Thursday, December 19, 2019
2010s Gaming reTROview Part 2: The Top 10
I covered some honorable mentions last time, so I'll just jump in here with the true top 10 of the decade. This will almost certainly not be the top 10 when I mentally revisit this is 2030, but as of right now, here are the 10 games from this decade that I enjoyed the most:
10. Diablo III
Diablo III was such an incredibly communal experience for my family that it will always be a game that I cherish. We have specific memories about this game and playing it over our extended Christmas vacation that it has an endurance for me beyond the quality of the game (which is high). We still talk about the time my father-in-law got killed so many times in a boss fight that he was literally running around in his underwear. And we have video. Cheers to this game, and you can be certain that my family is greatly looking forward to Diablo IV.
9. Pokemon Y
Pokemon Y is the last great Pokemon game, and I hope that will not always be true. I've been greatly let down by the last two games, and this one had left me so hopeful for my Pokemon future. If you've never played it and think you're too old for Pokemon, go take the plunge. It's truly incredible.
8. The Legend of Zelda: A Link Between Worlds
A Link Between Worlds shows how to do retro-styled games right. It nails the balance of reverence for a treasured property while iterating just enough to give you an experience that could only exist on a modern console. This is an extremely good Zelda game in a very good decade for Zelda games.
7. Super Mario Maker
Super Mario Maker was the game I never knew I needed, but I totally did. It's another great example of adapting retro properties to the modern day (that's a bit of a theme on this list). Mario is brilliant. The internet hivemind is brilliant. Combining the two gave me weeks and weeks of innovative levels to explore; levels that even the geniuses at Nintendo never could have accomplished. I really need to get the second one, if only anyone would sell theirs on the secondary market. The fact that I can't find one attests for the greatness of this concept.
6. Grand Theft Auto 5
The cranky old man in me wants to point out that like with Red Dead Redemption, the actual gameplay in this game is not always particularly fun. There are better driving games. Better boxing games. Better shooting games. Better golf games. Better flight simulators. But as a madcap sandbox experience combining good enough gameplay, unbelievable audacity of scope, brilliant writing, and a genius concept, Grand Theft Auto 5 sucked weeks and weeks of my life away, and I regret nothing.
5. The Elder Scrolls V: Skyrim
Anybody who knows me even slightly knows that JRPGs are my preferred style of RPG. I'll take Final Fantasy over Baldur's Gate any day of the week. But the 2010s were a rough decade for JRPGs in my experience, with a few bright spots acknowledged in my honorable mentions. Western RPGs from the decade captured my attention far more, and Skyrim isn't even my favorite (see one spot up). But the incredible openness of the world, detailed and haunting lore, diversity of playstyles available between classes, and a tremendous soundtrack places this among my favorite RPGs of all-time.
4. Mass Effect 2
Mass Effect 2 is video game writing and storytelling at its zenith. I don't normally play video games for story, preferring engaging and immersive action far more. But Mass Effect 2 is a premium developer's A+ fastball of a game in terms of storytelling, and the quality of the action isn't too far behind. The scary thing is, I actually prefer Mass Effect to the sequel (for character building and roleplaying dynamics), but that was last decade. Experimenting with different combat genres with roleplaying mechanics has been one of the signatures of 2010s RPGs, and Mass Effect 2 is a nearly perfect exemplar of that experimentation going perfectly.
3. Shovel Knight
Shovel Knight is amazing. About the only bad things I can say about it is that some of the expansions have not been quite as perfect as the original game. Seeing as these are brand-new, free campaigns makes this complaint fall pretty hollow. The base Shovel Knight campaign is platforming genius on the level of Super Mario Bros. 3 and Super Mario World, and I don't say that lightly. It's also an exemplar of how to handle crowdfunding ethically while also making a ton of money for the company. Yacht Club Games deserves all of the credit for forging a new way to make high-quality games, provide tremendous value to the customer, and profit along the way. Here's to Shovel Knight Dig!
2. Super Mario Odyssey
I generally prefer my PS4 to my Switch, but the top of this list shows why Nintendo has been around the gaming throne, if not on it, for the last forty years. Super Mario Odyssey is an insanely good 3D platformer. The best ever. I don't think anything else even comes close, save perhaps for Super Mario 64, and that only for pure inventiveness. If you haven't played it, you're missing out on one of the most polished video games of all-time.
1. The Legend of Zelda: Breath of the Wild
What if Nintendo made Skyrim, only it was more beautiful, bigger, more inventive, and the combat was twice as fun? That's what you get in Breath of the Wild, the game of the decade. As a devoted adherent to the 2D Zelda games, you can understand that me putting a 3D Zelda at the top of this list shows how high the quality of this game is. Link to the Past will always be my favorite, but Breath of the Wild is the best of the 3D bunch, without any question.
And that's it for the top 10! I really enjoyed this decade in gaming, and think that at least two, if not three, of the top 10 here would make it on a top 10 of all time list for me. On to the 2020s!
-TRO
Tuesday, December 17, 2019
2010s Gaming reTROview Part 1: The Honorable Mentions
We are nearing the end of the decade, and like every other sheep on the internet, I've decided to put together a best of the decade list! I love lists, so this is the type of content I adore doing. At first, I thought putting together a list of the best games of the decade would be pretty simple. There's a clear top five to me, and the rest could be my own pet picks. The 2010s has been a decade with some wonderful gaming, and some all-time great consoles. I think after another decade has gone by, my already high rating of the PS4 and 3DS will go up even more, and will end up being among my all-time favorites. It hasn't quite been the 90s to me, although some of that is colored by nostalgia, but I also haven't even scratched the surface of what I want to touch from the decade, while the 90s are pretty well tapped out for me.
So, before I begin my true list, we'll start with some honorable mentions that could absolutely be on anyone's list, in no particular order:
Marvel's Spider-Man was a true joy to view and to play, and represents cinematic-style gaming at its peak, to me. Heavily story driven style gaming has never been my cup of tea, but when combined with great controls and combat, this one was absolutely tremendous.
Fire Emblem Awakening was a wonderful modernization of one of my favorite series. While I prefer the first GBA title by a hair, there's no denying Awakening's greatness. The writing is sharp and the strategic combat excellent.
Mario Kart 8 is a visual marvel and a gameplay delight. It's a must own for anyone.
Sonic Mania is an excellent example of why the 2010s have been a great decade for retro-styled games. We're certainly not getting the quantity of retro games that we did in the 80s and 90s, but there have been some real high flyers this decade, and Sonic Mania is one of the best.
New Super Mario Bros. U and its super expansion are more great retro-styled platformers from this decade. This game gave us another huge drop of great Mario levels, and led the way towards the greatness that is Super Mario Maker (more on this later).
MLB: The Show felt cheap to include in a top 10, since there are so many installments. But it has consistently been delivering the best sports simulation of any game, ever, so it definitely belongs in the honorable mentions.
Ultra Street Fighter IV is the pinnacle of a wonderful game. This feels like cheating, since Street Fighter IV was released before this decade, but it reached its heights here, so I don't feel bad. Street Fighter V just felt too focused on microtransactions to reach the heights, but this one followed the time-honored tradition of pumping out new versions to increase content, even if the cosmetics were still ludicrously expensive.
Lego Marvel Super Heroes is a weird pick for a grown man, but I really can't tell the story of my gaming decade without at least one game from this quirky franchise. In a day and age that supports playing games online with friends, this game was capable of bringing my family together, passing the controller, and having some good old fashioned co-op fun. I've had a great time with a bunch of the games in this series, but this one is the best.
It has been an odd decade for fans of JRPGs. We've gotten lots of clunky attempts at the genre in a time when it feels like Western studios are pushing the creative envelope in the role-playing space, but we've had a handful of standouts, with Xenoblade Chronicles coming to mind immediately.
It's impossible to tell the story of the decade without mentioning mobile games, but it's such a hugely fractured marketplace that it's difficult to know what's relevant and important to people. Terra Battle was one of the first mobile games that really captured my attention, and it's better than ever to play right now due to some quality of life improvements to the game. Check it out now before they take the servers down!
We'll keep going with the mobile games here for a few more. If you love the 16 bit era of Final Fantasy, you'll find Final Fantasy Record Keeper as charming and delightful as I do. There has not been a day since I downloaded this game that I haven't at least logged in once to get my daily bonus. Not one.
I don't think there's any single game on this list that's more emblematic of the capabilities of modern technology to continue delivering new and unique gaming experiences to the masses. It's super fun, it's a communal experience for my whole family, and I'd recommend it to anyone.
Candy Crush Saga took the genius of piling up points in Bejeweled and added a social aspect along with differential gameplay styles to take it up a level. Including stamina and microtransactions also made King very rich, but not from me. This is a really fun game.
Super Mario 3D Land is a really tightly crafted and well designed Mario game that's an essential for anyone collecting for 3DS.
I'm really not one for cinematic story-telling games, but I really enjoyed The Last of Us, even if the gameplay is a bit clunky. Someday I'll finish it, too...
Bravely Default, along with Xenoblade Chronicles, are the two examples that make me optimistic for my JRPG future. To be fair, I haven't played too many JRPGs from this decade, but I'll get to them eventually! I'm working through this game at the moment and think it's extremely good. I'll have a review at some point, perhaps before the new year?
Check back in next time for the cream of the crop from this decade!
Thursday, December 5, 2019
What I'm Playing (Volume 129): Pokemon Sword
Pokemon Sword was one of the very few games which I have pre-ordered in the last few years (Final Fantasy XV, Pokemon Sun, Pokemon Sword). I love Pokemon, and was extremely excited for the game to be dropped off at my house on a Friday, and to spend a huge amount of time over the weekend playing. Since I am a grown man with many children, I had far less time than I estimated, and only recently have completed my journey to become the Galar region champion, but this is certainly one of my more contemporary reviews, so I trust that my faithful reader will have compassion on me.
It is really difficult to know where to start with this game. It had a huge amount of buzz and backlash surround the game, but I won't cover that in significant depth. The biggest issue surrounding the game's launch is that for the first time in the main series' history, you would not be able to obtain all of the previously released Pokemon in this one. With around 1000 Pokemon released to date, the fine folks at Game Freak decided that they would release a game with a more carefully curated selection of Pokemon (400).
I am conflicted by this decision. On the one hand, as a compulsive Pokemon collector who takes a tremendous amount of joy in "catching them all", it was a bit disappointing to me that I would have a far more streamlined amount of Pokemon to catch and evolve in this game. They had already begun in this direction in Pokemon Sun, and I frankly ripped them for it in my review. In Sun, they included assets for all of the Pokemon, but not Pokedex entries for them, which seemed like one of the easier parts of the process. Maybe I'm naive about creating Pokedex entries. Well, be careful what you wish for, because now they've gone all out and have stripped out more than half of the Pokemon from the games.
What is worse, some Pokemon that I have really enjoyed in the past didn't make the cut, along with some that I despised (I'm looking at you, Vanillite). Every Pokemon is somebody's favorite, and they're not making the games for me, but it did seem that they should have started with at least including each generation's starters, and they definitely did not do that.
With all of that being said, I also understand the case from Game Freak's perspective. Name me another RPG that is not named Pokemon that has 400 playable characters with individual character models, movesets, stats, etc. I'll wait. And they certainly put a significant amount of effort into animating the Pokemon at a much higher level than they have in the past. Pokemon now have models for the world map, camping, Pokedex entries, and battle, with way more detailed animations for every interaction.
On net, I'm disappointed, but still feel like you can deliver a functional Pokemon experience with 400, and maybe even a higher quality experience with some more depth. It's not what I would have chosen, but I also don't have to perform dozens of high-quality animations for hundreds of Pokemon in a wide range of settings, so I'll just be disappointed and not outraged.
This, in case you weren't aware, is a pretty standard Pokemon game. There are Pokemon to catch, Gym Leaders to challenge, and you are trying to become the Pokemon champion. You have a rival who will pester you for battles along the way, and really actually have more like 3 rivals in this game. You'll go through icy regions, rainy regions, idyllic regions, caves, etc. There are a few changes from previous games, however.
The wild Pokemon largely appear on screen now, rather than being concealed within the grass or under the water. This is a really nice change, and the single best improvement continued on from Pokemon Let's Go Eevee. No longer will you be ambushed by endless Pidgeys along the road. You can now avoid the Pidgeys and face the rarer creatures that will appear more infrequently, or take your chances with those monsters that are more concealed and roll the dice a bit.
There are no more gimmicky controls like in Eevee, which is wonderful. The catching experience is the same as it is traditionally, which is a very welcome return to form. They do include a nice little feature called casual controls that will let you play the game with 1 hand, which is a godsend for those of us with babies who demand to be held or wives who request backscratches and thus deplore evening video game playing. Note: this is definitely NOT me.
There is no more Elite Four, which hit me harder than I thought it would. Your Pokemon are now healed between the final sets of battles between challengers to become the Pokemon champion, which severely limits the already limited challenge of the game. I miss the Elite Four.
There is no mention of any of the mechanical changes from the last several games, including Mega Evolution, Z-Moves, and the use of environmental factors to trigger evolutions in certain Pokemon. For example, Glaceon, one of the Eevee evolutions, previously needed to be leveled up in the presence of an icy rock which was only located at particular points in the world, but now evolves with the simple application of an ice stone. I kind of miss the more intricate requirements for evolving these Pokemon, but the lack of Mega Evolution hits me the hardest. Some of these evolutions were extremely cool, or provided viability to Pokemon that were previously not very useful. RIP black Charizard.
In the place of these mechanics is the new Dynamax and Gigantimax forms, which allowed you to balloon your Pokemon up to unsustainable size and power for a few turns. This was not my favorite new mechanic, as it turns all of your moves into milquetoast nukes depending on their type, and seems to strongly favor sweeper-style Pokemon (I could be proven very wrong on that by the mathcrafters, but that's the way it feels). What's more, these forms can only be triggered in gym battles, raids, and during the end of game tournament, which really walls them off from a wider range of applicability. This leads to the feeling that these were a simple gimmick that will be quickly discarded in subsequent games.
They also removed all HM or HM style abilities from the game. Long-time observers will know that HMs used to be actual moves you would teach to your Pokemon that would enable them to interact with their environment out of battle by flying you to different cities, pushing heavy stones, cutting down plants blocking your way, or crusing across or under the waves. These were wonderfully replaced in Sun by ride Pokemon, dedicated creatures who could perform these functions for you, but now most environmental obstacles have been removed. You can now use your bike to travel on land or water, serving as both a bike and a surfing function, or call an air taxi to transport you to a city to which you've already traveled. But the lack of Cut, Rock Smash, or Strength crippled the ability of this game to engage in even the most rudimentary of puzzle solving skills, and the gameplay felt very dull as a result. It's just battle catch rinse repeat, with no variation at all. The gyms, traditionally the most prominent location for some puzzle solving, generally felt boring, with a few exceptions (the water and fighting gyms were excellent) because of the lack of these skills.
So, with all of these stripped out features, it would be safe to imagine that Sword rethought a lot of existing Pokemon features and added in a ton more, right? Especially with regards to the online experience, which a modern console should be able to more readily deliver? Right? Not really. The most sizable inclusion of new features is the Wild Area, an area that connects a few circuits of more traditional Pokemon cities, and has insanely varying weather that causes all manner of Pokemon to spawn at different times depending on said weather. You have a freely manipulable camera, and an open world to explore, with the opportunity to engage in raids of Dynamaxed Pokemon with other online Pokemon trainers. The promotions say that the Wild Area is as large as one of the regions in The Legend of Zelda: Breath of the Wild, but it certainly didn't feel that way to me. I also haven't seen all of it, to be fair. These features sounds really cool, but I found the raids to be quite dull. It seemed impossible to find any other trainers online, which sounds insane for the launch week of a huge new game, because it is insane. Other trainers will show up in the Wild Area too, but get ready for massive framerate sputters and lag. The online for this game was not thought out particularly well, and was executed even more poorly.
The worst part of the online was the stripping out of the Global Trade Service, which was one of my favorite parts of the more modern games. In this system, you could propose a trade, and any person in the world could choose to accept your stipulations, and you'd receive the Pokemon when you logged back in. Well, in typical Nintendo fashion, they've now restricted your access online to your friends or mysterious people with no ability to set strictures on what kind of trade you'd like. Or you can take your luck with a totally random and immediate trade. In short, if you want to catch 'em all, you'll need some real friends. And real friends with the other version of the game. This exclusion alone knocked this review down a full half a point for me.
You can also camp with your Pokemon, which is cute. Once. I guess if you really roleplay this game hard and see yourself like Ash, defending the importance of your relationship with your precious Pokemon, you might enjoy throwing out Poke Balls for them to fetch, or petting them, or watching them play. You can also cook curry in an inscrutable system that is beyond me to explain. This will give you experience. Hooray.
One thing I expected was a more elaborate game filled with sidequests or more extended adventures between gyms. Weirdly, we got exactly the opposite. You basically will follow short routes between towns, and it will only take you roughly 10 minutes to go from gym to gym, with none of them save for the last one being difficult in the slightest. I took my time and caught every Pokemon I saw, and still only had about 18 hours in the game when I became Champion. You'll almost always have to explore a sinister organization's hideout to save the day several times throughout the Pokemon games, and there was almost none of that in this game. That is disappointing enough, but we also had almost no end game content in this one, save for a brief side story involving some legendary Pokemon, and the Battle Tower, as usual. I really expected this thing to be jam packed with content to trade off for all of the stripped Pokemon and features, and was genuinely disappointed.
There are also some new Pokemon included in the game, and some Galar forms of old Pokemon. The new designs are also pretty interesting and likable, and I genuinely found picking between the starters difficult this time.
Visually, the game is fine. It looks like a Pokemon game, plus about 20% of what you would expect on a 3DS. I expected a bit more, but I was never upset about it. The animations and models were definitely superior to those in Eevee, with many more to see. Occasionally you would get weird animations, like my Cinderace (a Pokemon based on a soccer player theme) using Headbutt by kicking, but for the most part, this is the most detailed "combat" we've seen in a Pokemon game.
The music is really, really good. There are a ton of gems in the soundtrack, and I really enjoyed the entire thing. Great music has defined the Pokemon franchise, and this continues that trend.
This was a very disappointing game. It felt thin throughout, with new features lacking the punch that they should have. None of the individual design choices they made throughout were indefensible, but the cumulative effect of those choices is a game that continually leaves you wanting a significant amount more. The dream of all Pokemon fans was to have a true, AAA style Pokemon adventure with all of the horsepower of a modern console, and while this game promised to fulfill that dream, it fell woefully short. With that being said, the core Pokemon mechanics are just so great and fun that it's impossible to call this a bad game. It certainly falls short of Red/Blue, Gold/Silver, Ruby/Sapphire, Diamond/Pearl, X/Y, and even Sun/Moon. But compared to most video games, it has to be considered solid. But Pokemon did not become the highest grossing media franchise of all-time by being "solid". Continual excellence is the path to maintaining the level of success that they have seen, and the last three entries leave me concerned for our collective Poke future. 7.5/10.
I'll be chewing through catching all of the 400 Pokemon the next few weeks, and am still unsure of what I'll be completing next, so stay tuned!
-TRO
Thursday, November 21, 2019
What I'm Playing (Volume 128): Metroid Fusion
Metroid Fusion is a Metroidvania game for the Game Boy Advance, and it was astounding when re-reading my review for Metroid: Zero Mission how similar my critiques are regarding the two games. This will, thus, be a pretty short review. If you're interested in a more in depth study, feel free to check out the link I mentioned earlier! I'll cover any relevant new points in brief below:
Graphics: Really good!
Music: Good, from what I can tell. The GBA SP has no headphone port, so listening to music at work is really tough.
Story: More in depth than other Metroid games, but also it's a bit too chatty and spoon fed, taking away some of the lonesome self-written story of the previous Metroid games. I prefer the previous approach.
Gameplay: Solid, Metroid gameplay. Bosses stink, as usual.
Experience: The path you take in this game is much more driven by the story, and is less free and open than in previous Metroid games. There's always been a "right" way to explore whatever planet Samus lands on in each game, but this one feels very forced and contrary to the philosophy of the genre.
Progression: Samus actually has a few new abilities here, which is cool. It felt like you weren't just going through the same progression of roll-bomb-missile-super missile-super bomb that you get in the other games.
Length/Pacing: Superb
Final judgment: This is a solid game, and fans of the genre will enjoy it. I'd recommend Metroid: Zero Mission over this one for a more faithful take on the exploratory nature of the genre, but I'd really recommend Castlevania: Aria of Sorrow as the premium game in this genre for this console. I'll give this an 8.4/10.
Up next on the handheld track of What I'm Playing is a game that I've held off playing due to being scarred by an earlier game from the same development team. After two hours, I'm really kicking myself that I didn't listen to the reviewers, and wish I'd started it earlier. This is going to be a long one, so I'd guess that I will be reviewing a home console game before the next handheld, but we will see what time will tell. See below for a teaser.
-TRO
Tuesday, November 5, 2019
What I'm Playing (Volume 127): Metroid: Zero Mission
Metroid: Zero Mission is a Metroidvania game for the Game Boy Advance, and is also an enhanced remake of the original Metroid for the NES. I've played a precious little bit of Metroid, finding the morph ball, and quickly losing myself in the depths of Brinstar, so I came into this with pretty fresh eyes. Metroidvania games are quickly moving up the charts of my favorite games, so I was really eager to get started with this one when I found it in a really good local pickup (Mario Kart: Super Circuit, Metroid: Zero Mission, Metroid Fusion, all with manuals, for $20. End brag). Unfortunately, I was knee deep in an RPG at the time, then it slipped my mind a bit, but I finally circled around to try this one. I figured I'd go with Zero Mission first, as it's the first in the timeline, as well as a remake of the first one released.
Most of my experience with Metroidvania games has been with the Castlevania games, which I frankly prefer to Metroid. The grind of leveling up gives Castlevania meaning as you traverse back and forth across the landscape in a way that the Metroid titles really don't. I did enjoy Super Metroid quite a bit, however, and definitely appreciate Metroid and Super Metroid for establishing fertile ground in which Castlevania was able to take root.
Metroid: Zero Mission is a mostly faithful remake of the original, as far as I can tell. The map is definitely more expansive and the environment more detailed than the original, and the controls and UI are greatly improved. Most importantly, you now have a map, which is basically the reason why I quit Metroid so soon after starting it. Interestingly, they have added a substantial postlogue after the events of the original game that adds a good deal of content to the game. This extra portion has some extremely creative game design that subverts the traditional Metroid experience, and was easily my favorite part of the game.
The controls are pretty good, if a bit slippery. Luckily, you have tons of health, so falling into some lava or onto an enemy won't end your quest to stop the Space Pirates from unleashing the Metroids on their foes. The combat itself is mostly dull, to be honest, especially compared to the more precise and exacting nature of combat in the later Castlevania games. This is particularly focused in the boss fights, which mostly consist of firing as many appropriate shots at a vulnerable core as possible, as avoiding their attacks is nearly impossible in most cases.
You'll have a range of weapons from blasters to missiles to bombs to Samus' signature screw attack. Getting access to these various weapons and other powerups will unlock other areas of the map to continue the story. This gives a nice, satisfying feedback loop as you'll be able to return to areas which had powerups that were previously unaccessible and these are plentiful and feel rewarding. There is a great conveyance of the rules of the game, too, as it will naturally place you in areas that will introduce new power ups in an easy context, and then ask you to apply them in more and more difficult fashions.
I honestly didn't listen to the music too much, but what I did hear was excellent. Metroid has always had some great music, and this game seems to continue that trend.
The visuals are really nice, and work well on the GBA. There are some huge sprites for bosses, and the animations for your character and enemies are nicely detailed.
This is a well paced game, and felt like it was the right length. There's definitely a lot of pointless traversing back and forth that really demanded a teleportation function, especially given the lack of interesting things to do as you head back and fort on the map, but it definitely didn't feel like it was overstaying its welcome. I was able to clear it in less than 5 game hours, and could probably do so in far less time now that I've done it already. A nice, quick, tightly controlled game experience is always preferable to me, but be aware that you're not going to wring a ton of time out of this one, unless you greatly enjoy speedrunning, which seems to fit Metroid games very well.
I really enjoyed this game, although I felt it lacked some of the depth of competing titles of the era, which has Castlevania: Aria of Sorrow reigning comfortably as king. It's a very good game, and well worth inclusion in anyone's collection. I'd consider it a must buy for fans of the Metroidvania genre, as well. I'll give it an 8.9/10.
I honestly have no clue what I'll be tackling next on the handheld version of What I'm Playing so stay tuned! I might just run Metroid Fusion for a quick one off before I'm ready to dive back into a longer RPG. I guess we'll see where the spirit leads...
-TRO
Tuesday, October 29, 2019
What I'm Playing (Volume 126): Jeanne D'Arc
This is some really dope cover art
Jeanne D'Arc is a tactical RPG developed by Level-5 and released for the PSP. They are well known as a developer of some popular RPGs such as Ni No Kuni, Yo-Kai Watch as well as the Professor Layton series, but this is the first game of theirs that I have played, aside from a rental of Dark Cloud a very long time ago.
This also marks the 25th game completion of the year for me, meaning that I have now completed one of my gaming goals for the year! To review, here are the goals, and my progress thus far. This is entirely self-serving, although my faithful reader may find this instructive as I head into the home stretch for 2019.
1. Clear 25 unbeaten games-Done!
2. Clear out more unbeaten games than I buy new games for my collection-not including Humble Bundles-Gulp. I've bought 43 new physical games this year. I think I'm toast on this one thanks to a handful of incredible local pickups. I don't really regret failing at this one.
3. Spend more time revisiting some old favorites just because I'm feeling like it-I replayed Donkey Kong Country and Donkey Kong Country 2, The Legend of Zelda: A Link to the Past, DuckTales and Super Mario RPG, which was kind of like a replay, given that I had only beaten it before with save states. I'll also play Super Mario World through again before the year is up, and probably will also run through Punch-Out!! just to keep up my Tyson beating skills. I'll call this one done with plenty to spare.
4. One of the 25 unbeaten games must include Bahamut Lagoon, and another must be Secret of Mana-I have high hopes for this one, but have to confess that it is unfinished at the moment.
5. Play more new (defined as being played on a system capable of outputting in HD without modifications) games-By my definition, I'm doing ok. I've finished 5 games that were not ports on an HD system, and also finished 5 games on the 3DS, which is close enough. Mission accomplished.
6. Spend some time playing Final Fantasy XIV: A Realm Reborn-whether I beat the main campaign or not-Complete! I played it for two stretches during free weekends, and even subscribed for a month!
7. Feel free to dump egregiously bad games and review them without finishing them if I feel like it-The only egregiously bad game I've completed and reviewed for this year has been Super Star Wars, but I genuinely wanted to finish that one. I did abandon a terrible game (TaleSpin, for the NES), but didn't review it. So I'll say mission accomplished?
Anyway, back to Jeanne D'Arc. The game loosely, and in some places very loosely, follows the story of Joan of Arc and her attempt to liberate her people from English conquerors. The basic beats of the Joan of Arc storyline are essentially followed, as far as I can tell, but there's a huge plot twist in the middle based on Joan of Arc urban legends, and there's plenty of fantasy elements liberally spread throughout the story. I don't remember hearing about La Hire, the half-man half-lion friend of Joan of Arc, in any history classes. Anyway, I digress. The story is quite delightful, as the mix of historical and fantastical elements is a new take I hadn't seen in an RPG before. It's creative, and it engaged me throughout.
The gameplay is more similar to, Final Fantasy Tactics than it is to Fire Emblem, in that you are able to use a broader mix of abilities and with more customization options than in Fire Emblem. All of the action also takes place on the board itself, rather than in cutaway shots like in Fire Emblem. There's plenty of original stuff here that separates it from its other tactical RPG cousins, and makes it well worth playing around with. The game adds in a similar element to Fire Emblem in that your characters will have a unified guard if they are standing next to fellow teammates, but iterates it by increasing this bonus for every nearby teammate. This creates an interesting set of choices for you, as you have to decide, given your opponents' skills, how to lay out your team. Facing a team with strong area of effect damage, for example, you might want to split your team up and face higher damage to a single team member to avoid spreading that damage across more targets.
There's also a wonderful new mechanic called "burning aura", which leaves an aura behind an enemy when you attack them. If you place a character within this aura and attack, their damage and accuracy will be boosted. This creates all kinds of strategic choices for your team, in which you will need to try to create and utilize the maximum number of auras each turn to put out the most damage, while also not breaking your unified guard position to mitigate damage from counter-attacks. I would have loved it if they had made it so that your enemies could use unused burning auras you had created, as well as your opponents being able to create burning auras for themselves, which would have made defending these zones a critical part of combat, but Level-5 didn't go to this level. Combat was really good, so it's hard to complain too much, but I do think that would have put this over the top for me as a combat system.
Magic is where the game is the weakest, as magic will always hit your foe. It also tends to underwhelm in terms of damage in comparison to physical attacks, which suggests to me that they found balancing various character types to be a challenge. The coolest thing about the magic system in the game was that the area of effect spells didn't affect the exact same area all the time, as in Final Fantasy Tactics, but each had their own individual area depending on the spell. So, a spell like Cyclone damages all foes in an "s" shape, while Blizzard damages all foes in an "x" shape. Depending on the setup of your foes, thus, you may be able to hit more enemies with a give spell than another. The time when this is the most interesting from a strategic standpoint is when you are facing large enemies that occupy multiple spaces on the board. In this scenario, a single spell could hit a single enemy multiple times, with damage being maximized for spells that are able to cover several tiles worth of the enemy.
The music was pretty good. There's nothing particularly special here, but there are plenty of good tracks to be had.
I usually don't like games that look like this, with a chibi style of presentation to the characters, but I have to admit that I found it charming in this case. It's probably overstating it to call these characters chibi, but that may be why I like it so much. They have a '90s anime feel to them that I definitely don't hate.
Speaking of anime, there are real animated cutscenes in this game! And no, it's not like other games with "animated cutscenes" that have one long cutscene in the beginning and almost none for the rest of the game *cough Xenogears cough*. This one actually has somewhere between 15 and 20 minutes worth of cutscenes, if my mental math is right. That's a significant undertaking for a company like this, although the cutscenes were probably average at best in terms of quality.
The voice acting in this game has me a bit conflicted. The actors and actresses do a good job with pronouncing the French names, but every character is speaking English in a French accent. We know full well that we are dealing with French characters, so it just seems weird to have people speaking English with French accents. Would any game localized to North America, for example, do the same with Chinese actors in China presumably speaking Chinese to each other? With that being said, the vocal performances are good, I just question the decision to have them use the French accents. Either have them speak French with subtitles, or just speak ordinary English, or have them speak French when they're speaking to the French characters and English with a French accent when speaking to the English characters. I think it would be reasonable to think that some of the characters, historically speaking, would have been able to speak some English. But again, this is a story featuring some pretty bizarre takes on history, so I might not have too much of a leg to stand on here.
The character building was ok, but a bit shallow. Each character was locked into their role, with little to change about them other than their equipment and their skills. I liked the leveling system, which gave huge bonuses to characters attacking higher level enemies. This made it so that you could easily catch-up with a character if you hadn't used them in a while and decided to add them back to your team.
Jeanne d'Arc is very good, and is an excellent addition to one of my favorite genres of games. There are some things here that aren't ideal, and it definitely doesn't reach up to the level of a Final Fantasy Tactics Advance or a Fire Emblem, but this has a lot of personality that separates it from the rest of the imitators, and I really enjoyed it. I'll give it a 8.9/10.
Up next on the handheld version of What I'm Playing is a little title I should be done with my the end of the week, if my calculations are right. I've included a little teaser below:
-TRO
Friday, September 27, 2019
What I'm Playing (Volume 125): Darkwing Duck
Darkwing Duck is a platformer for the NES, based on the Disney cartoon from the early 90s. It's one of several Capcom developed NES games based on Disney properties, most of which were actually pretty good. It's built on the Mega Man engine, and has a similar jumping and shooting mechanic as the game on which it's based.
Similar to the Mega Man games, you'll have a choice as to the level you'd like to tackle. Rather than having every level open to you at the start, however, the game is more similar to Mega Man 7 in that you can only select from a handful of stages at the start, and upon beating this handful, you can then unlock more selectable stages. The level design is good, but not great. There are plenty of creative spots here, and fewer "BS" moments than Mega Man, but also fewer cool level design ideas compared to its progenitor.
Gameplay is fine, but not quite as tight as a Mega Man game. The new wrinkle in this game is that Darkwing Duck can hang from objects in the background, enabling you to move up in a level in a vertical manner that you typically don't see in a Mega Man game. However, the exact hitbox for when the hang will trigger, and when it won't, can be imprecise and will definitely kill you on occasion.
Rather than unlockable weapons taken from robot masters, special weapons in this game can be picked up throughout the stage. Each special gas has a different effect, although none of them, save for the arrow, feel useful. The arrow behaves similarly to various Mega Man special weapons in that you can use it to stick in a wall, and jump up to areas that would be otherwise unreachable. Darkwing can only hold one special weapon at a time, so be sure to plan carefully for what you'll need! Unlike Mega Man, bosses in this game do not have weaknesses to any specific weapon, so use whatever you'd like! The bosses were fine, by the way. A few were pretty creative and interesting, particularly the mechanic that has to fix the machines you break, but others seemed cheap and frustrating, particularly the end boss.
I loved the length of the game. A skilled player can clear it in about a half an hour, and slogging through the stages with no experience probably took about 2 and a half hours. I played it on the Disney Afternoon Collection, so I had plenty of chances to work on individual segments of the game.
The graphics for this game are pretty good. They're not quite the same level of detail as one of the fourth through sixth Mega Man games, but are more similar to a quality found in Mega Man 2 or Mega Man 3. Nothing to complain about.
The music is composed by Yasuaki Fujita, of Mega Man 3 and Breath of Fire fame, and is very good. I wouldn't put it in the class of any of the Mega Man games, but there are plenty of good tracks here.
On the whole, this is a good NES game. It's not DuckTales, and it's probably not even at the level of The Little Mermaid and Chip n' Dale's Rescue Rangers, but it's a good effort from an excellent developer. I'll give it an 8.0/10.
I've already teased some of the stuff I'm working on, but here's another teaser, because I'm a maniac and am trying to play four home console games at once at the moment!
-TRO
Thursday, September 26, 2019
Retro vs. Modern Games
When I tell people that I still play play retro games, I get some strange looks, similar to how I imagine people must look at you when you tell them that you don't vaccinate your children or ascribe to modern medical science. Why in the world would anyone want to spend time with games that have aged so badly? Why, when games have come so far as a medium in terms of storytelling and immersion, would you want to go backwards in time? I get these comments even from people who enjoyed retro games when they were modern, and for a while I struggled with answering them.
I definitely do spend quite a bit of time playing retro games, although I still do enjoy and play modern games. In the past three years, I have completed 144 video games I had not previously completed. Of those games, 16 were released in the 1980s, 48 were released in the 1990s, 36 were released in the 2000s, and 44 were released in the 2010s (I consider any game released before the Dreamcast and its internet connectivity to be "retro", by the way). And that number is decidedly skewed in favor of the newer games I play, as those are most likely to be first time plays. I've replayed several Mega Man, Mario, Zelda, Donkey Kong, and other retro games in that time, and those don't count in the numbers in the slightest.
It seems like the simplest answer as to why I love retro games so much is that they are a piece of nostalgia for me. I grew up with an NES, a Game Boy, a Super Nintendo, a Sega Genesis...and so on and so forth. And, in fact, many of my favorite games for those systems are ones that I owned and enjoyed as a kid. Nostalgia certainly plays a role in my enjoyment of retro games, but I don't feel comfortable in saying that it's the primary variable that explains my love for them. For one thing, I've completely fallen in love with plenty of retro games that I didn't grow up with, and never experienced. Games like the NES Mega Man games, DuckTales, Kirby's Adventure, Kirby's Dream Land 2, Super Metroid, Dr. Mario, Castlevania: Symphony of the Night, Dragon Warrior, Super-Punch-Out!!, and Wario Land 3 were all games I've reviewed glowingly on here despite having no prior experience with them. For another thing, there are plenty of retro games I remember enjoying as a child that are just objectively trash now. I've panned childhood favorites like Buster Bunny Busts Loose!! and been forced to turn off one of my favorite games from my childhood, Bases Loaded, in disgust. Additionally, there are plenty of games that I didn't love as a child that I now adore as an adult. A classic example is Mike Tyson's Punch-Out!!, which is one of my favorite NES games now, but was a mildly enjoyable distraction for me as a kid.
So nostalgia can't explain all of it, even though I'll be the first to admit in reviews when I think I'm being biased, because I definitely can be. So what is it about retro games that's so appealing to me? Games have certainly come a long way since I first picked up my NES controller to play Super Mario Bros./Duck Hunt in 1993. I LOVE wireless controllers. I love patches and DLC, even as I complain about needing to download a patch for 45 minutes on release day of a new game. I love huge TVs and HD graphics. I love the option to play online with friends. I love the blowing open wide of the video game industry to countless independent developers. I enjoy immersive, cinematic gaming experiences (more on this later). There's so much to love when it comes to modern gaming that there must be something substantive to retro gaming, above and beyond pure nostalgia, to keep me coming back.
Note the identical shapes of the clouds and bushes
The more I think about it, the more I narrow my reasons down to three. The first issue is that sometimes hardware issues forced game developers to be far more creative about using limited assets, an issue that modern developers simply do not face. This isn't to say that modern developers never face a shortage of resources or assets to develop their games the way they would like, but it is to say that modern games are frequently plagued by having too much junk in them, rather than too little. In games like Super Mario Bros., Miyamoto and co. were so restricted on the amount of memory that they could use that they famously had to use the exact same sprite, colored differently, for bushes and clouds. These difficult choices about where to allocate resources forced classic developers to be extremely thoughtful about where to focus their limited time and resources in development, while not including things in a modern game just feels like laziness. Don't have online multiplayer in your game? Lazy. Don't have a single player campaign? Lazy. Don't have a particular mode or option another game has? Lazy. There's so little stopping you from making your game 1 GB bigger in the modern era, that you're limited only by your imagination and your time. I think that modern games frequently have so much stuff crammed into them that nothing is done particularly well or thoughtfully, but at least the developers can avoid being compared unfavorably to a similar game with more modes or options. Why, in heaven's name, did Mass Effect 3 need an online multiplayer option? Why do Grand Theft Auto 5 and Red Dead Redemption 2 need 12 minigames a piece, with none of them being any good? The feature bloat in these games takes away the time and attention developers could be giving towards more critical aspects of game design, and these little shortcoming definitely add up over time. Modern games that have had a more limited focus in terms of mechanics and design, such as Shovel Knight and Journey, have been some of my favorites, while AAA titles with all of their features just feel somehow lacking in sharpness.
The second reason I love retro games so much is because I genuinely do prefer the style of gameplay and storytelling present in retro games. CRTs, with their incredibly fast refresh rates, along with classic consoles and their wired controllers, enabled players to react and respond to threats far quicker than our more graphically impressive modern consoles. In addition, modern gaming's insistence on more photorealism in games makes it more difficult to achieve a twitchy gameplay experience that feels rewarding. I'll again pick on Red Dead Redemption 2, which must have the single worst hand to hand fighting experience known to mankind (this is certainly false, but I can't think of another worse one off the top of my head). Real people, of course, do not flick out their fist instantaneously to punch a foe like Little Mac. They have to reach back to gather momentum, and slam their fist into an enemy. If your focus is on realism, you'll have a split second delay between button press and impact that just never feels right. Modern games that get it right, like Marvel's Spider-Man, have some sort of supernatural reason to have that kind of lightning reaction, and so it works. But call me crazy that I miss some Punch-Out!! and Ninja Gaiden style combat from time to time! So much focus is placed on realism and immersion in modern games that sometimes I feel like you're actually being sucked out of the story, in a weird way. It was pretty easy to feel like you were the hero in games like Final Fantasy VII, Super Mario Bros., and Mega Man 3, despite their lack of graphical realism. But modern gaming breaks up gameplay so much between cutscenes and actually engagement that it can pull you out of the game by making you change hats from hero to spectator.
The final reason why I love retro games is I simply adore the gradual improvement feedback loop present in classic games. When you get crushed by an obstacle over and over again, and clear it for the first time, it's an incredible feeling. Even better than that feeling is cruising past it with easy on later plays, establishing your own sense that you're improving. You replay so little of a modern game that it feels more like perseverance and less like improvement when you get over the hump in a modern game. Give it enough tries, and you'll do it, especially when it's only 45 seconds between autosave points. A game like The Last of Us could have done better to have longer stretches between autosaves that made you actually survive for a significant lack of time, rather than hammering your way past a tricky obstacle, but instead it will save every 3 or 4 minutes. Obviously, you can't beat most modern games in a single sitting like you could with DuckTales, but games like Super Mario World and Sonic 3 & Knuckles would establish that the feedback loop of improvement could absolutely occur alongside of save functions, and I really miss the feeling of progress and achievement in a retro game.
Anyway, I think there's actually a ton of merit in a classic approach to game design and function, which is why I'm grateful for modern examples of a retro approach, and also that our retro games can exist on our modern consoles with their wireless controllers and large screens. But I think I'll always have a special soft spot in my heart for retro games, which is why almost all of my all-time favorite games are retro. So don't feel like an anti-vaxxer for spending your time with Vectorman on a Friday night. You and he deserve each other.
-TRO
Monday, September 23, 2019
Top Ten Arcade Games
I haven't been writing on here as often as I'd like due to my work schedule, and it will be a bit before I'm ready to review any new games, so here goes with another top ten list to tide me and my faithful reader over until the next review!
Usually I'll give a quick caveat at the beginning, apologizing if your favorite game has been left off the list, and boy does that apply here. I was born after the hey day of the arcade, never went seriously to a physical arcade, and experienced arcade games largely through their console ports, with a few exceptions. As such, my arcade experience is highly colored due to the nature of my interests, but also the number of games that were ever ported to consoles. If it didn't get a console port, I've probably never played it, but I'm doing my best to address this shortfall as best I can by getting access to more arcade ports and by visiting a great little barcade in the city near my house. I've been once, and really enjoyed myself, so I think I'll be returning very soon.
Due to my woeful lack of education regarding arcades and the titanic number of titles from forty plus years of arcade gaming, I won't even bother to do a list of games I've never played or don't have enough experience with. This must be my most subjective list ever due to small sample size, so deal with it!
10. Donkey Kong
While I feel like Donkey Kong hasn't aged too well, I have to give it credit for creating one of my most beloved genres, and for 1981, this game is darn impressive across the board.
9. Arkanoid
My wife and I played this at the barcade a few weeks ago, and we honestly could have played it all night long. It takes the concept for breakout, cranks it up a level, and it's crazy fun, with a great spinner controller to tie it all together.
8/4. Marvel v. Capcom/Marvel v. Capcom 2
I'll take "reasons why my Dreamcast system rating isn't higher for 1000, Alex". All of my favorite Dreamcast games are arcade games, in my mind. Even though the Dreamcast ports for them are always technically flawless, the controller leaves a lot to be desired. I guess I'll just have to get a Dreamcast arcade stick *shudders at the cost*. Anyway, these two games are incredible, deep fighters, and totally hooked me in the arcades. Marvel v. Capcom was the very first game I purchased for my PS1, and though I've upgraded to the superior Dreamcast version in the years since, I'll always love both of these games. The second is just bigger and better in every way than the first, and is a real "whoa" moment in arcade history in terms of visuals and gameplay. That's why it gets the bump up to 4, and may deserve to be even higher.
7. Ikaruga
I don't want to scoop myself too much for a future What I'm Playing, but I've been messing around with Ikaruga a bit for the past month on the PS4, and find myself extremely impressed. It's got an awesome gameplay mechanic, wonderful visuals and sound, and has extremely sharp level design that integrates its mechanic to the maximum. It's also crushingly difficult, which means I'll be playing around with it for a while yet to come. Arcade shooters, and particularly vertical shooters, are the number one genre I want to experience more of in the years to come, and this game has been a delightful breath of creativity for me that makes me want more.
6. X-Men
This one gets a huge nostalgia bump for me, as it's the sole game on this list that I associate purely with the arcade. They used to have a four player cabinet of this at the local Chuck E. Cheese, back when Chuck actually had some arcade games, rather than just stupid carnival cons. I would burn every token into this game with a rotating cast of new friends, but I'd only play if I could be Nightcrawler, who is totally dope in this game. Over the years, I've felt like its quality had faded in comparison to the very similar Teenage Mutant Ninja Turtles and The Simpsons, which replaced X-Men a few years later. They had all three at the barcade, and after running the turtles and the X-Men for about 15 minutes a piece, I can safely say that X-Men is far superior. It's got much more fair boss battles, an excellent power up system that feels impactful, and is visually really great. Dontello and co. participate in a shameless quarter suck with unwinnable boss battles, and it's terrible. The SNES port of Turtles in Time is fantastic, but that one is junk. Next time I go to the barcade, I'll try out Simpsons and compare.
5. Tekken 3
My predominant experience with Tekken 3 is on the Playstation, but I've played it a few times in various arcades, and it's phenomenal everywhere. Everyone has their favorite 3D fighter, and while Dead or Alive and Soul Calibur have their merits, I'll take Tekken every time. This game represented a huge leap forward for the game in terms of roster diversity, and it's just awesome.
3. Pac-Man
It's probably the most important video game of all-time, and it's still extremely fun. Ms. Pac-Man is slightly better, but we'll give the edge to the OG here, and say that anything with these mechanics will be awesome forever.
2/1. Street Fighter III: 3rd Strike/Street Fighter II
Street Fighter III: Third Strike is unquestionably the better game of the two, but Street Fighter II has the most nostalgia of any arcade game on this list. I played it in arcades, convenience stores, SNES, Genesis...wherever I could get my hands on it. I learned to hadouken and how to shoryuken, and became a Ryu main for life. You can't go wrong with either, so crack open a roll of quarters, and get down to the arcade!
-TRO
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