Thursday, December 27, 2012

Review: New Super Mario Bros. U


New Super Mario Bros. U

Wii U
November 18, 2012

"Same Old Mario Bros. U"





When the New Super Mario Bros. series debuted nearly eight years ago, Nintendo promised a classic and nostalgic look back at Mario's 2D platforming roots.  The first installment was received with great praise and sales; Nintendo's focus on nostalgia for its advertising worked and rightfully so.  The series offered classic sidescrolling gameplay with new power-ups and modern mechanics (such as the triple jump) and melded it all into a formula that worked.


With every installment that followed, the nostalgia moniker began to fade while the implementation of innovative ideas remained at a near stand still;  New Super Mario Bros. Wii offered four player cooperation and New Super Mario Bros. 2 gave the player the ground breaking opportunity to gather as many coins as possible.  While it did offer a lot more than 2 had, New Super Mario Bros. U left me with a desire for something more.  Much more.

Nintendo's key launch game for the Wii U, Mario U's biggest innovation is the utilization of the Wii U gamepad not for controlling Mario or any of the other players but for creating platforms and halting enemies for your friends who are actually having fun playing the game.  It's a neat idea if there are five people around that want to get in on some 2D Mario action but I cannot fathom why anybody would want to play in Boost Mode for any other reason than to just "check out how it is."  Boost Mode can also be used to help you out with all your speed running needs but good luck convincing your friend to sit down and waste time just so he could poke the gamepad to make useless platforms that you probably won't even use anyway because none of the levels are designed with Boost Mode in mind.


The core game revolves around a gripping tale of woe, loss, and redemption where Mario and friends cross fire, ice, and valley to overcome not just the hellfire Bowser inflicts but the doubts and darkness within the heroes' heart themselves.  JUST KIDDING! It's about rescuing stupid Peach again but this time everything looks like Super Mario World!

Actually the aesthetics in the game are really gorgeous.  The art style of the backgrounds show off the theme of a modern Super Mario World that the developers intended to achieve.  The levels, Accorn Plains and The Painted Swampland in particular, display a potential in creativity that I hoped to see throughout every aspect of the game.  Unfortunately, everything in the foreground and all of the character models look just like they were ripped out from the Mario Wii and glazed over with a shinier finish.

Despite all of my complaints, Mario U does give the player a solid platformer.  The final levels are tough especially if you're trying for a 3 star coin run (which is the only true way to play the game) and call for some quick thinking and tricky jumping.  I replayed Super Mario Bros. 3 and Super Mario World before getting my hands on Mario U and found the difficulty to be on par and at times even harder than those Nintendo classics.

New Super Mario Bros. U stays true to the Mario formula, perhaps too true.  The strategic platforming and nostalgic homages are held down by static innovation and it's apparent need to play it safe.  If you've never played a New Super Mario Bros. game is definitely worth a buy as it is, without a doubt, the best in the series but if you're looking for a unique experience that truly builds upon the classic side-scrolling foundation then you best take your hopes and dreams elsewhere because Mario U is just the same old Mario game you've been playing for eight years.


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Statistics:

Gameplay:
7/10
Reused mechanics and virtually nothing new brought to the table. The core Mario game remains solid.

Playability:
10/10
Feels just as great as it it always had. Wiimote waggling to spin jump has been put to a trigger input.

Camera:
10/10
Great panning in and out for visual emphasis and stays with the character throughout.

Fun:
8/10
Questionable cooperative play and reused gameplay mechanics but otherwise a joyful platform experience.

Lasting Appeal:
10/10
Plenty of extras collectibles to gain, secrets to discover, and new modes other than the single player to sink your teeth into.

Graphics:
7.5/10
The graphics look that they were copy-and-pasted straight from the Wii. The backgrounds are the only sign of artistic and graphical power.  The HD makes the game look more colorful and vibrant.

Difficulty:
10/10
The beginning world is very Baby Mode easy but the final few levels see it that you discover what true hell is.

Sound:
5/10

The memorable chimes and jingles are dragged down with uninspired tunes and awkward Mario vocals.

Flow:
10/10
The game won't halt or stop you on your way kick Bowser's butt.

RANK:  B


Tuesday, September 11, 2012

Feature: The Musicians

I want to take the time to celebrate the musicians of the video game industry; the composers who give video games life and their unique vibe. I present to you three of the most predominant musical figures in the video game universe.  

Yoko Shimomura
Yoko is best known for her work at Squaresoft later Square-Enix but she has composed for many game companies including Capcom and Nintendo. Yoko is known for being able to capture both epic and cheery happy-go-lucky moments in JRPGs. And this Yoko totally didn't break up the most important band in history.

One of her earlier and most notable pieces is the Forest Maze from Super Mario RPG. It plays while Mario and his friends are searching through a forest full of enemies. It's a simple and catchy song which is why it is the most remembered from Super Mario RPG. There were other musical gems in the game, but Forest Maze is the what comes to mind when thinking of SMRPG music.

This piece is a great example of her talent. Taking Modest Mossorgsky's classical Night on Bald Mountain and giving it her own take of it. This song plays while fighting Chernabog [that crazy demon looking thing that destroys a poor village at the end of Fantasia]. This is one of the more unique songs in the game but it still sounds like Yoko.

Now this song is very representative of the Kingdom Hearts series. It is whimsical yet dramatic. Dark yet childish. Sinister Sundown plays as a battle theme in the beginning of the game. You start as a young boy, Roxas, who finds some sinister creatures are causing mischief in his home. These creatures, you learn, are causing havoc and destruction in worlds afar. This song very much suits these battles.

This is an example of Yoko taking something as simple as Bowser battling his evil impostor and making it sound way too epic for its own good. Classic Yoko. It sounds fantastic but in context with the game's cartoony style, it just doesn't fit but stands as a magnificent piece in itself.

David Wise
Wise is known for his ambient influenced very 'groove-able' themes for the Donkey Kong Country series. For the most part he composes for Rare and Nintendo, having given them the zany music you might find in Diddy Kong Racing or the cool and relaxing tunes of Donkey Kong Country. There's no way of knowing how many of his songs have been covered and uploaded to Youtube. I would bet that he is the most covered video game musician out there.

Even if you aren't familiar with his name [or not too keen on video games for that matter], odds are you've come across this tune. This song plays on the first level of Donkey Kong Country and acts like its theme throughout. The song shows a bit of how ambiance is used in his songs but the key element here is his use of percussion which stays dominant throughout most of his DKC songs.

This is definitely my favorite David Wise tune. The sound of what appears to be hammers slamming against mine cart rails flows with the rhythm of the song so well. The atmoshere that this song sends to the player is trance inducing. I have to admit, the first time I heard this song, I just let DK and Diddy idle for a bit while I took it all in.

This song wasn't including in the original DKC3 on the SNES. The original Stilt Village sounded way more campy. In 2005, it was changed to this gem. I would love to know why Wise decided to change the music for the level but whatever reason, it was a great idea. I love this song.

Koji Kondo
His name may not be as recognizable as his music but I'll bet that I could go to anyone walking down the road and they'll know his work. Kondo is the man behind some of the most famous tunes in video game history, including the Super Mario Bros. and Legend of Zelda themes. That should be enough to make him the most respected man in video game music but Kondo has quite the resume of ear pleasing songs that span his entire career.

People often forget that Yoshi's Island is actually the sequel to Super Mario World. It is a solid game with music on par with the original. I don't know if it's the twinkling affect or the just the overall composition that sets the song apart from the rest in Yoshi's Island. Anything Yoshi related in the Mario universe has a certain sound to it (whether it be added bongos or drums in general) and I believe this is the most well composed one.

With the help of some friends and a live orchestra, Kondo helped bring Super Mario Galaxy 2 to life through music. Most of the songs are whimsical but this song is rough and tough. Kind of like most of the parts of the game. Hey, not all of the levels in SMG2 can be fluffy and fun. This song reminds me that I spent hours of pain staking platforming and perfectly timed jumps to get passed each level. The great music helped me from throwing the control out the window at times. (Don't get me wrong, it's a fantastic game).

These are only 3 of the many talented musicians creating works of art for every video game being developed. Music is just as important as the graphics or gameplay and without it, some games would just feel incomplete. Here's to all the video game musicians out there who continue to caress my eardrum with angelic melodies!  I plan to highlight even more musicians in the coming weeks.

Sunday, August 26, 2012

Review: Donkey Kong Country Returns


Donkey Kong Country Returns


Developed by Retro Studios
Published by Nintendo
for the Nintendo Wii
Released November 21st, 2010


Vintage difficulty replicated at its finest:


After 15 years, the world finally returns to Donkey Kong Country. Back in the 90's, Rare created one of the most influential and widely remembered video games with Donkey Kong Country for the Super Nintendo. The DKC games would go down as the defining series of the 90's in the minds of most gamers. Three generations later, Nintendo along with Retro Studios decided to try and bring Donkey Kong and his fans back to the glory days. While Donkey Kong Country Returns may not feel like the Donkey Kong Country 4 fans had hoped for, it does bring a solid platforming experience all unto its own.

DKCR begins with an erupting volcano releasing an evil group of creatures known as the Tiki Tak Tribe. The Tikis use a serene melody to hypnotize the animals of DK Isle and force them to steal away Donkey Kong's hoard of bananas. DK and Diddy, immune to the Tikis hypnotic power, set off to rid the island of the Tikis and restore DK's precious bananas. Unfortunately, both King K.Rool and the Kremlins are absent from this story which is an omission that definitely lowers the nostalgic value.  While the Tikis do bring some character to the game, it just doesn't feel the same.

When looking for the nostalgia factor, it'd be wise to open your ears. The music is a blast of nostalgic bliss. The songs are remixed versions of mostly DKC1 songs. Remixes of old classics such as Jungle Hyjinx and Minecart Carnage sound great while the remix of Forest Frenzy with its arrangement of instruments actually sounds better than the original. It really is a shame that David Wise wasn't on board for the game but the title seems to hold up well with both classic and original tunes. I'd bet that Wise would be extremely satisfied with the renditions made to his masterpieces. When it comes to the sound effects, the new grunts that DK makes sound awkward while Diddy sounds too whiny, although it's not like you'll be paying attention to the sounds the monkeys make after those beautiful melodies hit your ears.

While failing to bring forth any nostalgic emotions as the music was able to do, the graphics are beautiful. The graphics have that cartoony look that only Nintendo can achieve. The silhouette levels, that take place during a setting sun and portray DK, Diddy, and the entire foreground in black with the exception of the glowing red of DK's tie and Diddy's hat, look absolutely stunning. It once again proves how Nintendo can compensate graphical power for pure creativity.  The jungles and oceans in the background are vibrant and feel just as alive as everything else in the game.  In my opinion, it would have been neat if they focused on old-school pre-rendered background visuals that the first three games achieved so well. The visuals remind me nothing of the first DKCs but they are still pleasing to the eye.

The controls take a while to get used to. There are two ways to play; with a nunchuck or with a sideways Wiimote. The nunchuck feels more appropriate as there is no way of getting out of shaking the controller in order to roll. With the sideways Wiimote, you'll just end up pressing 1 in hopes of rolling only to run right into an enemy or off a cliff not to mention how awkward it feels. The implementing of motion controls in this area seems very unnecessary. If Nintendo wanted to achieve the nostalgic feel that they had hoped for then they should have incorporated the use of the Classic Controller. I guess I just have it programmed in my mind to press B to roll, not to waggle a stick around.

New to the series are climbing on grass-covered walls and blowing wind. Blowing wind (holding down and shaking the Wiimote) is an unnecessary addition to the game as it just feels weird to slow down the flow of the game in order to blow a dandelion or a candle to get a puzzle piece. Climbing on walls is simple and adds a lot to the gameplay as it is pulled off so well. Looking back at the older games, I wish they would have implemented this technique back then. Ground pounding with the motion controls seems more appropriate and feels really satisfying flailing your arms as DK smashes down a stone block.

Multiplayer allows both DK and Diddy to play together simultaneously. If one player gets lost behind, he will teleport back to the other player. If one player dies, he can either press a button and come back to life immediately at the cost of a balloon or he can wait until the other person grabs a barrel and releases him. When riding Rambi or controlling a barrel, both players have the option to control so it comes down to either losing control and dying or to allow one player to sit back and watch.

It's a shame that Diddy cannot be played in single player. In single player, Diddy helps out by giving DK two extra hearts and by using his signature jet-pack to stay afloat for a short period of time. In multiplayer, player 2 takes control of Diddy. Diddy is a blast to play as. He's quick and nimble when he needs to be and not only can he use his jet-pack but he can also use his peanut shooter while ground pounding. It really is unfortunate that the game does not allow you to switch between the two in single player just like the good ol' days

Those who shun the Wii for its plethora of casual games be warned; this game is tough! The difficulty isn't a result of bad controls or poor game design, it's sheer ruthless gameplay that tries incredibly hard to prove that the player is no match to the games superior level design. You'll be surprised how many times you'll go to Cranky Kong to replenish your stock of life-giving balloons. You'll be needing them more than you'd ever imagine. Beating the game is tough enough, but achieving 100% (including collecting all of the K-O-N-G letters and puzzle pieces) is a true challenge. The levels are designed brilliantly to provoke split-second thinking and strategy. Despite no familiar faces like Gnawty the beaver, the bosses are unique and require more than just the normal 3-Hit-Pattern to stop these beasts in their tracks. DKCR is a great throwback to the old SNES games that took you many days, many tantrums, and many headaches to beat.

In the end, Donkey Kong Country Returns doesn't rely on bringing the players back to the SNES days but instead gives us a brand new adventure with familiar faces that is of the same caliber as the first three games of the series. DKCR gives us a must-have experience tied together with tightly woven platforming along with cheerful graphics and groovin' music. If you want a game that will really put your gaming skills to the test look no further than Donkey Kong Country Returns.




Fun:  4/5

Playability: 3/5


Camera:  3/3


Lasting Appeal:  3/3


Graphics:   2/2


Sound:  2/2


Difficulty:  2/2


Variety: 1/1


Flow:  1/1


RANK:  A-



Friday, August 17, 2012

The V Files: L is Real 2401


On the first post of the V Files, which takes video games myths, legends, and lore and analyzes them, I've decided to go with one of the most famous (or infamous) legends of video games. The L is Real 2041 legend.


In Super Mario 64, there is a courtyard which contains a small fountain or pond. In the pond is a statue much like the one you see to the left. It's in the shape of a star with scribbled words below it. Fans everywhere have created such a ruckus over these words that in turn created a mystery and legend almost as big as the game itself (Well, maybe not THAT big.)



Many people who played the game didn't even notice the texture. Others thought it just read "Eternal Star" referring to the final obtainable star in the game. But then, there were the few that took it to a whole new level. They claimed that the awkward spacing of the letters couldn't possibly spell out the word "eternal" and the "star" looked more like a number.

They claimed it to read "L is Real 2401"

But what does this mean? L is universally understood to refer to Luigi, who does not appear in Super Mario 64. Hopefuls everywhere took it that the cryptic message was proof that Luigi could be playable in Super Mario 64 . . . or perhaps in another game altogether.



Could Mario's green clad brother be behind this mystery? All theories point to Luigi being the subject. In fact there was a picture [below] in Nintendo Power that showed Luigi standing right behind Mario just outside of Princess Peach's Castle. Although it turned out to be a badly Photoshopped hoax, it nonetheless fueled the flames of Luigi's existence in the classic 64 title.





Here are a few possible explanations that fans have come up with to explain the odd text:

Luigi will appear in the game after 2,401 coins are collected.
This theory was debunked quickly as many gamers who have collected every single coin in the entire game still come up a couple hundred coins short of 2,401.



The text refers to Luigi's appearance in Paper Mario

Luigi appears in Paper Mario which released on the Nintendo 64 about five years after the release of Super Mario 64. People claim that the 2401 refers to the date that Paper Mario released which they claim is February 4th, 2001. There are a few things wrong with this explanation, however. First is the length of time between SM64 and PM. It is highly unlikely that Nintendo planned a whole generation ahead for a single game let alone boast about the appearance of a secondary character. Second, Luigi appeared in many other games such as Mario Kart 64 and Super Smash Bros. before the release of Paper Mario. And finally, Paper Mario was released on February 5th not the 4th.

Others
Many people have put various Latin lettering, Chinese, Russian, and Japanese characters to fill in the markings of the plaque but the only things that do fit are in fact "Eternal Star" and "L is Real 2401" Not much has been determined about the scribbles below the legendary text as it is much too blurred to make any real claim about it.



Most Logical Conclusion:
The blurry text on the plaque may be nothing at all just referential images to take the
place of words, much like the lettering on every other sign in the game. If anything the
programmers just tried to make the blur spell out "Eternal Star". People just made it into much
more than it was supposed to be allowing Nintendo to run with it and put it again Ocarina of
Time to further increase interest. Oh, Nintendo, you so curazey.




Game Booster: Greased Lightning


Here's an explanation on how I beat Green Hill Act 1 on Sonic Generations in under 1 minute.  Beating this level in under 1 minute satisfies the Greased Lighting Achievement/Trophy.  The video depicts me playing on the PC version, and while I can confirm this method works on the 360 version as well, I have not played the PS3 version so I can only assume that it's exactly the same (why wouldn't it be?).  The video also lags a lot so beware of that too.  This is a sure-fire way of beating the level in under a minute.  There are certainly other ways that you can experiment with but this one is just to get you passed the goal in the necessary time.

Awards:




-Greased Lightning Achievement/Trophy (10G/Bronze)


The Method:
-As soon as the level begins, hold the spin dash (instant - X on 360, Square on PS3, A on PC) for half a second or so and let go.  Keep going until Sonic stops and when he does, spin dash again until you hit a ramp. (Note: If Sonic continues to roll in a ball even after losing speed, simply jump and as soon as you land spin dash to the ramp.)

-Run forward until you get to the middle of the rosebush in the background.  When you do, jump while still holding forward.  You'll hit the Crabmeat, and if done right you'll continue on to hit another Crabmeat and then a Buzz Bomber until you finally end up on the high-ground. (Note: while bouncing on the enemies make sure to hold forward)

-When you land from hitting the Buzz Bomber, spin dash through the loop, and get ejected by the spring.  When you land from the spring, Spin dash again into another spring that will bounce you off onto another stretch of land.

-As soon as you land, Spin dash but as soon as you hit the Check Point, jump, and with you momentum you should land and higher patch of land.  Keeping the momentum, jump again and you should make it to a bridge.  (Note: the grassy area and the edge of the bridge will collapse if you do not hurry causing you pursue the lower and much more slower route)

-Spin dash from the bridge and in one boost you should be able to make it through a spiral and roll into a tunnel slide (which boosts your speed once again)

-After the tunnel slide, you will be launched onto a crumbling grassy platform.  As soon as you land jump onto the next platform, and then jump onto the yellow spring which will send you up to a wooden bridge.

-Spin dash here and you will be launched in the air.  You should automatically hit a Buzz Bomber and land safely onto ledge where you will continue through a loop and spiral down a small rocky peak.

-As soon as you hit the check point, Spin Dash and you'll end up rolling into a series of springs that will eject you upward.  It's very important that you land and the tiny area of land before the Buzz Bomber, so try to slow down your speed in the air to adjust your fall.  From this area, jump on the Buzz Bomber and bounce off of it and onto a spring that will send you up onto a grassy stretch of land.

- As soon as you land, Spin dash then jump and you'll be propelled through the air onto piece of land, hit the spring and you'll end up safe ground again. (Note: This is the trickiest part of the level.  If the you jump too soon or too late after the Spin Dash, you'll end up falling down into the slower route costing you precious time.)

-When you land, Spin Dash through two loops. Right after the second loop, Spin Dash through the spiral.  As soon as the spiral ends, Spin Dash again and make it through the goal!







Sunday, August 12, 2012

Random: This is why DMC is going to suck.

Here goes Capcom ruining another franchise yet again, let's see why DMC is going to break more hearts of dedicated fans:

An in-depth look at the dumbed-down gameplay:

Apparently hitting something 3 times is  worth an SSS rank (and  half of the boss' health)

That's a smirk worth a punch or two.

CRAAAAWWWWWLLLIIIINNNNNNG IIIIINNNN MYYY SKIIIIIIIIIIINNNN!!!!!!


Dante, Original Character, DO NOT STEAL







DMC is a joke, step-up Capcom