Friday, November 12, 2010

Trials HD

7.0 - [Great]


Gameplay: 7
Visuals: 8
Music: 5
Sound: 6
Value: 8

Good Points:

Radical, speedy tricks are a blast - Excellent visuals - Topping friends' and your own top scores keeps you playing - Comprehensive level creator - Extremely challenging

Not So Good Points:

A lack of friends means a lack of replay - Sharing custom tracks is only possible with said friends - Challenging to the point of wild frustration


Trials HD is sort of like a giant, elaborate, violent version of Excitebike. Just like the classic NES title, the player is given a motorbike and a bunch of courses on 2D planes with ramps and jumps. Controls are simple, mostly centering around tilting left and right to land tricky stunts without bailing out. This game, however, is insane. With increasingly difficult stages filled with deadly traps and delicate contraptions, it's no wonder how Trials HD earned its name. Simply staying on two wheels is enough to pose a decent challenge, but with entertainingly painful crashes, race times and leaderboards to top, creative mini-games, and a well-crafted stage creator, Trials HD offers much more than first meets the eye. But seriously, I'm not kidding: it's super, super hard.

Sure, things start out easy enough. A few little bumps and inclines might cause a newcomer to lose his balance, but it's mostly smooth sailing. There's a good sense of speed to the game, and landing a high-flying trick after a back-flip or two is supremely satisfying. Even when gravity does prevail, watching the helpless biker spring out of his seat, nail his head on a metal wall, bounce awkwardly off a wooden plank, and tumble into a pit of fire like a sack of potatoes is even more satisfying. These demonstration of unfortunate landings could barely be called failures, for they always play out differently and rarely disappoint. All the same, the game rewards you with bronze, silver, and gold medals for a good performance, recording your best time and letting you know what must be done to earn the next medal on the list. Seeing your friends' scores is an incentive just as tempting, and shaving off seconds to set the new record becomes the primary goal once the prizes have all been collected. This game of perfecting routines and zooming along momentum-heavy tracks gradually forces you to slow down and learn the all-important physics of the vehicles, and through the level sets of Beginner and Easy, this isn't much of a problem. Medium begins to pose more straining dilemma as it throws platforms and beams that take skills and precision to overcome. It soon becomes apparent that holding down the acceleration trigger and hoping for the best just won't cut it, but handful of attempts will usually yield victory, even if the liberal amount of checkpoints must be used a considerable number of times. And then... there's Hard.

Watch your head, there.

At this point the easy going days of Beginner have been long forgotten, replaced with devious stages that include horribly rocky terrain, unwieldy spheres that must be balanced upon, and even light puzzle solving. It's a good thing that checkpoints offer a quick, easy way of restarting after an accident. Pressing the back button will restart the entire course and tapping B will send you back to the most recent checkpoint (although the clock will keep ticking for the latter), both of which help immensely. Expect to do this many, many times as you fall down chasms, struggle up hills of junk, and generally wipe out a lot. The game very much becomes an uphill climb as the difficulty continues to rise, finally peaking with five Extreme levels that take the utmost concentration, skill, and mastery of all game mechanics to defeat. Nearly vertical walls and huge blocks that were clearly designed for anything but motorcycles taunt the poor biker as he flings himself time and time again against the immovable obstacles. The game kindly racks up the number of restarts on a given level; I believe my highest was somewhere around one-hundred-thirty. Trying to merely finish the levels becomes a maddening exercise in frustration and not everyone will appreciate such a daunting challenge. Nevertheless, Trials HD offers plenty to do whether one successfully masters all the difficulty levels or not.

There are a bunch of short challenges with goals such as flying through flaming hoops with a rocket-powered bike, staying upright inside a moving ball, and (my personal favorite) launching the rider off a cliff in order to break as many of his bones as possible. Like most the game, the fun in these sub-missions comes from trying to outdo friends and earn shiny medals, and the challenges are surprisingly diverse and enjoyable. There are also tournaments that string stages together for an ultimate high score contribute something else to do, basic as they are. But of much greater substance is the level creator, which comes in two flavors: simple and advanced. Hopping into the simple mode offers an uncomplicated experience of placing ramps and platforms all over the place, allowing someone with a casual interest in making his own track to throw something cool together. The advanced mode is far more... well... advanced, as it were. Imagine that. Triggers, extra modes, scenery, special effects, and a ton of other stuff can be tweaked and tampered with to create a complicated masterpiece. If the proper time was put into the level creator, some really rad things could come out of it; whether or not players have the patience to do so is up to them. The whole option is a solid, value-boosting addition, but sadly misses the boat on its true potential. For whatever reason, there's no way to let the world try out your creations since the game only allows you to share levels with friends. It's better than nothing, but unless you have a large team of talented pals who love Trials HD, you won't be downloading any tracks for yourself.

Yup. You have to climb that. On a small vehicle with two wheels. Without falling over. And that's one of the easy parts.

Regardless of your chosen activity, Trials HD is an excellent-looking game. Usually taking place inside a giant warehouse of some kind, it sports an industrial style with plenty of metal barrels, blazing fires, and wooden planks. The lighting is especially impressive, taking the visual spotlight when the motorbike's headlights illuminate dark passages and bounce around with the out-of-control vehicle. Even in the face of high speeds and large-scale explosions the frame-rate remains smooth, and the ragdoll effect that usually follows such explosions is amusingly limp. The random splashes of blood look jarring and unnatural, often occurring in situations that couldn't possibly contain bloodletting, but such a minor detail hardly impacts the overall presentation. The music won't blow you away with its repetitive guitar riffs and heavy-handed rock sound, but it fits the mood well enough. The yells, screams, and whimpers that the biker utters during an especially wild stunt or cringe-worthy landing are both annoying and comical at the same time, but the game is otherwise devoid of any voice acting or narrative.

It's an unforgiving package without a doubt. Mastering the later stages or advanced level creator isn't easy, and it doesn't help that the inherent frustrations of controller-tossing difficulty and the inability to share and receive levels with the general population puts a few bumps in the road of victory. But the core gameplay is dependable and fun, making it worthwhile regardless of these hurdles. When it comes down to it, your fortitude will determine your enjoyment with Trials HD, as playing the easy courses and laughing uproariously at your unlucky rider will only last so long. If you don't have any friends who own the game and you're not the type to invest lots of practice in order to triumph over mountains of flaming tires, you might want to think twice about purchasing this rigorous downloadable title. If you still aren't deterred, then by all means, buckle up, brace yourself, and submit yourself to the raucously entertaining torment of Trials HD.

Wednesday, November 10, 2010

A Look to the Past: Games of the Years 2004 - World of Warcraft

2004 

World of Wacraft (PC)



Forget Game of the Year. Forget Game of the Decade. Forget... whatever would logically come next. World of Warcraft is Game of the Ever. When it comes to MMOs, I'm used to giving out unintended backhanded compliments:

"These are amazing graphics... for an MMO."
"This sound design is excellent... for an MMO."
"What a fantastic interface... for an MMO."

World of Warcraft simply had amazing graphics, excellent sound design, and a fantastic interface... yet was still an MMO. Breaking out of the contrived rut, this game threw away all the old junk from the genre while simultaneously keeping all the good bits. Just as impressive was the gold standard it set in the process, majorly influencing virtually every MMO to come after it. The brilliant quest feature kept players moving from activity to activity, always having something fun to do. Crafting allowed for harvesting, creating, selling, trading, and using items, which alone offered hours of enjoyment. Dungeons required teamwork to plunder and defeat, PvP pitted players against each other in war, and a wealth of other options were ready to be explored. Animal Crossing had too many features to reasonably list, and World of Warcraft had a hundredfold that amount. Whether you like to grind, role-play, join guilds, engage in PvP, or a little bit of everything, you'll find something fun to do in World of Warcraft. The really amazing thing is that all the previously mentioned elements were well-made and bursting with quality; there was a solid game supporting the many features. Combat was an exciting mix of tactical depth and action-oriented gameplay, making it a necessity to think ahead while leaping away from foes and dealing out damage. Your chosen class and race would have serious consequences in the heat of battle, of course, for a human mage would have a vastly difference experience than would a tauren hunter. This variety of combinations made an already enthralling game even more interesting, tempting the player to go back to level one and try out something completely different. This mentality of exploration was one of World of Warcraft's crowning achievements: it showed how a realm populated with hundreds of players at once could be engaging, beautiful, and filled with lore and personality.


One false step and that tauren will be flatter than a McDonald's hamburger.


Never before had a world felt so imaginative and inviting, drawing players into the land of Azeroth time and time again. It felt like a true extension of Warcraft III, as if the old RTS camera wouldn't stop zooming until it put you in the shoes of the hero. The icy slopes of Dun Morogh had a quiet, lonely chill; one could practically feel the hazy heat of the Barrens; the cozy human inns were comfortable and cheery. World of Warcraft's ambiance was phenomenal, and the fantastical art style made it all the better. The scale of mighty castles and soaring mountains was truly a sight to behold, and the rolling landscapes could be seen from atop a flying gryphon for a spectacular bird's eye view. From the dusty barrels of an undead town to trees towering high above in the elven forests, a dedicated art team made Azeroth a believable, magical place. The stylized detail ensures that World of Warcraft's visuals shine even now, because art never gets old. Musical themes that perfectly fit the varied races complemented each area with a subtle touch, and a well-established culture matched each race a unique mood. Whether you're walking the decaying halls of Lordaeron or fishing off the coast of Auberdine, It's amazingly easy to get lost in Blizzard's world and, admittedly, it's sometimes hard to come back out. Keep in mind that this is coming from someone who had never played nor cared about any Warcraft game in the past; I also disliked every one of the numerous MMOs I had sampled. Yet in a matter hours upon playing World of Wacraft I decided that I would put the money down for a subscription. Put simply, it's a brilliant game that basically does everything right, and there are very, very few games that can match such a feat. 2004 brought us Halo 2 (the game that virtually invented online multiplayer for consoles) and Burnout 3: Takedown (arguably the perfection of the Burnout series). However, despite these games and other accomplished titles, they just don't hold a candle to World of Warcraft (and in true Azerothian fashion, "You no take candle!")

Saturday, October 30, 2010

A Look to the Past: Games of the Years 2003 - The Legend of Zelda: The Wind Waker

2003 

The Legend of Zelda: The Wind Waker (GameCube)




Nintendo took a gamble with this one. With a long and glorious tradition of making fantastic games in the Legend of Zelda series (two of which are featured on this list), playing it safe would have been agreeable to a majority of their audience. But as they've shown time and time again, Nintendo prefers to ignore what their fans claim they want and instead give them something that they claim they don't want but, in reality, actually do want. Seeing as The Legend of Zelda: The Wind Waker has gone down in history as one of the greats, I guess they knew what they were doing. With a cartoonified Link, a world covered with an endless ocean, and a Celtic-inspired soundtrack, there was bound to be some doubters. Some people never got over this drastic change and there's been some debate on the matter of sea travel and its inevitable trail of crushing boredom that it supposedly leaves in its wake. But an even larger legion of fans embraced this new side of Hyrule with open arms, especially its striking visual design. The cel-shaded graphics made vast strides in popularizing the art style and the new look gave the series a needed breath of fresh air. (Get the pun? Heh heh heh...) Heck, the game was so beautiful it even made 2003's Panzer Dragoon Orta look lame (and yes, you can quote me on that). Wind Waker didn't merely look good for the time or set quickly-defeated standard; it holds up on modern-day TVs baffling well. Of course, cel-shading wasn't what made this game the best title of 2003, despite that being a prominent feature. Wind Waker earns the prize with high adventure, exciting exploration, and a frightening level of polish.


Once you enter the land of blue skies, bird-men, and tiny feet, you will never want to leave.


Sailing across the picturesque ocean in a talking boat (yes, your seaworthy dinghy replaces the standard fairy as the local chatterbox in this game) was certainly a departure from what's been seen in Zelda games, but that's not necessarily a bad thing. Even though I wouldn't ordinarily trade a perfectly good horse for a boat (talking or otherwise), the act of discovering the islands dotted all over the ocean was enticing and invigorating. Hundreds of secret treasures, sub-games, and delightful prizes were hidden on these oases of solid ground, tempting adventurous souls to poke around and see the sights. The islands ranged from tiny, volcanic structures with a mystery to solve to large-scale towns containing all manner of characters, quests, and fun to experience. The interesting, light-hearted plot would point you in the right direction in order to rescue Link's kidnapped sister, but some of Wind Waker's best moments shined through in the sense of discovery that no scripted storyline can replicate. A flowing combat system made encountering and besting the animated foes a breeze (another pun! Ha ha ha!) as they reacted with an amusing amount of detail to Link's swings and jabs, whether it be a lowly bokoboblin or a mighty boss. And, naturally, the famed dungeons of Zelda tradition reappeared in the game, sporting creative designs in both gameplay and art. All of this culminated to craft yet another masterpiece while simultaneously taking the series in a bold, new direction. At this point in time nearly half of the franchise is made up of games with Wind Waker's aesthetic, proving to all its lasting merit. The origin of the excellent art style is still the best of the bunch, though; it's a joy to play through and thoroughly difficult to put down. Even when competing against amazing RPGs and action adventures such as Knights of the Old Republic and Prince of Persia: The Sands of Time, Wind Waker blows away the competition. (I'm on a roll!)

Thursday, October 21, 2010

A Look to the Past: Games of the Years 2002 - Animal Crossing

2002 

Animal Crossing (GameCube)



I've never played another game quite like Animal Crossing. The most commonly compared series is Harvest Moon, but the farming sim is a totally different animal (pun!) than this odd, little GameCube game (and not half as charming, which is saying a lot). Animal Crossing has something very, very special to it. As what I guess is one of my more controversial choices, it did battle with giant monsters such as The Elder Scrolls III: Morrowind, Metroid Prime, and Warcraft III. Although 2002 offered sophisticated experiences like these titles and more, I always find myself drifting back to that sleepy town inhabited by half-crazy animal denizens. At first glance, Animal Crossing seems like a bubbly casual game created for kids; cute perhaps, but ultimately boring and simple-minded. But spend a little time poking around and you will discover some genuinely funny writing, a vibe of relaxing amusement, and about-- at last count-- four zillion things to do. Honestly, there are too many activities to properly write down. A real-time clock keeps things moving at all hours of the day, year round, passing through all four seasons and highlighting special events (whether you're playing or not). Every town is randomized too, ensuring that you'll never visit another village exactly like yours. You can fish at the local river or ocean, collect hundreds of different items for your house, design your own clothing patterns, obtain tons of music tracks for your radio, randomly walk around and talk to and/or annoy the fellow villagers, and a boatload of other things. Needless to say, with a bit of creativity and imagination, you'll have plenty to keep you occupied every time you pop in to have a look around. And the true beauty of it all? There's no point whatsoever to any of it.


The best part of catching a fish is the glorious fact that it's always followed by a groan-inducing pun!


Animal Crossing exists for the pure reason of being Animal Crossing. Sure, you could call paying off your debt to the business-minded raccoon Tom Nook as an ultimate "goal" but that by no means ends the game. If you want to live in a big house and have a shiny statue crafted in your honor, go ahead and return all your borrowed money; otherwise, do whatever else you want. Because of the all-important real-time clock, as your real life goes on, so does your character's. Your insect collection will slowly grow as the dragonflies of summer yield to crickets of autumn and checking Nook's shop every day just might earn you the nifty TV you've been waiting for. Chat with your neighbors and you'll be exposed to their sheer oddness and likability, eventually leading you to either cheer or sob when one moves out, only to greet a new face the next morning. As you watch your town evolve bit by bit over the months and years, a sense of nostalgia becomes attached to your second home. The route from your house to the post office becomes second-nature, your living spaces's layout starts to settle into an image of your personal taste, and your daily routine of whacking that super annoying pig over the head with a bug-catching net is a great comfort. The graphics might not look like much, but the cartoonish village is a pleasure to look at and fits the game's style very well. More impressive is the music, an off-beat collection of songs for every hour (AM and PM) of the day. The music is impossible to dislike, often emphasized with drum and bass tracks, and has a wonderful way of conjuring up optimism and memories of good times. In fact, playing Animal Crossing is sort of like experiencing the happy days of childhood again. No stress, no worries, and lots of time to mess around and chase fireflies. It's a pure, simple joy (and really, life needs more of those), making it one of the most original and downright lovable games I've ever played. It's unconventional in the very best of ways and, in its uncomplicated fun and originality, rightfully remains as the greatest game of 2002.

Friday, October 15, 2010

Sonic the Hedgehog 4: Episode 1

8.0 - [Excellent]

Gameplay: 8
Visuals: 8
Music: 8
Sound: 7
Value: 6

Publisher: Sega
Developer: Sonic Team
Multiplayer: N/A
Console(s): XBLA, PSN, Wii Ware, iPhone
Reviewed on: PSN
ESRB rating: E (Comic Mischief)
BMR rating: E (No Descriptors)

Good Points:

Genesis-style gameplay returns - Great soundtrack - Sharp visuals - Challenging to collect everything - Sense of speed and pacing is to be commended

Bad Points:

Plays it very, very safe - Pushes the limit on the price/content ratio


In the wake of Mega Man 9's shocking return to the NES days of yore, I couldn't help but to wonder if the trend would catch on. What other series would launch itself into the past and craft a new game in the long-dead trail of its earliest efforts? When the name Sonic the Hedgehog 4: Episode 1 bounded onto the scene, I was joyously excited. What better choice could there be? Fans have been clamoring for a return to the Genesis games for sixteen years, and despite successful forays into two dimensions such as Sonic Advance and Sonic Rush, the speedy hedgehog hasn't quite managed to capture the feeling of those glory days. But with such an endeavor comes heavy responsibility and high expectations; after all, sixteen years is a long hiatus. Most people are ready to hold Sonic's head underwater until the timer ticks its last death note, clearly not in the mood to be receptive of Sega's mascot. But wonderfully enough, Sonic Team has done an admirable job of emulating the old formula while tweaking things enough for them to feel fresh again. It's time to slip on the red sneakers and embark on a brand new adventure!

The story in Sonic 4 is simple. In fact, it's nonexistent. The game makes an invested effort in keep all voice acting and anything resembling a plot far, far away and that works out just fine. Although Sega has claimed that the story from Sonic & Knuckles is continued here, the first episode doesn't seem too keen on fleshing it out. Rather, Sonic dashes through crazy lands with reckless abandon as he attempts to thwart the mad Dr. Eggman's evil scheme, which is more than enough context to get things going. Episode 1 includes four zones to master, each containing three stages and a boss. There's Splash Hill, a tropical world of grassy slopes and blue skies; Casino Street, a flashy casino packed with all sorts of pinball flippers and playing cards; Lost Labyrinth, a collection of ancient ruins with more traps than a jaunt through Limbo's forest; and Mad Gear Zone, a dizzying array of mechanical mechanisms and deadly doodads. Seven bonus stages (one for each Chaos Emerald) will also occupy your time. None of this is new ground for the franchise; Sonic 4 is obviously playing it safe. Nevertheless, the familiar zones ensure players that they'll feel right at home and it's hard to argue with such proven success.

Everything you remember from the old days is alive and well here. Sonic can roll into a ball and barrel through opponents with his trademarked spindash, springs will fling him through the air with a giddy sense of momentum, rings will spin and glow temptingly all over the multi-layered stages, and badniks will try as they might to knock the shiny prizes from Sonic's grasp. It all feels great, and despite the new engine and over a dozen years' time to get out of shape, Sonic 4 plays remarkably like its predecessors. The one major new addition is the homing attack, an established move of the hasty hedgehog's repertoire since the release of Sonic Adventure. Pressing the jump button while in the air will boost Sonic forward, and if an enemy or object is properly auto-targeted, send him flying towards the target, swiftly launching him back into the air after the impact. This is a surprisingly tactile addition, allowing players to chain combos together without the nuisance of hitting the ground, as well as offering some extra momentum for those tricky jumps. It doesn't make the game too easy, but instead creates an interesting aspect that keeps the flow moving in a satisfying manner. When I fired up the old Genesis games for comparison, I found myself instinctively tapping A in order to utilize this feature only to miss my objective and dilly about while I readjusted my pace. It's a small inclusion, but a noteworthy change for the better.

It's Sonic! But in HD! AND THAT'S AWESOME!

The stages are well-built and rife with alternate paths. Loops and runways are appropriately madcap and only those with quick wits will reap the benefit of the fastest routes, proving that practice and a sharp eye will go a long way to finding all the shortcuts. Like the Genesis tiles, Sonic 4 knows when to slow things down for some momentary puzzle solving and platforming. A couple of the more creative sequences have Sonic wielding a torch to light a darkened temple and matching cards to earn bonus rings and lives, gracing the game with a well-placed dose of variety and strategy. There are a few frustrating moments that force players into blind jumps or confuse them with odd geometry, but as a whole, the brief moments of precision help to create a well-rounded experience instead of a one-note speedrun. The most impacting example of this comes in the form of the bonus stages, obtained after completing a level with at least fifty rings. These levels greatly resemble the first Sonic the Hedgehog's bonus stages, except for the fact that one must now rotate the stage itself instead of simply moving Sonic around the abstract arena. Also, the visuals are less blackout-inducing. And the music is no longer terrible. And it's actually fun. The goal is to tumble Sonic through a floating maze and to a coveted Chaos Emerald, collecting enough rings to pass through toll gates and competing against the clock. These sections can become extremely challenging, especially when the dreaded end-all walls appear. With a single touch, these menaces throw the unhappy hedgehog out of the entire stage and require him to beat a level all over again for another shot at success. The final stage is especially maddening, almost to the point of cruelty. Nevertheless, this challenge is tense, delicate, and ultimately rewarding. If one manages to nab all seven of the emeralds, there's a special prize waiting to be collected. Trust me, it's well worth the effort.

But don't let the deceptively calming melody of the bonus rounds fool you: Sonic 4's soundtrack is upbeat and entertaining to listen to. The synth-heavy songs don't possess the same versatility and overall awesomeness as did the Genesis masterpieces of the '90s, but there's a contagious energy that drives the music a level far above mere competence. It's unfortunate that the style chosen causes most of the songs to sound overly similar to one another, but at least it's a good sound in the first place. Besides, the snappy drum samples and catchy tunes do a great job of keeping the classic format alive. Speaking of sounds, you'll hear all the beloved dings and boings your brain can recall from past Sonic products, including the iconic "BOIP" of jumping that is so tragically missing in some of the recent games. The visuals are bright and vivid, fully HD and prepared for this generation of fancy TVs. Sonic 4 does a good job of recalling the proper vibe of the series but doesn't try to directly recreate it (unlike Mega Man 9). Expect to see a hedgehog built up of polygons mingle with a happy mixture of parallax scrolling and 2D planes. It's a sharp-looking game that carries on the tradition of beautiful backgrounds and thrilling speed. The entire presentation feels like an authentic Sonic experience through and through, spruced up for a new age of technology. It doesn't take any risks, and does slip a few inches into the pit of genericness, but it all works out in the end.

For $15, twelve stages, four bosses, seven bonus levels, a smattering of Achievements/Trophies, and a couple of other things I don't want to spoil aren't bad. Considering that this is the first episode in a series of games, it would have been nice to have a friendlier opening price, but it's hard to complain when Sonic Team directly delivers the fondest dreams of every gamer that ever enjoyed the Genesis. A time trial mode and leaderboards make for a more complete package, giving people a reason to go back and improve their form. Beating all the levels isn't especially difficult and it certainly won't take more than a an evening or two to do so, but this is a fantastic start (or, to be technical, continuation) to what promises to be an amazing series. This first installment seems to lean on the original Sonic the Hedgehog both functionally and stylistically, so one must wonder what the next episode has in store. Will we get the chance to torment Player 2 as he desperately yells at Tails to catch up? Will half-pipes make an appearance during the bonus stages? Will Sega release lock-on technology for $10 DLC, thereby losing all the good will previously built up among the community? These unanswered questions tear at my soul in the darkest hours of the dawn. But regardless of what the future has in store, a "new old" Sonic game has finally been delivered and the unspoken words can at last come forth: Sonic the Hedgehog is back.

Thursday, October 14, 2010

A Look to the Past: Games of the Years 2001 - Super Smash Bros. Melee





2001 


Super Smash Bros. Melee (GameCube)





Sonic Adventure 2, Final Fantasy X, Grand Theft Auto III, Halo: Combat Evolved, Pikmin, Jak & Daxter, Metal Gear Solid 2: Sons of Liberty, Paper Mario, Burnout, Tony Hawk's Pro Skater 3. Are those enough big names for you? Well, all those and more came out in 2001. It looks like this whole new millennium thing is working out well. However, when it comes to the best of the best, one game stands above them all: Super Smash Bros. Melee. Not only did Melee put the original Super Smash Bros. to shame, but it became one of the greatest games of all time in the process. Back in the days when online play for consoles was an obscure novelty and the rhythm genre was dominated by DDR, there was no substitute for Melee when it came to a game-yearning group a friends. Instantly playable for newcomers and endlessly gratifying for experienced players, Melee offered a list of characters, modes, stages, and unlockables longer than Sonic 06's loading times. All of the old combatants returned from the first game, mingling with a huge cast of new characters ranging from obvious inclusions (such as Bowser and Zelda) to some pretty far-out inclusions (see Mr. Game & Watch). The stages didn't slack either and pulled memorable locales from a ton of classic series. Everything was drenched in a Nintendo nostalgia, even going so far as to include hundreds of collectable 3D trophies that cataloged the vast history of what many view as the greatest video game establishment that ever was.


A futuristic race car driver, a cape-bearing plumber, a gorilla with a tie, and a ball of pink do battle atop a giant sea turtle's back. That would make a good anime.


One of the most impressive things about Melee was the extent to which it creamed its predecessor, as if the creators pushed the Turbo button on the Mad Catz controller that is Super Smash Bros. and ran with it. The whole experience exploded in scope, upping both the graphics and gameplay to new heights never imagined. The pace was quickened and the move set enlarged, allowing for a far more versatile and deep experience. New dodging mechanics were introduced as well, and a boatload of fresh items arrived to make things even crazier. The stages became huge and dynamic, even going so far as to pit fighters against one another on top of giant, Pokemon-shaped balloons and inside a massive Game & Watch. Throwing every other fighting series' principles to the wind, Melee became an exciting game that topped its competition while barely staying in the same genre. Whether two players duked it out one-on-one without any items to get in the way or a room full of people took turns chucking bombs at each other for laughs, Super Smash Bros. refused to disappoint. In conclusion, it goes down in history as one of the greatest games to ever exist because Roy was in it. I'll never forgive Brawl.

Wednesday, October 13, 2010

GDC Online 2010! The Conclusion!

It took six hours of sitting in a car, almost sitting in the empty Ballroom A facility instead of the correct Ballroom C, and several cereal bars, but I made it to Austin and back home again without doing anything incredibly stupid and getting thrown out of GDC Online. As I mentioned in the previous post, I attended the Game Career Seminar, so I was only there for the one day. All of the talks were informative and relevant to a college student like myself, and I had a really great time. Hearing the sad end of Pandemic firsthand was fascinating and I learned a lot about networking. Turns out you're not supposed to show up at a dude's house, bang on the door, and demand a job. I've been doing it all wrong this whole time. I regret that I didn't get a chance to speak with any of the lecturers (I was so close, but the lines kept ending!), but I still got a lot of my questions answered. The exhibit halls was filled with booths about games, technology, and physics engines that I didn't understand. Again the lines thwarted me as I was forced to rush back to Ballroom C (not A) to catch the next sessions instead of dropping by the Bioware area. Lame.

My head was buzzing with information by the time it was all over and I hope to use my newfound knowledge for good and not evil. Everybody there seemed really into the whole gaming scene (imagine that at a video game conference) and I certainly got the same impression that I get from everyone who tells me stuff about the industry: it's difficult, hectic, and doesn't pay well. However, it's the passion and dedication of those involved that make it worthwhile. Will I graduate into that realm in the coming days? Only time will tell. For the time being, I'll continue to investigate the world of video games as I post reviews and other tidbits here. Oh, and one last thing: Blue Mage didn't want to come, but ended up sneaking into the exhibit hall without registering. He couldn't find Final Fantasy XIV Online, kicked over the 38 Studios booth, got arrested, and spent the remaining five hours sulking in a corner and muttering about some sort of Mario-related conspiracy. So, unlike me, he did do something stupid and got thrown out. Unfortunate, but not unforeseen.

Thursday, October 07, 2010

GDC Online 2010!

I'm a little behind on updating Blue Mage Reviews, but I have a good reason: I'll be heading out to Austin for GDC Online! I'm amazingly excited for this event, and as it's also my first video game conference, I'm hoping I don't do something incredibly stupid and get thrown out. Although it's mainly focused on the (surprise!) online aspects of gaming, it'll still have plenty to offer for people who aren't especially literate in that area (like me). I'll only be there for the Game Career Seminar on Friday, but that's more than enough to get me hyped. Here are the lectures they'll be having:

  • Show Me, Don't Tell Me: Portfolios and Resumes in the Game Industry
  • Don't Be Stopped at the Gate
  • Making Your Own Path
  • You Studied Game Design, Now What?
  • Networking With the Pros
As somebody who's trying to find out how to break into the industry, this is going to be perfect. I'm especially looking forward to hearing from Carey Chico, a former Pandemic member who worked on games such as Mercenaries and Star Wars: Battlefront (two of my favorite games from the last generation). For more information about this seminar and more, I highly recommend heading over to the GDC Online website. If you've never been to something like this, I'm willing to bet this is a good first step. I hope so, for my sake. If you have been to something like this... tell me what to do! Either way, take a look around and consider showing up! 

Also, I finally gave in and started my very own Twitter account: @StephenKelly180. Are you proud of me? Yeah, neither am I, but I'll slowly be posting more and more as the passage of time continues to ooze along, so feel free to follow/retweet/respond/harass me. Just kidding about that last one.

That's about it for this update post. See you next time!

Monday, September 27, 2010

A Look to the Past: Games of the Years 2000 - Rayman 2: The Great Escape





2000 


Rayman 2: The Great Escape (Dreamcast)




Okay, obligatory confession of not having played important games: both Chrono Cross and The Sims escaped my grasp. But that's all right, because Rayman 2 was a phenomenal game anyway! We find ourselves in  the year 2000, with a brand new millennium just waiting for some rad games to be released. When it came to the best game of 2000, I debated back and forth with myself between The Legend of Zelda: Majora's Mask and Rayman 2: The Great Escape. As you already know (if you read this year's title and even glanced at that large image above), I picked Rayman 2; and just by the slightest margins. Majora's Mask was a brilliant twist to a familiar series, but had its flaws, ultimately failing to stack up against its predecessor. Rayman 2, on the other hand, suffered from a microscopic amount of faults. It creamed the original Rayman in almost every way, hurling the limbless hero into a new world and far surpassing the genre's standards. From start to finish, Rayman 2 was a smooth platforming adventure that never hits a dry spot. The 3D platformer wasn't exactly a new concept, but this game was handled with such grace, everything felt fresh. There were two things that really stood out: the way Rayman moved and the magical yet funky setting. I have no idea what Rayman is, but he has a bunch of weird abilities. He could hover through the air by twirling his hair, swing on fairy-like Lums with his unattached hands, and throw balls of light at will. All of these maneuvers flowed one after the other effortlessly, requiring skill without ever coming to a jarring halt. There were moments of sheer frustration in Rayman 2, but rarely did they feel unwarranted or cheap. As far as platformers go, it doesn't get much better than this.


Even Rayman wants to stop and stare at the scenery.


The Glade of Dreams was a bizarre place filled with strange denizens and metallic pirates that all spoke in some kind of forgotten form of Simlish. Textures featured swirly designs and a distinct color pallete and the mystical forest was overgrown with weird plant life. There were treacherous underground lava channels, rocky bays with pirate ships docked inside, creepy nightmare lands adorned with grasping, bony hands that grabbed at Rayman at any given chance... all manner of creative places. The music style carried on the tradition of oddness with a groovy soundtrack that used tribal drums, electric guitars, tense strings, rad basses, strong pianos, and a bunch of other instruments, all combining to create a totally unique sound. The game's universe was weird and seemingly random, but the pieces fell together and make a cohesive picture that leaves one wanting more. It's so darn easy to enjoy Rayman 2, you can't help but to enjoy yourself immensely. All that and Rayman has NO ARMS OR LEGS. That's the mark of a Game of the Year.

Saturday, September 18, 2010

A Look to the Past: Games of the Years 1999 - Soulcalibur

1999 

Soulcalibur (Dreamcast)




I have to say that I'm happy to see at least one Dreamcast game make it on the list, and this is the best the gone-but-not-forgotten console had to offer. Beating its fellow Dreamcast games (Sonic Adventure) and other fighting games (Super Smash Bros.), Soulcalibur deftly snatches up this year's prize. This powerhouse was so far ahead of its time it's a wonder it didn't come packaged with a flying car. The visuals were phenomenal, sporting fine detail, fluid animation, and incredible hair and clothing effects. It was a jaw-dropping experience to simply sit back and watch the characters perform their stylish and impressive maneuvers as they leaped, spun, and sliced through the air. The fact that such a good-looking game could come out on a console in 1999 was definitely something special. The music pushed boundaries as well, for Soulcalibur's epic score got the blood pumping with extremely exciting, steel-clashing songs that begged to accompany a dynamic duel. The fighters themselves welcomed such duels with a diverse array of cool weapons and fighting styles, and they rank up there with the classics of fighting game casts. Even though Soulcalibur unleashed the abomination known as Voldo unto the world, it more than made up for it with rad characters like Maxi, Nightmare, and Astaroth. And even more admirable, it was a launch title, too. That's really, really impressive. I mean, what would you prefer to purchase for your shiny, new Dreamcast: Soulcalibur or Ready 2 Rumble Boxing?


I'm pretty sure that's not a very protective pose to strike when facing a samurai warrior.


One of the main reasons Soulcalibur was so memorable was due to its approach to the genre. While other games, such as Tekken and Virtua Figher, might have been competent and well-made in their own manner, Soulcalibur focused on crafting a flowing combat system that looked super awesome. Siegfried's elaborate swings of his sword would clash against Kilik's whirling staff as the two combatants danced through the fight with all the grace of a ninja. Although accused of being a button masher, Soulcalibur quite obviously required strategy and wits to master, and it was a heck of a lot more entertaining to watch than its competitors. Using the revolutionary eight-way run mechanic and incorporating sensible combos that weren't impossible to pull off, Soulcalibur melded form and function together to create an experience that could be entertaining right off the bat but had real legs in the long run. Never before had combat in a video game been so fun, and the entire package still holds up beautifully today. Soulcalibur set the bar ridiculously high for both the Dreamcast and fighting games in general, and taking only its sequels and the later Super Smash Bros. games out of the equation, I still hold it up as the greatest fighting game of all time. So come on now, you have say it:
SOOOOOOOOOOUUUUUUL CALIBUUUUUUUUUUUUUR!

Wednesday, September 08, 2010

A Look to the Past: Games of the Years 1998 - The Legend of Zelda: Ocarina of Time

1998

 The Legend of Zelda: Ocarina of Time (Nintendo 64)



It's 1998, and we all know what happened in this legendary year. Of course, what else? Exxon announced a $73.7 billion deal to buy Mobil, thus creating Exxon-Mobil, the second-largest company on the planet by revenue! Other than that, I can't really think of anything. No, seriously, The Legend of Zelda: Ocarina of Time was released! A game that needs no introduction, Ocarina of Time is probably the video game community's collective Best Game Ever. From the moment the emotional title screen showed the hero Link riding across a moonlit field on his noble steed, you knew you were in for an experience that had never before been seen. Ocarina of Time acted as the Mario series' Super Mario 64. All the familiar elements that built up the Zelda franchise were there, including multi-layered dungeons, bombs and arrows, rupees inexplicably hiding inside tufts of grass, and all that stuff. By using the mega-awesome power of the Nintendo 64, however, Hyrule was utterly transformed into an eye-opening world of 3D wonder. Using the Z-targeting system, combat was also changed for the better, granting Link a rigorous set of fighting techniques. Dungeons, of course, took on a new atmospheric life with complex and brilliant designs that took advantage of Link's new dimension. Indeed, this installment of The Legend of Zelda made everything new again and had enough fresh ideas to reboot a series several times over. 


I was going to make a Navi joke, but I'm really sick of those. Instead, I'm just going to say that this game is RAD.


Ocarina of Time was all about exploring; exploring, adventure, and all the elements that make a great fantasy quest so great. The tale of the three goddesses of the Triforce, the evil king Ganondorf, and the shocking time-traveling plot twist will always be remembered, and the epic scope of Ocarina of Time ensured this fact. Hyrule came to life with its incredible 3D setting, allowing the player to truly experience the world through Link's eyes. You, the player, could scale the fiery Death Mountain itself, leap from the sparkling waterfall of Zora's Domain, explore the puzzling Lost Woods, and gallop across the vast plains of Hyrule field. It all felt magically real and is quite honestly one of the most amazing experiences in video game history. It didn't hurt that the game looked excellent, and sounded just as good. The soundtrack ranged from happy shop ditties to haunting ocarina songs, leading you through each location and story sequence with the proper tone. Some genius at Nintendo HQ even had the idea to let the player use an ocarina to play songs and affect the world in highly interesting ways, thereby granting the game its very name. This revolutionary and important game was a quality product from start to finish, and it's hard to forget the battles, journeys, and characters encountered along the way. There's no denying it: whether you compare it to any other game from 1998, be it Banjo-Kazooie, Pokemon, or StarCraft, there's no topping Ocarina of Time.

Saturday, September 04, 2010

A Look to the Past: Games of the Years 1997 - Star Fox 64

1997

Star Fox 64 (Nintendo 64)



After the radness of '96, this year slowed down a little. At least... for me it did. Once again I have a Final Fantasy disclaimer: I've never played Final Fantasy VII. There, I said it. Now we can continue. Fallout premiered this year, as did GoldenEye 007, neither of which I have played. Castlevania: Symphony of the Night and and Grand Theft Auto were also released, but I didn't play those either. Of course, Diablo and Grand Turismo were features in '97, but they're just out of my wheelhouse too. Okay, 1997 isn't my strong suit, but I still happily give Game of the Year to Star Fox 64. The heroic Fox McCloud and his loyal team of fellow mutant animals are the stars of this fantastic sci-fi shooter, and it's a wild ride, let me tell you. I have a number of complaints regarding the illogical Nintendo 64 controller, but I'll always remember it for Star Fox 64. Not only did the oddly-shaped controller look a bit like an Arwing, but firing at swarms of enemy ships with the bright blue A button and tapping Z repeatedly to do a barrel roll felt perfect. And who can forget the epic Rumble Pak, which simultaneously made the game feel more engaging and the controller feel like a cinder-block with handles. Even so, Star Fox 64 played extremely well and looked just as good. The intensity of huge space battles full of laser beams and explosions was exciting to experience, and was pretty darn awesome for the time too. Shiny reflections on the smooth surface of an ocean and a monstrous, insane lava monsters made an impression on me, and I still enjoy marveling at the game's visuals even now.


News flash: Slippy is OK. Just don't expect it to last.


The sound design was even more memorable than the graphics, however, as it boasted some classic, bombastic songs and a heaping serving of memorable voice acting. Koji Kondo once against delivered with an unforgettable score that highlighted the action scenes, set the mood for creepy encounters, and made everybody feel great when a successful mission came to a close. As for the voice acting... well, Star Fox 64 is quite literally the most quotable video game (or any form of media, for that matter) on earth. I could go on minute upon minute spouting the game's script, and the characters were made lovable because of the earnest performance by all the voice actors. It was goofy, no doubt, but that was the best part. All of these good memories put together made for an amazing game, and is an experience that the Star Fox series has failed to fully capture ever since. With the announcement of Star Fox 64 for the 3DS, it looks like we'll get to take another spin through Lylat; but when will a brand new Star Fox game finally arise? The resurrection of Donkey Kong, Kid Icarus, and other Nintendo icons is a good sign, but I won't be satisfied until the controller is in my hand and Peppy is yelling instructions that I already know.

Friday, August 27, 2010

The Misadventures of P.B. Winterbottom

7.0 - [Great]

Gameplay: 7
Visuals: 7
Music: 7
Sound: 6
Value: 6

Publisher: 2K Play (XBLA), Valve (Windows)
Developer: The Odd Gentleman
Multiplayer: N/A
Console(s): XBLA, PC
Reviewed on: PC
ESRB rating: E (Comic Mischief)
BMR rating: E (Copious Pies)

Good points:

Dapper presentation - Humorous script with a magnificent vocabulary - Puzzling puzzles - Captivating clone system

Not so good points:

Obtuse concepts can hamper the learning curve - Some puzzles are too chaotic and difficult for their or good - Short experience


P.B. Winterbottom is no ordinary thief. Jewels and gems do not tempt him, nor does gold and money. No, this devious gentleman is interested in only one thing: delicious pie. As persistent as he is portly, Winterbottom will stop at nothing to achieve his pastry-based escapades, yet everything changes when he breaks the rifts of time and encounters a giant, magical, somewhat creepy-looking blueberry pie. This is the basic premise of The Misadventures of P.B. Winterbottom and its odd presentation is as integral as the head-scratching puzzles it offers. Set in an 1800s-inspired world of strangeness, the game plays out like a silent film, so you can expect a complete lack of any dialogue and a black-and-white color pallete. The humorous narration text is the scoop of ice cream on the pie as it seems to have an endless stream of quaint, charming, and sometimes downright insulting tips for the player. I'll try my best to avoid mimicking its infectious, old-timey speaking style as I write this review. Crumbs! Well, that didn't last long.

Even without the imaginative frills, P.B. Winterbottom has a lot of really good ideas. It's almost impossible to talk about the game without mentioning a similar product, from the artistic indie style to the time-manipulating, puzzle-based gameplay: Braid. If you've played the stellar indie game before, you'll have a better understanding of how P.B. Winterbottom works. However, the folks at The Old Gentlemen took their project in a decidedly different direction. With the goal of grabbing as many pies as humanly possible in a given level, you'll soon learn how to record Winterbottom's actions as you hop to and fro along the 2D plane. Playing back your recording will spawn a clone of the gluttonous burglar, allowing you to interact with it however you wish. You might want to stand on its head in order to reach a ledge, or perhaps you need it to hold down a switch for you so you can pass through a gate. Whatever you choose, the clone will keep looping its course until you delete it, either by making a new one or simply growing tired of the lazy bum and blotting it out of existence for the spite of it. This is the backbone of P.B. Winterbottom's gameplay, each world adding new twists to the basic formula. Sometimes you'll have to grab pies in a certain order, some pies only clones can obtain, time restraints will keep you on your toes, and evil clones will harm you if you aren't careful. There's a wide breadth of subtle alterations that change the entire experience, and you'll rarely be doing the same thing for long.


They might be cooperating for now, but just wait until it comes time to share the pie...


The varied puzzles take a delicate mix of dexterity and mind-power, forcing the player to think ahead and then successfully complete the required steps to nab every last crumb of dessert. It's a tricky business trying to arrange all the clones to time the current scheme just right, but finally solving a seemingly impossible task is satisfying to the utmost degree. However, the game can get a little too tricky in this area, occasionally venturing into frustrating territory. Perhaps I'm just a little slow at it, but some of the earlier concepts were difficult to grasp, which made things a bit less intuitive than felt proper. It didn't help that mistakes forced me to wait on a long clone animation or, worse yet, set up my plan all over again after accidentally deleting an important clone. These problems gradually dissipated until they were gone for good, replaced with fun and merriment, eventually leading to a great final boss that ended with a bang. Nevertheless, whether it's the learning curve or an annoyance that one learns to deal with, it certainly hampered my enjoyment for a good while. As a final frown upon P.B. Winterbottom, my journey of pie lasted only three hours, including my extended periods of staring at the screen and feeling like a full-blown idiot. A host of challenging bonus stages will keep competitive spirits going at each other on the leaderboards, and the game simply begs for a speed-run or two, but the story mode is fleeting.

Yet the time you do spend in this oddball world, however brief, is a pleasure to both the eyes and ears. From the pseudo-3D character models to the wonderfully crafted backdrops, P.B. Winterbottom stays true to its theme from start to finish. Illustrated cutscenes unfold the goofy yet captivating story and the screen has just enough of an old film grain to be effective but not annoying. Pianos and strings set the mood of a silent movie with a perky yet oddly ominous score, greatly adding to the overall effect and making the game fun to listen to. There aren't many sound effects to speak of, which makes sense considering the whole "silent" part of "silent film", so it ends up helping the premise. Yes, art is alive and well in P.B. Winterbottom, and it's obvious the creators put time and thought into its presentation.


Times like these make me wonder if the narrator just makes up words on the spot.


If you've played and enjoyed time-and-space-bending puzzle games like Braid and Portal, this misadventure is probably right up your alley. Although it doesn't nearly reach their caliber of greatness, P.B. Winterbottom has its own story to tell and quandaries to pose, making a unique name for itself with the fantastic setting and lots of funny, little clones. Even with its frustrations and brevity, it's hard to turn down such a thought-provoking and charming adventure. Considering the current price point of $5 (or 800 Microsoft Points for the XBLA version of the game), it's really a no-brainer: The Misadventures of P.B. Winterbottom is fun waiting to be had.

Saturday, August 21, 2010

A Look to the Past: Games of the Years 1996 - Super Mario 64

1996  

Super Mario 64 (Nintendo 64)




1996 was a big year for games. Sega released its killer app for the Saturn, NiGHTS Into Dreams; Sony unleashed its platforming hero Crash Bandicoot onto the gaming scene; Capcom virtually invented the horror genre with Resident Evil; the world became addicted to Pokemon Red and Blue; Eidos started the long-running Tomb Raider series starring the famous Lara Croft; and to top it all off, 3D was starting to become commonplace. But even against such a wave of intimidating titles (if you count Crash Bandicoot as intimidating), Nintendo was ready to win the prize with Super Mario 64. A classic among classics, the game gave 3D new meaning. After more or less inventing the 2D platoformer with Super Mario Bros., Super Mario 64's lasting design made the realm of 3D platoformers what they are today. Running and leaping through vivid lands as Mario was exhilarating and magical, and definitely proved what the Nintendo 64 was capable of. The madcap obstacle course sensibilities from the past games remained intact, but that handy third dimension did wonders to spice things up. Huge, open levels practically begged to be explored, and the mysterious castle still stands as one of the greatest game HUBs of all time. Looking back on the controls today certainly proves that video games have matured, but considering this was Nintendo's first legitimate foray into 3D, it's amazing to consider how spot on they had it.


So very many ways to die.


Whistleable tunes that cause even the most hardened gamer to choke up with nostalgia added to the ecstasy that was Super Mario 64, and Charles Martinet lent his voice to the perky plumber for the first time, immortalizing Mario's personality into the hearts of players. The sound design fit the tone of the game, which was literally constructed from 100% recyclable fun. Whether you were swimming in the deep, relaxing waters of Dire, Dire Docks or sliding joyously down the ice cave's penguin race in Cool, Cool Mountain, Mario 64 managed to cast a spell of everything a video game should be. It was challenging, innovative, colorful, and just plain entertaining. I can sometimes be heard complaining that video games these days fail to capture the magic of the classics; to understand what I'm talking about, spend some time playing Super Mario 64.

Wednesday, August 18, 2010

A Look to the Past: Games of the Years 1995 - Super Mario World 2: Yoshi's Island

1995 

Super Mario World 2: Yoshi's Island




The sequel for the lauded and wholly awesome Super Mario World took a drastic turn in a bold new direction. In Super Mario World 2, Mario was-- get this-- a baby. Not only that, but you couldn't even control the de-moustached plumber; you instead took full and constant control over the lovable Yoshis, charged with the protection of the infant Mario. Being the selfless dinosaurs that they are, the Yoshis didn't care about getting killed themselves so much as keeping Mario safe. Taking a hit would send the howling infant into the air via a floating bubble, which provided for a number of tense moments that has the player scrambling about in a frenzy trying to reclaim his lost prize. Adding to the drama was a stricter time limit, encouraging players to collect as many clock-prolonging stars as possible. There were a lot of unique ideas at play here, including wacky transformations (more or less a Yoshi version of Mario's suits), swallowing enemies for use as egg-based projectile weapons, and my personal favorite: Super Baby Mario. This magical power-up allowed the tiny, helpless baby to don a cape and dash through the level at extremely high speeds, all the while being perfectly invulnerable! That's very rad.


I think Yoshi is oblivious to how pretty his surroundings are.


Just as striking as the gameplay changes were the visuals: Yoshi's Island was probably the most artistic and beautiful game of its time. A crayon-inspired style colored the fun and imaginative world in which there be Yoshis. Thick outlines and a pallete of pastel paints gave life to this wonderful-looking game, making everything a pleasure to look at. Pseudo-3D elements and excellent animation mingled with the inspired design to cheer-worthy effects. Using a clever music box song for its theme, the tunes of Yoshi's Island were tear-provokingly lovely, happily jaunty, and ultra rocking, proving once again how crazy-brilliant Koji Kondo is. Despite its vivid look and inventive gameplay, Yoshi's Island ultimately failed to match its near-perfect predecessor, but that really says more about the top-tier quality of Super Mario World than any weakness of this game. It's a worthy winner of 1995's awards, even against other excellent platformers like Donkey Kong Country 2 and Ristar. Granted, I never played Kirby's Super Star Saga or Chrono Trigger, so don't start yelling at me concerning their respective awesomeness. Yoshi's Island is a joy to watch in motion and to play, and serves as a testament to the consistently amazing games Nintendo puts out.

Tuesday, August 10, 2010

A Look to the Past: Games of the Years 1994 - Donkey Kong Country

1994 

Donkey Kong Country (SNES)



It really is a shame that Rare no longer has control over the Donkey Kong license. Nowadays the once-memorable gorilla spends his hours starring in bad kart racers and getting cameos in good kart racers; but back in 1994, he was king of the jungle.  Lots and lots of barrels, bananas and... my alliteration has failed me, so lets go with mine carts. Lots of barrels, bananas and mine carts inhabited the well-designed levels of Donkey Kong Country, and it brought a new take to the platformer world with good looks to spare. "An Incredible 3-D Adventure in The Kingdom of Kong!" proudly advertised the box art; and it wasn't far off from the mark. While still sprite-based, the game did use pre-rendered 3D graphics, which alone amounts to a certain legacy. Luckily the gameplay was also ridiculously refined, so you have only yourself to blame if you lose every one of your red life balloons (unless, of course, an underwater level did you in; that's understandable).


A gorilla riding a rhinoceros charging a beaver! It's a real jungle out there! 


I know I tend to promote music a lot, but this time I really, really mean it: Donkey Kong Country's music was uber-fantastic, or I'm a monkey's uncle! Oh, wordplay... the two of us get along well. Some songs even feature samples of monkey noises for percussion! Extremely good stuff. Even with the established and popular Mario and Sonic out there, Donkey Kong proved that he can make his own room in a crowded genre of heavy-hitters. And it's not only the platformers that DK bested; major contenders such as Warcraft: Orcs and Humans and Final Fantasy VI were forced to give way. And yes, I'm sorry Final Fantasy fans; whether or not you debate this to the grave, I'm not giving up my monkeys. Not even for an army of moogles. Ah yes, if only Donkey Kong could climb out of the empty banana hoard of despair and climb the palm tree of success once more...

Hm? What's that...?

Wait... what?

Retro Studios is making WHAT?