Archive for December, 2008

31
Dec
08

looking back on ‘08

here we go again. another full year of gaming. here are the games of 2008 (in approximate descending order) and their corresponding blog reviews:

HIGHEST
- tetris (GB)
- galaga (NES)
- tetris attack (SNES)
- super smash bros. brawl (wii)
- the legend of zelda: a link to the past (SNES)
- advance wars (GBA)
- animal crossing: wild world (DS)
- toki tori (GB)

MIDDLE
- mega man 2 (NES)
- parappa the rapper (PS)
- custom robo (GCN)
- donkey kong country (SNES)
- super mario 64 (N64)
- pac-man collection (GBA)
- baten kaitos: eternal wings and the lost ocean (GCN)
- final fantasy tactics (PS)
- super mario kart (SNES)
- yu-gi-oh! world championship 2007 (DS)
- viewtiful joe (GCN)
- wario land (VB)
- drill dozer (GBA)
- gauntlet legends (N64)
- mike tyson’s punch-out!! (NES)
- fire emblem: fuin no tsurugi (sword of seals) (GBA)
- operation c (GB)
- phoenix wright: ace attorney (DS)

LOWEST
- meteos (DS)
- ninja gaiden (NES)
- super mario land (GB)
- my french coach (DS)
- rayman raving rabbids (wii)

REVISITS
- fire emblem: radiant dawn (wii) (2nd playthrough normal mode)
- fire emblem: the sacred stones (GBA) (lagdou ruins, etc.)

phew. i purposely tried to vary things a bit this year in terms of genres, although i’m not quite sure how well i succeeded. i feel like i’m making good progress in terms of working my way through the canon, though. system-wise the tally for this year (not counting games i revisited) comes to: 5 DS games, 4 GBA, 4 GB, 4 SNES, 4 NES, 3 GCN, 2 N64, 2 wii, 2 PS, and 1 virtual boy game, for a total of 31. that’s the same as last year, which i sort of purposely tried to shoot for in the attempt to keep myself from spending too much time playing games. for some reason i’ve been shying away from first-person games lately, which i just don’t find as relaxing as a good 2D platformer; but i plan on catching up a bit on those. also have a lot of sequels lined up that i want to play but am also trying to mix it up with some new experiences as well. anyway, thanks again to anyone who’s stumbled across this little corner of cyberspace, and welcome to another year of rockin’ video games at video games rock!

30
Dec
08

attack of the art at destructoid.com


i’ve long been a fan of fanart, but i’ve been too lame to organize my own weekly column highlighting the best on the web (not to mention too overwhelmed by the sheer amount of it online). so lucky for me (and you) there are sites like the aforementioned racketboy.com that keep me supplied. racketboy’s fanart series doesn’t update all that often, but destructoid.com has a good weekly series called “art attack friday“. i’ve come across it several times but have only now just noticed what an admirable job they do. they’ve apparently been running them for a while, so the backlog should keep you (and me) occupied for a good while.

21
Dec
08

wii software stats: list fetishism at its finest


i have such a fetish for lists that it’s kind of ridiculous. i won’t go into a full confession here, but let it suffice to say that at the very least i maintain my personal list of games i’ve played and own with an almost religious fervour, not to mention the list of games i’m planning on getting.

so as you can imagine, for me the “wii software stats” feature on the wii section of MTV’s gaming blog has been like crack to a junkie. it first began as a one-off article for another site at the end of june, but has been a monthly feature since september (the links to the entries are here). the culprit behind all of it (i.e. my unknowing dealer) is stephen totilo, and he does a great job of not only compiling the numbers but also discussing the overall trends. it’s fascinating to me (and prob. to a lot of other video game geeks out there) to see how a game like brawl is still played months after its release, whereas single-player games like metroid prime get played, beaten, and then put aside. lately i’ve actually seen some of this in action, as i finally have a buddy to play brawl with and find myself not only putting in time replaying adventure mode and brawling one-on-one, but also getting back into it on my own and playing with characters i’d completely neglected (poor wario was sitting at the bottom of my # of brawls list, so i gave him some attention today haha. his final smash still sucks though).

there’s so much other fascinating stuff as well, like seeing the average amount of time people play a game, and comparing it to the average time it should take to finish the game (i.e. most people don’t finish games. no big surprise there, though). i’m really looking forward to seeing how the numbers for the VC and wiiware games shape up, and also games like wii fit and wii music. it’ll also be interesting to see how the holidays changes the numbers, as you have more people getting together to play games (myself included) and all the people getting new games.

… yes, i know i’m a geek. but i’m still jonesin’ for my next hit!

18
Dec
08

out with the old, in with the new


another year draws to a close, and the internet has been abuzz with retrospectives and previews. in the former category IGN has pretty nice 6-page year in review features for all the various video gaming platforms, including the wii and DS. the features include a look back at the year’s news, game highlights, and a look ahead. it’s almost impossible to believe that the wii, in its third holiday season, is still selling out, but the big N continues to dominate, even with its DS in its fifth holiday season.

there’s no question that they’re making big bucks, but nintendo’s fanbase has been increasingly disappointed ever since this past year’s E3. (i hesitate to say their “core” fanbase b/c the true core fanbase are an almost painfully loyal group and don’t get disappointed easily.) wii music and the new animal crossing failed to satisfy any of the “hardcore” gamers, and nintendo’s press release of what we have to look forward to in Q1 of next year (which somehow omitted capcom’s offerings) has left a lot of them despairing (like most online groups they’re a rather melodramatic lot). for nintendo’s first party offerings it does seem they could have paced their releases better, but the backlog of great games on the virtual console and wiiware doesn’t make me personally feel like i’m twiddling my thumbs with nothing to play (not to mention the literally hundreds of retro games i have lying around waiting to be touched). in terms of third party games it seems we’re still in the midst of the gap left from the releases put out by early developers (the gamblers who banked on the wii’s success and were proven right) and those that are still being developed by the ones who were waiting to see how the wii would fare before they committed to developing for it. but once we bridge that gap hopefully we’ll see a steadier supply from both nintendo and third parties. or am i just being optimistic?

anyway, as for me, i’m just psyched we have a US release date for fire emblem DS (feb. 16!!!). the other game on nintendo’s list that i have my eye on is retro game challenge (apparently actually not due out until feb. 10), featuring versions of classic arcade games with xbox-like achievements as their main focus. in terms of the rest of 2009 i’m keeping my eye out on rhythm heaven, an apparently warioware-like rhythm game, punch-out!! wii, and wii sports 2. and of course looking forward to getting our hands on the DSi and the accompanying DSiware. (can virtual console game boy and game boy advance games be far behind? fingers crossed.) in any case i trust that the head honchos at nintendo know what they’re doing and that they have more than a few surprises up their sleeves. it’s a couple of weeks early, but what the heck: here’s to a great 2009!

11
Dec
08

the legends of gauntlet


i’ve been really slow about playing N64 games, but i finished gauntlet legends a couple of days ago. i was actually surprised at how much i enjoyed this game. it seems one of the main complaints about the game is that it’s so easy, but after having played some more effortful games recently it was actually nice to have something completely mindless. it was also one of the few games i could not only coerce the bf to play with me once but that he enjoyed enough to play with me a second time.

i haven’t played a whole lot of hack ‘n slash games and no doubt the genre has evolved a lot since the 8-bit gauntlet days, but there was a lot i liked about this, the series’ first 3D iteration. first off, a lot of the elements of the original 8-bit gauntlet (and its sequels) that you know and love are intact, including the 4 characters (warrior, valkyrie, wizard, and archer) who are all still distinct, and the great voice samples (“i like food!” being one of the clear favorites, although we don’t get to hear my favorite line from the 8-bit days which was “wizard has shot the food!” since, thankfully, you’re not able to shoot food in this game).

in terms of additions, unlike the original game and the arcade version of legends the console versions don’t have your life ticking away every second. this of course makes the game much easier, as does the addition of turbo moves (your “turbo” meter continually recharges), a whole slew of powerups, and, most importantly, the ability to level up and buy stat upgrades (i.e. strength, speed, magic, and armor). so although the four character classes have varied starting stats and growths, over time the differences become much less apparent. the game also lets you pick the color of your character, which changes its model, and also includes animal skins of the four classes (e.g. falconess for the valkyrie) which, while not really adding anything, are kind of a nice little addition.

the game includes a world hub where you can choose any level you’ve already unlocked, and so the game becomes trivially easy since you can level up as much as you want before tackling harder levels. but even with its two harder difficulty settings (which didn’t seem that different to me when i took a cursory look at them) the game would still be pretty easy. a lot of this seems to come from the fact you can take out most enemy generators from far away before they’ve had time to spawn many enemies; in this game generators don’t spawn enemies until you get near to them, but i believe in the original 8-bit games they spawned enemies as soon as you start the stage, thus building up oceans of enemies for you to tediously plow through. and if you save the powerups you get and sell them instead of use them, you won’t have to spend much time level-grinding, if at all. i didn’t start off being very methodical about traversing the stages, so i ended up repeating a fair number of the levels because there are hidden items you have to find to beat the game (i.e. “obelisks” which allow you to enter other worlds, and “runes” which allow you to tackle the final boss) as well as optional items (e.g. the secret characters, weapons for use against the bosses). and you’ll find yourself wanting to repeat easier levels just to collect more health. without those repeats the game would’ve been more of a challenge, but the fun of the game really isn’t about the difficulty anyway.

another thing that people complain about is the graphics, which despite being N64-level didn’t bother me at all (although apparently the dreamcast version is better). the game does make use of the N64 expansion pack though. given that the screen could be full of enemies and up to 4 players, all in 3D, the sprites aren’t incredibly detailed, but they work much better than most of the screenshots would suggest. i also found the progression of the levels to be well paced: the first world contains levels that are mostly linear; the second world contains levels that are more maze-like, like the original gauntlet; the third world contains more large open field-like areas where you’ll find yourself surrounded by enemies on multiple sides, along with a fun level climbing up and down the rigging of an airship; and the fourth and final worlds are twistier and generally much less linear with more back-tracking. in the latter levels there are some areas where you’ll be a bit lost, but that generally comes more from the confusion from the graphics and areas looking too similar to one another than anything else. the automatic camera in general also works pretty well, and the music is fine although not particularly memorable. the enemies aren’t quite varied enough, but they’re serviceable. my primary complaint, and one shared by others, is the inclusion of boss battles; they’re mostly pointless, mainly because the bosses all have attacks that are completely unavoidable and unblockable.

so overall this one was a pleasant surprise and has lead me to spending a lot more digital ink on it than many other games i’ve played this year. i actually found it to be more enjoyable than the x-men legends game i played a couple of years ago, i think largely due to it having more variety and level design. there’s a remake with more levels and characters called dark legacy that came out on the gamecube that i’ll def. have to pick up at some point. and if you’re wondering, in terms of the three console versions of gauntlet legends IGN rated them in this order: dreamcast: 8.4, N64: 7.7, and PS1: 7.2. it looks like the PS1 version, while taking the hardest hit in the graphics department, has the inclusion of 4 additional hard levels after you beat the game.

you are now entering the dungeon of links!
- gamespot featured an interesting series of interviews when the game came out described thus: “Not only do these cover the current consumer titles, they also look at the evolution of Gauntlet, from the original coin-op in 1985 through the latest coin-op version – Gauntlet Legends – and onto the N64 and the PlayStation.”
- some cheats and a nice set of videos at IGN
- entry at wikipedia.org
- entry at strategywiki.org
- youtube video of first level (as the yellow wizard)
- pretty good FAQ at IGN and one at gamefaqs
- instruction manual of the PS1 version

05
Dec
08

toki tori story


finished toki tori last week. although the game is a completely solid puzzle game in the same tradition as the classic the adventures of lolo, it had the bad timing of coming out so far at the end of the game boy color’s life cycle that it actually came out several months after the game boy advance was released. i’m not the only one glad the game’s gotten a new lease on life in the form of an “enhanced remake” that was released for the wii’s download service early this summer to good reviews.

there’s not a whole lot to say about the original game boy color version of the game that can’t be summed up in the statement that it’s an easy recommendation: if you liked lolo, you’ll love this. like lolo, toki tori is colorful; the design is cartoony but fun and belies the oftentimes quite clever and head-scratching puzzles (don’t be surprised if you find yourself stuck for more than an hour on one of the harder levels); and the progression of difficulty is for the most part spot on. unlike lolo, toki tori includes a whole arsenal of items which all take a bit of mastering and help the game feel fresh. the game feels a bit cramped on the GBC, though, and you end up having to spend a fair amount of time just scrolling around trying to make sense of the big picture, so i look forward to replaying the wii version of the game on a bigger screen. the game’s also quite a good length, and i enjoyed tackling the harder levels, but i was a bit disappointed that there wasn’t a special ending after beating all the hard levels. the game says to visit a special page on the toki tori website, but i guess the page is no longer up; either that or i remembered the URL wrong. in any case, if anyone knows what was on that page please let me know! so, all in all definitely recommended, and a hearty two chicken thumbs up on this one. here’s hoping we get more from two tribes in the near future.

toki tori’s eggy links:
- IGN’s craig harris’s review of the original GBC version and his wiiware review
- someone liked the game enough to make a fansite, with sprites and a fancomic. awesome. haha.
- here’s a complete FAQ (even though i didn’t use it, and neither should you!). but post-win it’s interesting to see some cases where there’s more than one strategy to beating a level.
- this FAQ has some excerpts from the instruction manual
- entry at wikipedia
- entry on the developer, two tribes, at wikipedia

and some links for the wiiware version:
- official website
- cute trailer on youtube along with some other related videos from two tribes
- two tribes interview and review at wiiware-world.com
- a review at nintendojo.com

02
Dec
08

super mario rendered


geez, where does the time go? i’ve got a review coming up, but here’s a quick post to catch up a bit. i randomly came across this random italian guy’s blog that collects official renders and artwork. it includes two nice collections of official super mario renders/artwork from the sports and RPG series, most of them high-resolution versions. check them out here and here.




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