Tuesday, August 7, 2012

Tennis


The Short

Pros
- Has singles and doubles play
- Can play two players
- Set the stage for future tennis games, such as Mario Tennis

Cons
- Like the other launch sports titles, Tennis doesn't have much depth
- Only singles or doubles and only individual matches. That's it.
- Character moves weirdly fast and slippery for a tennis game
- A fun diversion, but little more than that

You should really just avoid most early NES sports games

The Long

Yes, we're back to this again. After ripping into 10 Yard Fight, Golf, and Baseball we're taking yet another launch title in the "Sports" set: Tennis. So...does this one finally redeem the Black Box Sports collection? Or is it just another mediocre NES sports game that was outdone by it's successors?

Hint: it's the latter. The only black box sports games I like are Pro Wrestling and Volleyball

It's tennis. Wee!

Long before Wii Sports totally made everybody play tennis by swinging their Wiimotes and lobbing them into their TVs, we had Tennis, a basic little game that launched with the NES. Now, unlike the previous sports game, this one at least isn't as boring. The very nature of having to volley back and forth in the sport of tennis means there's always something going on here, and the matches are quick and decent.

Too bad the controls are botched and there are next to no options.

For reasons I can't figure out, your character runs as if he's sprinting over ice. The feeling of moving the character is extremely loose and far to quick to properly control. First time players will have issue lining up ball shots, but once you get the hang of it the game becomes trivial. You move so fast you can counter every single ball, and so can the computer. Volleys last forever. 

And doubles! Wee.

The only time you score is when the computer seems to deliberately make a mistake. And while it's pretty easy for YOU to make mistakes (running on ice, remember?) this means the game feels like the computer is toying with you. "Here, I'll let you have a point, since I'm a perfect AI construct that can't fail!" Tennis' computer opponent chortles. Well I'm the one whose going to be doing the chortling, chortling as I stick this stupid game back on the shelf. 

You can play the game two-player, which makes it a bit more enjoyable, but unfortunately the lack of variety here kills it. You have singles or doubles and only one real match; once it's over all that's left is doing it over again. And while I'm all for simple games, Tennis just doesn't serve any real purpose here.

I am like the king of video game sports puns.

As you can see from the screenshots, Tennis is on par with the other offerings of its time. The game has no music (again, par for the course) and the sound effects work but are hardly exciting. 

All in all, Tennis isn't the worst of the sports line-up games (I'm still trying to decide which of the unholy trio mentioned above is on top of the suck pile), it certainly isn't particularly compelling. With a friend it's considerably more fun, but even so the core elements here are just bland. It's better than the rest of the batch, but not by much.

Here is where I wish I gave half stars, but since I don't I'm going to round up: Two out of Five stars.


"Strike! You're out!" I am so good at sports puns. 

Friday, August 3, 2012

Guilty Gear X2 #Reload


The Short


Pros
- The absolute best version of the X/XX iterations of Guilty Gear (it would be changed in Slash following)
- Insane roster of 22 characters plus 2 unlockable ones
- Improved controls make Dust attacks as well as specials easier to pull off
- Visuals look incredible
- Game has a massive amount of content, including a survival mode, challenge missions, story modes for each character, and more
- Combos and ariels are still fun and make the game quite accessible
- Thankfully it's one of the many backwards compatible games for Xbox 360.

Cons
- Movesets, while extremely similar, are a bit more tricky than in the original Guilty Gear X
- Online play, which was the main improvement of #Reload over the PS2 version, is gone since Microsoft cut orignal Xbox Live servers
- No widescreen support hurts
- Voices, while thankfully in the original Japanese, seem much more chatty and obnoxious than previous installments
- Xbox controller sucks at fighting games. Mostly because that d-pad is absolute garbage, especially on the 360.
- Still is, at its core, the same game as Guilty Gear X


Heaven or Hell: Let's Rock! Again!

The Long

First off, let me point out the actual full title of this game (according to the box) is Guilty Gear X2: The Midnight Carnival #Reload. Ho-ly piss. Great name, guys. No, seriously, good work on that. Rolls right off the tongue. 

Anyway, stupid name aside, Guilty Gear X2 #Reload (am I seriously going to type that every single time?) is the final tweaking of the game Arc Systems made way the crap back for the Dreamcast (and that, in turn, was an updated version of an arcade/PS1 game). It certainly has the fighting game syndrome down of releasing the same game over and over with minimal incremental update. Haven't these guys heard of patches? DLC?

This all doesn't matter anyway, because #Reload is an absolutely killer fighting game, and in my opinion the very best in the Guilty Gear franchise. So let's get on with it, shall we? 

The game still looks good to this day, even at 480p. 

I already reviewed Guilty Gear X, so if you haven't read that you should probably check it out. If you are too lazy then here's the sum up: Guilty Gear is an excellent series if you are just starting to get into fighting games, as it's advanced mechanics are very accessible and the game itself is flashy and fun and has some absolutely crazy characters. There, I summed the whole thing up. Why do I even bother writing the long reviews? That's a good question.

So what is different between Guilty Gear X and #Reload? Well...not a whole lot, but still enough to look at. First off, the character roster has improved significantly. A total of twenty-two crazies now join the fray, including two secret boss characters that have to be unlocked. All the originals from the original Guilty Gear X are here, and the new ones are just as insane as the previous ones. And yes, this game has the infamous Bridget, the boy raised as a girl nun who fights with a yo-yo. Because Japan.

Yeah, that's a dude. But the nuttier part is he isn't even the weirdest character in the game. 

The new characters are a blast to play, though I found most of them to be more "advanced" in terms of movesets. While the originals play almost exactly the same, the newcomers employ tricker strategies that took a while to get accustomed to. Still, it's good to have more characters, and the immaculate balance of these games (despite the moves being absolutely crazy) means you have nobody to blame but yourself if you die.

On the subject of advanced moves, it's worth noting that many previous moves have been somewhat "bumped up" in difficulty from Guilty Gear X. It's mostly small stuff, like quarter-circle specials being replaced by half-circle ones for a few characters. Nothing major, just worth noting. On the other side, Dust attacks are much easier to pull off, and the window to chain regular combos together (you have to press the next attack button just as the previous one hits) seems to be much easier. Oh, and this is one of those rare instances that the manual is actually in full color and has a complete moveset for every character. Man, I really miss manuals. 

"Puny god."

In addition to the new roster, an absolute insane amount of extra content is here. Aside from the usual pictures you can unlock by playing the game enough, every character has their own "Story" mode (with branching paths and different endings) in addition to the regular "Arcade" mode. There's a staggering number of challenges as well (100!) to test your ability to pull off certain moves quickly and under difficult situations, and the "M.O.M." and "Survival" modes are both variations on the idea of fighting as many characters in rapid succession while on the same health bar. This is also in addition to the usual two player vs mode and a variety of sound options, including sound-test for every song and sound effect in the game. Loads of content here if you are into that.

On the down side, #Reload's main feature over the PS2 release of X2 - Xbox Live play - is no longer available due to Microsoft cutting the servers a few years back. Meaning there is literally no way in this day and age to play against somebody over the internet with a Guilty Gear game. Wait, maybe my Dreamcast can still connect, via dialup! There's hope yet!

This game has some crazy finishers. 

At it's core, however, this game is about sitting on the couch with a group of friends and handing it off as you beat the crap out of each other. As I've said before, #Reload is like the original Guilty Gear X: very available for new players. It's much easier to get enemies in the air on this one, as well as countering and breaking out of guards. It's a fun rush that's weird but still frantic, and as such makes for a great time with a group of buddies.

The only downside is that the Xbox controller is the worst controller ever for fighting games, in my opinion. It does have the option to turn on the analog stick over the d-pad (WHY WOULD YOU DO THAT?!), but it still doesn't help that the controller just sort of sucks. Fightpads? Yes. Or find a way to hook my Dreamcast controller into my 360. 

This game is still so very, very peculiar. 

The game is still drop-dead beautiful, even at the low resolution of 480p. Character sprites are hand-drawn and masterfully detailed, with animations and effects smooth and flashy. It still looks fantastic even today (and even next to the future released BlazBlue from the same company), though the lack of widescreen support is a big bummer. Come on, Banjo-Tooie on the freaking N64 supported widescreen, why can't these guys get with the program?

Most of the music is recycled from previous home console releases, with a few new tracks for new characters. There is voice-over for all story segments and frequently in battle. While I'm glad it's in Japanese instead of being butchered by some low-rent English voice actors, the yells and grunts get really repetitive, and the characters just seem way more chatty in this game than previous installments. Regardless, you can turn the voices down if they really bug you that much. 

A guy being possessed/groped by the girl from The Ring? Sure, why not? 

Ultimately, if you liked any of the past Guilty Gear games, pick this sucker up (either this version or the PS2 release, though I'd preference #Reload). If you have yet to dive into the series, this is probably the one you should test out. It's absurdly cheap (it was released at a budget price of $20, and currently goes for about $6-7 on Amazon) and an total blast. After playing it for only a few hours I was convinced that it could very well be my most favorite fighting game ever. Yeah, I'm really digging it.

It's sloppy, tricky, and (if I haven't mentioned it enough) weird, but I think it's safe to say there really isn't any other fighter like it. 

Five out of five stars. 

And hey, the music still rocks, too. 

Blades of Steel


The Short


Pros
- Fast paced, intuitive hockey game
- Actual voice clips and grunts! TECHNOLOGY.
- Different teams with different stats
- Had a built in system for fights. Yes. Really.
- Excellent arcade hockey action throughout
- Best in-game ads in history
- An absolute blast two-player

Cons
- No customization options for length of games, etc.
- Lacked Ice Hockey's ability to alter your character stats to customize your game


"Blades of Steel!"
Oh...it says it right there. Um...imagine it being read in a really tinny NES voice. Ok? Thanks. 

The Long

Ah, sports games on the NES. You can be such a mixed bag; either awesome or total mediocre crapola. Nintendo released their own Ice Hockey game a while before Blades of Steel came out and it was a'ight, but Blades of Steel I will always consider to be the absolute best ice hockey game on the system. Actually, scratch that, the best ice hockey game ever. Yeah. Even better than NHL '09 or whatever the good year for those games was. You can tell I really play a lot of modern sports games.

Anyway, Blades of Steel kicks ice, and this is why.

Wait, is that "kicks ice" joke from Batman and Robin? Oh geez...I'm so sorry. 

At it's core, Blades of Steel is a pretty elementary hockey game. Like Kings of the Beach it doesn't overly complex itself with controls or whatever (I mean, come on: they only really had two buttons to work with anyway, this WAS the NES). You have a button to shoot and a button to pass, though you have to sort of point it in the right direction when passing or you might pass it to the other team. Your goal is...wait, I'm not going to explain freaking hockey. I already felt stupid when I explained football in that other review and didn't bother deleting it because editing is for tools. 

The game automatically switches you to whatever player has the puck (if you are on offense), and if you are defense it tries to pick the best player for you to...defend with. You also always have full control of the goalie, so if somebody scores it's totally your own fault. It does try to soften the blow by putting a moving arrow going up and down the goal posts, so when somebody shoots you at least have a general idea where it will go, though blocking shots can still be a bit tricky. 

See the arrow? It's...um...yeah, you see it. 

Where Blades of Steel excels is in two key points. First: it just feels good to play. It's hard to describe controls or the feel of a game without actually, you know, playing it, but trust me: Blades of Steel has absolutely excellent controls. Players feel like they have actual weight, and when you ram them into each other to try and steal the puck the sound effects of hockey suits slamming into each other sounds accurate...or as good as it's going to get on the NES. Unlike Ice Hockey, it's easy to know exactly which player you are in control of, so you always feel in control. Your team is also reasonably helpful but not too interfering (a problem 10-Yard-Fight had...and Baseball now that I think about it: the game gave too much control to itself rather than you). It's fast, furious, and extremely easy to pick up and play. Two-players, this game feels great.

Get ready to rumble. 

The second is the little details that make Blades of Steel memorable. Like Kings of the Beach (which was also published by Konami...I mean Ultra...who am I kidding we all know they are the same company), Blades of Steel is loaded with small nifty details. Fouls allowing for penalty shots. Your team cheering when you score while the opposing goalie freaks out. The ref stopping you when plays get too heated.

Oh, and of course, the fights.

HEAVEN OR HELL, LET'S...ok, yeah, that's a lame joke. 

This is actually what most people probably remember from Blades of Steel. Get in front of an opponent who has the puck, and the gloves come off and the game has an honest-to-god fighting minigame in it. It's nothing too complex (block until your enemy throws a punch, then counter and you'll win every time), but the most hilarious part is whomever gets knocked out goes to the penalty box, not the dude who did the knocking. Seriously? That's fantastic. And the other team will be out a player for a minute or so. So great. I wonder if you could punch their whole team into the penalty box? I should try that sometime.

The only downer is the lack of customization. You can't pick the lengths of each match, meaning you are in for the long haul every time. And while teams do have unique stats, you can't really ever see those stats or tweak them. At least Ice Hockey let me make a team of fatties if I wanted (and I do. EVERY TIME).

GOOOOAAAAALLLLLL!

Graphically the game looks great, ditching the cartoony look of Ice Hockey for a more realistic approach, and it looks nice. Though I do miss the Zambonis that ice the rink between stages from that other hockey game I've mentioned far too much in this review. The crowd cheers at appropriate times, and this game has some awesome in-game ads during breaks. Seriously, Konami put ads for their other games during the down times. "All your friends will love it!" So incredible.

Sounds are also great, using a lot of voice work, though I got pretty tired of hearing the ref shout "FACE OFF!" in his awful tinny NES voice. Still, everything sounds quite good, especially for an NES title.

You're going the wrong way, goalie dude. 

There's been an ages-long debate between pretty much nobody whether Ice Hockey or Blades of Steel is the best hockey game on the NES. While I like Ice Hockey well enough (my wife hates it, though), I just enjoy the feel of Blades of Steel much better. While the lack of customization is a bit of a downer, the game just plays so damn good that I can't help but prefer it. If you are looking for fast paced hockey action, I absolutely give Blades of Steel my baby seal of approval.

Oh, and yes: two players is the way to play this game. Grab friends, make friends, have imaginary friends; whatever. Just get people over and play this game. Plus, it's on the Wii for only 500 Wii Points ($5), so you have no excuse at all to not get it (though this is a rare instance where I found the NES cart was cheaper than the Virtual Console release).

Five out of five stars. 

And now a video that is only sort of relevant. 

Thursday, August 2, 2012

Vampire Chronicle for Matching Service


Disclaimer: I am not a fighting game master. While I'd consider myself pretty good at some of them, I don't play competitively or know any serious level of strategy when it comes to the genre. These reviews are from the perspective of a beginner to intermediate level player, and thus I can't analyze them to the particular depth many fighting game fans would need.

The Short


Pros
- The definitive collection of Darkstalkers games
- Allows you to play as any character and in any playstyle in the Darkstalkers series
- Wide roster of characters that are both weird and fantastic
- Surprisingly newcomer accessible, especially when compared to the Street Fighter games
- Characters are well animated and have lots of delightful quirks that make them fun
- Seriously, there's just a ton of content here

Cons
- Was never released in the United States, and in Japan in very limited quantities
- Sprites look like they were up-converted for the Dreamcast, and not very well
- While having a ton of options is nice, it can be overwhelming to know what to pick for what game
- The "Auto" block option is the cheapest thing ever on VS.

Ah, Darkstalkers. What happened to you? 

The Long


I absolutely love Darkstalkers. Created by Capcom after the success of their Street Fighter franchise, it was that "other" Capcom fighting game with all the movie monsters and weird characters. It's also the game the voluptuous Morrigan is from (though I bet most people know her from the Marvel vs Capcom games at this point), so it's got a bit of star cred that way.

Back during my freshman year of college, we really got into arcade emulators, and with that fighting games. We had tons of tournaments, mostly playing Marvel vs Capcom and Darkstalkers. I would like to say I got pretty good at the game, except it was against people who never play fighting games (myself included), so instead I'll just say I got really good at beating other noobs. Regardless, Darkstalkers is a fighting games series you should absolutely look at, especially if you are a modern fan of the Street Fighter IV resurgence.

A Queen Bee vs Little Red...Blue Riding Hood? Sure, why not. 

Vampire Chronicle for Matching Service, despite having a stupid name, is the absolute best collection of Darkstalkers games available. By this point in the game there had been around five Darkstalkers games (though one of them was just a re-release of a previous one with old characters...this is really starting to sound like a Capcom fighting game joint, isn't it?), with four having distinct changes in style (Darkstalkers/Vampire, Night Warriors/Vampire Hunter, Darkstalkers 3/Vampire Savior, and Vampire Savior 2). What makes Vampire Chronicle cool is the fact that you can actively interchange the fighting/playstyles between these four games on the fly (assuming the character you selected was in those games), allowing for an absolutely insane amount of customization. Was Demitri your favorite character, but you only liked the way he played in Night Warriors? Well, now you can play with him in that mode! Prefer Bulleta in her Savior 2 iteration? Well, that means you lived in Japan since Savior 2 only came out in arcades there, but hey...you can do that too! 

It's kind of nuts it lets you do this...can you imagine if you bought a Street Fighter collection and could pick if Ryu played like in Street Fighter II vs Street Fighter III Third Strike or something? It would be bananas! If anything, it shows (to what might be a negative degree) how little the Darkstalkers games have changed that older styles can still compete with newer ones. Regardless, it's usually just movesets; before any match you can pick which of the three games (Vampire, Hunter, Savior) the game will be custom-tailored too, while characters only change ever so slightly. Regardless, it's a cool thing, and has never been seen again. Even the collection released in Japan on the PS2 in 2005 is just straight ports of the three games separate; none of this inter-weaving madness we got on the Dreamcast. Dreamcast: 1, PS2: 0. 

Minus the whole "quit the console business" thing...

So how does Vampire Chronicle play? Well...like Darkstalkers, which is to say if you like Capcom fighting games you'll feel right at home here. Darkstalkers has a heavy emphasis on "Chain Combos," which is essentially the idea that normal attacks can chain together just as well as ones that chain into specials. If that just flew over your head that's ok: the point is that this game does lots of chains (though not nearly as bad as the insane Killer Instinct). Expect a lot of flashy, crazy moves that flow together well and can also be reversed/countered. Button mashers, rejoice. 

Because of this, I found Vampire Chronicle to be very friendly for beginners in terms of control. While the initial option of what playstyle to choose can be overwhelming (especially since the game is in Japanese), anyone with even a basic understanding of how fighting games work can easily start chaining together moves, throwing projectiles, and just generally doing well at the game. Similar to Guilty Gear X, this is a good game for getting your friends into fighting games, as it's weirdness and ease to pick up makes it very inviting.

You've got options is what I'm sayin'. 

Speaking of the weirdness, Vampire Chronicle has it and in spades. Going with a "monster movie" motif, it rivals the Guilty Gear series in terms of sheer oddness. You have your typical assortment of vampires (sexy or otherwise), as well as zombies, frankenstein monsters, a yeti, a werewolf, and a...robot? Little Red Riding Hood? What? 

So yeah, it's out there, but that's what makes the game fun. Attacks are flashy and absurd and make the fights almost hilarious to watch. This is matched with some really funky jazz tracks that play as you pummel each other into submission, which somehow works despite the fact that it absolutely shouldn't. 

If there's anything I can complain about the presentation it's that the game is horribly low-res. Unlike Guilty Gear X, where they bumped up all the sprites and backgrounds to match the increased output of the Dreamcast, Vampire Chronicle is pretty much a straight port from the older arcade games, and thus the game looks really fuzzy. It doesn't detract (much) from the silly animations and great character designs, but it does look dated. 

Open season on vampires. 

It's really a shame this game is so hard to find (unless you are cool with downloading and burning import Dreamcast isos), and an even bigger one that this has never been released on XBLA or PSN. Darkstalkers has been left in the dark (hur hur) for a very long time, a casualty of when fighting games dropped in popularity in the early 2000s. With the recent resurgence of the genre, it would make sense to bring out another Darkstalkers game, or at least rerelease Vampire Chronicle. It's an extremely solid fighting game, and the multitude of options is just icing on the cake.

Regardless, if you have a Dreamcast that can play imports (or *coughburntgamescough*), Vampire Chronicle for Matching Service is absolutely worth trying to find. It was rare even in Japan so you might have some troubles, but it is the best compilation of one of the funnest forgotten fighting games. 

So gather some friends together and find out of Little Red Riding Hood really would win against the Big Bad Werewolf. 

Four out of five stars. 

You said it, Morrigan

Guilty Gear X


Disclaimer: I am not a fighting game master. While I'd consider myself pretty good at some of them, I don't play competitively or know any serious level of strategy when it comes to the genre. These reviews are from the perspective of a beginner to intermediate level player, and thus I can't analyze them to the particular depth many fighting game fans would need.


The Short


Pros
- Gorgeous, fast-paced 2D fighting game from Arc System Works.
- Roster of characters is awesomely weird
- Music is killer
- Half-circle moves rather than full circles make it much more accessible to beginners
- Despite having a decent level of depth (including Dust Attacks, Overdrives, Roman Cancels, etc.) it is still a very easy game to pick up and get good at

Cons
- Ichigeki Hissatsu's ("One Hit Certain Kills") are still in the game, which can be frustrating
- Was never released on the Dreamcast int he US
- They do they whole "release 80 versions of the same game" thing that drives me nuts
- If you are going to pick up a game in this series, you might as well avoid this one and get the Xbox's X2 #Reload release, as it's the same game with more characters/options, etc.

Heaven or Hell, let's rock!

The Long

As the disclaimer points out, I'm a lover of fighting games but far from a master. Though I did get pretty good at the first Marvel vs Capcom as well as the arcade version of Vampire Hunter/Darkstalkers 2, I would hardly call myself a pro of the genre. However, similar to bullet hell shooters, it's a genre I can't seem to pull myself away from, despite my lack of skill. There's a weird draw that fighting games have for me, so I keep coming back to them (especially when playing against friends for some hot-seat tournaments). 

I actually heard of Guilty Gear X back in the early 2000s, though I never actually got around to playing any of the games until recently. I'd dabbled in the excellent BlazBlue series first, before finally going back to its predecessor on the Dreamcast. And after just a few rounds I was completely hooked: Guilty Gear X is an absolutely excellent fighting game, especially for beginners. 

Johnny, the samurai cowboy, is awesome. 

You could argue the Guilty Gear series is famous for two things: fantastic, high rez animations of their 2D anime fighters, and the totally bizarre roster of characters. With regards to the latter, while it isn't quite as bananas as the following games in the series (where we are introduced to the infamous Bridget), Guilty Gear X still sports a sizeable roster of misfits. One-armed samurai ladies cross blades with black-demon spawn, air pirates fighting with giant anchors do battle with weird tall guys with paper bags on their heads. The fourteen (expanded to sixteen if you include the bosses) character roster is filled with a plethora of both weird characters and differing styles, meaning you're guaranteed to find a favorite out of the batch.

Aside from the odd characters the game looks incredible, even now in the days of HD graphics. The Dreamcast is capable of punching out some serious graphics (640x480. Woo.), making both it and the PS2 release of this game appear almost exactly identical to the arcade version. While the star of the show is obviously the well detailed and beautifully animated character sprites (which look way better than anything else on the system, including the excellent Marvel vs Capcom 2), the effects are also top notch. Attacks are flashy and satisfying to pull off, and it all meshes well into the bizzaro anime theme they have going on. As something to look at, Guilty Gear X delivers and in spades. 

Plus, you summon dolphins on an airship! Wait, what?

On the actual fighting side (what matters in the end, to be honest) Guilty Gear X is both welcome to newcomers and has a decent amount of depth for the hardcore. For new players, the game works quite well for the button-mashers, with many combos being simple and simply requiring multiple buttons being pressed at once to pull of awesome moves. Most also only require a quarter-circle to do rather than a full half-circle, which also makes the game a bit more noob friendly. There's a heavy emphasis on both combos and juggle combos, with the whole game actually reminding me a lot of the SNK fighter Samurai Shodown (which I also love).

It's a bit sloppy, to be sure. When compared to more ridged fighting games like the Street Fighter series or Garu: Mark of the Wolves, Guilty Gear X plays fast and loose. However, I think this makes the game more fun. Since it's more accessible to beginners, the bar to entry isn't nearly as high as it would be in most other fighting games, and you'll feel satisfied with your playing after just a few matches. While there are some obvious noob-killer characters (Eddie/Zato-1 absolutely destroys beginners with his fast attacks and range), newcomers will at least have a chance against more seasoned players.

The one thing that really irks me to the point of frustration are the "Ichigeki Hissatsu" attacks. These are basically instant kill moves (!!!) that are difficult to execute but always end the match if they hit. While it's interesting to see something so risky in a fighting game, it's pretty much an unspoken rule that when playing against another person you don't use them. I mean, seriously, can you think of any faster way to ruin a friendship?

A girl who attacks with her hair? Getting Bayonetta vibes, here. 

The music, like the balls-crazy combat, is also something you'll probably either love or hate. Consisting of a plethora of butt-metal and heavy riffs, it sounds more like it would be in a Devil May Cry game than a fighting game. It fits the absurd style well (and honestly there are quite a few tracks I really dig), and to be honestly I like it better than some of the weird jazzy music that Capcom puts in their fighters. It further pushes the already ridiculous, over-the-top insanity of this fighting game, and I love it for it.



I personally think this song is pretty kickin'. 


If there is one real fault of this game, it's that the Dreamcast version never made it to the states. It was eventually ported over to the PS2, but right before a "Plus" version of the game came out in Japan, so we pretty much got the dumpy version. Similar to their BlazBlue series (and doing what Capcom does with all its fighting games for some inexplicable reason), there's about twenty trillion releases of this game that all just expand on the original formula. If you are looking to pick it up, I highly suggest the Guilty Gear X2 #Reload version on original Xbox (it's one of the backwards compatible games for 360), as it's very close to the definitive version of these series of games. 

That being said, I love the Dreamcast version (if only because I think the Dreamcast controller is excellent for fighting games), and if you happen to have both a Dreamcast and somehow get an import copy (or just burn a copy off the internet...*cough*) it's a hell of a fun time. As an amateur fighting game dude who loves the genre but never got particularly great, Guilty Gear X is the perfect scratch to that competitive itch.

Plus, it's just so weird it's awesome, so there's that too.

Four out of five stars. 

That looks...painful. 

Wednesday, August 1, 2012

Baseball


The Short


Pros
- First baseball simulator on the NES
- Two players

Cons
- Only control the batter and the pitcher; outfielders are all automated
- Actually, like 90% of this whole game is automated
- Graphics and sound are dull and uninteresting
- Considering how many other baseball games are on the NES, you can do much better

Going back to the bare-bones NES launch sports games

The Long

I'll get this out upfront: I regard Baseball in the same category as Golf and 10-Yard Fight. So you can probably guess what the score for this game will be, and you can know to not go out and buy it. So yay! Review over! Good thing we don't have anything in this review format that abbreviates the review before this paragraph. Something that would say a thing along like lines of "The Short" and point out Pros and Cons...

Anyway, Baseball isn't very good, and here is why you should buy any other baseball game ever. 

THRILLS

Baseball is exactly as advertised: a baseball game. It's a baseball game. You can bat, pitch, and throw the ball to a base. And...that's it. Just like real baseball. You know, minus the outfielding, base stealing, having players with different stats, or pretty much anything that would add variation. Gee, this really is sounding like the other black box sports games. 

So let's get on to something actually interesting: what is wrong with Baseball. Since that would be much more fun for me to write about, and that I've pretty much covered all the good things in two sentences.

CHILLS

As stated you have very little control over the game. You can pitch, bat, and inch towards stealing (though I don't know if you can steal). The only other thing you can do is when your outfielders catch a ball (by themselves) you can direct them where to throw it. However, everybody throws perfectly, so every throw no matter what the distance will make it. So expect some difficult runs.

There isn't even a set of randomness. You can pick teams, but it's little more than different colors. There are no character stats to offer variety, no tricks, nothing. Just perfect throws, hits, and boring runs. Dull.

The epic team choice: "A" or "P"?!

The sound effects and lack of music only further add to the tedium, this whole game about as exciting as an hour long infomercial. While the graphics overall are tolerable, the small characters batting aren't great to look at. Pretty much everything is trumped by future baseball games.

Blech.

I'm really just mincing words here. There are a trillion other baseball games on the NES, and most of them are better than this one. If you have a baseball itch, Baseball Stars is my personal favorite, and the first Bases Loaded as well as R.B.I. Baseball are also enjoyable. This one, while having an accurate name, is not at the top of it's game. You could say it's a pretty base-ic game, and it doesn't really hit this one out of the park!

One out of five stars. 

MPH. Features. 

Monday, July 30, 2012

Super Metroid


The Short

Pros
- Perhaps the best space exploration game ever made
- Masterful use of sound and graphics create a simultaneous sense of dread and wonder
- Plethora of secrets and power-ups to find encourage replayability and backtracking
- Bosses are exciting and difficult
- Pitch-perfect pacing and level design that pushes you forward without ever actually telling you where to go
- Excellent story that uses less to tell so much more
- Decent length for a first playthrough, and sequence-breaking is easy and fun for replays

Cons
- Wall-jumping in this game is a major pain in the butt
- Weird "anti-piracy" systems can erase your save if your cart's connectors are dirty (even on a legit copy)
- If you don't know there's a "Run" button, you'll get stuck pretty quick.

The last Metroid is in captivity. The galaxy is at peace. 

The Long

It amazes me that I brushed past Super Metroid the first time I played it. Back in my SNES emulator days I had the game, but after about five minutes I gave up on it (probably because the game plays awful on a keyboard). I found a new love for the series through games like Castlevania: Symphony of the Night and Metroid Fusion, eventually bringing me back around to Super Metroid after beating nearly every other Metroid game in existence.

Ho boy, was I stupid for overlooking this game. 

Now, I'm fully aware people "geek out" over games. Hell, I do it all the time. But considering I actually never beat this game until a few short years ago (and haven't played it since, which is weird considering how many times I replayed Metroid Fusion, Zero Missionand Prime), I'd like to think I'm past the "geeking out" phase (especially since I didn't really like the game the first time I played it). After replaying about 75% of the game last Saturday (yes, in a straight shot, and I forgot all the secrets and even how to beat some bosses, so it felt like a fresh run) I can say this on absolute authority: Super Metroid is one of the finest games I've ever played. Ever.

Man, that sounded like geeking out to me. Let's get on to reasons, shall we?

This game has some phenomenal art design.

The story of Super Metroid is understated, but still worth mentioning. After the events of Metroid II (a little Game Boy game people tend to forget exist), Samus saved the last baby metroid in the galaxy, and turned the little chomper over to the galactic federation. Shortly after doing so, however, the station outputs a distress signal and Samus comes flying back just in time for Ridley of the space pirates to fly off with the metroid. Of course.

Samus flies down to the planet Zebus to pursue the space pirates and save the baby metroid. And that...is pretty much the story. Minus a rather fantastic plot twist near the end of the game, there isn't much story here. OR IS THERE?!

Without bleeding too much into the next review section, Super Metroid has excellent atmosphere, which in turn can be used to imply a story without saying it. As you revisit areas that are repopulated with new monsters or unlock future areas like a derelict ship or areas crawling with space pirates, you start forming a story in your mind. The game never really says anything, but the places you explore obviously have tales to tell. It's understated, and masterfully so, in a way that gets under you skin but still makes you feel like there is some sort of narrative going on. It's quite clever, assuming you have enough of an imagination to get sucked in.

You never get to fly Samus' ship in any of these games. That's too bad. 

Since there's so much I could say about Super Metroid (and so much that has already been said this review seems a bit redundant), I'm going to focus the rest of my gameplay comments on two things that I really think set this game apart and make it shine, even from other games in its own series. First is the absolutely perfect use of atmosphere, and second is the immaculate use of level design to direct the player forward.

Also the use of bubble design to show how many bubbles are in...this joke is over. 

The first will require a bit of hands-on reviewing. First, listen to this song below, and tell me what kind of feelings it invokes.



Fear? Dread, perhaps? Isolation? And when the piano track kicks in, maybe a trickle of hope? that booming bass is certainly ominous, but the rest of the song (especially the whistle) is absolutely harrowing. It's masterful, to say the very least.

These are the feelings Super Metroid wants you to feel. It drops you down on a planet with next to no background, no instructions (more on that later), nothing; just a world to explore and mysteries to uncover. Who knows what lies in the bowels of the planet (but based on Samus' track record: nothing good), but it is up to you and you alone to discover it. There is nobody to talk to, no dialogue, and no other people. The only other sentient creatures are enemies that never talk to you, and none of the old technology ever even conveys text. You are completely alone, fending for yourself on this planet.

It's incredible how well the mood works in this game.

Just you and a host of aliens. 

Rarely do games get under my skin, and when they do it's usually horror games (and ones done well, like Silent Hill 2), but Super Metroid is more ominous than most horror games I've played. It's crazy how well this works with the lights off at night, sitting in the glow of your TV blasting your way through dark depths. Lots of areas in this game don't even have enemies, just places to explore and soak in. It's a slower pace for a game, and one that lends itself well to the feelings they are trying to invoke. 

That, I think, is one of the main reasons people look back on Super Metroid so memorably: the game is damn impactful. While future titles are still excellent, they still feel more like "games" to me than "experiences." That might be a corny way of saying it, but Super Metroid is more about taking you somewhere than having you play a fun game. Yeah, the game beneath is still a blast, but it is never the first thing I think of when looking back at the game. I can't say the same for the other iterations in the series, no matter how good they were (though a few areas in Metroid Fusion, such as the shaft you have to go down after the elevator powers down, did a good job emulating the feeling Super Metroid gave).

Some rooms are almost completely silent. It's harrowing.

The other main thing I absolutely love about Super Metroid is how darn well they designed this game. Let me restate something I said earlier for emphasis: when the game starts, you are thrown into a "prologue" bit of gameplay where you go through the space-station, see Ridley, and evacuate. It's a straight linear shot meant to set up the story, nothing more. After that, the game drops you off on the planet, rain pouring down on your ship and thunder booming in the background.

And...that's it. That is literally all the direction you are given. Everything else from there is up to you; the game never tells you where to go, ever.

Though "into the lava" is not suggested. 

Now, a lot of people are a bit confused with how Super Metroid works. They use terms like "non-linear" or "open world," when really the game only gives the illusion of that. What Super Metroid does is gives you slight nudges in the right place to go, down a linear path, while never actually showing you that the line is straight. It does this in very simple ways: by gating your entry to certain rooms with powerups you haven't acquired yet, forcing you down the right passway to said powerup, and then allowing you to backtrack and figure out where you use your newly acquired ability to proceed. Lather, rinse, repeat.

But, like the atmosphere, it's this illusion that makes the game work so incredibly well, because the game never tells you where to go.

I guess it does tell you when to evacuate.

Think of Metroid Fusion. Every few rooms you'd stop at a data console and the game would put a point on your map of where to go next. Yeah, it was your job to figure out how to get there, but really the shot was linear (even if you had to go through vents or whatever). Zero Mission did the same thing with the Chozo statues: telling you where to go next. Super Metroid tells you where to go, but it does it with its gameplay and level design, which means you never break immersion. Let me give an example.

Kaboom.

As you are journeying into the depth of the planet, you stumble across this glass passageway that seems completely out of the blue; it even has its own map section. Above and below you see water and even a door, but you have no idea how to get out there. As you go back and forth across it, getting powerups and revisiting old places, you wonder what might be beyond there.

When you get the Power Bombs, you realize you can break the glass. Now, in any other game it would have been like "SAMUS! You got POWER BOMBS! They are powerful and can blow up glass and stuff! Do you remember any glass you've seen on your adventure? HMM? Maybe I should PUT A POINT ON THE MAP FOR YA!"

Not in Super Metroid, because you don't need it to. You've already ran back and forth through this passageway a half-dozen times, wondering what the heck it does. Of course you are going to go test the power bombs out on it. And even if you don't think of it, you'll at least try blasting it with everything else in your arsenal until you find something that works.

This game is so clever I can't stand it. 

The whole game is like this. You find doors or passages where you can't traverse them yet, but you know there's something beyond that because you can both see it in the distance and your map indicates an extension there (after getting the data from the map room). So every time you get a new powerup it's an exciting experience: now I get to go back and both get the items I passed by because I missed them, and I know where to go because I remember passing that door/passageway/grapple point two or three times and wondering "what's beyond there?" You almost never get stuck because the game guides you with its gameplay, not with a tutorial. How many games in this day and age trust a player enough to do that? Well, considering they are still teaching me to "Look with the right stick" after doing it for eighty trillion other games, I'd say...none of them.

Also I hate this boss. Unrelated to the rest of the review; I just wanted to point that out. 

All this is packaged together with tight controls, awesome gameplay, and excellent graphics. Really, the package here is complete. Though I guess if I had any complaints, it would be these two things: Wall jumping (essential for both sequence breaking and some tricky areas) is extremely difficult and counter intuitive. You have to spin into the wall, press the opposite direction, and then jump. If you press the opposite direction and jump at the same time (like, you know, any other game with wall jumping) it doesn't work. It's frustrating and annoying and BAH, though you do sort of get the hang of it in time.

The other thing is pressing select to cycle through sub-weapons is a pain. It's nice they had one button to deselect whatever sub thing you are on, but you can't ever have both x-ray and missiles equipped, which is kind of lame. I like how in the GBA versions they mapped that to the "R" shoulder button; made weapon swapping much quicker. 

Man that intro music is...chilling.


This review hasn't really gone into any depths regarding the gameplay or mechanics, but I don't think it has to. Odds are you've either played Super Metroid and come to hear me gush, or have never played the game but have at least heard of them. I will say this: Super Metroid is essential gaming. If you have any affinity for games that involve exploration, atmosphere, or platforming you absolutely must play this game. It is easily the top of its class in nearly ever category, and there is a very, very good reason fans still clamor to it after all these years. And, believe it or it, it isn't because of rose-tinted glasses.

It's incredible that a game of this quality has held up so well, and even more so that it outshines all of its sequels without so much as breaking a sweat. At only $8 on the Wii's Virtual Console, you have literally no excuse to not own this game. Seriously. Go get it, right now.

Five out of five stars. 

I love it so much I made this giant perler bead thing in my house. That metroid is bigger than my head!