit clunky, I really hadn’t played anything better.  It wasn’t until when the fourth game in the series, Oblivion, arrived on PS3 in 2007 that I actually decided to give the franchise a shot.

Oblivion arrived at a perfect time for me.  I had only owned a Playstation 3 for a few months and nothing compelling had been released for it.  I probably was spending more time with the Wii at that point.  I was also in the midst of an RPG drought and needed a fix.  In the summer of 2006 I even resorted to going way back and getting a new copy of Baldur’s Gate II to try and slake my thirst but found the game so massive that I lost focus.  When I initially purchased Oblivion I wasn’t certain I was going to like it.  I’ve never enjoyed the first-person perspective in video games and tried to play the game in third-person but it was so clunky that I succumbed to the first-person.  While I still do not particularly care for it, I was able to deal with it and even grow used to it.  I played as an assassin and ended up spending over 100 hours with Oblivion, finishing every quest.  While the game had warts, it was certainly a compelling and entertaining 100+ hours that I did not regret.  When Skyrim was announced last December, it immediately vaulted to the top of my most wanted games list.

Like its predecessor, Skyrim also comes at a good time.  Not because of a lack of quality software, far from it, this fall is turning into one of the best fall’s in video game history, but because it’s been 5 years since the original release of Oblivion.  I’m ready for a new fantasy epic and nothing in between has really satisfied me.  Dragon Age tried, but couldn’t live up to its lofty expectations.  And even though my journey through the world of Skyrim was delayed almost immediately by a 10 day vacation I had planned starting on the 12th of November, I’ve still managed to log 40 hours with the game already.  I was purposely holding off until I reached my favorite quests from Oblivion, the Dark Brotherhood, before posting impressions.  Well, I found the Skyrim version of the Dark Brotherhood on Wednesday night and it’s only been my reluctance to put the game down (and the Thanksgiving holiday) that has kept me from making this entry.

Skyrim has, so far, managed to meet my expectations though not eclipse them.  Fundamentally it’s the same game as Oblivion but with a few new twists and upgraded graphics.  What’s new?  Well for one, the skill system has been refined.  You still improve your various skills (one-handed combat, archery, pick pocket, etc.) by performing actions related to that skill, but now increasing skills leads to building levels.  Once your level increases, you’re able to select a perk related to one of the many skills or schools of magic in the game.  In order to select a perk from, for example, the archery skill tree your skill level in archery must meet or exceed the perk’s requirements.  If your skill isn’t at the necessary level for a perk you want you can wait and save that skill point for when you can get the perk you want.  It’s not a giant change but it works for the better.  There are still ways to exploit the system if you so choose, but the skill point system helps to keep you check to some degree so even though you might manage to get your sneak skill to 100, you still need to level up several times to get the best sneak perks.

Combat has also received a few changes, though nothing major.  Supposedly the melee combat has been improved upon but it still feels floaty and unsatisfying to me.  As a result, I stick to bows and magic and only pull out a dagger when in close for a backstab attempt.  Magic seems much more interesting to me this time around in both a superficial and tactical way.  I’ve stuck with the destruction school of magic (fireballs and the like) and that’s my go-to method of combat when not sneaking around and picking off bandits with the bow.  In Oblivion I managed to rise to the rank of Arch Mage with the Mage’s Guild despite hardly ever using any magic but this time around I plan on investing some time with it.  At some point I’ll branch out to a second and third school but so far destruction has served me well.

While there are no character classes to choose from, I’ve basically stuck with what would be considered the assassin from Oblivion.  That is, I spend most of my skill points on sneaking skills while also investing quite a bit in archery.  I’ve thrown a couple points into light armor and lock-picking but have thus far neglected the pick pocket tree. My main approach to combat is to not be seen.  I get a triple damage modifier with the bow, and a 15 times damage modifier with a dagger, so I stick to the shadows.  When drawn into actual combat, I often switch to magic or run.  I also still end up doing a lot of the run backwards and shoot technique, even if it’s clumsy.  Despite that 15x multiplier on daggers, I still usually stick with bows.  Daggers usually only deal around 10 base damage, while a good bow and arrow for me totals over 40, so that 15x is quite deceiving.  I have yet to figure out if added enchantments are also multiplied or are just tacked on at the end.  As in, I have a bow that adds 10 frost damage to an attack, but I don’t know if that 10 frost damage is multiplied as well.

I don't think it's friendly...

There’s another major addition to the game that most people are probably already aware of as it’s one of the selling points:  Dragons.  Dragons roam the skies of Skyrim and can attack at a moment’s notice once certain quest obligations have been fulfilled.  When they do, they take precedence.  It’s interesting to watch any and all NPC’s immediately shift their attention to dealing with a dragon threat when the winged beast makes its presence known.  I’ve so far only encountered the standard dragons and the blood dragons, but there are more powerful ones lurking.  I’ve found that taking them down is easiest when there’s something to distract it.  Anything that keeps the dragon’s focus away from me is welcome, and if that means my trusty mount has to take one for the team, so be it.  I think I’ve killed five or six at this point, so it’s not like they attack all the time.  I’ve even had one circle a few times and then move along apparently not even interested in starting a fight with me.  The battles are fun though, and the inclusion of dragons is both welcomed and awesome.

As I mentioned, in order to see a dragon certain quest obligations must be met, but fear not as they don’t take a whole lot of time.  To say I’ve scratched the surface of the game’s main story-line would be an overstatement.  When the game first starts your character finds him or herself a prisoner headed for the block.  This is a spoiler free blog entry, but I don’t think it’s spoiling much to say your character avoids that fate and is able to escape.  That escape represents your first quest, and the next (for me, I’m not sure if it’s the same for everyone as there is a branching point to the first quest) was to speak to a local person and then head to Whiterun as a sort of ambassador.  It’s at Whiterun that you inform the Jarl there of the returned dragon threat and the Jarl organizes a little dragon hunt.  Completing that quest is what triggers the random dragon encounters, and also earns your character its first shout power.  Shouts are like magic, but have different restraints put on them in terms of how often they can be used.  Some recharge faster than others.  These shout techniques are found all through-out Skyrim, I so far have found 5, though the first one is given to you.  Killing a dragon causes your character to absorb the dragon’s soul which unlocks shout abilities.  So you can locate one of these shouts at any given time, but if you don’t have a stored dragon soul you won’t be able to unlock it.  To be honest, I haven’t found the shouts all that useful up to this point and often forget to use them.  Perhaps that’s because few suit my chosen battle technique but I still find their inclusion to be a positive thing.

That's a giant, one strike from that club sent my character soaring through the air like a baseball. He did not get up.

Aside from the main quest, there are dozens of other quests and tasks to soak up your time.  I probably have over 20 active quests right now, but thankfully none have a time constraint placed upon them.  I’ve done several for the Dark Brotherhood and so far have not been let down.  The Dark Brotherhood seems to always have very entertaining missions and their approach complements my play style perfectly.  As a result, I’ve neglected the other two factions that I’ve so far uncovered, that being Skyrim’s version of the Mages Guild and Thieves Guild.  In Skyrim, the wizard college appears to have taken the place of a proper guild.  I’ve done a couple tasks for them and have only just opened up the thieves ones.  Once I have finished with the Dark Brotherhood, I’ll probably focus on the mage ones and continue to build up my magic prowess while also investing some skill points in the more thief oriented skill trees before I dive into those quests.  I’ve also encountered several dungeons and old keeps to raid and clear along the way.  Some contain treasure, some almost nothing, but it’s the journey that is most rewarding.  I’ve also encountered all kinds of wildlife from lowly wolves to deadly sabre cats and giants.  Death is all around you at all times in Skyrim and it helps to be alert to anything.

And while there’s been an awful lot of enjoyment on my end so far, there’s also been some frustrations as well.  With any game of this size, there’s always the concern for glitches.  I’ve heard of many reports of glitches cropping up but so far my experience has been glitch free.  It has not been without technical problems though.  The framerate has become an increasing issue the longer I play.  I’m not sure if it’s because of the marathon sessions I’ve been having with the game or because my save file has become massive (which is rumored to cause problems for the PS3), but there have been many instances of clipping and severe slowdown at times.  I’ve also had the game freeze up on me a few times, one of which was quite an inconvenience as I had just felled a particularly nasty adversary, so I make it a point to save often.  Bethesda is set to release a patch in the near future that will hopefully help to combat these issues.  My last play session ended when the slowdown became too much to bare.  I had been playing for over 4 hours and I’m hopeful that’s the main reason why the performance had begun to lag.  If that isn’t the case and it’s because my save file has become too large I fear it could be a game breaker.  We’ll see.

One area where "Skyrim's" visuals outshine a lot of the competition: horses.

Outside of technical problems, the other areas where Skyrim comes up a bit short are common with that of Oblivion and reside in the AI department.  Sometimes the non player characters are just stupid and it’s especially noticeable for a sneaky character.  Example, I’m in the bowels of a ship and there are two corsairs in a room adjacent to the one I occupy.  I fire an arrow into the room killing one of the two outlaws.  This alerts the second one that danger is near by and she immediately starts looking around the room, but since she doesn’t find anyone, she says to herself, “Oh, must have been my imagination.”  Yes, darling, it was your imagination that killed your buddy who was sitting across from you at the table, and it’s your imagination that is about to end your virtual life as well.  Visually, Skyrim is mostly a pleasure to look at but character animations still leave something to be desired.  It’s very noticeable if you play in third-person as your character moves quite stiffly.  He also doesn’t really conform to the terrain and always has a floating quality to his walking and running.  Other characters seems to animate a bit better, but facial animations are almost non existent.  Everyone looks like a hand puppet with really only their mouth and chin properly animated.  Overall, the people of Skyrim are better to look at than those of Oblivion, but still retain those robotic traits.  Animals animate much better, though are some-what of a mixed bag.  Rabbits and fox tend to suffer from that same floaty thing people do, and some bears just don’t look much like bears, but the horses, dragons, and walrus-like creatures are quite convincing.

Flaws aside, this game has been quite a blast to experience.  It doesn’t reinvent the wheel but it has improved upon Oblivion enough for me to say that Skyrim is the better game, and I have yet to even finish it.  There’s still so much more for me to do and I can’t wait to experience everything this game has to offer.  The one issue lurking in the shadows does revolve around the frame-rate.  Certainly if that does develop into a game breaker I’ll be sure to update this entry, but for now Skyrim comes fully recommended.  Don’t sleep on this one!


Greatest Games: Resident Evil 2

Resident Evil 2 (1998)

Recently I was having a conversation with someone about all things Resident Evil.  I recalled fondly the survival horror component of the original titles, the horrid controls, and lackluster voice acting.  We recalled the cheap scares, scarce ammo, and the at times punishing difficulty.  We remembered it all, the good and the bad.

Resident Evil arrived when developers were still trying to get a hang on this whole 3D thing.  In the original, you could play as Chris or Jill, agents for an elite combat force known as S.T.A.R.S. and were tasked with navigating your way through a treacherous old mansion.  Both characters handled like tanks.  Left and right on the Playstation’s d-pad would pivot the character while up or down would move the character.  Holding down a button would make the character run and while running it was possible to turn slightly, though to make a hard 90 degree turn you had to bring the character to a complete stop.  One of the shoulder buttons would ready the character’s weapon and the action button would make them fire.  There was no lock on technology of any kind, you pointed and shot in all directions.  Running and gunning Contra style was out, your agent had to stop if he/she wanted to fire off a few rounds at a zombie or two.

The controls were a gigantic obstacle for players.  Most of the game’s difficulty stemmed from trying to maneuver amongst the many enemies that filled the rooms.  Other than the zombies, most of the enemies were far quicker and agile than either Chris or Jill.  It would have been easy to just pull out the biggest guns and have at it, but ammo was so scarce the game practically encouraged you to run away from most encounters.  That’s where the survival component came into play.  Only when backed into a corner was it wise to pull out a bazooka or flame thrower.  And using anything other than a pistol on a zombie was a rookie mistake.  Health was scarcer than ammo and often you were forced to gamble when in a caution state and hope for the best rather than use a precious can of first aid spray.

Resident Evil had many warts, but it managed to be so compelling in spite of them.  Likely because the only game to come close to matching its atmosphere was the under the radar Alone in the Dark for the PC.  The first RE wasn’t really a critical darling, but managed to sell well and hype for an eventual sequel was running high.

The new protagonists for Resident Evil 2, Leon Kennedy and Claire Redfield.

Enter Resident Evil 2.  Released in 1998 for the Playstation, Resident Evil 2 kept what worked in the first game and also kept a lot of what didn’t.  Namely, the controls were just as cumbersome as always and the voice acting wasn’t much better (though it at least wasn’t laughably abysmal).  Maybe because gamers and reviewers had grown accustomed to the game’s controls, the sequel was able to garner better reviews.  The visuals were improved and Raccoon City was a more varied setting for new comers Leon and Claire.  The main game was shorter, but a new mechanic was added that encouraged replaying the game multiple times.  Each character had an A and B game, depending on which character was used first.  For example, if Leon was chosen from the onset, completing his game would open up Claire’s B game.  Some items crossed-over, meaning if you didn’t pick them up in Leon’s game Claire could get them.  There was also one room that could only be accessed in the B game if certain conditions were satisfied in the A game.  The B game was also a great deal harder.  Beating both A and B games with an “A” ranking on one would open up a third scenario where you played as an Umbrella trooper named Hunk in a more action-oriented environment.  Beating the game 6 times opened up a fourth scenario where you played as a piece of tofu who could only wield the knife (more of an achievement than a viable gameplay mode).

The game looked better than the original, and holds up quite well today for a Playstation title.  The presentation was more “Hollywood” than the previous game with FMV sequences and other scripted events that heightened the drama of the game’s rather B-movie quality plot.  There were big boss encounters and moments that really made you jump in your seat.

Vicious enemies, close quarters, crappy pistol. Good luck!

While it wasn’t all that much different from the original game, I found RE2 far more enjoyable.  I’m not really sure what it is, maybe it just had to do with me spending more time with the sequel.  With the first game, I only ever rented it with friends.  As such, I never quite got a good grasp of the controls and found the game frustrating.  With RE2, I fell for the hype and picked it up when it was released.  I played through the A game easily enough though it would take me awhile compared to later play-throughs (probably close to 5 hours).  The B game though, that was a challenge!  That’s the one that had the big trench coat guy who would pop up from time to time to scare the crap out of you (and dish out some pain as well).  My first attempt at it was also with Claire who I found more difficult to play as given her unique weapons compared with Leon’s (her bow gun had only one use, pinning crows to the walls).  The boss fight with RE2’s version of the Tyrant character from the first game was especially difficult.

I stuck with RE2 though, and eventually I was blazing through the game in about 2 hours.  It was always rewarding to see my play improve.  When I first started playing the game I’d try to shoot my way through, but repeated attempts had me weaving in between zombies and other enemies and using as little ammo as possible.  Tyrant?  No problem.  I memorized the location of every key or other special item and unlocked the bonus games.  I beat RE2 almost as thoroughly as one could, outside of beating the Tofu game (that one is beyond my skill, though I admittedly never gave it much of a try).

The enjoyable part about it is that I didn’t really play the game to unlock those additional game modes.  I didn’t keep playing for some silly achievement or virtual trophy, I played it just because it was fun.  It’s the amount of enjoyment I received from playing this game that has earned it a place in my top 10.  Future games in the series have far surpassed it from a technical standpoint.  Controls have been improved and the plot has taken the protagonists all over the world.  Truthfully, the best game in the franchise is probably Resident Evil 4, but the game I’ve enjoyed the most has definitely been Resident Evil 2.


The Greatest Games I’ve Ever Played

When discussing a particular favorite of mine I tend to cite something as “one of my all-time favorites” and let that statement hang in the air.  Recently I began playing just such a title and got to thinking about this more in depth; what are the best games I’ve ever played?

Those N64 graphics really have not aged well.

When I get into a gaming lull, such as what I’m in at the moment, it’s easy for me to get down on the current crop of games.  Nostalgia has a funny way of tinting things and convinces us things were always better than they are now.  That certainly can be true for a lot of things though often times it’s a false impression.  With games, I hear it quite frequently whenever a new wrestling game is discussed.  Fans cling to the old THQ game WWF No Mercy and often cite that game’s greatness when discussing the faults of whatever the latest release is.  And while that game is a good one, and probably did some things better than the current generation, it truly was surpassed long ago as the greatest grappler of all time, if it ever even truly held that distinction (I suppose that’s an argument for another time).

That said, this current generation of consoles hasn’t produced a whole lot I would consider to be among my favorites of all time.  Perhaps it’s not fair to assume more games like that should be released when it’s challenging for the truly great in any medium to come along.  How many new movies that come out in a given year can be considered among the medium’s all-time best?  One, if any, probably.

So how many games have been released for the PS3/Wii/360 will I remember as some of my favorites?  A few.  There’s Red Dead Redemption, which ended up being a lot more than just Grand Theft Auto Cowboy.  Mass Effect 2 is certainly in the running and the super hero genre has never received a game better than Batman: Arkham Asylum.  There might even be a few more, but that’s a solid start.  And here’s hoping Skyrim enters the discussion in a month or so.

Maybe some of my favorites have been released this life cycle, but I’m not ready to anoint any of them yet.  Plus this is a blog that caters to nostalgia and while I may post game reviews for new titles, a feature like this one should focus on the oldies.

Sorry, but you're only 9 years old! Check back next year.

I made a list of what I considered my favorite games of all time.  Off the top of my head, my list totaled over 20 but I wanted to limit this feature to a top 10 of sorts.  I immediately cast aside anything that wasn’t at least 10 years old.  A solid decade is enough time for an opinion to be formed and take root.  This meant some of favorites did get cut-off.  One of which, Warcraft III, just barely missed out as that one is only 9 years old.  Another was Metal Gear Solid 3.  I suppose I could have just replaced it with one of the two games that came before it, but I felt like my heart wouldn’t really be in it, so no MGS in my top 10.

I also eliminated any obvious selections, so no Ocarina of Time.  Why?  Because there’s probably already a million other blogs and review sites out there telling you the game is a classic.  What’s one more really going to add to things?  In addition to knocking off the Zelda franchise, this also knocked out the traditional Mario titles.  It’s not that I don’t love me some Super Mario World, it’s just been talked about enough.

Despite that criteria, my list isn’t going to be full off obscure titles.  There’s some that could be classified that way and a few obvious ones.  Once I established my criteria for this feature I began weighing each game amongst the pack.  I already had a couple that I knew had to be included, but some tough decisions had to be made for others.  I basically just picked them apart and started crossing off the games with the most faults until I got my 10.

The last two were particularly difficult.  I can’t even remember which game I was stacking this one up against, but number 11 became Klonoa 2: Lunatea’s Veil.  As great as the game is, I realized my biggest argument for keeping it on the list over the game it was duking it out with was because of it’s obscurity, which seemed like the wrong reason.  I love the game so much though, that I figured I’d show it some love in this intro piece.

Klonoa 2: Lunatea's Veil (2001)

Klonoa 2 is the Playstation 2 sequel to a game that was released in 1998 on the original Playstation.  Published by Namco, Klonoa 2 is one of the first 2.5D platformer titles, meaning the graphic’s engine renders everything in full 3D but the gameplay is more like a 2D side-scrolling platform title.  This is the type of approach Capcom would take with its Viewtiful Joe franchise and Nintendo would implement for New Super Mario Bros.  I don’t know if Klonoa was the first of its kind to utilize this, but it was definitely the first game of its type that I played.

Klonoa is a typical platform character in that he’s furry and cute but it’s kind of hard to figure out just what kind of animal he is.  His design has a little spunk to it with a backwards hat and giant shorts.  He has two big floppy ears that allow him to hover momentarily and extend jumps.  The main gameplay mechanic centers on Klonoa’s ring.  The ring (which he holds with his hand because it’s huge) shoots out a grappling hook-like beam that grabs enemies.  Klonoa can then hurl those enemies as a weapon or use them for a double jump.  Some enemies or objects will have propellers or something that allow Klonoa to do other things with them as well.

Instead of being a left-to-right and collect everything type of game, Klonoa tends to focus more on puzzles than anything else.  Often there’s switches that need to be activated in a certain manner that isn’t always clear.  Early on in the game things are pretty simple but the challenge factor gets upped the further you progress.  It never becomes truly difficult, but is often satisfying.  There are boss encounters that often play with the perspective.  Usually Klonoa is on a bridge or a ring and the boss will be in the center giving the game more of a 3D feel at times while still maintaining the classic 2D “invisible wall” restrictions.  The game is also quite colorful and a joy to behold.  Namco went with a cel-shading look which was growing in popularity at the time and it works very well with the game’s visual style.  The story line isn’t anything ground-breaking, but it’s presented well with nice cutscenes throughout.  Namco chose not to dub any of the characters so they chirp in Japanese (or what I think is Japanese, I suppose it could just be gibberish) and it actually works as these types of games usually end up with some horrendous voice acting.

Look how cute he is with his backwards hat and giant zipper!

That’s a quick and dirty overview of Klonoa 2 but what’s most important to know is that the game is just plain fun.  It’s a true joy to play and the level design is on par with Mario’s best.  And really, outside of Mario’s best, this is one of my favorite platforming games of all time.  I’d easily take it over any of the 3D platformers put out by Rare and Insomniac.  It can be had for less than $20 on eBay so if you’re itching for a good platforming experience definitely check it out.

So be on the look-out for my official top 10 greatest games I ever played feature.  I’ll have plenty more to say on the subject.  This feature will differ from my top 10 albums list as I don’t plan on actually numbering them.  I don’t know what order I’ll even post them in but I’ll try to break up titles that may be similar to one another (I did restrict myself to only one game per franchise, so things shouldn’t get too repetitive).  I do, however, have a favorite game of all time and I will save that one for last.  And lastly, if you’re curious, most of these games will be from the Playstation era.  I didn’t plan it out that way, it’s just how it ended up.  Even though when I think of old games my mind immediately goes to the original Nintendo and 16 bit systems.  I guess in 10 years if some other 20-somethin’ blogger decides to make a similar list it will be populated by Xbox and PS2 games, if not 360 and PS3.


Star Fox 64…3D!

Fox pilots his way into the world of 3D.

There’s no denying that the Nintendo 3DS got off to a rocky start, rocky enough that a significant price cut has already taken place less than 6 months after the initial launch of the system.  The 3DS has struggled not because it’s a bad machine, but because the software has been pretty weak.  The eshop wasn’t ready at launch and the closest thing to a killer app the system had was a port of a 2 year old fighting game.  Well, the times are finally changing.

In June the 3DS received its first big Nintendo release, The Legend of Zelda – Ocarina of Time 3D, and now here in September we have number 2, Star Fox 64 3D.  Now, the contrarian is going to argue just how great these titles could possibly be considering both are re-makes of Nintendo 64 games that are each over 10 years old.  And in the case of Star Fox, we’re talking about a remake of a remake as the original was a remake of the original Star Fox for Super Nintendo.  And really, it’s tough to argue the point.  Yes, both are remakes and while the graphics have received a complete overhaul the games themselves are still largely the same.  OOT benefited by having the Master Quest added to the package which had previously only been released for Gamecube as a bonus for those who pre-ordered Wind Waker.  Star Fox 64 3D is still largely the same as well, but there are a few additions worth covering.

A screen shot from the original "Star Fox 64."

First, the game can be played with a new control scheme that utilizes the system’s built in gyroscope technology.  This means you control Fox by moving the 3DS around instead of using the circle pad.  It’s kind of interesting to mess around with, but if anyone claims to prefer this scheme over the circle pad I’ll probably give them a pretty queer look.  It’s just not very intuitive, and I have yet to use it in game beyond the tutorial.  Star Fox also has a new gameplay mode simply called 3DS.  It’s basically an easy version of the N64 game.  Enemies are easier, continues are allowed, and Fox can take more damage.  The one cool addition is the ability to select what world you go to next, rather than letting the game dictate what path you’re on.*  It’s an easier way to experience every level in the game instead of figuring out how to beat each level in order to advance in a different way.

*For those who never played the original, the game advances depending on how you finish a level.  There’s a designated easy and hard finish for each level and opting for the hard way is the only way to experience the game’s true ending.

And a screen shot from the same level in "Star Fox 64 3D," notice a difference?!

The last big addition is obviously the 3D.  I will say, of all the 3DS games I’ve played so far Star Fox 64 makes the best use of the effect that I’ve seen.  Using 3D actually adds to the experience, in a minor way.  It helps you more easily judge what enemies are closest and prevents the enemy polygons from overlapping as much giving you a clearer picture.  That said, I still tend to opt to play with the effect turned off as I just find it too distracting.  I also tend to move the 3DS too much which causes a blurring effect when the 3D is turned on.  Which also renders those special 3DS controls useless if you wish to have the 3D visuals turned on.

Outside of those changes the game is basically the same experience.  That is to say, it’s a lot of fun and presents a satisfying challenge.  On Nintendo 64 mode, the game goes old school and ‘Game Over’ means what it says as there are no continues.  The game does save after each level so you can leave and come back, but it only has one available save slot.  There is however a handy ‘Guest’ mode that allows a friend to play on your 3DS without saving over your game.

The visual upgrade is quite nice and gives the game a nice, clean, look.  Let’s face it, the visuals of the Playstation/Nintendo 64 era have aged rather poorly.  I’d argue even worse than the 16 bit era, so the enhanced graphics are quite welcomed.  The gameplay is fast and frenetic and you may get pissed from time to time.  The good thing though is that practice makes perfect.  I never owned any Star Fox game before this one because I was always terrible at them, but it didn’t take me long to beat this one (not the hard route, mind you).  In fact, that is one of the downsides to this game as the single player game is very short and will take most gamers a little more than an hour at most.  It’s a game that’s made to be replayed though and one that expects you to come back and try to beat your best score.

This game is loaded with epic boss encounters.

There is a multiplayer component as well, but I haven’t tried it.  It’s kind of cool in that you only need one gamecart to play with friends, the downside is that it’s local Wi-Fi only.  Why Nintendo continues to screw up online play in their games is one of the great mysteries of life.   This makes the multiplayer a negative.  Another negative for the game is the voice acting, it’s horrible.  I don’t care for any of the voices, maybe I’m just picky, but I find them awful.  Another negative, and this is going to sound kind of odd, are the ending credits.  They last nearly 10 minutes!  That might not seem like a big deal but this is a portable system.  If you finish the game while riding on the train you’re kind of out of luck for the next 10 minutes while the ending credits slowly trickle by.  I never understand why some games force the player to watch the entire credit sequence, it doesn’t make me appreciate all the hard work these individuals did, it just makes me resent them.*

*Upon paying more attention the next time through, I noticed that you do get the option to skip the credits right away.  Not sure if you’re SOL if you miss that and I think you miss out on the little story-line bit at the end, though no one is likely to play this game for its plot.

The cons for this game are, in the end, pretty minor.  If you’re someone who enjoys arcade-like flight simulators or someone who enjoyed the previous incarnations of Star Fox I’m willing to bet you’ll enjoy this take.  Really, the biggest con for this game is that it’s a remake and I’d understand if some people just aren’t all that enthusiastic about re-buying a game they may have already played to death (especially for those who picked up the Virtual Console version for their Wii).  If you’re in the mood though for some Star Fox action, Star Fox 64 3D delivers.  Now Nintendo, let’s see an awesome, all new, original game for the 3DS please!