Review: POKEMON X & Y (Nintendo 3DS, 2013)

pxbox[Note: This review refers to Pokemon X since that’s the version I purchased, but the content applies to both.]

When Pokemon Red & Blue came out for the Game Boy in late 1998 here in the US, I paid very little attention. I was in full-blown “It better be like Final Fantasy VII or I don’t care!” mode, which in hindsight is pretty sad to think about, but that’s the honest truth about my mentality back then. Shiny objects and everything. OK, maybe “shiny” isn’t the best way to put it in the context of Pokemon, but you know what I’m saying.

poke_blueAnyway, the Pokemon craze was absolutely insane in the years to follow, with not just the games, but the anime and trading card game acting as the other two major franchise tiers. South Park, which was extremely popular at the time as well, did the hilarious and all-too-true episode Chinpokomon as their own commentary on Pokemon and fads in general. Only this fad never went away. Years later, Pokemon‘s popularity remains high, and you can even “catch ’em all” in Ubisoft and Obsidian’s South Park: The Stick of Truth (2014), underscoring Pokemon‘s continued demand and pervasiveness.

Pokemon Yellow — a significant overhaul of Red/Blue, featuring Pikachu and a visual makeover to reflect the look of the wildly popular anime — came out in 1999, and even though my younger sister was the furthest thing from an RPG player, she purchased it. She didn’t play it much, preferring Pokemon Pinball instead, so I inherited it shortly thereafter. I loaded it up, played it for about 30 minutes, and shelved it. I remember thinking, “You gotta be kidding me with this garbage.”

The years passed… history became legend, legend became myth… being older and more open-minded, I decided to give the series another shot in 2009 with the release of the HeartGold/SoulSilver (HGSS) remakes. I had just earlier that year fallen in love with the Dragon Quest series, after having finished the fifth installment’s remake on the DS. I figured the same thing might happen to me with Pokemon.

It didn’t. Much like Yellow, I played it a little bit, but I didn’t like the slow pace, the battles seemed so simplistic, and yeah, I guess I just didn’t “get it”. Onto the shelf it went, and I ended up selling it a few years later in 2013, complete with its Ho-Oh figurine. I made quite a profit, but I would soon realize what a mistake that was.

There was always something about Pokemon that compelled me, though. I would occasionally wonder what the franchise’s “secret sauce” was, and why it was lost on me. I would go on to buy both Black and White in 2011, since I thought it would be fun to play, battle, and trade with my wife, but that didn’t happen either. I actually don’t think we even opened them, and I once again sold them to the highest bidder.

But then along came Pokemon X/Y in 2013. It was touted as being the first mainline Pokemon game to have fully 3D graphics, which in the context of games in general, sounded rather silly to me. I was like, “So what?” Being the ever-curious person that I am, though, I ended up buying X rather early on in its release cycle, but it too sat around for nearly a year before I started playing it this past December.

95 hours and counting later, all I can say is, “Why in the world did I wait so long?!”

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Pokemon X is a wonderful game, and it’s one of the best games I played in 2014 and continue to play in 2015. Although it took me some time to get used to the French-inspired region of Kalos’ inhabitants being super-friendly and helpful all the time (honestly, how often does this happen in games?), it won me over with its charm and beauty shortly thereafter.

The world itself is vibrantly rendered, with the human characters modeled in a slightly super-deformed style with big, expressive eyes and colorful outfits. They are outlined in a distinct, cartoon style, making the game feel like a living, breathing anime. Subtle, but effective touches like seeing the wind gently blow through blades of grass, the shadows of clouds slowly crawling by overhead, or reflections in crystal-clear bodies of water, all give the game an almost Hayao Miyazaki-like sense of observation and being one with nature. Game Freak did a fantastic job in making Kalos feel like a part of the world you not only want to spend time in, but also go out of your way to treat well.

Character animation is also very nice. The player will kneel down to talk with small children, which I thought was the coolest touch that is rarely seen in other games. An animation of you picking up items and putting them in your bag also plays, which is a good detail, but it could be argued that animations like this tend to slow things down, which I have noticed in other games like Dragon Quest VIII.

It didn’t bother me here, though. Pokemon is at its best — at least while playing through the main story — when you take your time in each area, exploring and learning them thoroughly, and just losing yourself in the world and its culture. Because the scenarios tend to be very positive, I rarely felt stressed out or angry playing it. The more I dug in and explored, the more I was rewarded by helpful people giving me new items, finding hidden ones, and learning about how the various game mechanics function.

You aren’t hit over the head with lengthy tutorials, either. Gameplay and control hints come in the form of entertaining “shows” on TV, NPCs, signs that are peppered around each area, and the player’s own exploration and experimentation. It’s a great way to educate the player without forcing them through a boring opening tutorial.

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The story in Pokemon X is understandably light compared to many other RPGs, but I really enjoyed that aspect of it. There are scenes that will bring a big smile to your face (if you play as the male protagonist, how can you not love Shauna?), interspersed with interesting and thought-provoking passages about war and humankind’s relationship with and the destruction of nature. Again, the Miyazaki influence here feels quite strong.

The numerous Pokemon themselves are at the heart of the franchise, and as each encounter with a wild Pokemon occurred, the more I was drawn to certain ones over time. I didn’t think I would care all that much for them, since the over-exposed Pikachu is the poster “mon” for the entire series and seems to get all of the attention, but boy have I become opinionated about my favorites!

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The Pokemon designs themselves are seemingly simplistic, but upon closer inspection are so aesthetically pleasing that they can’t help but be instantly likable. I chose Fennekin as my starter, but as she evolved into her other forms, I found myself feeling disappointed with her, so I switched her out with some of the others, taking a liking to Froakie and later Amaura. I think it’s great that the series allows for so many different styles and favorites. For every person who thinks Bulbasaur is worthless, there is someone who simply adores it. I’m sure my opinions on each Pokemon will develop further as I start watching the anime. I love their designs, so I think it will be terrific to know more about their individual stories.

I realized several hours in that Pokemon X‘s monster designs are really what I enjoyed the most. Again, I’m reminded of the aforementioned Dragon Quest series, with its fantastically original monster designs, fast-paced battles, whimsical storylines, and deep job systems. Although I will be reviewing Pokemon Yellow in a future update, what I will say now is that much like Dragon Quest, it’s interesting seeing how little has changed about the series’ core gameplay, giving players an immediate feeling of comfort and familiarity. I like that.

pxmegablastoiseBut that’s not to say that there aren’t significant changes, and a major addition to the formula are Mega Evolutions, which allows certain fully evolved Pokemon like Blastoise to become Mega Blastoise, with boosted stats, different abilities, and a bold new look. They’re pretty impressive to look at, and they can be part of a good Trainer’s strategy since certain Mega Evolutions can change that Pokemon’s type as well. They’re an interesting addition that I’m sure helps freshen up traditional matches, since you can only have one of them in your party at a time, and their use comes at the expense of not being able to hold what could arguably be a more useful item.

General combat in Pokemon X is easy to learn, but difficult to master, and is especially satisfying when levels between combatants are equally matched. Unfortunately, if you take your time playing through Pokemon X, that will rarely be the case, and you’ll likely find yourself extremely overpowered rather quickly, meaning you can simply use brute force to one or two-hit KO most Pokemon, without having to rely on super-effective moves or complex planning. I think this does a slight disservice to the player, since strategy often takes a backseat to pure power.

It’s still a robust rock-scissors-paper system, though, where certain types are effective/weak against others, special moves can boost/drop stats, items can create major advantages, and status effects have real consequence. When’s the last time you played an RPG where status effects like being poisoned or paralyzed linger after battle? It’s not too common anymore in modern games.

The combat graphics are done extremely well, with colorful environments and smooth animation. Each Pokemon has unique fighting animations and sounds, and now I understand why the shift to 3D was such a big deal for fans. They really do look fantastic, and faithfully bring the classic 2D sprites to life. I was tempted to turn off the battle animations, but they look so good that I left them on throughout the whole campaign to see them all in motion. Pokemon have cries that are almost as instantly recognizable as the way they look, which I think is pretty unique. I don’t know why, but that floppy Magikarp’s cry gives me the heebie-jeebies.

froakieWhile combat is one thing, catching Pokemon is another. I like the battles in Pokemon X, but the real thrill for me was running into a new, rare Pokemon that I hadn’t seen before, and figuring out how best to catch it without knocking it out. There are moves that make this a lot easier, but it’s also fun and interesting to swap in different Pokemon that will do just enough damage to allow the player to catch them successfully. There are also a myriad of different Poke Balls that can further increase your odds of capture, and combining different techniques can create scenarios where catching them is as easy as 1… 2… 3… click!

Music is another area of Pokemon X that surprised me. I was expecting something light that would fade into the background, but I was pleasantly surprised that it was so memorable and varied. Tracks like the inspired Gate Theme, which most players will only hear for a few seconds going from route to route, is one of the better songs I’ve heard in some time, certainly in recent memory on the 3DS. The theme for Route 19 is also terrific, exuding a real sense of adventure and discovery. There’s something about it that has a little bit of that Disney magic.

The touchscreen interface works great, with the bottom screen used for things such as menus, inventory/Pokemon management, training, battle commands, online interactions, and minigames. It’s nice to be able to directly access features with the touchscreen instead of having to press a button to open up a menu every time. It’s something I’ve come to really appreciate on the 3DS and Wii U.

Speaking of online functionality, it’s absolutely great for trading. Wonder Trade, which allows you to deposit any Pokemon into the online space and get a random one back from another player, is both frustrating and amazing at once. Frustrating because you’ll shake your head after receiving your umpteenth Bunnelby and Zigzagoon, but amazing when you get a rare Pokemon, a starter with great stats, or even an incredibly rare shiny for no other reason than to make your day awesome.

chespinThere is also the Global Trade Station (GTS), where you can seek out specific Pokemon with some custom conditions if you wish (like gender, level range, etc.) by putting up your own offers and vice versa. This is a great way to help fill up your collection, especially if you are trying to complete your entire Pokedex (an index of all the Pokemon you have seen and captured/held), or if you are more ambitious, a Living Pokedex. I have yet to 100% my Kalos Pokedex, so I’m nowhere near those levels of commitment. Yet.

You will run into lots of people if you decide to go online. You’ll see your friends, make acquaintances through trading, or see a steady stream of passer-bys. Interactions are not intrusive, and you can decline offers to battle or trade if you prefer. If you get a particularly nice Pokemon during a trade or have a fun battle, you can give them a “Nice!”, which is like a Reddit Upvote or Facebook Like, or you can bestow upon them various O-Powers, which will do things like increase their odds of capturing Pokemon, make items in stores cheaper, gain more experience in battle, and other nice boosts. The O-Powers consume less if you use them on other people, and they also level up the more you use them, so the game does a really good job of encouraging the player to share them with other Trainers.

Pokemon X‘s metagame — or using resources outside of the game itself for greater benefits within — is an area that is so vast and detailed that you could teach a course just in Pokemon mechanics and strategies. There is just so much you can do. Not even including the battle strategies and tactics themselves, Pokemon Trainers can choose to breed for hidden abilities, passing on special moves, getting specific natures, maximum individual values (IVs), baby Pokemon, or using what is known as the Masuda method to obtain shiny versions of specific Pokemon. The time, effort, and attention that effective breeding requires is surprisingly rewarding, although simply breeding for shiny Pokemon is a surefire cure for insomnia. It just isn’t fun, but yet I still keep trying.

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I do wish that the entire breeding process was more streamlined. As it stands, Trainers start off by riding their bike back in forth in front of the Pokemon Day Care (where you drop off 1-2 Pokemon to level up and/or breed), collect the eggs, fly to and ride around in a circle in the game’s large hub city, wait for the eggs to hatch, check their moves/abilities/natures/items, fly to another city to have their IVs checked, mark those with the in-game PC, fly back to the Day Care, replace breeding Pokemon if necessary, swap items around, and repeat. Since you can only carry 6 eggs at a time, this process becomes very time-consuming. It would have been great to have a round area to ride right in front of the Day Care, as well as having an IV assessor there as well. I haven’t gotten that far into Alpha Sapphire, so I’m curious to see if any of this has been addressed.

Other annoyances include the somewhat lengthy battle intros, and if you’re power-leveling a party of low-level Pokemon, be prepared to sit through a slow, seemingly endless stream of individual “level up” notification jingles, while managing newly learned moves, which after a short while always have to either be dropped or replace an existing move. It’s the Pokemon way, though, and it’s fascinating that Game Freak has, for the most part, stuck to their guns: You get 4 moves per Pokemon, and that’s it.

The 4 moves thing seems terribly limiting at first, but it’s also what makes Pokemon incredibly deep and strategic, despite its surface simplicity. You have to consider the move types, how they play to that Pokemon’s strengths/weaknesses/stats, their accuracy, possible status effects, recovery rounds, and other factors. Not carefully taking these into account can put you at a huge disadvantage, especially when battling experienced human Trainers. You don’t have to worry too much about the in-game ones, though. They’re not very smart.

tyruntWhile not without a few flaws, I had — and continue to have — a fantastic time playing Pokemon X. The main storyline is full of simple charms and some memorable characters, battles are fun, discovering and catching new Pokemon is exciting, and there is a lot to do after the credits, some of which are outlined here.

If you’re into breeding and training a top-tier team, the game hasn’t truly begun until its postgame starts anyway. Pokemon X is not just an incredibly well-made game, but it represents a deep and pure RPG experience that can be played as casually or as hardcore as you want, making it one of the most accessible and rewarding experiences for players of all ages. Highly recommended.

Overall: A

 

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Review: Luigi’s Mansion: Dark Moon (3DS, 2013)

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2013 was the Year of Luigi, and with it came several games that put Mario’s oft-forgotten twin brother front and center. Much like the Left Behind DLC for The Last of UsNew Super Luigi U on the Wii U was an amazing example of what companies are capable of when they dedicate some real time and effort into their DLC projects, and it was one of the best titles that I played this year. I gave it an A in my review, and it’s a game that will challenge and delight any side-scrolling platformer fan.

While there have been other less prominent outings for Luigi, including Super Luigi Bros., which can be found within NES Remix 2, and the eShop exclusive Dr. Luigi, the game that most people will remember from Luigi’s year in the spotlight is this game: Luigi’s Mansion: Dark Moon (from here on out simply referred to as Dark Moon).

Developed by Next Level Games, who was also in charge of the excellent Punch-Out!! on the Wii back in 2009, Dark Moon quickly became one of the most anticipated games on the Nintendo 3DS. Being a fan of the GameCube original, I was very excited to see what kind of a difference twelve years would make.

20141119_luigis_titleThose years have been kind, because for the most part, Dark Moon is a success. Luigi carries around an upgraded vacuum known as the Poltergust 5000 (formerly the Poltergust 3000) — invented by Professor E. Gadd, developer of F.L.U.D.D. from Super Mario Sunshine — which among other things is used to collect ghosts, treasures, and pull drapes off of curtain rods. It can also function in reverse to roll up carpets, turn fans, and launch projectiles through the air. He’s also outfitted with a flashlight that can momentarily stun ghosts and open locked doors. One of the neatest additions to Dark Moon is the Dark-Light Device, a black light of sorts that can reveal invisible objects, hidden ghosts, and other clues.

Your Poltergust 5000 can be upgraded throughout the course of the game, but you’ll have it maxxed-out long before you reach its end. At first it feels like it all happens too soon, but you’ll quickly learn to appreciate this as it makes the act of catching ghosts and beating missions much easier and a lot of fun. Another new feature is the Surge mechanic, which rewards you with better treasure based on what Surge level you’re in when you capture a ghost. It’s very strategic and is an important timing skill to learn in order to get the best rankings.

Players are ranked from 1 to 3 stars on their performance in each mission, which takes into account how much damage you sustain, how much treasure you find (getting good at Surge timing really helps out here), and how quickly you complete them. I found the final component — the time one — to run counter to the spirit of the game, which encourages exploration of every nook and cranny of each mansion. I felt like I needed to memorize where all of the best treasures and ghosts were found in order to get each mission’s best 3-star ranking. For some of the longer missions, this became more trouble than it was worth, and while I found every Boo, I stopped short of 3-starring every stage.

20141123_dark_moon_amethystSpeaking of stages, yes, the singular mansion of the first game has been ditched in favor of several different ones, each possessing their own unique look, inhabitants, obstacles, puzzles, and other challenges. Each mansion is broken up into several distinct missions which have individual objectives to complete, including puzzles, collecting ghosts, finding rare gems, and capturing hidden Boos, which unlock extra levels in each mansion if you find them all. This gives the game a lot of replayability, and it will have completionists reentering missions multiple times to find everything they missed.

It works, but I would have preferred a more integrated structure, since the back-and-forth one in Dark Moon leads to a lot of loading screens, lengthy dialogue scenes between you and the Professor, and it slows the pace of the game down quite a bit. The stages themselves, however, are beautiful to look at. While the 3DS struggles to maintain a solid framerate, which can be anywhere from sub-20fps to 60fps, they are well-constructed, atmospherically lit, and contain all sorts of interactive objects. The 3D works particularly well, since so much of Dark Moon relies on the player being able to detect and locate ghosts in 3D space, so being able to see if a ghost is in front or behind you is critical.

Luigi himself is wonderfully animated, and you get a believable sense that he really doesn’t want to be there! He’s the reluctant hero, and that comes across in his nervous vocalizations, terrified facial expressions, and hesitant body language. The ghosts that you encounter throughout each mansion are distinct, fun to defeat, and really stand out against the mansion backdrops. While most of them are pretty easy to figure out, they can become downright diabolical when they start working in groups against poor Luigi.

In terms of controls, they’re pretty good, but because there is no standard dual-analog control for the 3DS, you have to physically be facing a ghost in order to shine your flashlight at them or use your vacuum. In more heated encounters where you are against several different enemies at once, the control scheme can become a hindrance and a noticeable limitation. There are also buttons you have to press and hold to run, look up, and look down, so there is definitely a steeper learning curve with Dark Moon‘s controls than most Nintendo games. It makes me think that it would be amazing to see a Luigi’s Mansion game on the Wii U.

The music in Dark Moon is understated, but quite brilliant at the same time. It’s more ambient than the typically melodic fare of Nintendo titles, but it suits the game’s mood perfectly, and the first time you hear Luigi humming along to the music while you’re exploring is one of those moments that elevates the soundtrack from just “being there” to selling it as a truly integrated and necessary component to the experience.

Speech is limited to short phrases and in the case of Professor E. Gadd, unintelligible gibberish that sounds oddly similar to the Ewoks from Return of the Jedi. In-game sounds are nicely done and provide each environment with creaking floorboards, clanging chandeliers, and other spooky noises that bring each mansion to supernatural life.

Each mansion culminates in a boss fight, and while some of them intelligently blend the action with inspired puzzle design, others are simplistic or overly long and tedious. One in particular, which happens about halfway through the game, can be a test of one’s patience, and ultimately feels out of place. Plus, if you lose a life, you have to do it all over again from the beginning, and most of the boss stages have an introductory area that you need to get through first before the fight begins, which adds a little insult to injury.

The game also contains several escort missions, where you have to rescue various Toad Assistants and get them through different obstacles to the exit. While I generally don’t like escort missions, I found these to be a lot of fun and had me thinking about each stage in different ways. I think Dark Moon is at its best when it challenges you with its puzzle design, rewarding the player with satisfying “Aha!” moments. If another Luigi’s Mansion is made, I would love to see more cooperative traversal missions like these.

dark_moon_3_starDark Moon‘s campaign mode will take most players around 10-15 hours to complete, and likely at least double that to 100% it. Not only that, but a new multiplayer mode known as the ScareScraper is almost an entirely different game in itself, with different modes and challenges that encourage teamwork with other players. It’s a fresh new way to experience the Luigi’s Mansion formula, which when you consider that the series is known so much for its single-player qualities, this really stands out as a highlight.

All in all, Luigi’s Mansion: Dark Moon is a worthy follow-up to the 2001 GameCube original, with a wealth of content, variety, and replay value. While there are some things about it that I didn’t particularly enjoy, such as the overly heavy focus on collecting, level structure, certain boss encounters, and an inconsistent framerate, it is one of the more unique titles to be found on the 3DS, and definitely worth a look if you’re in search of a more challenging and cerebral experience.

  • Visuals: B
    Nicely modeled environments, colors, and excellent character animation. However, an inconsistent framerate and dull menus tarnish its overall visual presentation.
  • Sound: A
    A wonderfully atmospheric soundtrack with solid voice samples, crisp sound effects, and a wealth of convincing environmental audio bring each mansion to life. Headphones are definitely recommended!
  • Story: B-
    Nothing groundbreaking, but the simple story about recovering the Dark Moon pieces and returning the ghosts to their former state keeps things interesting enough through to its end. The dialogue sequences are numerous and overly lengthy at times, though.
  • Gameplay: B
    There is a lot to do in Dark Moon, and the game gets a lot of good mileage out of a few well-defined systems. Exploration, discovery, puzzle-solving, and escorting NPCs are all very satisfying. Mission structure makes things a little slow, however, as it breaks up the overall flow of the game. 3-star requirements tend to be vague, and some boss encounters feel like they could have used another design pass as well.
  • Controls: B+
    Controls are responsive and are surprisingly robust and natural in most situations once you get used to them. Capturing ghosts feels great, but without dual-analog on the 3DS, certain encounters and situations can be more frustrating than they need to be.
  • Value: A
    Completionists will have their hands full finding everything and obtaining all 3-star rankings, and the ScareScraper multiplayer mode is nicely integrated and will keep players coming back for more.

Overall: B

 

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Review: Shovel Knight (PC)

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It only takes a few moments to see influences from NES classics like the Super Mario Bros. series, DuckTales, and the Mega Man series in Shovel Knight‘s DNAYou’ll also be hit with other waves of nostalgia, being reminded of Zelda II: The Adventure of Link, Konami’s Castlevania series, Sega’s Golden Axe, and other favorites of a bygone era here. Whether references are intentional or not, it’ll feel like the late-’80s again, and in all the best ways possible.

Now, retro-style games have become rather cliched in recent years. The style is very popular for indie and mobile titles, and while I understand the opinion that not utilizing the latest cutting-edge graphic technologies doesn’t move things forward, I personally love it. It’s fascinating to see what modern artists are capable of pulling off with big pixels and limited color palettes. It’s that whole mentality of doing more with less that can potentially yield results even more impressive than the latest blockbuster on the newest consoles. Yes, I love the way Muramasa Rebirth looks on the Vita, but I can equally appreciate the lovingly crafted spritework in Daisuke Amaya’s Cave Story. Don’t let the 8-bit style turn you off, though; Shovel Knight‘s graphics are superb — borderline 16-bit at times as the best 8-bit games were — and animation is detailed, smooth, and brimming with character.

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The same can be said about music in games. While I absolutely loved the work of Gustavo Santaolalla in The Last of Us — one of my all-time favorite PS3 games — I equally enjoy what Jake Kaufman and Manami Matsumae have done here in Shovel Knight. Much like oldschool graphics, music that has to be created without the use of real instruments and limited sound channels often produce stunning compositions that transcend the technology itself. One of Shovel Knight‘s first tracks, “Strike the Earth! (Plains of Passage)”, is so inspired and sounds like it could have leaped from the very best of the 8-bit era. In fact, so much of Shovel Knight is of the highest quality that if it had actually come out during the NES era, it would no doubt be regarded as one of the best games of all-time.

The graphics and music are indeed terrific, and Shovel Knight shines in the gameplay department  as well. Its closest relatives would be Castlevania and DuckTales; just think of your shovel as Simon Belmont’s whip or Uncle Scrooge’s cane. Mechanically, it works quite similarly in terms of being a short-ranged melee weapon and a tool for bouncing on enemies and other environmental obstacles. However, chalk it up to the influence of modern gaming to have the greatest effect where it matters most: controls. Shovel Knight‘s controls are perfect, and I can’t think of a single death that occurred because the controls weren’t responsive enough or didn’t do what I wanted. Tight controls (or lack thereof) will make or break platform games, and to its credit, Shovel Knight absolutely hits the nail on the head in this regard.

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At its heart, Shovel Knight is a tried and true action platformer with some RPG overtones in terms of armor, weapon, and subweapon upgrades, each having their own set of strengths and weaknesses. Levels are long, and full of branching pathways and hidden alcoves. Discovering them is a joy, and much of Shovel Knight‘s challenge is in finding them all. Writing is also a strong point, with excellent dialogue and a surprisingly poignant and personal story. I had goosebumps by the game’s final scenes, which is a testament to the developer giving every facet of Shovel Knight equal attention.

There are modern conveniences like auto-saving and numerous level checkpoints, but Yacht Club Games changes things up a bit to make its death and continue system have actual consequence. I think one of the game’s neatest feature is how you are given the option to destroy the various level checkpoints. By doing so, you’ll collect extra treasures, but as a result, you’ll no longer be able to continue from that point if you die. This creates scenarios where you have to make it through an entire level in one life or be sent back to the very beginning.

Keeping the checkpoints in place doesn’t give you a free pass, though. Dying separates you from a good chunk of your loot, and if you want it back, you’ll have to collect it from where you died, which is sometimes impossible depending on where exactly you bit the bullet. This is a nice change from most modern games, where death carries with it no ramifications.

The one area of the game that feels slightly undercooked are a few of the boss fights. They are all beautiful to look at and have interesting and learnable attack patterns, but many of them can be defeated rather easily on your first attempt. Being able to carry multiple items that fully refill your health and magic meters further diminishes the challenge if you choose to utilize them. In some cases, though, I appreciated these battles being a little easier after taking a serious beating through some of the level trials preceding them.

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Between all of the great action are these wonderful, quiet moments full of reflective calm and other surprises. They’re a great inclusion that very much reminded me of Golden Axe‘s intermission campfire scenes where you can stock up on health and magic potions. However, these brilliantly build a strong bond between the game’s key characters in haunting and meaningful ways. I always looked forward to these after defeating one of the game’s bosses.

The game’s achievements, or “Feats” as they’re called here, are definitely worth mentioning. There are some truly challenging ones that will give trophy hunters a run for their money, extending the life of the game for those who want to extract the most out of it. A number of them run completely opposite to one another, so don’t expect to get them all in one shot. Speaking of the game’s length, it took me about 7 hours to finish it the first time (the in-game clock had me at around 6 hours and 40 minutes), and even though I took my time, I only found about 65% of the game’s hidden Music Sheets, which unlock music tracks inside an in-game sound test. There were also some other important items I missed along the way, so the game definitely will take more than one playthrough to see and do everything.

Not only that, but a New Game+ mode is also included, which ups the challenge for those seeking a more difficult playthrough, but lets you keep all your upgrades from your first time through.

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And last but not least, I have to point out the game’s humor. I mentioned earlier that the writing in the game is excellent, and while that applies to Shovel Knight‘s serious dialogue, it equally enhances the more lighthearted exchanges as well. It’s full of puns and other high-energy, exclamation point-filled zingers that make all of the NPCs interesting to talk to.

Shovel Knight is a special game. It represents the pinnacle of 8-bit sensibilities with the refinements of modern game design, wrapped up in a beautiful package that will remind you of all the things that drew you to videogames in the first place. Also available for the Nintendo Wii U and 3DS, Shovel Knight is not to be missed and is an easy contender for Game of the Year.

  • Graphics & Presentation: A+
    Beautifully drawn sprites, gorgeous backgrounds with multi-plane parallax scrolling, and some giant screen-filling enemies. 60fps with no screen tearing, even at its highest resolutions.
  • Music & Sound Effects: A+
    A superb soundtrack by Jake Kaufman, with nods to many 8-bit classics. Contributions by original Mega Man composer Manami Matsumae are a welcome treat. Excellent sound effects bring the action to vivid life.
  • Gameplay & Controls: A
    Perfect, fluid controls make Shovel Knight a delight to play, with tons of hidden areas to find. Fun platforming with all sorts of environmental hazards to contend with. Very unique continue system. Some bosses provide little challenge.
  • Value: A-
    A pretty quick game at about 7 hours or so, but New Game+ and a slew of Feats and hidden items will keep you playing for a long time if you want everything the game has to offer.

Overall: A+

 

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Happy Fourth of July!

GHG will be back on Monday, but I just wanted to wish everyone a fun and safe holiday weekend. We’ll be checking out the fireworks show here during the Fort Dalles Fourth, the first in over 25 years!

I plan on getting caught up on a few games over the weekend as well, including Pokemon X (3DS), Nier (PS3), and Shovel Knight (PC).

 

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I’m about 15 hours into Game Freak’s Pokemon X — this being one of the first games in the series I’ve ever put any time into — and I’m enjoying it.

There’s something irresistible about these cute and unique monsters, figuring out what skills to keep or replace, seeing what each monster evolves into, and understanding the various characteristics of all the Pokemon in this world. As a relative newbie, I’m still rather overwhelmed by the complexity and variety on display here. Just keeping tabs on what Pokemon I’ve caught and organizing them feels like a game in and of itself. The satisfaction of whittling down a Pokemon’s health and capturing it in a Poke Ball is also pretty great.

I’m particularly impressed with Pokemon X‘s soundtrack. I was expecting a standard and light set of tunes, but there have been many times where I’ve just sat there and listened to the catchy music found all over Kalos, like the “Gate Theme”, which is just so good.

Some things about the game annoy me, like how it can be a bit difficult to position your character to speak to NPCs, or the slow pace of battles even with the animations turned off. On the flipside, the game is very pretty, and small touches — like how you physically bend down to talk to children — show great attention to detail that give the game its unique charm.

Even though I’ve put a decent amount of time into Pokemon X, I feel like I’ve barely scratched the surface. This is the kind of game I could easily see myself sinking many, many hours into, like I did with one of my favorite Nintendo DS RPGs several years ago, Dragon Quest IX.

 

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I just started Cavia’s Nier a few days ago, and only have a couple hours logged. It’s a game I’ve had in my backlog since 2012, and after being urged by a friend to play it for at least the past year, I decided to finally give it a shot.

From the beginning, I didn’t think I’d make it past the intro. The game suffers from sub-par visuals and a combat system that — at least initially — feels simplistic and repetitive. The first battle in Nier seems to take forever, and for a moment, I thought I was doing something wrong.

I wasn’t feeling much better a little later, as the game’s inhabitants were perfectly happy to send me on countless, mindless fetch quests. However, after I played through and finished the first dungeon — including the first boss — I started feeling differently.

There’s a lot going on in Nier, with many ideas borrowed from genres you wouldn’t think have any place in an action RPG like this, but nevertheless, they’re in here and they work quite well. The story is interesting, which is elevated by some pretty good voice acting. It was certainly better than I was expecting, with the title character Nier and your early sidekick Grimoire Weiss having solid performances.

So far, Nier is proving to be better than I was expecting, and even though it has numerous flaws that can’t be ignored, I find myself compelled to play it, and that’s what’s most important: that a game be fun.

 

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Finally, there’s Yacht Club Games’ Shovel Knight, which I just wrote about yesterday. Having put around 4 hours into it so far, I’m about halfway through. It’s just a fantastic platforming adventure with so much to do.

Challenge and difficulty feel just right, although if you are not used to playing side-scrolling games like this that have limited continue points and other consequences for dying, it might initially feel punishing. It’s not Mega Man or Ninja Gaiden levels of punishing, but players just wanting to quickly fly through the game to see its ending will be met with a quick demise. In fact, many rooms are designed in such a way that you’ll take a hit and usually fall to your death — or at least get knocked back to the previous screen — if you just run in blind.

I can’t say enough about how good the game looks and sounds. Art and animation are of the highest quality, backgrounds have a ton of detail, and the music gets in your head and stays there. Jake Kaufman, with some contributions by original Mega Man composer Manami Matsumae, outdoes himself here. “La Danse Macabre”, a song that will bring to mind a very popular vampire-slaying series on the NES, is one of many standout musical pieces in what is already an amazing soundtrack.

Shovel Knight would have to seriously pull the rug out from under me at this point to fail. What a game!

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Backlog Blitz: The games of June 2014

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June hurt. A lot. Although I didn’t spend a lot of money ($63.75), I only finished 2 games worth $20.00. With the year already halfway over, heading into July with only a +2 advantage isn’t the most positive of omens. Let’s hope the rest of the year turns things around! Anyway, the format, as with previous updates, is Game Title (Platform, Purchase Price, Play Time).

Games purchased (-9, $63.75 spent):

  1. 20140701_lego_cityLego City Undercover (Wii U, $5.00)
    The Lego games — and the work of Traveller’s Tales in general — have been hit or miss with me in the past, but I’ve heard great things about this one. Having played through and thoroughly enjoyed Grand Theft Auto V earlier this year, I’m eager to try this, a more family-friendly open-world action game.
  2. Picross e4 (3DS, $6.00)
    This was mainly a purchase for my wife, who loves all things Picross. I didn’t even know that these eShop versions existed until I just happened upon them while browsing through the store a few weeks ago. So far, a thumbs-up from her, so things are looking good!
  3. Aban Hawkins & the 1001 Spikes (Wii U, $6.50)
    Nicalis is one of my favorite indie developer/publishers — responsible for the excellent 3DS versions of Cave Story and VVVVVV — and it didn’t take much beyond its weird trailer to convince me that I’d be buying this on day one. Just started it, and it’s fantastic.
  4. NES Remix 2 (Wii U, $10.00)
    After giving the first NES Remix a second chance, I ended up really liking it, so picking up the second one was a no-brainer. Game selection looks better, and there are a number of changes and improvements to it that should make it an even more enjoyable trip down memory lane.
  5. Far Cry 3 (PC, $7.50)
    And then came the Steam Summer Sale, which unfortunately accounts for this and most of the remaining games below. I’ve never played any of the Far Cry games, but I’ve heard really good things about this particular installment. The trailer shown at E3 for Far Cry 4 looked intriguing, so I might as well get educated on what this series is all about.
  6. 20140701_far_cry_3_bdFar Cry 3: Blood Dragon (PC, $3.75)
    A total impulse buy, I have no idea what this is about, except that everyone who has played it says it’s one of the coolest things from 2013. Looks like it’s chock-full of ’80s and 16-bit nostalgia, so that sounds like it’s right up my alley.
  7. New Super Luigi U (Wii U, $17.50)
    I’ve been waiting for a good price on the retail version of this New Super Mario Bros. U DLC, and I finally found one. The original game was one of my favorites on the Wii U, and is up there with New Super Mario Bros. Wii as my favorite of the “New” series.
  8. Spelunky (PC, $3.75)
    Took me a while to finally buy this, and the Steam Sale made it possible for a great price. I played a good chunk of the non-HD version years ago, so I’m looking forward to losing myself in this enhanced version.
  9. BattleBlock Theater (PC, $3.75)
    Another impulse purchase based on a friend’s recommendation. It’s a platformer by The Behemoth (Alien Hominid and Castle Crashers), which sounds like a winning combination to me!

Games finished (+2, $20.00 value):

  1. 20140701_nes_remixNES Remix (Wii U, $15.00, 15 hrs.)
    Although I still can’t get over how bad the controls are in games like Ice Climber, Urban Champion, and the original Mario Bros. (non-Super), this is still a great compilation that will make you look at the NES era in entirely new ways. I’m glad I gave it another chance, because I ended up really enjoying it. Overall: B+ (Review Link)
  2. DuckTales (NES, $5.00, 4 hrs.)
    This is a short game, but it’ll definitely take you several playthroughs to extract everything there is out of it. But even after that, you’ll likely come back for more. This is a unique, fun platformer that proudly does its license justice. Good graphics, great music, fun gameplay, and nonlinear level design. Overall: B+ (Review Link)

And with that, we head into the second half of 2014! If E3 is any indicator, it’s going to take some serious willpower to make it through the rest of the year in positive territory.

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E3 2014: My Games of the Show

After a week full of announcements, surprises, disappointments, and more new games than you can shake a stick at, E3 has come to a close. Although I enjoy watching E3 from the comfort of home, there is a part of me that definitely misses not being able to physically be there and play the games in person. Despite the traffic, sore feet, headaches, and halitosis, you just can’t replace that in-person experience.

Anyway, now that the show is over and I’ve had a few days to think about the games that were on display, I wanted to share my personal list of titles I’m most excited about. Basically, if I had the power to, I’d play all of these right now.

Here we go, in relative order of my excitement level from lowest to highest. Special thanks to NeoGAF for providing a handy list of the games at E3 that I used for reference, several of which I completely missed earlier in the week.

One thing’s for sure: October of this year and what looks like all of 2015 are going to be crowded with lots of high-quality games. I hope your wallets are ready!

 

Hohokum (PS4/PS3/Vita, August 2014)
Supporting Cross-Play, this is a very unique-looking title that underscores the robust lineup that the PlayStation brand is known for. It has a look that is not unlike that of LocoRoco, and represents the style of new thinking common to many games of this decade. It looks like a lot of fun, and I can’t wait to see those colors pop on the Vita.

 

Pushmo World (Wii U, June 2014)
Even though they can frustrate me, I love the puzzle games Pushmo and Crashmo on the 3DS. I gave Crashmo an A- back in January, and I was hoping the series wouldn’t end there. I’m really happy that it’s making its way to the Wii U next week! I honestly don’t know if Intelligent Systems is capable of making a bad game, although the jury’s still out on their recently announced Code Name: S.T.E.A.M. Just about everything they do is fun, polished, and imaginative.

 

Gunman Clive 2 (3DS, Q3 2014)
Nintendo released a ton of eShop trailers for their systems this year, but Gunman Clive 2 was the one that stood out for me. The original was a fun little action/platformer, but it was really short. It has a great style, good controls, and was the kind of game that definitely needed a sequel. And here it is, looking terrific. It should be a lot of fun.

 

Assassin’s Creed: Unity (PS4/Xbox One/PC, October 2014)
This is a series that I haven’t given much attention to over the years, but I was really impressed by what I saw at E3 this year. The cinematic trailer is nice, but the in-game footage is what’s truly gorgeous, and really said “next-generation” to me. All throughout the week, I was continually surprised by just how good most games look this generation in terms of raw detail, performance, and individual style.

 

Grand Theft Auto V (PS4/Xbox One/PC, Fall 2014)
I gave the original Grand Theft Auto V an A+ in March, and cited it as one of my favorite games on the PS3. I’ll likely have to double-dip on the PC, where it will finally be able to shine as bright as it was meant to. Not sure if I’ll have it in me to replay it from the start, but it sounds like you’ll be able to transfer your save data somehow. Hopefully that’s true for PC as well!

 

Evolve (PS4/Xbox One/PC, October 2014)
Online multiplayer games aren’t my thing, and that probably isn’t going to change anytime soon, but I have to mention this since so many of my former friends and coworkers are busting their rumps to get this game done. This was one of the last projects at THQ before the company went belly-up, so a lot of us have a lasting connection with it. It’s been receiving extremely high praise from press and players alike, so I have no doubt it will be a huge hit for Turtle Rock Studios and 2K Games.

 

Mirror’s Edge 2 (PS4/Xbox One/PC, 2016)
It’s tough to get too excited over a game slated for 2016, but I can’t deny that I’m really drawn to the game’s style.  It’s one of the most unique out there. I’m so glad that DICE is able to work on games like this again after a very successful — but ultimately uninteresting to me — run with the Battlefield series.

 

Shantae and the Pirate’s Curse (Wii U/3DS, Q3 2014)
I played Shantae: Risky’s Revenge back in September of 2012, and I absolutely loved it. Pirate’s Curse, co-developed by WayForward and Inti Creates, looks insanely beautiful, and will definitely be a must-buy for me when it comes out later this year. Now to decide whether to get the Wii U or 3DS version. Those graphics might demand that I play it in HD.

 

Persona Q: Shadow of the Labyrinth (3DS, Q3 2014)
I’ve never played any of the Etrian Odyssey games, but I used to be a big fan of first-person dungeon crawlers on the old Apple //e. Mixing that style with cute, super-deformed Persona 3 and Persona 4 characters? Yeah, I won’t be able to resist that. Not one bit.

 

Bayonetta 2 + Bayonetta 1 (Wii U, October 2014)
Originally announced as a Wii U exclusive back in 2012, fans of Platinum Games are eagerly awaiting this one. I have admittedly not played the original, but this looks so crazy over-the-top that I’m now pretty excited about its arrival! It also has some Nintendo franchise tie-ins, including The Legend of Zelda and Metroid, which looks silly and awesome at the same time.

 

Professor Layton vs. Phoenix Wright (3DS, August 2014)
When I first heard that they were going to cross these two series together, I wasn’t sure how it was going to work. Although they share some similarities, their styles are vastly different. I also wasn’t really sure if we’d ever get this game, but now that we are, and I’ve seen the trailer, I’m super-excited about it!  Both of these games have made me pretty mad in the past with their occasionally obscure puzzle designs, but this is looking really good. The animated cutscenes have a particularly premium feel to them that I can appreciate.

 

Forza Horizon 2 (Xbox One/360, September 2014)
Although I have yet to play the first one, I really liked what I saw of this at Microsoft’s press conference. I don’t have an Xbox One yet, so I might get the 360 version. However, knowing there’s a superior version out there might be a hard pill to swallow. With the cheaper $400 Xbox One sans Kinect now out there, Microsoft’s making that decision a little easier for those of us still on the fence.

 

Sunset Overdrive (Xbox One, October 2014)
After a string of pretty serious games over the past year, like The Last of Us and Tomb Raider, games like Sunset Overdrive really stand out. I haven’t been much of an Insomniac follower over the years — the last game of theirs I ever completed was the original Spyro the Dragon! — but this looks like it could bring me back. I love the animation, and there’s a distinct Jet Grind Radio vibe going on as well, which is never a bad thing.

 

Driveclub (PS4, October 2014)
I really didn’t pay much attention to this leading up to E3, and prematurely wrote it off as just another racing game. However, after seeing some coverage, what I really like about it is that it is less Gran Turismo and Forza Motorsport, and more Project Gotham Racing. This is potentially very exciting news since fans of the PGR series have been left hanging since 2007. It looks and sounds great — including some phenomenal weather effects — so I’m really looking forward to seeing what the final product is like!

 

The Witcher 3: Wild Hunt (PS4/Xbox One/PC, February 2015)
This is yet another series (in a long line of them, can’t you tell?) that I have never played, but after getting a taste of it with this trailer and some of the other coverage this week, it now has my full attention. This just looks ridiculously good, and there’s no doubt I’m going to have to fire up my copy of The Witcher 2 on Steam sometime soon to see what it’s all about!

 

Costume Quest 2 (Everything under the sun, October 2014)
A fond memory of mine was working on the first Costume Quest at THQ. The team had the best time working with Double Fine, and it remains one of the smoothest and delightful projects we saw in QA. The first game was fun and charming, but rather simple and short. The sequel looks to really raise the bar and deliver a game that improves upon it in every way. Like Grim Fandango, it’s great to see Double Fine flourish and create games that their fans really want.

 

Volume (PS4/Vita/PC, 2014)
Mike Bithell’s Thomas Was Alone is one of my favorite Vita games. His next game looks like it has some interesting ideas, and I’m sure by the time it releases later this year, it will be of the same high quality as TWA. The very strange — but refreshingly cool — live-action trailer adds to its mystery and a seemingly dark, comedic nature.

 

Night in the Woods (PS4/PC, 2015)
Successfully funded on Kickstarter back in November 2013, this just looks lovely. It has a clean style, and looks to touch on some very serious life and existence issues. Music sounds great and you can tell the team is dedicated to making this an unforgettable and unique adventure. This one totally flew under the radar for me, but I think it’s one of the more interesting games I’ve seen this week.

 

Abzu (PS4, No Release Date)
From the same Art Director and Composer as 2012’s Journey — one of the most sublime PS3 games I played last generation — this looks to be another winner. Gorgeous visuals with a wonderfully mysterious atmosphere. Unless something goes terribly wrong during its development, I’ll be there on day one for this!

 

No Man’s Sky (PS4, No Release Date)
Dinosaurs, technology, Robotech-like space battles, and procedurally generated worlds to explore. It all sounds — and especially looks — brilliant, but I worry a little bit about the actual gameplay. Games like these have historically left me feeling empty because they lack focus, but I’m going to keep the faith with this one. I hope it ends up being a game from this generation that we’ll be talking about years from now.

 

Fantasy Life (3DS, October 2014)
Out of nowhere came the news of Level 5’s RPG being localized for the US. It wasn’t the Dragon Quest VII remake announcement I was hoping for, but this looks like a lot of fun! The musical score in particular — composed by Final Fantasy legend Nobuo Uematsu — sounds beautiful, with sweeping, grand melodies and nice instrumentation. I can’t wait for this one!

 

Grim Fandango (PS4/Vita, No Release Date)
If you are a fan of the classic PC adventure game, this was probably at or near the top of your list of favorite announcements this week. Just hearing them say “Grim Fandango” and seeing the logo up on screen was enough to give me chills. Hopefully it doesn’t take too long to remaster, but seeing as it’s been 16 years since the original, I suppose we can wait a little longer. No PC version as of yet, but it has to be coming out at some point, right? If so, I’ll have to get that version out of respect for the original.

 

Valiant Hearts (Everything except Wii U, June 2014)
Utilizing the UbiArt Framework engine, this adventure game looks so unique, and it’s nice to see a shifting focus from WWII overload to other conflicts. There are so many other stories to tell — such as these — so I’m really looking forward to this game’s release later this month.

 

Cuphead (Xbox One/PC, Q4 2014)
I had totally forgotten about this game until one of my friends mentioned it on Google+. I don’t like the name — it needs a subtitle or something — but the game itself looks absolutely amazing. With a convincing 1930’s animation style and slick design, it really stands out in an ever-growing sea of side-scrolling games. This is “retro” taken to a whole different level. More games like this, please!

 

Rise of the Tomb Raider (Xbox One, Late 2015)
2013’s Tomb Raider totally exceeded my expectations when I played it earlier this year. After beating it, I immediately wanted to play a sequel. Although only shown in cutscene form, it looked intense, and I have full confidence that Crystal Dynamics will deliver a game that outdoes the original in every way possible. It’s one of my most anticipated games this generation, so here’s to the long wait.

 

Uncharted 4: A Thief’s End (PS4, 2015)
Although the trailer was short and didn’t show any gameplay, Uncharted 4 is obviously at or near the top of many Most Wanted lists, including mine. The PS3 trilogy is among my all-time favorites, and although Uncharted 3 was the weakest one, I trust that Naughty Dog will bring it back to its former glory on PS4. The footage shown, running realtime in-game at 1080p and 60fps, made jaws hit the floor. Subtle, almost imperceptible details shine through with each subsequent viewing. If the final game does indeed look as good as this, prepare for PS4 shortages once again.

 

Batman: Arkham Knight (PS4/Xbox One/PC, 2015)
Easily one of my most anticipated games right now. Not much more needs to be said about this one, and I’ll probably avoid most media on it from here on out. I know it’ll be good, and I’ll definitely be there on release day, no matter what!

 

Ori and the Blind Forest (Xbox One/360/PC, Q4 2014)
This was probably my favorite game of the show that was shown with actual gameplay. It’s stunningly beautiful with an aesthetic similar to the UbiArt Framework games, appears to have very smooth gameplay, all wrapped up in a mysteriously magical atmosphere. Seeing a game like this makes me so happy that 2D design and artwork has not just persevered, but thrived. I have very, very high hopes for this one. Maybe too high.

 

The Legend of Zelda (Wii U, 2015)
And finally, the Nintendo bomb felt around the world on Tuesday morning. I’ve already expressed my “slight” excitement over this one, but it’s worth it. This was easily the game at E3 that blew my mind the most. Sure, it looks like it was mainly just an in-engine cutscene, but that wide shot of Hyrule has already captured my imagination, looking so vibrant and full of life. As I heard someone say, “I want to live there!” Couldn’t agree more. Minus the monsters, perhaps. The art style is just perfect. It will be a long, excruciatingly painful wait for this one, but I’m sure it will be 100% worth it.

 

And with that, it’s now time to recover from the show and get back to actually playing games again. Have a great weekend everyone!

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E3 2014: Press Conference Round-Up

E3 is now going full-steam in its second day, and as usual, the hardware manufacturers and big publishers prefaced the show on Monday and early Tuesday with their own presentations. Showcasing their latest titles, release dates, and new announcements, they’re what gamers most look forward to… and dread.

As I brought up earlier this week, this is a particularly important E3 for both Microsoft and Nintendo.  With Sony leading this generation, its competitors need to pull out all the stops and show that they offer games and value that are unique to their platforms.  Let’s see how they did:

 

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For Microsoft — and this had to be true for Sony and Nintendo as well — 2014 is all about the games. However, what I saw were a good number of multi-platform titles that have some exclusive platform content. For some context, I include PC in the platform definition, so when I see something that’s on a console and PC, it’s no longer an exclusive.

I’ve never been a fan of the same title being on different systems with each having different content.  It immediately makes me feel ripped-off, like I’m not getting the complete package. That being said, however, at least the Xbox One has those multi-platform games, unlike the Wii U.

20140611_nurburgringForza Motorsport 5 made an appearance, as one of Microsoft’s big announcements was the fact that you could download the Nurburgring DLC for free.  As someone who doesn’t yet own an Xbox One, I found this odd in that I was more surprised that the track wasn’t already in the game!  It’s in Forza Motorsport 4 and the Gran Turismo titles, so why not, right?

Forza 5 had a bit of a rocky start with gamers due to content and potential paywall issues, but it’s one of the few games I’m interested in on the console since the series is one of my favorites (I gave Forza 4 an A back in January). It didn’t seem like the audience knew how to react to this news.  Free is great, but it does raise immediate questions about what $60 should be getting you in the first place.

Forza Horizon 2 looked fantastic, though. I have the original Xbox 360 version, and it’s high in my queue, so I’m looking forward to finally playing it soon.  The driving game genre is one that has gotten a bit stale for me, but knowing that Horizon was among my friends’ favorite driving games this generation does bode well.

20140611_oriMoon Studios’ Ori and the Blind Forest is another Xbox One exclusive, and it’s just amazing! This is precisely the kind of game I want to see more of on their console, so Microsoft, I beg you: more games like this, please.

Insomniac’s Sunset Overdrive was impressive as well, and I like the whole tongue-in-cheek, self-aware approach. I don’t care for the enemy designs, but maybe they’ll grow on me over time.

Playdead’s Inside, from the makers of the most excellent game Limbo, left me scratching my head, but I trust that they’ll deliver in the end.

Platinum Games had a video for the Xbox One exclusive Scalebound, but it was hard to tell what it was about, or to gauge its gameplay. The overall design didn’t have a distinctly unique look like most other Platinum titles, either. They did solid work on the Xbox 360, though, so I’m hopeful about its future.

I was initially really bummed out by Microsoft’s presentation, but as things progressed on and I thought back on it, I realized an important fact: there’s a lot there that will please traditional Xbox fans: Halo, Crackdown, Dead Rising, Fable, Destiny, etc. To be fair, that’s pretty much been Nintendo’s approach for generations: please the franchise fans.

 

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I missed EA’s press conference, but I checked out highlights afterwards.  It looks like there were some big announcements: a new Mass Effect, another Dragon Age, a conceptual demo for fan-favorite Mirror’s Edge 2, the new Battlefield, the usual sports iterations, and a cool teaser for Star Wars: Battlefront.

The only game out of that list that interests me is Mirror’s Edge 2. For some reason, most EA franchises simply aren’t my cup of tea, even though I’m well aware that many of them are highly regarded.

 

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I thought Ubisoft‘s conference was pretty good.  Aisha Tyler did a great job emceeing as usual; it’s strikingly effective when you have someone doing their thing who is comfortable in front of large crowds. Apart from some of the casual titles that didn’t interest me in the slightest — like Just Dance and Shape Up — they had some cool games on display.

20140611_valiant_heartsOne that really stood out for me was the UbiArt Framework game Valiant Hearts: The Great War.  I’d forgotten about this one, and was pleasantly surprised to learn that it comes out in two weeks on June 25th!  I do hope it’s good.  There’s something about the art style that felt a bit low-grade Adobe Flash to me at times, especially compared to the other gorgeous UbiArt games like Rayman Legends and Child of Light.

Assassin’s Creed: Unity looked terrific, although the combat was really slow and weird.  The lighting and world detail, however, are just stunning. It was a beautiful game to look at, and like other entries in the series, will surely be a huge hit for Ubisoft.

20140611_the_crewThe racing game The Crew also looked interesting, with its seamless coast-to-coast theme. The trailer for it was also nice, with its time-lapse compression of a 2-hour journey across the US, set to a nice, mellow soundtrack.  I’ll take that any day over the stuttery dubstep tripe found in most E3 trailers.

Far Cry 4‘s intro looked totally deranged! With voiceover work from Troy Baker — well-known for his roles as the Joker in Batman: Arkham Origins and Delsin in Infamous: Second Son — it made quite an impression, and got me interested in the series in general, which I have never played.

Tom Clancy’s The Division also had some neat ideas going on, but the multiplayer demo they showed seemed overly scripted and not very realistic.  The trailer shown at Sony’s press conference later that day helped flesh things out, and got me more excited about the game than I was here.

 

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I missed and was eating dinner throughout most of Sony‘s presentation, but got online just in time to catch Batman: Arkham Knight.  That game, man.  It’s the kind of event that people call out sick for on release day.  It just looks amazing.  PS4 owners will get exclusive Scarecrow missions, which I know will be super-cool, but again, it just rubs me the wrong way that exclusive content is even a thing.  But, I digress.

20140611_entwinedAnyway, one of the better things from their presentation was the twin-stick title Entwined, which is available now for PS4.  It hearkens back to the creative freedom of Thatgamecompany’s early PS3 game Flower, and I like that this generation has showcased smaller indie titles just as much as the blockbusters. I think every system needs a healthy serving of both, and for every Edge of Tomorrow, there needs to be a Short Term 12.

Similarly, No Man’s Sky is looking phenomenal, and I can’t wait to play it.

The thing I was looking forward to the most was a bit of a disappointment for me: Uncharted 4: A Thief’s End. Last year, we saw a map. This year, we saw Nate standing up and walking into a forest. It was stunning and detailed, of course, but I didn’t think it was enough.

20140611_uc4_titleI was really hoping for at least a glimpse of some gameplay and new features, but no such luck.  It had a more serious tone — like that of Uncharted 3 — so I hope the energy and humor of the first two games are not lost here.  I really don’t want this to be “The Last of Uncharted.”

LittleBigPlanet 3 looked like… LittleBigPlanet. It’s very pretty and vibrant, and there were some nice new features and characters with different abilities, but those controls.  One of the players on stage was having the hardest time doing simple wall-jumps, so tight control seems to remain as elusive as it’s ever been.

A little side-rant here, but was it just me, or was there practically nothing shown for the Vita? No love, I swear. Nothing on The Last Guardian either. Originally announced for a 2011 PS3 release, its delays have earned it the dubious distinction of becoming the Duke Nukem Forever of this generation, right up there with Half-Life 3.

There’s a lot for Sony fans to be happy about, though, including Infamous: First Light, Metal Gear Solid V, The Order: 1886, Driveclub, Ratchet & Clank, Grim Fandango, and Bloodborne.  Overall, I think Sony had the strongest lineup. They’re not necessarily all the kinds of games I myself enjoy playing, but it’s hard to deny that this is certainly the most robust and plentiful lineup of any of the current consoles.

 

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This really was Nintendo’s E3 to lose. It’s not like the industry had high hopes to begin with, but you can’t let Nintendo fans down, especially those who have been raked over the coals for the past year and a half with the Wii U.  My expectations were high, so how do I think they did?

Well, it was about what I expected, which is both good and bad. Good in that it was much better than last year’s flop of a press conference, but bad in that it just wasn’t enough.

20140610_zelda_wiiu_1There was a lot of talk about Super Smash Bros. 4, but it was The Legend of Zelda for the Wii U that surprised everyone. Even if you were expecting it, the way it looked was astonishing. When Eiji Aonuma snapped his fingers and revealed the new Hyrule overworld, my jaw hit the floor.

It was also nice to hear him talk about ideas introduced in A Link Between Worlds on the 3DS carrying over to the console version. It shows that they acknowledge and understand that Zelda has run its course in terms of structure, and that it needs to change in ways that will keep it interesting and relevant.

Reggie showed off Nintendo’s “Amiibo” 3DS/Wii U NFC figures, similar to those seen in the Skylanders and Disney Infinity franchises. They look nice, and I’m sure they’ll make tons of money, but this seems like a bad place for Nintendo to be putting their efforts, especially with all the trouble the Wii U’s experienced.  I’m not the target market, though, so what do I know?

Yoshi’s Wooly World looks great.  I haven’t cared for any of the Yoshi games since the Super Nintendo classic Yoshi’s Island, so I hope it’s a worthy follow-up.  From what they showed, it has some inventive and creative ideas.

It wasn’t Super Mario Galaxy 3 like I had hoped, and it wasn’t even New Super Mario Bros. U 2.  Instead, one of their Mario games was Captain Toad: Treasure Tracker. It looks fun, and I liked those levels in Super Mario 3D World, but it can’t help but feel like a stopgap until a real Mario title appears.

The other one — Mario Maker — lets you create your own Super Mario Bros. stages in the classic or New style.  I’m not really into “creator” games like I was back in the day, but I think it will be lots of fun playing the creations that come out of the Miiverse.

20140611_splatoonOne title that has generated some decent buzz is Splatoon, a 4 vs. 4 multiplayer arena game. It has some terrific design that feels unique in a world still dominated by Call of Duty and other violent shooters. In that sense, Splatoon‘s a breath of fresh air. The only thing I don’t like about it is the character designs. They’re painfully generic by Nintendo standards, so I hope they work those out a little more prior to release. Anyone else sensing an Amiibo tie-in opportunity?

On the 3DS, Fantasy Life, Professor Layton vs. Phoenix Wright, Pokemon Omega Ruby & Alpha Sapphire, Theatrhythm Final Fantasy: Curtain Call, Persona Q: Shadow of the Labyrinth, and others have been making the rounds. As I mentioned earlier this week, things seem surprisingly light on the 3DS front after a couple very prolific years, so that platform’s future worries me a bit.

Overall, nothing besides The Legend of Zelda blew me away, and even as the great Shigeru Miyamoto teased Star Fox at the end of the presentation, I was left wanting more. Their lineup is solid, but with very little coming out in 2014, the patience of Wii U owners — including myself — will be tested once again.

But hey, props to them for even mentioning the amazing Mother 3.

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E3 2014: Let the games begin

The greatest (videogame) show on earth starts tomorrow, and as usual, the internet rumor mill has been doing some major overtime. I’ve seen some interesting ones, but I take ’em all with a big grain of salt until the press conferences conclude and the show floor opens. We can’t help it, though. It’s like waiting for a package from your favorite online retailer: sometimes the anticipation of it outweighs its actual arrival.

This is oftentimes true with E3 as well. Much like last year’s Nintendo press conference, I went in hoping for greatness, and instead felt like they kicked me square in the nuts. Microsoft left me equally tepid. Sony’s was by the numbers, but they delivered the goods. Sure, they too have had some missteps along the way, but honestly, who hasn’t?

2014 is the kind of year I love, though, because these are all about the games. Companies don’t have to spend time hyping up their new systems, and instead can focus on what really matters: content. Mario Kart 8 is proving that the Wii U might still have some fight left.

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Microsoft‘s recent decision to drop the Kinect from the Xbox One was a bold move. It’s a move that early adopters are probably angry about, but for people like me, who were never sold on its technology on the 360 to begin with — and balked at its steep $500 price tag — I think this is great.

I hope this change for the Xbox One lets developers focus on traditional game experiences instead of gimmicks. As cool as games like Child of Eden and the Dance Central series were on the 360 with Kinect, making it an integral part of a console just never made that much sense to me, especially in the multiplatform-heavy world of today. However, with that being said, it will be interesting to see how Microsoft addresses this new future while not turning their backs on early supporters.

The 360 is currently my least-used system, while my PS3, Wii U, PC, Vita, and 3DS get about equal attention. I have yet to see a reason to get an Xbox One, but I hope E3 helps sway me. Exclusives are where Microsoft has traditionally hurt in the past, so hopefully there will be signs that things will be changing in the year ahead.

Insomniac’s Sunset Overdrive looks like it could be one of those signs; something that’s pretty unique in a sea of serious shooters.

Update: Ori and the Blind Forest also looks like it could be great!

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I expect Sony‘s offerings to be solid. Like the Xbox One, there just aren’t enough games on it to warrant a purchase from me yet, but that won’t be true for long.  I’m sure they’ll spend a lot of time talking up their numbers and whatnot, but I also expect a strong showing on the software side.

I’m most interested in seeing the next chapter of the Uncharted series for the PS4. I wasn’t overly thrilled with Uncharted 3, but its predecessors are among my favorite PS3 games.

Oddly enough, I’m pretty much over The Last Guardian. I adore both Ico and Shadow of the Colossus, but I’ve simply stopped caring about the perpetually delayed follow-up from Sony. I’ll care again someday, but not today.

I also hope that there is some decent Vita content. For all the attention the Wii U gets as a dying platform, Sony’s handheld isn’t exactly setting the world on fire either.

Not much more for me to say regarding Sony. They’ve been an old reliable on the console front since the inception of E3.

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Nintendo, however, like Microsoft, has to knock one out of the park this week.  3DS content for 2014 is light, and despite Mario Kart 8‘s terrific performance, they have to back it up with more high-quality games. They’ve really been pushing Super Smash Bros. 4, but to be honest, I’ve never been much of an Smash Bros. fan, so I’m not all that excited about that one.

I’m definitely looking forward to their Wii U offerings. I’m hopeful that we’ll see a new Zelda, Metroid, and possibly another Mario. The greedy side of me hopes it’s Super Mario Galaxy 3.

Dragon Quest VII is probably the one 3DS game I’m most excited about. No, it’s not going to spark skyrocketing sales or anything, but it’s the one game in the series I believe deserves a second chance. I loved it when I played it for the first time a few years ago, but it’s really rough around the edges. The 3DS remake, which has been out in Japan since February of 2013, is long overdue for a release here.

I don’t expect much in the third-party realm for the Wii U, but I’m hoping for a good turnout on the 3DS.

This update is intentionally light. I don’t want to speculate too much about the show and then have to eat crow afterwards. My show wrap-up will follow either at the end of this week or early next.

Enjoy E3 2014 everyone!

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Phoenix Wright makes me feel dumb

20140605_phoenix_wright_logo“Am I not an intelligent human being?”

I can’t tell you how many times I’ve already asked myself that while playing Justice For All, the second Phoenix Wright game on the Nintendo DS. At only about its halfway point, I’ve had to reference a FAQ at least three times to prevent myself from receiving a dreaded Guilty verdict from the game’s ceaselessly clueless judge. I’m starting to regret not watching enough Law & Order back in the ’90s.

It’s so frustrating, because for the most part, I really like this series. It has great art, catchy music, and mostly well-written cases that are fun to investigate and peel back their various layers. It has a very strong cast of memorable and likable characters, as well as villains and prosecuting attorneys that can really get under your skin! It’s a solid visual novel design that is packaged and presented nicely.

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Where the game gets a bit too rigid, however, is in its trial execution. Maybe this changes in future installments, but there only ever seems to be one solution to each problem, and that solution can sometimes make so little sense as to seem like its choice was arbitrary. The best courtroom moments are the ones where you’re left shocked, realizing something you had previously overlooked, but that which makes perfect sense once it’s explained. It’s not a reach, and it never should be. It’s great to have some slight of hand and distraction involved, but in the end, it should be smart and logical. Unfortunately, that’s not always the case here.

Do I feel ashamed for having to resort to using a guide? Yeah, but I also can’t stand having to do things over in games, so if this expedites my journey and ensures that I see the series through all of its cases, characters, and locales, then so be it. Plus, Dual Destinies on the 3DS looks fantastic! It’s my main motivator to get through the DS games, and yes, I need to play through the rest of the series — in order — before I play this one. Call it a thing.

Anyway, despite my one rather big complaint, I’m enjoying my time with Justice For All so far. The new Psyche-Lock feature adds a taste of trial crossover to the investigative portions, injecting new complexities into those sequences. I’ve become a fan of the visual novel genre after thoroughly enjoying Atlus’ excellent games 999 and Virtue’s Last Reward, so I’ll hopefully get a better hang of things here so that I don’t have to give in to the temptations of GameFAQs.

Or at least, not as often.

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What I’m playing right now: Swords, Courts, and Karts

My father-in-law’s now recuperating in the comfort of his own home and bed, which is great, but my wife came down with a pretty bad case of food poisoning last night. Long story short, we were up until dawn, and didn’t get to sleep until about 6 this morning. As they say, when it rains, it pours. Yin and yang, or something like that.

Anyway, after such a stressful week, I’m looking forward to some quality game time this weekend. Here’s what I’ll be playing:

 

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A couple weeks ago, I started Fire Emblem: Awakening on the 3DS, even though I’m not a big fan of strategy games. I just finished The Exalt and the King (Chapter 5), so I have a long, long way to go, but I’m enjoying it so far. I’m playing it on Casual, even though I’m sure this irks Fire Emblem purists to no end. The game is still pretty tough, however, and vital units can get wiped out in a single turn if you’re not careful.

The amount of content in Awakening is impressive. In addition to the main quest, there are a number of sidequests to complete as well, so this game will be keeping me busy for quite some time. I’m extremely impressed by the game’s production value. The animated cutscenes by Madhouse are gorgeous, and put a lot of regular console games to shame. The soundtrack is equally impressive, providing great drama and tension to story and battle scenes alike.

About the only thing I don’t care for is the sporadic voice-over. It’s distracting, and tarnishes the shine of what is an otherwise superlative game. I’m also feeling slightly overwhelmed by the already high number of units I have at my disposal, but I’d rather have more to deal with than too little.

 

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I played and finished the first Phoenix Wright game back in 2012. While I really liked it initially, it became tediously long and definitely wore out its welcome by the time it was over. This could be due to the DS version’s extra content, but whatever the case, I was relieved when it ended, only giving it a C+.

Now that a couple years have passed, I felt ready to jump back into the series. It’s very familiar so far, and I’m liking that. The mildly remixed music is nostalgic, and it’s great to see old friends and colleagues return. I’m enjoying the story so far, and the new cast has been quite eccentric. I wouldn’t expect anything less after the crew from first game.

I’ve only completed the first case, and that trial had a good flow with testimony and cross-examination that made sense. Some of them were so vaguely indeterminate to me in the first game that I had to resort to using a guide on more than one occasion. I’m hopeful that I won’t have to do the same here. So far, though, I’m digging this.

 

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Finally, my copy of Mario Kart 8 should be arriving at some point today, and I’m very excited to start playing it! I’m not really the target Mario Kart player, though, since I like to play solo most of the time. I suppose that’s why most games in the series haven’t really done much for me. I’d rather have a goal/adventure-based format like Diddy Kong Racing instead of straight classes and groups of tracks. Seriously, why haven’t they made more games like that Rare classic?

In any case, I’m hopeful that MK8 rekindles my love for the series. I was addicted to Super Mario Kart on the SNES, and I haven’t liked any of the subsequent entries nearly as much. Maybe this will be the one that breaks that cycle. By all accounts and reviews, it looks like an undeniable gem of a racer. As a Wii U owner, that’s very, very good news.

Have a great weekend, and thanks for your continued support and readership here at GHG.

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