Thursday, January 27, 2011

Super Mario All-Stars: Limited Edition Review


In 1993, Nintendo came out with an amazing collection of Mario's greatest adventures: Super Mario All-Stars. It contained fancy remakes of Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, and the not-released in America at the time, The Lost Levels, which was the Japanese Mario 2. Fast-foward 18 years: the NES Super Mario Bros. is celebrating its 25th Anniversary, and Nintendo decides to celebrate it: with re-releacing Super Mario All-Stars on the Wii, but with some added anniversary content. What comes out is reasonable at the most, but it could've been much, much better.

The game part of SMAS remains untouched, even the button prompts. It has now been modified to support the Wii Remote, which is pretty convienient. Everything is still as great as before (and The Lost Levels hasn't got any easier); but in turn, these have already been on the Virtual Console for years, abiet without their 16-bit polish. They play almost the same, so you'll probably save more money anyways if you buy the originals. I would've liked full-fledged remakes of these games with New Super Mario Bros.-style graphics, or at LEAST the Super Mario All-Stars+Super Mario World redo from the SNES.

Sadly, the game is probably the only highlight of the package. The included art "book" is only the size of an Instruction Manual, and not even the notes at the bottom of the pictures are translated. Sure, it is cool to see a picture of the whole Mario production crew with some cool notes about each game in the series, but it could've been much, much better. Just look at the Mega Man: Official Complete Works artbook. 200+ pages of art, beta drawings, fan art, and other cool stuff; plus, all the notes are translated. This really didn't take that long to make, I can tell.

The CD's even worse. You would expect fully-orchestrated remixes of classic Mario tunes, but no, it's all the originals. It's not even the best selection of music for Petey's sake; they used the TRAILER music for SMG2 instead of the actual in-game song! This is laziness beyond my belief.

VERDICT
Gameplay: Still as good as before, but you'll probably see nothing new here. 8.0
Graphics: Again, the same. 7.0
Audio: The game's audio still rocks, but the included CD is a total miss. 5.0
Overall: If I could summarize the whole package into one word, it would be this: lazy. Virtually nothing here is all that amusing, and you're better off buying the originals off VC anyways; mostly because they have Pause-states so you can put it down for awhile then pick right where you left off. Mario deserves better for his big birthday.

5 out of 10

Friday, January 21, 2011

Kirby Air Ride Review



By 2003, Kirby had become a Nintendo icon. He had a host of games, a playable-character role in the Super Smash Bros. series, and now even had his own anime. So it was obvious Nintendo would bring the little guy to their next-gen console, the Nintendo Gamecube. But instead of a platforming adventure, HAL created the first-ever Kirby racing games, and it ended up being the finest entry in the series.

Kirby Air Ride takes a lot from the Smash Bros. plate: the menu screens look almost the same, and it supports 4-player competition. The controls are extremelly simple: Control Stick to steer, A to hold down a boost and take on tight corners. This makes the game acessable to all audiences, but still has a lot of content for the experienced gamer; mostly because there are over 20 Air Ride machines, all of which control in their own special ways and have different strengths and weaknesses.

There are three modes to this game: Air Ride, Top Ride, and City Trial. Air Ride comprises of 10 tracks and is a good place to test your skills. These 10 tracks get kinda boring after awhile, but you can do Time Trials of these courses. Kirby's ability-copying in integrated in this mode by swallowing up enemies on the side of the track and taking their powers, acting much like the Mario Kart Item Boxes. Top Ride plays like the top-down racers of old, and has a much bigger emphasis on Item usage. They range from a cake that makes you huge to a giant cloud that zaps anyone unfourtunate enough to pass its way. The controls feel a bit weird, though; and once again, there's only 10 tracks or so to enjoy. But it's great in short bursts.

The mode that makes the whole game is City Trial. You are set over a fairly small city with 5 minutes to upgrade your ship for the minigame that appears after the timer stops. So much happens between those 5 minutes, though. You can find other ships lying around and hop on them, you can pick up patches that increase Offense, Defense, Flight, etc., much like an RPG, you can pick up items or copy abilities and destroy the other 3 opposing Kirbys and steal all their stats, you can gather pieces of a ship and then fuse them together to make one of the Legendary Air Ride machines, and so, so, so much more. The ending minigame is always fun: from a Drag Race to a Demilition Derby to a fight with King Dedede; all take advantage of one of the stats you boosted. To sum it up, it plays like an extended version of Mario Kart's battle mode on crack. You and your friends will not stop playing this mode.

The graphical and musical quality of this game is also astounding: each area has its own distint textures, and the music is all orchestrated and is absolute ear candy (though most came from the Japanese version of the Anime). This game has a bunch of replay value, too, in the form of a checkist with many different tasks to fill out. There are over 300 of 'em, so you have a lot to do if you truly want to be the master of the Ride.

VERDICT:
Gameplay: Ultra-addicting. One of the most fun multiplayer experiences ever. 10
Graphics: Well done. Not too spectacular, but it's good to the eyes. 9
Audio: The top-tier of epic. Tunes that seriously make you feel like a winner. 10
Overall: Never before has one simple gameplay mode made a whole entire game, and then some. If you want a game that is great to get into by yourself or with friends, but absolutely impossible to put down, this is it. No other GCN game is finer.

10 out of 10

Thursday, January 20, 2011

Cave Story Review



In 2004, Indie game designer Pixel created probably one of the greatest downloadable games of all time: Cave Story. It became so popular that it eventually got an upgrade on PSP, WiiWare, and DSiWare. This review shall focus on the Wii version, though.

Cave Story plays and looks like the 2-D NES games of old, mostly Metroid and Mega Man. You are a lone robotic warrior named Quote who must fight his way through a deep and grand cave, picking up a variety of weapons upon the way. These weapons range from a simple handgun to an almighty laser. Each weapon has 3 different levels of power, and experience points for them are found from defeated enemies. This makes gunplay never get old, because you always wanna see the max your weapon of mass destruction can really do.

The one thing this game has what other NES games failed to convey was an amazing story. The evil Doctor has enslaved the rabbitlike Mijima people, and it's up to you to liberate the cave. Along the way, the plot takes so many stunning turn and heart-wrenching moments that I won't spoil any of it; though do have some tissues ready if you have a soft heart. An even more interesting part about this game is its endings: each show how the game will end in a variety of ways. Getting the worst one is suprisingly easy, but in order to get the best one, it requires some insane videogame skills.

The graphics are ,in one word, stunning. Even with the orignal filter on, these are the greatest hand-drawn sprites ever made. The music is something of beauty, too, and thanks to a recent patch, the music bugs have been all fixed.

Some negative aspects of the game are more of annoyances than actual problems: the tiny character can be kinda hard on the weak at seeing, the music is still a bit on the quiet side, and getting the best endings takes multiple playthroughs.

VERDICT
Gameplay: Insanely fun. There are no control errors and the story is very gripping. 10
Graphics: Brilliant. Best pixelated visuals done on any console. 10
Audio: Fits every area and is well-made. 9.75
Verdict: This is one man's love letter to all things that make gaming fun: Great gameplay, an amazing plot, brilliant graphics, and well-done music. If you like games in general, this is not to be missed.
10 out of 10

Sunday, January 9, 2011

Mega Man 4 Review


In 1987, Capcom launched probably their most recognizable franchise: Mega Man. His weapon-stealing, shooting action became so popular that it produced a very large number of sequels and side franchises. Mega Man 2 is the most well-known and popular out of all of them, but one title in the franchise, Mega Man 4, remains sorely overlooked.

Mega Man 4 starts off with a little backstory on the Blue Bomber's past; how he turned from humble cleaning droid to a super-fighting robot. Pressing Start sends you to that all-to familiar Boss select screen, an important staple in the franchise. These robots this time around are well-designed and feature some of the most fun stages in MM history. Dive Man's stage is decievingly difficult, with underwater physics and death spikes all around. Pharoah Man's stage has branching pathways that lead to some tightly-spaced platforming. Toad Man's stage is water-logged and full of dizzying effects. And the story is even more interesting this time; a Russian scientist is now the evil mastermind of these new Robot Masters, though it's not long until you figure out who the real villian is.

The new gimmick of MM4 is the Charge Shot, which allows Mega Man to hold a Buster shot in, then release it to make it much more powerful. While it erases some of the challenge, it is still a very welcome addition. The weapons this time around are the series' best: every one is used numerous times throughout the game. The Rain Flush and the Pharoah Shot in particular are very usefull, but not brokenly-spammable like MM2's Metal Blade.

The graphics are vibrant and still amazing, but unlike MM3, do not cause horrible slowdown and flicker. The music is the series' best: with amazingly atmospheric tunes and beats you'll be whistling for weeks. One small complaint about this game could be that the password saves still won't let you advance to any of the castle stages, which ruins some replayability, but the game is so polished and fun anyways that you probably won't notice it as much.

VERDICT:
Gameplay: Polished to perfection. Capcom got everything right this time. 9.75
Graphics: Still well-done, and almost no slowdown. 9.5
Audio: Amazing, but great music is a Capcom standard. 9.75
Overall: It all adds up to be the greates MM in the whole series, even better than Number 2. If you're planning on picking up one Mega Man game, make it this one.
9.75 out of 10

Thursday, December 30, 2010

Mario & Luigi: Superstar Saga Review

The big End of the Year Review!



In 1996, Nintendo and Square Enix came out with the first Mario RPG on the SNES. Later in 2001, Paper Mario came out. While we waited for the next Paper Mario on GCN, which would not arrive until 2004, Nintendo treated us to a portable Mario Adventure. What we didn't know is that it would be one of the greatest games of all time.

Mario & Luigi: Superstar Saga starts off with a very humorous catch: an evil witch Cackletta has stolen Peach's voice for her own nefarious reasons, so Mario and Luigi journey to the Beanbean Kingdom. The RPG action works like Paper Mario and even Super Mario RPG, but you control Mario with A and Luigi with B. The game focuses heavilly on timed button presses: jump at the right moment when an enemy throws something at you and you can avoid damage completely, or if you press the Jump button right before attacking, you can deal more damage on the enemy. There are also fancy Bros Attacks that are multi-button combos. There are only 8 Bro Attacks, but they're so fun to do that you most likely won't notice.

Nearly every element of SS is perfect. The plot is gut-bustingly hilarious with many quotable lines, the pacing is perfect for any style of gamer, the areas are well-designed, and the enemies are some of the most creative in the genre, from a Christmas Tree Hermit Crab to a gladiator made of soda. Every character is well thought-out and has very convincing personalities. SS is also a homage to the Mario series in general, with many cameos and gameplay parts sure to set the nostalgia glands on haywire.

The Graphics are goregeous, with every thing in the game full of emotion, plus it adds to the humor. The music is also up with other GBA greats; Alphadream really nailed the musical feel of Super Mario RPG and then some.

Pulling any critisizm on this game would be nagging, but you could say the game is a bit on the short side. SS is very replayable, however, with multiple ways to approach it.

VERDICT
Gameplay: An RPG that manages to emulate many other gameplay styles, while still being true to the source material. Brilliant stuff. 10
Graphics: Well-animated and very humorous to look at. 10
Audio: Excellent. A great listen. 10
Overall: Never before have I played a game that excels at nearly everything it does. Mario & Luigi: Superstar Saga is so good, that I would go to such lengths as saying it is the culmination of RPGing in general. If you do not own this game, you are truly missing out on something special.

10 out of 10

Monday, December 20, 2010

Favorite Games for each System

Just thought I'd like to post the list of my favorite games per system. Here they are:

NES: Mega Man 4


SNES: Super Metroid


N64: Super Mario 64


GCN: Kirby Air Ride


Wii: Super Mario Galaxy 2


GB/C: Pokemon Red


GBA: Mario & Luigi: Superstar Saga


DS: Pokemon SoulSilver (Even though Warioware DIY comes pretty close to 1st)

Friday, December 10, 2010

Kirby's Epic Yarn Review


Nintendo loves to keep us waiting. The last console Kirby game was 2003's rather excellent Kirby Air Ride, but since then the little guy's been demoted to the handhelds. But Nintendo, partnered with Good-Feel, set to change that on the Wii; and Kirby's Epic Yarn is unlike any other game in the series.

The story of Kirby's Epic Yarn (KEY for short) starts when Kirby eats a magical Metamato. Apparently, an evil sorcerer named Yin-Yarn didn't like that, and sucks him into Patch-Land, a world made completely out of textiles. (These cutscenes are told by a PBS Kids-esque narrator that is charming at first, but gets kinda obnoxious; thankfully, you can skip the scenes.) Kirby's form changes into Yarn, and soon finds the air goes right through him in this world. Kirby still has a few tricks up his sleeve, though; he can stretch out a whip-like strand of yarn that has multiple uses, like rolling up enemies into yarnball projectiles, swinging across pits Indiana Jones-style, pulling zippers to open up parts of levels, and much more.

The next biggest change is Kirby's morphing powers. At any time, he can turn into a car by double-tapping a direction, he can turn into a parachute by holding 2, and turn into a weight by holding down in air. These instant-morphs are basically the Wheel, Parasol, and Stone abilities of old, abiet at any time. But at certain times in the levels, Kirby can touch a morphing orb and turn into a large variety of objects. One levels morphs Kirby into a tank, and the missiles are guided by moving the Wii Remote. Another level transforms Kirby into a Mole Tank, allowing him to drill deep in the surface. The best transformation, in my opinon, is the Firetruck, where Kirby can aim the hose via tilting the Remote. There's enough morphs to keep your attention for a long time, and often brings me fond memories of the vehicle transformations in Yoshi's Island- a game KAR shares a lot of influence to. Note that this game can be played with two people, which is a blast.

KAR features a lot of replayability: every level has multiple achievements and lots of alternate paths. One aspect about this game that is unlike any other Kirby game, though, is the inability to die; Kirby just looses beads if he's hit, and gets saved if he falls down holes. Getting to the end of the level without loosing any beads is pretty hard in its own right, though, and the later levels have especially tricky locations of treasure chests.

The graphical style of KAR is absolutely amazing. Everything in Patch Land is made out of things you could find at a crafts store. One level substitutes quicksand for yellow waving cloth, the next has a variety of sweets yarnified, and another has beautiful snow made out of cotton. Everything looks beautiful in this game. The music especially is wonderful. From orchestated remixes on classic Kirby tunes to beautiful piano solos, the music fits the mood of each world perfectly.

The stiching in the final framework has a couple of flaws, though. Along with the aformentioned inability to die, the game is far too short. Another big issue I have is that it really does not feel like a Kirby game: there's no inhalation, copying, or any other recognizable Kirby elements. But what the game is, it suceeds.

VERDICT
Gameplay: UnKirby but still very fun. A bit on the easy side, though. 9.0
Graphics: Unlike anything else out there. So much innovation in only 2 dimensions. 9.5
Audio: Enjoyable. 9.25
Overall: Kirby's Epic Yarn, while not all that epic, is a fine addition to the series, and a game all fans of platformers should pick up.
8.5 out of 10