Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Tuesday, March 18, 2014

Donkey Kong Country Tropical Freeze (Video Game) - Review

Remember E3 of 2010, when Microsoft and Sony scrambled to get us to care about their motion control peripherals, while Nintendo mostly ignored its own to show off fun video games? One of the couple brand new games that were announced for Wii was Donkey Kong Country Returns. I was absolutely enamored by this game, developed by Retro Studios of Metroid Prime fame. Returns was an absolutely enthralling experience for me, with its stiff challenge and frantic platforming sequences. Naturally, I was excited when the sequel, Donkey Kong Country Tropical Freeze, was announced for Wii U. I've played the new game extensively, and I can safely say that it's more of the same, but nothing more.


Tropical Freeze begins and ends with stunningly detailed and meticulously animated CG cut-scenes that bookend a mind-numbingly simple and goofy story that does its job of adding a touch of purpose to the adventure. An army of no-good Penguins freeze the jungle the Kongs live in as well as the surrounding area. They must be stopped, and bananas must be collected along the way to feed into Donkey Kong's dangerously strong addiction. It's vague, but it's fun. 

The visuals are great in Tropical Freeze. Stylistically, it's pretty conventional, but incredibly cute, colorful, and lively. Additionally, from a technical standpoint, Tropical Freeze does much to impress. Enemy designs are adorably antagonistic, and a high level of detail doesn't get in the way of a convivial, cartoon aesthetic. The game just looks fun, but with a bit of a rougher look than something like Kirby, and even Super Mario. The score does its job but didn't manage to capture me in a big way, save for a few tracks. Sound effects are silly and often provoke a smile or even a laugh, and the dynamic animations for especially the playable characters are quite enjoyable to look at.

What makes Tropical Freeze enthralling is more or less what made Returns enthralling; there is an intense level of finesse and refinement to a big collection of levels rife with inventive concepts. The first level of the third world is my favorite; it features a bunch of moving, cardboard animals with poles and vines attached to them, which makes for some exciting jumping about, all far from the ground. Other levels take advantage of sacs of water to be thrown at fires and bombs to be used to blow up wood; both of these things add a level of strategy that doesn't bog down gameplay like similar concepts in puzzle/platformers. It took a world or two before the gameplay felt notably fresh, but once it happens, it really does happen. This is a challenging yet never frustrating video game with a multitude of moments in which the player must quickly rush through a level, fueled by the fear of impending death from behind. Even during segments in which you're not forced along, there is a certain whimsy to how elegantly one can zip through these tough environments. 


The whole game gives off the stark impression that Retro Studios put a lot of passionate effort into this project. Small but important fixes to this game over the last are evident, most notable amongst them the control options that drop motion controls. Levels are packed with little visual quirks and each include (addictive) online leaderboard-enabled time trials, and the game boasts a myriad of cleverly-hidden collectibles and secret levels. Unfortunately, none of the few noticeable changes to the formula here elevate this game over the last one on Wii, despite clear potential. There are a few new companion characters to play with and they're all an equal joy to use, but it doesn't do much for the overall quality. Every now and then, the camera slides into a perspective different from the typical side-view, which could have been what this game needed to push it over that line if it wasn't used so rarely. 

Super Mario Galaxy was an incredible, revolutionary game when it came out in 2007, and magically enough, 2010's Super Mario Galaxy 2 managed to be better than just "more of the same" because the challenge and density of new concepts were both markedly superior. Tropical Freeze doesn't do the same thing over Returns, which sucks, but only to a point. It's essentially a big, graphically-updated expansion pack. Because of that, the achievement of Tropical Freeze isn't remarkable, but it sure is a blast. 

Tuesday, February 25, 2014

S456 ARCHIVES: Latest Pokemon Video Game is a Success

~~ the following is a piece I did for the 2013-14 school year of "The Ram Pride," Ringgold High School's school newspaper ~~

Nearly every American has heard of the Japan-originated franchise Pokemon, centered around young adventurers and sportsmen collecting, training, and living amongst creatures known as Pokemon. The franchise encompasses cartoons and comics, but it got its start with video games on the Gameboy back in the 90s. There is a myriad of spin-off video games, but it is the main series that fans latch onto the most. Each entry in the main series of video games releases in twos, each version only slightly different than the other, and then usually not too long after this simultaneous release there is yet another slightly different version of the game put out. Different releases are organized by “generations;” the latest to start is “Gen VI,” with Pokemon X and Pokemon Y for the Nintendo 3DS. The game has done well financially and it has also pleased both fans and critics.

The first three generations of Pokemon have entirely what is referred to as sprite or pixel-based graphics. This retro style is essentially a collection of two-dimensional, small dots, put together and animated to create visuals. Throughout these generations, these pixel-based graphics have gotten more intricate. Starting with the fourth generation back in 2007, polygon-based graphics were implemented alongside the sprites. Polygonal graphics is a three-dimensional form of visuals. The most easily recognizable difference with the newest generation is its complete usage of polygonal graphics, which forgoes old-school style pixel graphics.

Over four million copies of Pokemon X and Y (combined) worldwide in the first two days of release, according to Nintendo. Metacritic, a website that indexes professional video game reviews, has averaged out Pokemon X and Y’s critic score to an 87%, with 61 “positive” reviews and 4 “mixed” reviews. RHS Senior Aaron Turkovich has been a player of Pokemon video games since he “was… 8, maybe 9.” He bought the latest game, choosing the Y version, and says the series “just keeps getting better.”

Saturday, December 14, 2013

The Legend of Zelda: A Link Between Worlds (Video Game) - Review

When The Legend of Zelda: A Link Between Worlds was first announced, many reactions were quite skeptical, including mine. A handheld, button-controlled, top-down Zelda instantly sounded like a good idea to me, but I was unsure about its decision to harken back to A Link to the Past as strongly as it seemed to be. As more information about the game creeped out, I continued to fear that the game would be overly dependent on the past. The game is out, and sure, I wish it didn't borrow as much from A Link to the Past as it does, but that doesn't come close to stopping it from being the absolutely fantastic and innovative game in the series that it is. 


Sunday, November 17, 2013

Jett Rocket II: The Wrath of Taikai (3DS) - Review

2010's Jett Rocket went under the radar when it released on the WiiWare service from Shin'en, but it did receive positive reviews. It was a 3D platformer that sparked comparisons to Super Mario Galaxy, despite it not including any gravity-based gimmickry.  I never got to play this game even though it always interested me, so when I saw its sequel, dawning the quirky subtitle The Wrath of Taikai, while randomly deciding to browsing the 3DS's eShop, I decided to give the 3D trailer a watch. The trailer very much impressed me, so I went ahead and bought the game that day and was overall pleased with what I played. Jett Rocket II: The Wrath of Taikai is a good little game.

Tuesday, August 13, 2013

I'm Excited About the Wii U

When the Nintendo 3DS was unveiled at E3, the gaming community lit up with excitement. There was no doubt that it was going to be a smash hit as a gaming platform, and there was even buzz about its ability as a movie-player. When it launched, it did not do very well for awhile. But eventually, with the aid of a big price drop, a stellar new Mario and Mario Kart, as well as a sweet Ocarina of Time remake, the system got itself on track. Today, the 3DS is the success that gamers initially expected, minus the movie-playing, which didn't go anywhere, really.

When the Wii U was announced, gamers knew better than to expect a hit success right off the bat. And, indeed, the Wii U's initial launch was rough, and still is quite a bit rough. Sales haven't been all that great, software hasn't been there, the launch UI was problematic, etc.

But today, in August of 2013, I can confidently say that I am excited about the Wii U.

Pikmin 3 is Phenomenal

I haven't played the first Pikmin, but I have played the Wii remake of the second, and I enjoyed it, but I'm not a huge fan of it. It's a good little game, but it doesn't get me fired up about its quality. Pikmin 3 looked to have amazing visuals when Nintendo first showed it off at E3 2012, which helped me get interested in playing the game, but I wasn't really excited about it. Now, when the game was about to come out, and the reviews were hitting the gaming sites, I started to get excited. Partially because the game looked great, and partially because it's something to play on the Wii U I got back in December.

I bought it, and expected a great time. I had a phenomenal time. Pikmin 3 is phenomenal.


For the first four days I had Pikmin 3, I basically did nothing else with my free time besides play it. It's a magical game. It's a door into a beautiful world that I loved being in. Exploring PNF-404 for all sixty-six pieces of fruit with my pikmin buddies is an experience I'll never forget. I became attached to the little guys, feeling bad every time one died. The game's story is surprisingly charming, funny and uplifting, as well. I loved it so much.

Even though I really wish the multiplayer aspects were online...

The Gamepad is Cool

The battery life on the Gamepad isn't so hot, and the fact that you can't turn the display off while you use the buttons does not help. The shoulder buttons are placed oddly high, and the triggers are not pressure sensitive. But that's where the issues with the Gamepad start and end. The first issue isn't even as crippling as some like to make it out to be, because I imagine most people play their games near an outlet where the Gamepad can be plugged in. I always play it near an outlet, so for me it's nothing more than a minor inconvenience.


It's a neat little doodad. During my Pikmin 3 hibernation, I enjoyed controlling the game with the Wiimote+Nunchuck and having the Gamepad on my lap for a map. I was able to beam the game to the Gamepad and take it upstairs while I microwaved my frozen lunch. I can beam simpler games to it and play without hogging the TV. It's also an immensely comfortable controller. Much more comfortable than that of the PS3, and probably on par with that of the 360.

Miiverse Rules

Pikmin 3 was able to show me how much Miiverse rules. There is a very active, positive and friendly community on the service, and it is set up very well. Seeing a bunch of posts from other users whenever I boot up the console, with a bunch of Miis all over the place, is fantastic. It's not locked to the console, even; you can access it on any browser.


It feels like a really fun forum experience, mixed with Twitter. Each game is like a section on a forum, with posts essentially serving as threads. You can befriend people without any friend codes, and even follow people for their posts without them having to do anything. Maybe it's just because it's early on in the system's life, with the current Wii U owners mostly being big fans of gaming and/or Nintendo, but the discussion is good.

And holy crap, some of the drawings people do are incredible.

Earthbound is on the Virtual Console

It's finally rereleased, guys! I haven't been able to play it yet, but it's Earthbound!


A Long Line of Games to Look Forward To

We have Platinum Games's promising The Wonderful 101, along with Rayman Legends coming out in September, Wind Waker HD and Sonic Lost World in October, Donkey Kong Tropical Freeze in November, and Super Mario 3D World in December! And then Mario Kart 8 and Super Smash Bros. to look forward to in 2014.

I played the demo for The Wonderful 101, and I had mixed feelings. It's a colorful, explosive looking game and there's certainly fun to be had. I did, however, find it hard to control and keep track of. But it's a very high-quality developer, and even if it isn't all that great, it will at least be interesting. Rayman Origins is an amazing game, so surely the sequel will also impress. The Wii U seems to have the definitive version, from what I've seen, to boot.


Wind Waker HD being worthwhile is a pretty safe bet. I loved the original up until the triforce fetch-quest, which is getting streamlined in this version. Other things are getting streamlined as well, to improve the game's pacing, which was a bit shoddy in the original. The new graphics look excellent, and I'm sure that having your equipment on the Gamepad is going to be cool. Sonic Lost World looks like a fun Mario Galaxy/Sonic mashup, even though something about the trailers gives me fatigue. It may be a lack of originality, or it may be memories of Sonic Colors, which I didn't like. It's something I'm definitely interesting in checking out, at this point.

I am super-stoked for Donkey Kong Tropical Freeze. DKC Returns may just be the best 2D platformer Nintendo has ever put out. It's perfectly challenging and very tight. Many of the levels force you to be constantly moving, to platform your way out of insane set-pieces. The sequel will surely be great. Super Mario 3D World is also a sure-fired hit because of its amazing predecessor. 3D Land is one of Nintendo's finest 3D platformers, in second place right behind Galaxy 2, in my mind. I love that Nintendo is allowing four players to play together for the first time in a 3D Mario game, even though it probably won't be online. And unlike the New Super games, each character has their own distinct abilities, and Peach is playable!


The Wii U has problems. The wifi signal isn't as strong as just about any other gaming system I've ever owned, forcing me to move my gaming set-up in my house. The horsepower in comparison to the PS4 and Xbox One is going to seriously hurt Nintendo's relationship with the triple-A third-party scene. It's still not performing nearly as well as it needs to for Nintendo. 

But I'm excited about the system, and I'm confident that by next year, things will really pick up for the Wii U. Even if it isn't a success, I'm sure there will be a steady stream of great games for a standard lifetime, like there was with the Wii. 


Friday, June 28, 2013

Mario and Donkey Kong: Minis on the Move (Video Game) - Review

Back in 2006, Nintendo put out Mario vs. Donkey Kong 2: March of the Minis for the Nintendo DS, which was quite the departure from Mario vs. Donkey Kong on the Gameboy Advance. The original game on the GBA was a spiritual successor to Donkey Kong on the original Gameboy, which is often dubbed Donkey Kong 94, in order to distinguish this 1994 release from the classic arcade game. These two games on the GB and GBA are brilliant puzzle-platformers, but when that DS game came out, the series changed to straight-up puzzle games, similar to Lemmings

Many fans were disappointed with this change. I, for one, enjoyed the newer ones, but I have to admit that the series was getting a bit stale. Since MvD2, there have been three more games in the series. The latest, Mario and Donkey Kong: Minis on the Move, for the Nintendo 3DS's eShop, is actually quite different from the others since MvD2, despite being another straight-up puzzle game. The problem of staleness is not evident in this release. Minis on the Move mixes things up enough to feel fresh, and it's a smart, addictive puzzle game, despite some missed opportunity. 

The major difference between this game and the few games before it is the angled, 3D view, replacing the on-the-side, 2D view. That may not seem like too big of a deal, but I'd say it gives the game an updated feel. The goal of this game is to place tiles on a board to form pathways for the series-signature minis (adorable little toys of Mario and co.) to use, in order to get them to the goal. Along the way, there are doodads to be collected which are unneeded for progression, but the game is definitely most enjoyable when attempting to collect everything on each board. These boards are very fun and challenging to solve. Completing a board with all of the doodads collected is very satisfying. Aesthetically, it's certainly colorful, certainly cute, and it looks nice in 3D. The music is fine, yet forgettable: If you'd like something to do while watching TV or listening to your iPod, this is an alright game to mute and play during. You'll just have to go without the satisfying victory music and crushing failure music. 


There are four different variants on this basic design, each intertwined and each equally fun and well thought-out. One, entitled "Mario's Main Event," gives tiles for you to use mostly randomly. If you don't use the tiles given to you quick enough, your pipe of tiles will overflow and you'll fail. Things like bombs, which get rid of tiles on the board, and trash cans, which will take three unwanted tiles in your pipe, make things easier on you, but this mode remains very tense. It's tons of fun. It forces you to think quickly, and frantically tap your mini in order to get them to go faster. The "Giant Jungle" mode is basically the same, except that boards are massive and with much more to collect, making it ludicrously challenging, which makes this mode fun in its own right. 

"Many Mini Mayhem" throws multiple Minis into the equation, and doesn't let you add any tiles onto the board. Instead, some tiles on the board can just be moved or manipulated. This mode is the most frantic of them all, and a real rush. Another is called "Puzzle Palace," which gives you all of the tiles you're allowed to use at the start. This mode forces you to carefully think things out, without pressure to do anything quickly. This difference in design means that this variant has to have more complex boards in order to be as challenging as the others, and it pulls that off. 

Each mode ramps up the difficultly progressively by adding new tiles and obstacles into the equation, which means the game doesn't wear thin. "Mario's Main Game" has seventy levels, "Puzzle Palace" has eighty levels, and "Many Mini Mayhem" has fifty. If you collect all of the doodads on each of the levels of these three modes, you'll receive a star. The doodads on "Giant Jungle" are stars, and there are ten of these on each of the three levels for that mode. These stars, 230 possible, overall, go in a shared pool, which cleverly connects each mode. Once you reach certain amounts of stars, mini games and virtual toys are unlocked. 


There are four mini games, and each has at least a few variants, which are individually unlocked. One is "Mini Target Smash," which is a pretty standard but enjoyable shooting range. Another is "Fly Guy Grab," which is definitely the worst of the bunch; not bad, but pretty mediocre. "Cube Crash" is the best, which is similar to the shooting range game, but instead of regular ol' targets, you smash large, three dimensional structures. The last is "Elevation Station," which is an alright on-the-side 2D affair in which you move around a mini to avoid bullet bills and collect coins. All of these, besides the last, look very striking in stereoscopic 3D. Overall these mini games are a great diversion, and progressively unlocking more variants on these four mini games really incentivizes collecting those doodads! 

There is also a creation suite which allows you to create levels which can be uploaded online for anyone with the game to download [or stream] and play. Creation is simple, uploading is simple, and players others' levels is simple. Levels are organized into "Top Weekly," "Random," "Popular" and "Friends" categories. The only problem is that you can only make levels like the ones you'd find in "Mario's Main Game." 


That problem is really one facet of a larger problem, which is the only one plaguing this game, and that's missed opportunity. Why don't the four modes have an identical amount of stars in them, making the experience even more cohesive? Unlocking the little "Toy Collection" toys and polishing them and looking at them is neat, but why can't I play as them? The best example of missed opportunity is how frivolous the top screen feels during the main game. All of the control for placing and moving tiles is on the bottom screen, and the entire board is depicted on the bottom screen, albeit with a minimalistic, uninteresting look. The top screen merely has a visually interesting look at the action, with no real useful information besides the timer, so you'll mostly never look at it. Why not make it less frivolous? None of these things really affect the quality of the game in any mechanical way, but these all just feel jarring. These are just nitpicks, but they all pile up into one big nitpick - there is clearly missed opportunity here. 

But don't get me wrong: The game as it is, is great. The core mechanics are very clever, and it's a totally addictive experience. There's a lot to do, and none of it feels like padding, making this feel like a very substantial package. A very cute, substantial package, that is sometimes frantic, sometimes methodical, and always mentally stimulating. Even though there are things I wish this game would have done, I love it for what it is.   

*** 

According to my 3DS's activity log, I played this game for 11 hours and 42 minutes. It currently costs $9.99, which is a fantastic price.   

Thursday, May 16, 2013

Nintendo Made a Big Goof

I'm a big Nintendo fan. And I'm not even one of those Nintendo fans that says things like "Nintendo used to be good but now they've lost their way." No, no, I bought a Nintendo 3DS on launch day and don't regret the $250 purchase one bit. I think that Super Mario Galaxy 2 is one of the best video games ever made. I'm even willing to call myself a fan of Waluigi, folks. This is why, dear readers, it really saddens me to hear that Nintendo is cracking down on Let's Players.


Let's Player Zack Scott was the dude who kickstarted conversation about this new policy of Nintendo of America. He claimed that Nintendo forced ads onto his videos which shoots the ad revenue completely to Nintendo, not himself. Nintendo issued the following statement:

"For most fan videos this will not result in any changes, however, for those videos featuring Nintendo-owned content, such as images or audio of a certain length, adverts will now appear at the beginning, next to or at the end of the clips. We continually want our fans to enjoy sharing Nintendo content on Youtube, and that is why, unlike other entertainment companies, we have chosen not to block people using our intellectual property."

I love how Nintendo is trying to paint this as a good thing. Those other companies have these videos taken down, we just want to take these Let's Players' money!

There are some problems with that line of logic. For one thing, those "other entertainment companies" are, a vast majority of the time, not video game companies, they are music and film companies. I'm not going to necessarily defend or bemoan the actions of those companies, but there is a fundamental difference between what they do and what the big N is doing. What those "other entertainment companies" typically do is remove uploads of full songs and clips of films, that may include lyrics or subtitles, which are of course owned by the company and not the uploader. Let's Players film their own personal gameplay experience, and a huge component of the video is their entirely original commentary. 


If somebody uploads a full movie onto YouTube, the people who view that video have watched that movie. When someone uploads a video of New Super Mario Bros. Wii with their voice playing over it the whole time, the viewers aren't watching New Super Mario Bros. Wii in the same way that one would be watching a directly uploaded, say, Skyfall. Gamer X's playthrough and commentary of New Super Mario Bros. Wii is a different thing than the video game New Super Mario Bros. Wii. If you want to play New Super Mario Bros. Wii, you have to play New Super Mario Bros. Wii, you can't just watch a Let's Play of it. If you want to watch Skyfall? Sure, if some dude throws it on YouTube, you could - for the most part - get a proper viewing of the film.

Now, hey, sure: I don't deny that some people watch a Let's Play and, because they watched it, no longer have a desire to buy and play the video game. I watched a playthrough of Heavy Rain, and when I was done, my desire to actually pick the game up and play it was vastly diminished. I totally understand not liking that. But to use those situations as a means of justification for doing what NOA is doing is far from reasonable, especially on a pragmatic level. 

In a broad sense, I feel safe in saying that Let's Plays help game sales much more than harm because the experience of playing a video game is vastly different from watching someone else play the game. I've been motivated to buy and play a game more than I've had my motivation diminished, when it comes to watching Let's Plays. I think most people would agree that watching a video of someone playing a game is more likely to entice someone to play the game rather than take away that potential desire.  At least, surely, it has massive potential to create interest in the game.


And yeah, Nintendo isn't saying that these videos can't exist, but these big time LPers that build a career off of their videos - some of whom playing mainly or perhaps even exclusively Nintendo games - aren't going to waste their time on Nintendo titles if there's no money in it for them. There are similar websites like Blip that could be used as an alternative, but YouTube is much more popular - everyone reading this knows what YouTube is, but Blip? Not so much. I only know about it because of ThatGuyWithTheGlasses, and you may not know what the heck that is either. 

It's not just LPers that could be affected: Reviewers, for example, could fall into this trap as well, if it meets NOA's criteria. Shouldn't there be a legal issue in what Nintendo is doing? I'm no lawyer, but I don't think it's out of the question to say that these LPers' videos are completely legitimate, based on Fair Use law for their criticism. 

I think Peer Schneider of IGN hit the nail right on the head with this tweet:


"@PeerIGN: Only possible outcome: fewer Nintendo Let's Plays by the most influential YT elite + less Nintendo mindshare on the biggest video network."

Copyright infringement makes me queasy. For example, while I'm no SOPA supporter, I think I'm more anti-piracy than a lot of people. But I can't wrap my head around this decision from Nintendo. As a big fan, I'm disappointed. Here's hoping this doesn't become a large-scale, long-term issue, as it seems it will be at the moment. As it stands, Nintendo is on a road that will continue what may be their biggest problem; a distinctive negative stigma of Nintendo within the gaming community.

***