Thursday, August 19, 2010

Megaman Battle Network 6 Review


In 2001, Capcom launched yet anohter new era in the Megaman legacy, this time turning the Blue Bomber into an RPG star. Players found out it was more than that, though; it was more like the crazy child of Final Fantasy and Yu-gi-oh. Players could select 30 different Battle Chips out of 200 total, each wildly different and could be used strategically. Unlike most RPGs, though, you had a 3 by 3 grid you could move around in, and so did your enemy. It all seems confusing at first, but with a bit of practice, the battles became second-nature. In a 6-year period, Capcom releaced, you guessed it, 6 different versions of the game. From 3 onwards, each game was split in 2 different versions (a la Pokemon). This Battle Network was the last one in the series, and Capcom went all-out making it the most enjoyable installment in the series.

The story is much more enguaging than the previous iterations. Lan Hikari and his netnavi Megaman Exe move to the wonderful city of Central Town, so every location is brand-new and look great, plus a bunch of new folks join the party. Things seem normal then onwards, but suddenly a Cyberbeast takes control of Megaman (Different for which game you have). After a bit, you gain control of the monster within you, and you get to "Beast Out" for 3 turns each battle, and your stats rise considerably. The Beasting Out feels underutilized story-wise, but in battle, can be used in a variety of awesome strategies.

The biggest feature BN6 adds is the Cross System, a massively improved version of the Soul Unison from 4 and 5. At any time you can fuse with one of 5 Navis (once again, different for each version of the game), and gain different strategies that seem small at first, but can mean the difference from victory to defeat.

This game also takes out some of the flaws that made other instalments in the franchise annoying. Besides the aftormentioned improved Cross System, the insanely hard Liberation missions from 5 are taken out, and replaced with small story moments that highly resemble them, but are MUCH more fun. The Navi Customizer also feels more fluid, the Graphics spiced up, the Audio restored to its glory days from the 2nd and 3rd game, all the Chips are excellent, the pacing is drastically improved, and the VS mode is at its finest.

Some of the Fatal Flaws have remained from the other games, though. Random Virus Battles, though not as frequent, still happen far too often, and some of the Requests on the Request Board are monotinously annoying. A minimalist run is considerably easier than the other games, but it makes up for this due to the insanely hard Post-Game.

VERDICT
Gameplay: Capcom polished it to near perfection. Some flaws keep it from reaching that goal, though. 9.25
Graphics: The Sprites have been polished up enough, but it stil isn't the greatest-looking GBA game, despite a variety of cool effects. 8.25
Audio: Stellar. It sounds as good as the 8-bit installment's legendary scores.
Overall: If you're new to the series or are an Battle Network expert, this is the one to get. With an insane ammount of content and fun, me and my friend haven't put this one down for weeks.
9.25 out of 10

Thursday, August 12, 2010

WarioWare: Touched! Review


Let's face it: the first couple of launch games for the DS weren't that good. The biggest one, Super Mario 64 DS, while fun, was just a demonstration of the graphical power of the DS. No game for a few months was a real must-have for the system... until WarioWare: Touched came around.

This game had a lot to live up for: not only was the first WarioWare for GBA a killer app for the system, it was one of the most innovative games of the decade. So, hence the title, the game uses the DS' Touch Screen and its other features. For those who are new to the series, WarioWare is the ultimante ADD game. It throws at you a random game that lasts 4-8 seconds. In that time period, you have to do a certain task, for example: there's a guy and a girl apart from each other. A small message says "Hook up!", so you have to draw a line to connect them, and the game is beat. When you re-encounter the same game later on, it gets harder by placing objects between the guy and the girl, and the timing in which you have to do it speeds up drastically. You only have 4 lives, and when you loose a game, you loose a life. Every 10 microgames or so, a Boss Stage appears, which lasts much longer than the other microgames. They are usually more complicated and harder, but if you beat them, you get an extra life. This is the perfect pick-up and play game, where you can play for 3 minutes or 3 hours at a time.

Each of Touched's 180 Microgames is split up into different sections, hosted by different people. One batch may require you to make circles on the Touch Screen for each of the games, the other may having you do slicing motions with the Stylus. The most enjoyable ones, though, are 9-Volt's games, which are all based off Retro Nintendo games. Some microgames are insanely strange, bizzare, and hilarious, which adds to the fun-filled time you'll have with the game.

Beating certain objectives in the game unlocks you different applications, which are almost similar to most of the freeware stuff on Apple's own App Store. Like that, they probably won't hold your interest for over 2 minutes, but some games (like the Pyroro Challenge) take good advantage of the Touch Screen and are insanely addictive.

The Graphics are excellent, and are a massive improvement over the GBA games. The music is infectiously catchy, and the game even features full-length tracks that are sung beautifully (like Ashley's Theme). The voice acting is spot-on, too, without being too obnoxious.

Like the other WarioWares, though, this game suffers from the problem of being far too short. The Story Mode won't take a seasoned gamer over a day to complete, but the game makes up for it with its replay value: playing each section over again until you've unlocked all the games for it. Also, the unskippable Story Mode cutscenes last far too long and can drag on.

VERDICT
Gameplay: There are barely any games that are a dud, and are very fun to play and replay. 9.5
Graphics: Uses both the handheld's 2D and 3D to a beautiful effect. 9.0
Audio: Beats you'll be bopping your head to in seconds. 9.0
Overall: Besides DIY, this is easilly the best entry in the series. If you want a break from all other games, this should be a must-buy on your list.
9.25 out of 10

Wednesday, July 7, 2010

Super Mario Galaxy 2 Review


In 2007, Nintendo launched Super Mario Galaxy for the Wii, and it wowed critics, with its innovative Gravity gimmick and supersmart cameara. While I enjoyed Galaxy, it didn't have the certain spark I expect from Mario games (such as an actual challenge, Galaxy 1 was far too easy), and I preferred Super Mario Sunshine over it. With that, I went into Galaxy 2 with caution, expecting no more than, well, more of the same. While that it is, everything is improved to perfection.

The story starts out regularly: Peach gets kidnapped by a Giant-sized Bowser, and Mario must save her. The plot was one of the things I didn't like in Galaxy 1, in any other game it would feel fine, but in a game filled with talking Mushroom heads and turtles that squawk like birds, it felt too out-of-place. Galaxy 2 simplifies it down, and that's way things should be. You eventually meet up with a fat Luma called Lubba, and sees you are the hero of the cosmos, so he fashions a ship shaped like Mario's head, which he dubs "The Faceship." With the Faceship comes a new way of getting to levels: it is set up more like the 2D Mario Overworlds, so getting to levels are fast and easy. The ship itself is smaller than the Comet Observatory from Galaxy 1, which is good, because the Observatory was far too large and hard to get around.

But you didn't buy this game to see how to get to a level, you bought it because of the levels, and on that front, this game delivers. The levels are even more linear than the first games', which I thought would be a negative, but what is in them is more fun and challenging than ever before. The Level Design is excellent, an expected from Nintendo. The camera is still scary-smart, and the controls feel a bit more comfortable than the first game's, due to the better level design.

Perhaps the biggest new feature is Yoshi, who controls great. His tounge and eating powers are used in a handful of innovative ways, such as sticking his little licker onto a peg and swinging across it Indiana Jones-style, or eating a variety of fruits to float, go super fast, etc. Another positive about him is that he appears fairly often: that was one big problem for me in New Super Mario Bros. Wii: he was only used in less than 8 levels. Here, he's used in over 16 of them, and levels with him are always a fun time.

The other big new feature is the power-ups: The Rock Mushroom, Spin Drill, and the Cloud Flower. The Rock Mushroom allows Mario to roll around like a bowling ball, and is fairly fun to use. The Spin Drill and Cloud Flower, however, are a work of genius. The drill allows Mario to, well, drill into the planet's surface, setting up a variety of innovative puzzles. The Cloud Flower lets Mario create fluffy platforms whenever he spins. It's the most used item in the game, and deservedly so: it's easilly one of his greatest power-ups ever. Returning items like the Bee, Boo, and Spring Mushroom are not used very often, and that's good: I've had enough of Mario's infernal springing.

You can't really complain about a lack of challenge: this game assumes you already got down the basics of gravity and all the other gimmicks in the first Galaxy, and elevates them tenfold. Getting the 70 stars on the initial run is fairly tough, but getting all 120 is one of the hardest Mario experiences ever. And, (spoiler), even after you're done getting the 120 stars, you've still got more to do. This is truly not for the faint of heart.

The music is nothing to complain about, either. From the Jazzy tunes of the Spin Dig Galaxy to the sweeping orchestral opening in the Sky Station Galaxy, this game's soundtrack is absolutely phenomenal. And just like in Galaxy 1, old Mario tunes get a whole new limelight. The Graphics also look beautiful, too. There's never a hint of slowdown, and you always know what everything is.

This game has a few minor problems. Most of the Comet Challenges are fun (now activated by collecting Comet Metals in each level), but some are more frustrating than fun. Also, you can't skip the dialogue, so having to hear Lubba tell you every ten minutes to take a break can get pretty annoying. These are minor issues, as the game in whole is well-polished and very fun.

VERDICT
Gameplay: Greatly improved over the original. The levels are all interesting, and the new power-ups are very fun to use. 9.75
Graphics: Looks on-par with a PS3 game, maybe even better. 10
Audio: Fantastic. Your ears will thank you. 10
Overall: This is an extremelly fun game that is yet another worthy installment in the treasured Mario franchise. If you own a Wii, you must buy this game.
10 out of 10

Monday, May 3, 2010

PixelMan's Flash Game Early Demo Review

In 2010, PixelMan decided to make a Flash Game with elements of multiple games. So far it's not complete yet, but from what I've played it could be the real bee's knees.

You start as a lone ninja who wants to collect all of his power-ups and reach the Win Screen. The game controls like a great NES game: X to jump, and C in various directions to use different weapons. These power-ups are useful and intuitive.

The Graphics are very fluid and nice. Pix's a really good sprite artist. But I hope he can add music and varied difficulty settings.

VERDICT:
Gameplay: Great. Fluid and fun. 9.0
Graphics: Great also. 9.0
Audio: Nonexistent as of now. Not Rated
Overall: Pix's game is very fun. I'm exited to see the final result.
9.0 out of 10

Friday, April 30, 2010

Kirby Super Star Ultra Review


In 1996, Nintendo released what became one of the many cult hits on the SNES: Kirby Super Star. Often regarded as the best game in the series, HAL decided to redo the game 12 years later on the DS, and what came out is arguably one of the Best DS games ever to be releaced.

Kirby Super Star Ultra's main selling point is its inclusion of multiple games. I'll be going through each games, telling you which ones are the best.

Spring Breeze: A remake of Kirby's Dreamland on the Game Boy. It's only 4 short levels. Once you play through it once, you'll most likely not come back to it.

Dyna Blade: Now you can walk around a world map and choose about 6 levels, each much larger than Spring Breeze's. There's secrets in each world, but once you complete this, there's not much incentive to go back to it.

The Great Cave Offensive: This is where the games get good. You're trapped in one HUGE mine and are tasked with collecting all 60 treasure chests. You can beat it without getting a single chest, but if you want to 100% the whole game (and trust me, you do), finding all the treasures can be a gruelingly hard task. It would've been nice if there was a more detailed map at the bottom screen a la Kirby and the Amazing Mirror, but this is still a fun game.

Gourmet Race: A collection of three races against Dedede. You can go for Time Trials and the highest score, but playing it with a friend is way more fun.

Revenge of Meta-Knight: You go through about 10 timed levels, and when you beat a level, you destroy different parts of the Halebird. It's fast and frantic fun, and the dialoge that spreads out on the bottom screen is often times humorous.

Milky Way Wishes: There are 7 levels you can choose from, but they're harder than previous ones and with a huge new gameplay mechanic: Kirby has lost his power to copy abilites, so he must collect various "Copy Cards" that allow him to use an ability anytime by tapping it on the bottom screen. This is a great mechanic and it's a lot of fun to test every single one of each abilities attacks.

Revenge of the King: A significantly enhanced version of Spring Breeze, now it is a lot harder, and more fun. The starship battle against Kabulla is especially fun.

Meta Knightmare Ultra: You play through Spring Breeze, Dyna Blade, Great Cave Offensive, Revenge of Meta-Knight, and Milky Way Wishes as Meta Knight, and try to beat them as fast as you can. Playing as Meta-Knight is a blast, and by defeating enemies he gains "Order Points", which can allow him to do simple things like calling out a Helper Knight to killing everything on the screen with an awe-inspiring Mach Tornado.

The Arena: You go through 19 bosses in a row with only one life and 5 Maximum Tomatoes as fast as possible. It's pretty hard, but nowhere near the challenge as the later arena.

Helper to Hero: Instead of playing as Kirby, you play as one of about 20 Helper friends, which are basically manifestations of his Copy Abilites. It is slightly easier than the Arena, and you get a top-secret video if you beat it as each of the Helpers.

The True Arena: Oh boy. This is without a dought the hardest challenge in the series, because you have to face all-revamped versions of the previous Arena Challengers, and they can inflict massive ammounts of damage. Add that to the fact that you only have 4/5 of a M Tomato to heal with, and only one ability to choose from between rounds, and you'll be throwing your DS across the room in no time. But it's hard in the way that's addictive, and you'll be playing it again and again even after you beat it.

There's also multiple smaller Mini-games, and these are great to play in a party atmosphere.

VERDICT
Gameplay: They improved on the original and refined it even more. Massive fun. 9.75
Graphics: The 2D animations look spectacular, and the 3D cutscenes look Gorgeous. 9.5
Audio: It's the Kirby standard: Brilliant. 9.5
Overall: If you love Kirby, Platformers, or like well-adjusted Difficulties, you must play this game. This is the little Pink Puffball at his finest.
9.5 out of 10

Monday, April 26, 2010

Mega Man Review


Fledgling game company Capcom in 1987 came out with a revolutionary game: Rock Man. His first game shot in popularity and soon Rock Man became massively popular. Capcom tried to duplicate it in America, and to rowsing success.

The premise was simple, yet addictive: Choose one of the 6 bosses, beat their level and get their weapon, and repeat. But the real charm came in the Boss Order: using certain weapons on certain bosses, they would fall incredibly easily. The Weapons were cool and effective: The Lightning Strike remains one of the best weapons in Mega Man history. The game played like a Metroid, minus the open world. It's also notorious for being insanely hard. Until Mega Man 9 came, this was the hardest game in the series.

The game also introduced another popular addition to the series: its awesome music. The soundtrack pushed the NES to its max, and is still a joy to listen to today.

The game has gotten several scars through the test of time, though. It's far too short, has little to none bonuses, and may turn people off with its insane hardness. Still, it's a solid play.

VERDICT:
Gameplay: Fun. The Mega Man formula still shines. 8.5
Audio: As expected, Rock-awesome. 9.5
Overall: If you're a newb to the series, get Mega Man 2 first. But if you've already played or beaten another Mega Man, this is a great way to see where the series started.
8.5 out of 10

(And if you thought I would show the American NES boxart, well, you're crazy :P)

Friday, April 23, 2010

Wario Ware: D.I.Y. Review


In 2003, Wario made a huge splash on the Game Boy Advance with a great new idea: a collection of microgames, each lasting 5 seconds. This proved so popular Nintendo releaced 4 sequels, but in 2010, they decided to take the already innovative concept even further: by allowing you to make the games.

Wario Ware D.I.Y. starts out by you playing a couple of microgames, then Wario assigns you a monster in his game: Wario Quest. The creativity barely starts there. If you try to create a game immediatly, the game forces you watch the tutorial. Trust me, you'll need it. The game's creation objects are nearly endless. You can create a game that's just about tapping one object, or make a game with graphics and gameplay that would make anyone else go into pure awe. Whatever you want to make, it's all up to you. The tutorials are not boring, and are filled with funny bits from impatient Wario.

The premade microgames are still pretty fun. They range from reflex games, sports games, retro games, and more. Orbulon's games are definitely the hardest, you almost feel like you're playing a Brain Age game when they're on. Probably the best part about the premade microgames is that you can see how they were made, and use those tips to help in your game-creating.

If you get bored of the Game Maker, DIY also offers you an extensive Music Maker, with a whole lot of note options. You can also make custom comics, which are more like still-frames from the Flipnote Studio due to the fact you can only draw in Black and White.

One of the biggest draws to this game is the Distribution Center, where you can share your microgames with friends and enter special design contests. And every week Nintendo allows you to play Superstar games, microgames made by world-famous game creators like Matt Bozon and Sakurai.

The game as a whole is pretty good-looking, and with the right effort, your games can look amazing, also. The music is nice, but no tracks really stick out. The audio is also Ok, but I still feel that Wario's friends deserve a little better voice actors.

Some minor flaws to this game are its color pallete isn't really that great, there could've been more pre-made microgames, the friend codes are still annoying, and you have to pay for Wario Ware D.I.Y. Showcase on WiiWare. C'mon, that should've been free if you have the DS game!
OVERALL
Gameplay: An insanely robust game, music, and comic maker spreads the longevity of this game. The premade microgames are pretty fun, too. 9.25
Graphics: It works. Nothing that spectacular. 7.0
Audio: Excluding the Music Maker, the Audio is fairly sub-par. 7.0
Overall: This game feels like Mario Paint for a new generation. Once you play this game, you can't stop. Easilly one of the best games on the DS.
9.25 out of 10