Hibernation

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Another year has come and gone, dear readers, and the great unknown of 2014 awaits us all. 2013 was a mixed bag for me, personally, but I’m incredibly thankful for the strides I’ve made with my writing about this, the greatest form of art and entertainment in the world. Retro(spective), amazingly, is at the half-year point of its life. I don’t think I’ve ever maintained anything in my life with such regularity! Equally as important to me has been becoming a member of the staff at Nintendojo.com.

It’s been a dream come true writing for an honest-to-goodness video game news website. It didn’t hurt that it was one dedicated to my favorite company in the world. Moving forward into the new year, I have quite a few things simmering between it and Retro(spective). On Nintendojo, I’m looking to launch a couple of comics that should be making their way to the masses in February. I’ll give previews of some of my art on here as soon as I can. I’m really stoked to get the chance to spread my wings artistically; comic books are my second favorite thing in the world.

Retro(spective) will continue to be a force to be reckoned with next year, though. I still owe you all a new Retro(spective) (it’s been a while, hasn’t it?), but number 17 is going to be my big Final Fantasy VII piece, so it’s taking a little longer to get done. I’m in a good place here, and hope to keep experimenting with what I present to you all in order to bring the best content I can. Thank you so much to everyone who has been reading and supporting me these past few months. The best, as they say, is yet to come.

Retro(spective) returns January 2014.

Merry Christmas and Happy New Year to everyone!

Nintendo Direct 12/18/13

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Today’s Nintendo Direct revealed quite a bit of excellent information, especially considering so many people’s low expectations before the broadcast. Here’s a brief rundown of everything you need to know in order to get all caught up.

Hyrule Warriors

Teaming with Tecmo Koei, Nintendo announced this new, action-focused spin on The Legend of Zelda series. Gameplay is based on Tecmo’s Warriors games, so look forward to Link decimating legions of enemies! Loving that scarf, btw.

Yoshi’s New Island

The 3DS installment of the beloved series is coming in 2014, with creator Takashi Tezuka as part of its creative team.

NES Remix

A bunch of NES classics have been broken down and shuffled around, forming very Warioware-esque experiences. Available on Wii U.

Bravely Default Side-Story Demo

Exclusive story content not available in the actual game will serve as the demo for the highly anticipated 3DS title. Available January 2.

Sonic Lost World Nintendo DLC Zones

Yoshi’s Island Zone is available now, pitting Sonic against Shy Guys and Piranha Plants. It looks ridiculously fun, and Iwata strongly suggested that a Zelda-themed stage is coming next.

Dr. Luigi

Well, now we know why Luigi doesn’t star in as many games as his brother; he’s been busy earning his doctorate. Typical Dr. Mario action with a Luigi theme, including a new mode with L-shaped fusions of the colorful capsules from the series.

Rosalina in Smash Bros.

She sure has been busy lately. Following appearances in Mario Kart 7 and Super Mario 3D World, Rosalina (with a Luma friend in tow) will be making her Smash debut on both 3DS and Wii U.

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Kirby Triple Deluxe

This title looks like a great, traditional Kirby experience, with a couple of new game modes shown off today. 3DS needs a Canvas Curse sequel, though; just sayin’.

Wii Sports Club Adds Golf

Available today, and looking mighty fine in HD. Probably the best visual upgrade of the three games available so far.

Luigi’s Mansion Figurine

Club Nintendo members get to plunk down 1500 coins for this amazing little diorama. Paint me jealous, in multiple coats.

Chibi-Robo Photo Finder

January 9 sees the return of the miniature custodian, with an emphasis on taking photos of objects from real life that will fill in mysterious silhouettes in-game. A demo will be arriving shortly.

Celebi For Pokemon Bank Users

Become a Pokemon Bank user and get a free Celebi for use in Pokemon X and Y.

Cranky Kong Re-Confirmed as Playable in Tropical Freeze

Just in case you’ve been avoiding the internet for a minute, Nintendo has reiterated this will be Cranky’s first playable outing and brought some pretty footage to show it off.

And that’s just about it! Be sure to watch the actual video (which are always fun). I’m looking forward to everything that was shown today. If Hyrule Warriors is half as good as Crossbow Training, 2014 is already shaping up to be a memorable year for Nintendo fans.

Backwards Incompatibility

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A PS4 can do almost anything a person wants, except for one, crucial thing; play PS3 discs. It’s not the end of the world, of course, particularly when taking into consideration the streaming functionality that Sony has designed to remedy this lack of true backwards compatibility. Still, it’s an odd omission, considering the system’s own discs remain BluRay based. Before any tech wizards start lambasting me about the inherent limitations that would make playing PS3 discs easily possible, my primary cause for concern goes beyond inconvenience; backwards compatibility is just one way of keeping the history of video games alive.

We’re now into the sixth generation of consoles since NES, and there are a lot of games that remain in the shadows. I’m one of those people who hangs onto his consoles, but there are plenty who don’t, and with each round of systems that hit the market, many classic and obscure games get lost in the transition. Think of how many wonderful PS2 titles are confined to their original discs because the PS3 quickly ditched its backwards compatibility and they never found their way onto PSN. Wii owners experienced a similar disappointment when the Family Edition of the system debuted and GameCube games became unplayable.

It’s not a new problem, as those who made the jump from NES to SNES, Genesis to Saturn, PSP to Vita, and many other platform transitions besides had to make the decision to leave the old for the new. In 2013, however, these sacrifices are both frustratingly archaic and an easy way to lose entire chunks of gaming history. There’s no technical limitations to blame for a lack of backwards compatibility, anymore, just greedy business tactics (and the occasional expired licensing deals, but that’s a story from another day).

Forcing players to buy the same games over and over is a staple of the industry. The first time Pac Man found its way onto a compilation cartridge, players learned very quickly that what was old could be new again (and priced as though it was, too). From a financial standpoint, I can understand the strategy of limiting what can and can’t be played on a given console. There’s plenty of cash to be made from re-releasing classic games or coming up with ways to charge some sort of premium to access an already purchased video game collection from a previous system (I’m looking at you, Wii U Virtual Console). Money is king in this and every other business, but by keeping their eyes affixed to players’ wallets, publishers are failing to recognize the historical importance of all those cartridges and discs floating around the world.

EarthBound is a perfect example of this. Prior to its re-release in Nintendo’s eShop, the game was in an extended state of limbo. The only way for fans to play the game was if they had an old copy (or the deep pockets necessary to buy one on the secondary market) and a functioning SNES. That was it. Nintendo had let a true masterpiece of a video game sit in obscurity for years before they finally succumbed to fan wishes. It was the equivalent of Paramount refusing to put the movie The Godfather on DVD. In no other medium of entertainment or art is there such flagrant disregard for preservation.

That’s really what it boils down to; preservation. Keeping as many great games from the industry’s past capable of being played, remembered, and appreciated. It’s impossible to imagine a world where works like Truman Capote’s In Cold Blood or Henri Matisse’s The Dinner Table were lost and forgotten. Eternal Darkness might not be very highbrow by comparison, but it and thousands of other games remain known to only those who played them on the hardware that they called home. Video games will never be seen as legitimate art or entertainment until more care is taken in memorializing and respecting its past.

It’s a topic I’ve touched on before, but the video game industry simply must start making a more concerted effort to preserve its history. While HD remakes, re-releases, and limited backwards compatibility help, it’s not enough. Players who go as far back as the days of Atari can rattle off many a game that they enjoyed and have never seen again. The world would be a much drearier place if things like The Great Dictator, M.A.S.H., and The Starry Night were never maintained for future generations. There are dozens, if not hundreds, of video games that have been released in the past thirty plus years that remain obscured and forgotten. Companies like Nintendo, Sony, and Microsoft need to find a way to make both the hits and obscurities of yesteryear more readily available to modern players. With many developers shuttered over the years, it’s a tall order, but it’s in a situation like this where moving heaven and earth is a necessity, not a choice.

REVIEW-Angry Birds GO!

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One thing that I believe a reviewer should never allow to influence their evaluation is a game’s price. Whether the writer believes the price to be fair or not doesn’t have any measurable influence on the actual quality of the title itself, so it’s an inappropriate gauge of quality. There is, however, one time when price should be considered in reviewing a title, and that’s if it somehow has an impact on the gameplay. Unfortunately, that is the case with Angry Birds GO!,  where pricing is an unforgivably prominent and hindering element of its game design. It’s a shame, as the endless money-grabbing besmirches what is otherwise a very fine kart racer that is perfectly balanced for mobile devices.

The racing genre has proven quite adaptable to touch-only interfaces over the years, and with Angry Birds’ varied and lovable cast of characters, it was only natural to expand the franchise with a karting game. It’s really very ingenious how developer Rovio was able to interject the personality of the series into a kart racer with limited sacrifices. Maintaining the physics-based gameplay that Angry Birds is known for, GO!‘s races are all downhill affairs with soap box karts. Though there are no engines, the kart’s are very nicely designed, with the ramshackle, pieced together ones using items from the Angry Birds games to comprise their bodies. The races are fast and intense, especially as the difficulty ramps up. With several game modes to engage in, including fruit smashing challenges and timed races (where you have to beat the fuse of a bomb to win!), the action is varied, entertaining, and fun. It doesn’t hurt that the game is gorgeous, with an excellent, cartoony aesthetic that perfectly encapsulates the vibe of the Angry Birds series.

Firing up GO! for the first time, players are guided through the basics of the racing types and the controls, which can be set to either motion or touch. While both are fun, I stuck with the touch controls, which were pinpoint precise. There are just two inputs, left and right, that the player can use to steer, and without the need for a gas or break button (remember, it’s a downhill race!), they’re more than enough to guide each bird down the track. GO! has some of the best controls I’ve experienced in a mobile racing game, and it’s clear that Rovio put a lot of thought into making the title as easy to play as any of its other games.

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Every bird has a unique special attack that can be used during races, which are easily activated with the tap of a button on the screen. The different moves are all serviceable, though a dedicated item system might have been more enjoyable. Still, as it stands, the attacks keep things simple and lend more individuality to each bird. Tracks themselves feature coins, which can be collected and used to upgrade karts and pay for a number of different things (more on that in a bit), as well as gems, which are in less abundance and serve as a secondary form of currency. The dual currencies would seem innocuous enough at a glance, but as I progressed, I began to see Rovio’s devious intentions behind them.

Working my way deeper into GO!, I came to find that every aspect of its gameplay revolves around money. Take the birds themselves, for instance; there are multiple Angry Birds to choose from, but each must be unlocked through a series of races in order to be used. That’s fair enough, but after the first additional bird is unlocked, one of the cash-grab tactics rears its ugly head in the form of an energy meter. Each bird is only capable of completing a handful of races before becoming tired, in which case the player can either recharge its energy with gems, or substitute in another racer. Here’s the problem; gems and characters are earned through racing. If the player hasn’t earned enough gems by the time a bird is tired, they can’t play again until that particular character’s energy has been recuperated (which occurs after a set amount of real-world time, much like Candy Crush Saga).

There is a solution, crass as it may be; spend real money to buy coins and gems. While microtransactions are nothing new in the world of mobile games, GO! takes it to a whole new level, as the panhandling isn’t limited to charging the birds back up. Karts are upgradeable with coins, which are in generous enough abundance at the beginning of the game. Once the second cup of races unlocks, though, the cost to upgrade skyrockets into the thousands, making saving up coins in-game through legitimate gameplay an intense, old-school JRPG grind. Rovio has your back here, too, in case you were worried; spend more real money.

Wait, there’s more! Later races can’t be attempted until the player’s kart is up to specs, which forces upgrading. The birds always lose energy after each race, so playing the game to actually earn coins to upgrade is tethered to how many racers are available at a given moment. Karts must be purchased with coins, and the better the kart (and, generally, the cooler it looks), the more expensive it is. If your head is starting to hurt, don’t worry, because mine was, too. It’s a simple enough scheme, but the way that Rovio has tied every aspect of GO! around keeping track of gems and coins is aggravating.

By the way, there is, seriously, the option to spend $99.99 on gems in order to pay for a large sack of coins. I buy COLLECTORS EDITIONS of retail games for less money, Rovio; I sure as heck am not spending a hundred dollars on an iOS kart racer. I can appreciate that the game is running under the freemium pricing model, but this is ridiculous. I’d offer to buy the thing at this point just to play the fun game buried under all this nonsense, but with a $99.99 price tag for gems alone, I’m scared to think what Rovio thinks GO! is actually worth.

As I said, a review should only ever reference a game’s price if it effects gameplay, and GO!‘s shameless money mongering does exactly that. Players have the option of waiting out recharge phases and grinding for coins, but after a thousand years, they’ll probably barely have scratched the surface of what GO! has to offer. Admittedly, there is the option to buy GO! Telepods, which are toys of the racers that can be scanned and transferred into the game itself (which is cool), but with over ten figures at $4.99 each, it’s still a sizable amount of money to spend (and I’m being generous with the pricing for those, as there are different sets to buy and the question of availability).

It’s just a mess and a disappointment. I enjoyed every minute of the gameplay and was ready to lavish GO! with praise, but I honestly can’t justify doing that when Rovio has so shamelessly targeted players’ wallets. Download it and play what you can when you can, but I must compel anyone reading this to refrain from investing real money into GO! Apparently, players across iOS and Android have been slamming the game for its microtransactions, so hopefully it will compel Rovio to do some kind of patch. Whatever happens, I just hope Rovio can atone for this blight in the long run.

Score: 6.0/10

+ Great gameplay and excellent graphics; Design takes queues from the Angry Birds games by revolving around physics-based racing; Transferring Telepod racing figures from real life into the game is a great concept; Game modes are varied and fun.

– Microtransactions are the equivalent of digital aggressive panhandling; Game design essentially forces player to invest real cash in order to proceed in a reasonable manner; Pricing makes the experience prohibitive, ruins the fun of the game-be sure to lock purchases for younger players!

Video Games and the Struggle for Respect

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I was wandering around IGN’s site the other day, when I happened upon the review of The Legend of Zelda: Twilight Princess. The Wii/GameCube classic had struck a chord with the reviewer, who awarded the game a 9.5 back in 2006. Re-reading the piece, though, I couldn’t help but notice how, in reference to Super Mario 64, the reviewer described the title as “then-groundbreaking”. Considering a limited number of people are even reading this seven year old review on a regular basis, much less commenting on it, I decided to shout in the wind a bit and wrote the following:

“Lol, this is an old review, but seriously, who refers to Super Mario 64 as ‘then-groundbreaking’? It was, is, and will always be groundbreaking. No one goes around saying that the Model T isn’t groundbreaking anymore because a focus is so much more technologically advanced. Videogame journalists have no clue how to appreciate this medium’s history.”

Innocuous enough, I thought, but surprisingly, I was met with someone who didn’t appreciate my observation (who trolls the comments of a seven year old review?!). Their response to mine was:

“Why are you making such a big deal out of nothing? ‘then-groundbreaking’ is just as big of an impact as “groundbreaking”.

I swear it’s like you people are seeking things to argue about on purpose.”

Anyone who writes on a message board or in a comments section knows well enough that consensus isn’t normally common, so I wasn’t shocked to see dissent. I personally felt that adding the word “then” as the reviewer did suggested a diminished respect for Super Mario 64. As though a caveat was needed to help assert to the reader that the writer acknowledged Mario 64 as important, but that in hindsight it was perhaps not as impressive anymore. Maybe I was being picky, maybe not. What I cared most about in this particular instance was how the other commenter said I was “making such a big deal out of nothing”.

Nothing? I suppose it was, in the grander scheme of things, but as I sat and formulated my response, the words vexed me. Video games are something to me. They’re something to a lot of people, frankly. Who is this person to declare that I should or shouldn’t care about Mario 64 getting dissed, whether it was a month ago or a seven years? I can concede that it wasn’t the most horrible sleight, but I thought it was worth pointing out to people. Mario 64 isn’t going to stop being the landmark it was just because another game has come along and outdone it. That’s not the point.

The point is that video games are both pieces of entertainment and art. Period. I don’t care what the deceased or the vividly alive have to say about it. Video games touch people in as powerful a way as literature, cinema, or television. Anyone playing through The Walking Dead game by Telltale had as much of an emotional response to its events and ending as they would reading the comic book series. When I read comments like those from the IGN reviewer, it bothers me, because he and everyone else calling themselves video games journalists have a responsibility to maintain the legacy of the milestone games that came before.

There’s a reason that when a mass shooting happens, people like Vice President Biden can get in front of a camera and call out our video games as negative influences; the industry’s own developers and reporters don’t even know how to properly respect and defend them. Sure, they’re quick to point out the first amendment when defending video games, but that’s only half the story. Where were the complaints about violent television shows like Criminals Minds when Sandy Hook happened? Where were the protests against Ryan Gosling crushing a man’s head into bloody pieces in Drive after the Aurora shooting? Heck, half the cable shows that people worship these days are tantamount to softcore porn with a plot. Yet, video games are the bad guy. Video games are the root of all evil.

It’s a joke. A farce. I will freely and enthusiastically talk about how the obsession with violence in video games. As poignant as titles like The Last of Us and BioShock: Infinite are, there’s an unhealthy fixation on wielding guns and blowing heads off in this industry. Don’t even get me started on the lack of and, when they’re present, objectification of women. None of that, however, is justification to treat video games as a second-class form of art and entertainment.

So no, faceless IGN commentator, saying Mario 64 was “then-groundbreaking” isn’t “nothing”, it’s insulting. I write here and on Nintendojo because I love video games and the unique experiences they bring to people around the world. I’ve flown across the sky, saved kingdoms, staved off death, cooked, cleaned, and raced my heart out in over twenty years of video game playing. If I want to call for more thought and accountability from the representatives of the video game community, I think I have every right to do so; they’re all there is to defend us, the players. It might seem like I’m taking this pastime a little too seriously, but tell that to television, cinema, and literary historians and critics. Go tell a professor of art history that cave paintings were “then-groundbreaking” and see how they react. Video games are here to stay, and I’m always going to do the best I can to show them the respect that they deserve.

Bomberman Turns 30

Bomberman 30th

With all the fuss over Capcom’s lackluster celebration of Mega Man’s 25th anniversary, another important milestone is being lost in the shuffle; Bomberman has officially hit 30. While never as much of a heavy-hitter as Super Mario or the old Blue Bomber himself, Bomberman was still a force to be reckoned with in his own right. Predating Call of Duty or even Goldeneye by quite a stretch, Bomberman was the king of multiplayer in its heyday. While Bomberman games have run the gamut of genres over the years, the series is best known for its frenzied and fun death matches. With a very respectable and memorable collection of titles under his belt, Bomberman deserves acknowledgment on this, the pink pugilist’s (hey, it’s the best I could come up with) anniversary.

Part of the reason that poor Bomberman is slipping under the radar right now is because his parent company, Hudson Soft, no longer exists. The company went under in March 2012 and had its assets (including the company name) bought up by Konami. Bomberman himself was the brainchild of Hudson designer Shinichi Nakamoto, who created the character and game for the popular MSX computer platform in Japan (ironically, the birthplace of Konami’s own Metal Gear Solid series). When Bomberman came to Nintendo’s Famicom and NES, though, it became a huge hit. It’s rumored that Nakamoto ported the MSX version of Bomberman to NES over a three day period of non-stop programming!

Anyone who has spent a fair amount of time with a game that features a competitive multiplayer mode knows just how fun and addicting it can be to play against real people and not computer controlled bots. It’s exactly that sort of appeal that made Bomberman such a sensation. Friends would get together with the help of a Multitap (remember those?) and slug it out, hurling bombs at one another to try and be the last person standing. While perhaps not a direct inspiration for today’s juggernaut multiplayer series like Halo, there’s no denying that Bomberman helped demonstrate how social an experience video games could be, if handled right.

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I’m a bit of an oddball myself, though, because I got the most fun from playing Bomberman’s single-player adventures! Games like Bomberman 64 and Bomberman Hero were some of my favorites growing up, and made me like Bomberman as a character. Bomberman Hero, in particular, stood out to me because of its excellent soundtrack. He’s certainly been in some suspect titles over the years, but Bomberman games always did their best to be fun. Just be sure to stay away from XBox 360’s horrendous Bomberman Act Zero. Seriously, Bomberman as a mindless space marine is next-level bad.

Anyone wanting to relive Bomberman’s glory days will be happy to know that Wii’s Virtual Console service continues to offer a healthy variety of his games across multiple systems. Konami hasn’t been doing much with the license recently, but that doesn’t mean we can’t have fun with all the great titles still available to us. So celebrate Bomberman with the most fitting tribute of all; lob bombs at your buddies! (No, don’t actually do that, silly, I’m talking about in a game!).

I’ll leave you with a link to the awesome soundtrack from Bomberman Hero; happy anniversary, Bomberman!

Bomberman Hero Soundtrack

Toy Box 11-Street Fighter 25th Anniversary Ryu Statue

Released: 2013 | Maker: Capcom

In celebration of Street Fighter’s 25th Anniversary, Capcom released an amazing box set that included this intricate, high quality statue of series stalwart Ryu! The World Warrior measures about eight inches in height and comes with has a light-up base. Mid-Shoryuken, Ryu looks like he was ripped straight out of a game.

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Just as a side note for you Christmas shoppers, I’m going to add this to my 2013 Holiday Buyer’s Guide, but if you head to Capcom’s website, they’re selling the entire 25th Anniversary set for $50! That is a STEAL. Till next time, readers.

Remembering PlayStation Portable

When I turned 21, one of my uncles gave me an iPod in celebration. It was a great gift, but I didn’t have a computer with the internet, so I wasn’t going to be able to get much use out of it. There was, however, Sony’s handheld console called the PlayStation Portable. It was one of the coolest things I’d ever seen. Sleek, black, and with a gigantic screen, its games were almost console quality and it could even play music and movies. I exchanged the iPod for the PSP and officially was the owner of my first Sony system.

It didn’t take long for me to fall in love with the system. Sure, the battery life wasn’t great, and it didn’t have as many good games available as my DS, but what it did have was more than enough to tide over most players. I quickly built up my collection and found myself spending hours playing games like Hammerin’ Hero, Final Fantasy Tactics, and many more. PSP remains one of my favorite birthday gifts of all time!

The PSP was, for all intents and purposes, supposed to be a Nintendo DS killer. It was more powerful and could do a host of things that the DS (at the time) was incapable of. Sadly, Nintendo’s handheld was just so innovative and fun that the PSP never stood a chance even with all its extra bells and whistles, but for those in the know, it was a competent handheld that delivered more than a few wonderful gaming experiences. Like the Game Gear before it, PSP might not have set the industry ablaze, but its legacy is impressive and won’t soon be forgotten. So don’t just shake your head in sadness at the pitiful selection of PSP titles collecting dust in GameStops across the country; here are five great PSP games to track down and play, instead:

5) Jeanne d’Arc (2007)

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Who’d have thought that Joan of Arc would make for a compelling video game? A strategy RPG, Jeanne d’Arc was a great game, with tight controls, interesting play mechanics that encouraged exploiting enemy weak points, and wonderful cutscenes. Level-5 really hit this one out of the park and it will keep you entertained for hours.

4) Mega Man Maverick Hunter X (2006)

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SNES’s Mega Man X remains a fan favorite to this day, so imagine how happy fans were when PSP got an augmented version of the game. While the gameplay is largely the same, Maverick Hunter X features 3D rendered graphics and a remixed soundtrack. Nothing beats the original, but this is still a strong re-imagining that looks and plays great on PSP. Keep your eyes peeled for Mega Man Powered Up, too; it’s a remake of the first Mega Man game and is equally engaging.

3) Crisis Core: Final Fantasy VII (2008)

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Fans are still waiting for a proper remake of Final Fantasy VII, but for those wanting a return trip to Midgar, look no further than this excellent prequel to that legendary game. Crisis Core tells the tale of Cloud’s friend Zach and his exploits with SOLDIER and Shinra. Gameplay is more akin to the combat in Kingdom Hearts, which is a good fit for the action-packed story. Stunning graphics abound in this exploration of Zach and Sepharoth’s pasts and is worth a playthrough simply to learn more about the two characters.

2) Lumines (2005)

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Not all launch titles age so gracefully, but Lumines is as addictive today as it was eight years ago. It’s easy to label Lumines as a falling block puzzle game, but it’s so much more than that. With a thumping, varied soundtrack, Lumines tasks players with rotating two-by-two cubes of colored blocks to form sets of four matching colors. Make massive score chains and listen as every movement you make adds chimes and tones to the music in the background. The only puzzle game I’ve ever enjoyed as much as Tetris, Lumines is a must-have game for any PSP owner.

1) Metal Gear Solid: Peace Walker (2010)

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It’s hard to believe that Peace Walker is a portable game, given its incredible wealth of content and impeccable production values. Originally envisioned as Metal Gear Solid 5, Peace Walker might have been stripped of the title, but it’s every bit as ambitious as any of the numbered installments in the series. Centered around Big Boss, the game follows the events of Metal Gear Solid 3 and chronicles the rise of Outer Heaven. The wonderful gameplay, beautiful graphics, hand drawn cinema scenes, and spot-on voice acting (especially David Hayter) make this the pinnacle experience on PSP.

REVIEW-Super Mario 3D World

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Super Mario 3D World is why people play video games. The high quality of its gameplay, visuals, level design, and music all coalesce to form one of the most compelling experiences on any platform. Though perhaps not as grandiose as the Super Mario Galaxy games, what 3D World lacks in comparative spectacle it more than makes up for in terms of sheer ambition, craftsmanship, and opulence. It’s ironic that as Sony and Microsoft are in the midst of what pundits are calling the true start of the next generation of video games, Nintendo has produced a marquee experiences within days of its so-called inception. 3D World boldly reasserts why Nintendo is and will always be the undisputed leader and visionary of the video game industry.

3D World will be most immediately familiar to those who played 3DS’s Super Mario 3D Land. The basic control scheme of that game has been faithfully carried over to 3D World and represents what is the pinnacle of three-dimensional movement in a Super Mario title. While some might prefer applying pressure on the analogue stick to initiate running, the use of a button prompt, instead, is equally intuitive, particularly as it plays to the gaming instincts fostered by the 2D Mario games. Controlling and manipulating Mario is like an extension of the player’s body, an extrapolation of one’s natural tendencies brought to life through the controller. Taking a cue from Super Mario Bros. 23D World offers players four characters to choose from (including a fifth, secret character later on), all possessing different attributes that will challenge skilled players and assist newer ones. Having trouble making tricky jumps? Take Peach for a spin, as she can briefly hover in mid-air. Want to blaze through levels and set faster completion times? Toad is perfect for that, as he’s the speediest character in the group. These accommodations are an ingenious way of making 3D World more inclusive while also offering a lovely bit of fan service.

One of the first things players will notice is the game’s interactive, three-dimensional overworld. While 3D World is still broken into the traditional worlds and stages of previous games, the player navigates the map in a way similar to how they would during gameplay. Mario’s moves are limited to running and jumping in this environment, which focuses the player to poke around and find secret paths and items. Series fans will be happy to know that the slot machine fromSuper Mario Bros. 2 makes a return, as do the presence of baddies on the overworld map like in Super Mario Bros. 3. The enemies were especially fun to see, as some of the encounters played out like mini-boss battles. While nothing beats a true overworld environment to explore between levels, 3D World‘s compromise is much better than a static map. Also, while each world is depicted with a theme on the map, the stages within don’t conform to them. For example, World 2 looks like a desert, but it has only a couple of stages that actually feature sandy dunes. This does a wonderful job of keeping every stage feeling fresh and frees the developers of any sort of design restrictions. I was pleased to see Nintendo maintain this approach to the stages, as it’s become something of a mainstay in the last few 3D Mario titles.

It’s the level designs where Nintendo’s ingenuity shines brightest. Each level has a goal flag and three hidden green stars to discover (stamps are also hidden about, though not in every stage), but that’s just about the only similarities any of them share. Nearly every stage has a unique hook that rarely, if ever, pops up again for the duration of the game. Chasing a running goal flag, a train made of gold and packed with coins, giant, flipping, smiling blocks floating in lava, and ascending an enormous ninja tower are just a handful of ideas that found their way into 3D World and will have players grinning from ear to ear. Fans who were thrilled when Super Mario Galaxy brought back the infamous airships of Super Mario Bros. 3 will be happy to know that 3D World marks the return of Bowser’s tank processions. These and the similar train levels are wonderful gauntlets that autoscroll forward and truly test players’ skills. There are a handful of levels that require the use of the GamePad, including the Captain Toad stages. Players must guide Captain Toad across a small environment to collect green stars without the ability to jump. These stages offer a break from the traditional Mario platforming and provide some wonderful brainteasers. The overall difficulty of the game is perfectly balanced, with the easier stages found in the first half and the more challenging ones coming in the second. Even the most seasoned of Mario players will enjoy themselves at the beginning of the game, as the green stars and stamps can be devilishly tucked away, which makes finding a test of both skill and observation.

Also further balancing the game’s difficulty are the numerous items and power-ups available throughout 3D World. The Super Bell bestows the Cat Suit, which is surprisingly fun to use. In cat mode, characters are faster and can take swipes at enemies, scramble up walls and polls, and execute a powerful diving slash in midair. It’s an excellent addition to Mario’s wardrobe that I hope makes its way into future installments. The Double Cherry creates an exact duplicate of whichever character touches it, and can produce up to five of these clones at once. Controlling the multiple doppelgängers is chaotic yet fun, with the game often requiring the player to keep a particular number alive in order to solve certain puzzles. While not an item, boost pads, which function much like those on the tracks in the Mario Kart games, send the player rocketing forward and provide an altogether different play mechanic than I’ve ever experienced in a 3D Mario game. Returning favorites include the Tanooki Leaf, Boomerang Flower, Fire Flower, Giant Mushroom, and the Invincibility Super Leaf for those who find themselves in a real jam. The auxiliary items introduced in New Super Mario Bros. Wii (like the Propeller Block) have found their way back, too, and there are a couple new ones to play around with: the Cannon Block and Light Block. The Light Block is especially satisfying, as players now finally have a weapon to use against Boos other than a Super Star!

There’s only one aspect of the game that I found lacking, and it was the boss fights. There are a few that stand out, including chasing Bowser down an endless highway while kicking explosive soccer balls at his enormous purple car and Motley Boss Blob who lumbers across the screen and butt pounds like a giant maniac. It’s not that the boss fights aren’t fun (there wasn’t one that I didn’t enjoy), I just found many of the encounters to be fairly mundane compared to the intense creativity of the levels themselves. There was no real standout battle where I found myself staring at the screen in awe, like when fighting Megaleg or Eely-Mouth in previous Mario games. I did, however, appreciate the impromptu boss fights that would pop up on the overworld map after beating a world boss. After a handful of boss battles, there’s a second, follow-up stage with yet another. Combined with the mini-boss battles on the overworld I mentioned earlier, these additions really helped make up for some of the boss fights being overly rote. 3D World has no qualms showing off in every other aspect of its gameplay, so it was disappointing that Nintendo chose to show restraint in this one regard.

The score of 3D World is top notch. Filled with original pieces and remixes and reinterpretations of classic tracks, 3D World spoils the player with a wealth of wonderful, catchy songs. The theme of the ghost levels is a notable triumph, with a suitably morose sound that’s hauntingly elegant. Fans of the Mario Kart series will be very happy with the inclusion of the Mario Circuit track music from Super Mario Kart, which is used for a very special stage in the game. There is also a cameo appearance from one of Nintendo’s other franchises that comes with a hilarious, techno remix that I never thought I’d hear in my life. The music is orchestrated for the most part, but even the stages that aren’t feature excellent sound quality. While many are quick to note Nintendo’s consistently strong game designs (as they should!), the endlessly memorable tunes the company produces for the Mario games alone are a feat unto themselves.

I was pleasantly surprised by the integration of multiplayer in 3D World. It’s a first for the 3D Mario titles, and is every bit as functional and fun as it is in the New Super Mario Bros. games. The key difference here is the addition of a ranking system that crowns (literally) the top scorer in a given stage. The crown remains on the leader’s head going into the next stage, where, if the player with the crown is hit by an enemy, the crown will fall off and anyone can snag it. Whoever gets to the end of the stage with the crown receives an additional 5,000 points tacked onto their overall score, making mad dashes for the headgear a common occurrence during multiplayer. It’s a fun feature, particularly if the players involved are of an equal skill level. In terms of online multiplayer offerings, 3D World keeps track of your best times in single player mode, where the data is saved and sent to other players through Miiverse. The computer then sends ghost Miis into completed stages as a challenge to beat their completion times! I found myself becoming hooked on seeing which ghost would appear and trying to be first to the goal pole. The Miis are selected at random, so there’s an endless supply of competitors to take on!

With roughly 30-35 hours of gameplay, there’s a lot to experience and love in 3D World. It’s fun, it’s gorgeous, and easily one of the best games on the stands. Mario’s longevity puts Lazarus to shame, as the plumber’s latest game is as fresh and timeless as any of the classics before it. I haven’t even touched on everything the game has to offer! Year of Luigi references, Luigi Bros., Plessie, Bullies, Kuribo’s Ice Skate, the return of Chargin’ Chuck, and a smorgasbord of other things that a review just can’t do justice to. There are Super Mario World Goombas in the game, for crying out loud! There’s only one, last bit of praise I can offer the game that fans of Super Mario Galaxy 2 will appreciate: Grand Master Galaxy officially has competition. Go buy the game, folks. It’s a masterpiece.

Score: 9.8/10

+ Lush, vibrant graphics; Excellent level design; Fun, memorable soundtrack; Tons of content; Multiplayer perfectly implemented; Packed with secrets; Great challenge.

– Some boss battles are underwhelming. Yeah, that’s about it. Go play this game.

REVIEW-The Legend of Zelda: A Link Between Worlds

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Staying relevant isn’t anywhere near as tricky as staying fresh. Video games, perhaps, have the hardest time of it, as so many franchises lose their way or get traded off to less skillful developers who have trouble maintaining the level of quality fans have come to expect. With the Legend of Zelda: A Link Between Worlds, Nintendo has managed to both honor a highpoint of the storied series while simultaneously moving it forward. By embracing the core concepts that have made the franchise enduring and eschewing some of its more formulaic elements, Between Worlds has secured a spot amongst the top Zelda games of all time.

As a sequel to The Legend of Zelda: A Link to the Past, Between Worlds largely succeeds at replicating the look and feel of the SNES classic. Like that seminal work, gameplay takes place from a top-down perspective, though in this instance, everything is fully-rendered in 3D. It’s a brilliant way of visually tying Between Worlds with the original aesthetics of the Zelda series without sacrificing the graphical fidelity that players have become accustomed to. While I would have equally enjoyed a true, 16-bit visual style, Between Worlds has its own charm that suits the intent of this game perfectly.

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The overworld is essentially the same as the one in A Link to the Past, but has been heavily modified to optimize exploration. Some of the geography has been reworked to make getting from point A to B much easier, and the quick travel waypoints are perfectly spaced out. Whether by foot or air, Link is able to travel with ease. Hyrule has never looked prettier, too, with the terrain and towns more detailed and polished than ever before. Everything in the game looks beautiful, especially the stunning water effects on display in the overworld and in dungeons. I was shocked how Nintendo was able to adhere to the basic visual tenets of an overhead Zelda game while still making Between Worlds look like a contemporary title. The lighting effects alone put many other games to shame! For those rocking 2DSs, rest assured that Between Worlds looks great in both 2D and 3D. Some of the graphical effects do have more impact in 3D, but nothing that will negatively impact gameplay. You’ll be happily staring at the screen no matter which system you own.

The premise of Between Worlds is one of the most engrossing that a Zelda game has had in some time. Hyrule has been besieged by a madman named Yuga who is running around turning people into paintings. In trying to stop Yuga, Link learns of a dark and distorted version of Hyrule called Lorule, which is ruled over by Princess Hilda. Link must fight to save both worlds by uniting the seven sages and putting an end to Yuga’s plans. I was pleased with the narrative, as it played with the idea of the Light and Dark Worlds of A Link to Past, yet forged its own identity by not directly copying the dynamic between the two. Lorule is crumbling to pieces and its denizens are very reflective of the chaos that surrounds them. While not as poignant as The Legend of Zelda: Majora’s Mask‘s dystopian tale of Termina, Between Worlds looks at the consequences that brash decisions can make, while also showing how that adversity can both positively and negatively change people. There’s a twist in the plot that I actually didn’t see coming, by the way, followed by another that just had me grinning like a fool. Fans will be very pleased with the story that Between Worlds has to tell.

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Much has been made of Link’s ability to turn into a living painting, and with good reason; it’s very clever. From the beginning, Link is given an item that allows him to merge with walls and become a flat caricature of himself. In this form, Link is able to travel between Hyrule and Lorule through transdimensional fissures. It’s an interesting play mechanic, as it benefits overworld and dungeon exploration. Link can align himself to different positions on walls in order to access seemingly unreachable spots. There were also many a puzzle where I found myself taking decidedly different approaches to solve than I was used to. Being able to merge with the walls came into play during boss fights, as well, which I found exceptionally well done. Watching a boss smash itself into a wall because it was trying to ram Link was just too satisfying and really encapsulated the innovative spirit of Between Worlds.

The other big change Between Worlds brings to the table is the ability tackle dungeons in any order. As opposed to the linear progression of most Zelda games for the past 15 years or so, Between Worlds gives players the freedom to decide how they want to proceed through the game. This lack of rigidity is made possible by a new approach to item dissemination. Rather than find a new item in every dungeon, nearly the entire inventory of tools and weapons Link can use are available almost immediately. There’s a catch though, in that Link can only rent the items, at first. The enigmatic Ravio, a purple-clad, bunny hooded merchant who provides Link with these items, charges a heavy price for each, with the stipulation that if he should fall in battle, anything being rented will come straight back and have to be paid for again.

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These changes are absolutely liberating in practice, as the whole of Hyrule and Lorule are at the player’s fingertips for the duration of the game. While it might seem counterintuitive to give the player so much power from the start, the checks and balances in place do wonders to keep the game from devolving into a trivial free-for-all. For one, progressing through the overworld is challenging even with all the items at a player’s disposal. The same goes for the puzzles in the dungeons; Between Worlds is outright devious in how it challenges the player to think creatively with the tools in their possession. I found myself stumped more than once during the game, having to work out what I might have missed or if I was using the right or wrong items. The game also metes out certain upgrades and abilities the further the player progresses, which further prevents the player from blazing through the game without resistance.

Letting players decide how they want to work their way through Between Worlds incentivizes exploration, too. Being able to move freely on the map made me more inclined than ever to poke around every nook and path in Hyrule and Lorule to see what I’d find next. Though the game offers players guidance when they need it, for the most part, Between Worlds isn’t inclined to hold anyone’s hands. As a result, there’s much more cause to wander and explore because there’s no better way for the player to figure out where to go next. I can’t remember the last time Hyrule or any other Zelda overworld felt so inviting and mysterious. Here’s hoping that Nintendo is more cavalier about dungeon progression and world exploration in Zelda for Wii U!

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Sidequests aren’t in as much of an abundance this time around, though the quests that are present are very fun. One of the best is working to upgrade Link’s items, which is accomplished by seeking out and rescuing Mother Maimai’s 100 lost babies. The lost children are scattered across sections of Lorule  and Hyrule, and though not required to beat the game, offer the sort of reward I wish more Zelda games would include. There’s nothing quite as satisfying as amplifying Link’s arsenal, and the game doesn’t stop with the basic stuff, either; expect to comb dungeons for precious Master Ore to level up the Master Sword (which has a ridiculously cool effect on the blade that I won’t spoil here) and scour for other goodies to make Link himself more powerful. This sort of fan service has been lost since Majora’s Mask, and is another feature I hope makes its way into the next Zelda game.

Between Worlds is the latest landmark Zelda title and another excuse to buy a 3DS. The story is engaging, the graphics are wonderful, and the gameplay is rich and varied. I spent hours playing through the game’s story and am looking forward to completing Hero Mode with its higher difficulty (and a bit of bonus content that makes it worth the additional playthrough). I’ve sat and weighed the positives and negatives, and other than the sidequests being a bit on the skimpy side, I honestly can’t find anything wrong with the game worth mentioning; it’s as pure and powerful a video game experience as anyone could hope for. Between Worlds is an amazing title that Zelda fans won’t soon forget. Whether this is your first Zelda game or not, be sure to find the time to play it, and soon!

Score: 9.8/10

+ Excellent graphics; Classic combat is as fun and precise as ever; Clever puzzles; Wall merging; Non-linear dungeon progression; Wonderful story.

– Not many sidequests to engage in; The game eventually ends (lol).