Hit the mat, loose the match.
Part 1: The Flashback
You know that game? Y'know, the one you always used to rent, always wanted but never got? That game, for me, was Fighters Destiny. I don't think there was a game I rented more times than Fighters Destiny, it was, and still is, one of the most original fighting games I've ever played. Characters were, for the most part, fairly forgettable. I could only remember Ryuji, Ninja, Ushi the Cow, Master and the Joker, the last three only because of how tough it was to unlock them. On another note, I was hoping that buying this game used would come with the secret characters unlocked, but alas, it was not to be.
Unlocking characters was so tough! I only got to see Boro, Rob and, I think, Ushi one time. On yet another note, I just managed to unlock Ushi this morning which makes me feel all kinds of happy and fulfilled. I don't think I'll be unlocking the other characters however.
Part 2: Today
Well, it's certainly an old game. It's stiff, slow paced and somewhat clunky. But it's also really, really fun. Controls are simple: A is a high attack, B is a low attack, A+B is a grab, L dodges or sidesteps and R blocks and that's it, and that's all you'll need. Attack strings and movement isn't as smooth as we've grown accustomed now a days, but I think they aren't too bad and they sorta fit the game.
You see, this isn't your traditional fighting game with life bars, it's more of a sparring match competition. Once you deplete your opponent's life bar he doesn't just drop down, no, he gets dizzied, which makes him easier to put down or allow a free throw. For, you see, the point of a match is to earn points. Knock down your opponent? Three points. Throw him down? 2 points. Make him drop out of the ring? 1 point, etc etc. How much points anything is worth can be changed at will, as well as how many points players need to earn in order to win. There's also a time limit, and if neither player felled each other, the 'judge' will grant 1 point to whoever did better. This is what makes the game so unique and so much fun, something you can't find on any other fighting game.
The game features 8 base characters as well as about 5 secret characters. Unlockable characters are... well, they are rather tough to unlock, so good luck. Every character has a small, but unique, moveset and you can expand it by playing Master Mode and beating the Arcade Ladder.
There's a neat amount of modes, besides your Arcade, VS and Practice mode, there's also Record Mode, which has Survival, self explanatory, Fastest(Time Attack against the secret characters) and Rodeo, in which you must last as long as you can against the never-tiring Ushi the Cow, last more than a minute without knocking him down(Or getting downed yourself!) and you can unlock him... provided you've beaten the game with Abdul already.
I'm happy to report that Fighters Destiny does hold up, albeit entirely on the merit of its originality. It's not the N64's answer to Tekken or Virtua Fighter, both franchises blew it out of the water(Tekken 3 was out one year earlier!!), but what it does it does quite well.
8.0 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Tuesday, September 25, 2018
Review #583: Nintendo 64 Memories: Chameleon Twist
Slimy tongue action.
Part 1: The Flashback
Ah, Chameleon Twist, one of the first N64 games I purchased. I hadn't even rented it first, but I liked the cover and that was enough for young lil me. I LOVED this game, with capital letters. I used to play as Fred, every day, every time.
I had completely forgotten about the VS Battle Mode, but as soon as I entered the stage select and then all the memories came flooding in: I actually played the VS mode, and I actually enjoyed it. I don't remember against who I played it, however.
Part 2: Today
It's bad. I can applaud the game for its creativity with the mechanics, using the tongue is great fun, it's just so enjoyable twirling and twisting it around in order to eat every you can. And those that avoided your tongue can simply be done with by shooting the aforementioned eaten enemies.
You also get to use your tongue in order to vault or make your way to a pole over a pit, as a matter of fact, once your tongue snaps to a pole, your character will fly directly towards the pole, following whatever twisted form you shot your tongue in, but at any time you can press the A button to spin around it... something you can only do once and your chameleon will instantly let go after you let go of the A button or you complete a 360 spin. This could've lent itself to some fun platforming, and it was fun when I was a kid, but stage 5, Kid's Land, is a perfect example of how wonky it can be. Being limited to a single spin sucks, and you have get the right length of distance between yourself and the pole in order to perform the necessary spins onto moving platforms. Great on paper, annoying in practice. I think more freedom, like being able to continue your way towards the pole after spinning or being allowed multiple spins, could've helped alleviate it.
There's a bunch of collectible crowns peppered throughout all six stages, but they do pretty much nothing, albeit if you collect 50 of them you can enter a bonus billiards game on stage 6. There're only six stages, you only need to play 3 of them and you can finish all six stages in little more than an hour.
Still, the game's biggest issue is the camera. There are two modes: Static and Dynamic, both suck. Static has horrible angles, and pressing the C buttons moves the camera but on the same fixed angle, which won't help you any, while Dynamic moves all over the place and can be a chore to get it to move how you want it to when you need it most. The camera kills most of the enjoyment you can get out of the game. Thank god for infinite lives.
Despite how much I lambasted the game... I think it's still worth a look, if only because of how original it is. Your mileage may vary on how fun the mechanics are, but I think anyone would get a kick out of fooling around with your Chameleon's tongue. At least for a couple of minutes.
4.5 out of 10
Part 1: The Flashback
Ah, Chameleon Twist, one of the first N64 games I purchased. I hadn't even rented it first, but I liked the cover and that was enough for young lil me. I LOVED this game, with capital letters. I used to play as Fred, every day, every time.
I had completely forgotten about the VS Battle Mode, but as soon as I entered the stage select and then all the memories came flooding in: I actually played the VS mode, and I actually enjoyed it. I don't remember against who I played it, however.
Part 2: Today
It's bad. I can applaud the game for its creativity with the mechanics, using the tongue is great fun, it's just so enjoyable twirling and twisting it around in order to eat every you can. And those that avoided your tongue can simply be done with by shooting the aforementioned eaten enemies.
You also get to use your tongue in order to vault or make your way to a pole over a pit, as a matter of fact, once your tongue snaps to a pole, your character will fly directly towards the pole, following whatever twisted form you shot your tongue in, but at any time you can press the A button to spin around it... something you can only do once and your chameleon will instantly let go after you let go of the A button or you complete a 360 spin. This could've lent itself to some fun platforming, and it was fun when I was a kid, but stage 5, Kid's Land, is a perfect example of how wonky it can be. Being limited to a single spin sucks, and you have get the right length of distance between yourself and the pole in order to perform the necessary spins onto moving platforms. Great on paper, annoying in practice. I think more freedom, like being able to continue your way towards the pole after spinning or being allowed multiple spins, could've helped alleviate it.
There's a bunch of collectible crowns peppered throughout all six stages, but they do pretty much nothing, albeit if you collect 50 of them you can enter a bonus billiards game on stage 6. There're only six stages, you only need to play 3 of them and you can finish all six stages in little more than an hour.
Still, the game's biggest issue is the camera. There are two modes: Static and Dynamic, both suck. Static has horrible angles, and pressing the C buttons moves the camera but on the same fixed angle, which won't help you any, while Dynamic moves all over the place and can be a chore to get it to move how you want it to when you need it most. The camera kills most of the enjoyment you can get out of the game. Thank god for infinite lives.
Despite how much I lambasted the game... I think it's still worth a look, if only because of how original it is. Your mileage may vary on how fun the mechanics are, but I think anyone would get a kick out of fooling around with your Chameleon's tongue. At least for a couple of minutes.
4.5 out of 10
Review #582: Klonoa - Door to Phantomile
A $150 classic.
Klonoa on the PS1 is more than just a 2.5D platform game, it's an investment. Having become a bit of a rarity nowadays, Klonoa commands a hefty price, and, as luck would have it, it just might be one of Playstation's best platforming games.
As with other, future Klonoa games, the story is a bit hard to decipher, but it amounts to Klonoa and Huepow, a round, sprite-like entity that inhabits Klonoa's wind ring, are the best of friends and on a day like any other come to find out about Glahdius and Joka, two miscreants up to no good. Klonoa is a good pupper-thing, so of course he jumps at the opportunity to stop them. The story will take them through 6 worlds, 2 stages each, as they go through the various lands of Phantomile. Something I did not see coming was the game's tone, it's not as whimsical and quirky as Klonoa 2, but rather, bittersweet, with a plot that isn't afraid to delve into some rather depressing themes. I think this is the first time I can say that I enjoyed the plot of a Klonoa game.
By now you know the drill, Klonoa is a simple game with two basic mechanics: Jumping and Capturing. With one button Klonoa jumps and with the other one he shoots a wind bullet a few meters in front of him, any enemy that gets hit by it gets captured by Klonoa, who can then use it as a platform to perform a second jump upon or as a projectile. The entire game is built upon using both mechanics in increasingly more complex situations, just as jumping from enemy to enemy or figuring out how to use enemies in order to reach a certain part of the level.
The game's puzzles are never as complex as they would get in future installments, but I can appreciate the simplicity. While Klonoa can take 6 hits in this game, as opposed to 3, this game definitely felt more challenging than Klonoa 2 or Klonoa Advance 1. I think that while the other games tried to come up with more interesting puzzles, this one was content with putting your platforming skills to the test, so it's not as much about figuring puzzles, but rather, having to overcome platforming sections with challenges that can kill you if you don't have the ability or reflexes needed.
Klonoa isn't worth the $150(And upwards!) price it commands nowadays, but then again, which game does? Despite that, and sadly, Klonoa- Door to Phantomile is a fantastic game filled with charm and fun gameplay. If you ask me, I think Klonoa 2 is a teeny, tiny bit better and cheaper, so it's a better alternative, but it's not like it's a complete substitute, as both games have slightly different flavors. The game is a bit short, probably around 4-5 hours long if you try to collect everything and unlock the bonus stage, so you might want to think twice about taking the plunge with this one, even if the game is oozing quality.
9.0 out of 10
Klonoa on the PS1 is more than just a 2.5D platform game, it's an investment. Having become a bit of a rarity nowadays, Klonoa commands a hefty price, and, as luck would have it, it just might be one of Playstation's best platforming games.
As with other, future Klonoa games, the story is a bit hard to decipher, but it amounts to Klonoa and Huepow, a round, sprite-like entity that inhabits Klonoa's wind ring, are the best of friends and on a day like any other come to find out about Glahdius and Joka, two miscreants up to no good. Klonoa is a good pupper-thing, so of course he jumps at the opportunity to stop them. The story will take them through 6 worlds, 2 stages each, as they go through the various lands of Phantomile. Something I did not see coming was the game's tone, it's not as whimsical and quirky as Klonoa 2, but rather, bittersweet, with a plot that isn't afraid to delve into some rather depressing themes. I think this is the first time I can say that I enjoyed the plot of a Klonoa game.
By now you know the drill, Klonoa is a simple game with two basic mechanics: Jumping and Capturing. With one button Klonoa jumps and with the other one he shoots a wind bullet a few meters in front of him, any enemy that gets hit by it gets captured by Klonoa, who can then use it as a platform to perform a second jump upon or as a projectile. The entire game is built upon using both mechanics in increasingly more complex situations, just as jumping from enemy to enemy or figuring out how to use enemies in order to reach a certain part of the level.
The game's puzzles are never as complex as they would get in future installments, but I can appreciate the simplicity. While Klonoa can take 6 hits in this game, as opposed to 3, this game definitely felt more challenging than Klonoa 2 or Klonoa Advance 1. I think that while the other games tried to come up with more interesting puzzles, this one was content with putting your platforming skills to the test, so it's not as much about figuring puzzles, but rather, having to overcome platforming sections with challenges that can kill you if you don't have the ability or reflexes needed.
Klonoa isn't worth the $150(And upwards!) price it commands nowadays, but then again, which game does? Despite that, and sadly, Klonoa- Door to Phantomile is a fantastic game filled with charm and fun gameplay. If you ask me, I think Klonoa 2 is a teeny, tiny bit better and cheaper, so it's a better alternative, but it's not like it's a complete substitute, as both games have slightly different flavors. The game is a bit short, probably around 4-5 hours long if you try to collect everything and unlock the bonus stage, so you might want to think twice about taking the plunge with this one, even if the game is oozing quality.
9.0 out of 10
Sunday, September 23, 2018
Review #581: Klonoa 2 - Lunatea's Veil
Jump and grab.
Klonoa 2 is the cutest platformer you'll ever play. This is a 2-D platform game that keeps it simple and fun all the way through, which will test your proficiency with two things: Jumping and Grabbing.
The story is a nonsensical mess. Klonoa appears in a dream world, Lunatea, and gets assaulted by two mysterious characters, but as luck would have it, Lolo, a priestess, and her pet-friend aid Klonoa in defending himself, by restoring Klonoa's Wind Ring's powers. What follows... is a silly, nonsensical story about Klonoa and friends trying to ring some bells before the shadowy characters destroy Lunatea. Some people might read to much into the story and how it's supposed to be an allegory about Klonoa dealing with the first game's aftermath, but I think that's giving it too much credit. What I can say, however, is that the game is beautiful, and the world of Lunatea and its inhabitants are a colorful, creative and quirky bunch. It's a pleasure just to look at this game. That said, while they can be skipped, the game has too many cutscenes for what amounts to a very uninteresting story.
The game is entirely in 3-D, but you play on a 2-D plane, with the game being as simple as simple can be. One button jumps and the other one shoots the wind bullet a few steps in front of Klonoa. Any enemy hit by the wind bullet will get capture by Klonoa, and then he can use them as projectiles or as platforms to get a second jump from. The entirety of the game is based upon these two mechanics, with puzzles coming in the form of figuring out how to use enemies and their quirks. For instance, electric enemies can be used for a electrified dash upwards that breaks anything on top of Klonoa. Yellow enemies change color upon hitting other enemies, and you must figure out the correct order to hit enemies so that you get the correct color to break the right obstacle. It's delightfully simple, and the game makes excellent use of its mechanics, always having some new obstacle that requires a bit of thinking. Enemies respawn upon death, so you can't get stuck if you mess up.
Bosses are very interesting, as you need to figure out how to damage them. Each boss has two different phases to go through. Interestingly, after getting hit every enemy will enter a counterattack motion, but if you're savvy enough you can actually hit them out of it! Bosses were surprisingly fun to defeat thanks to that. Another thing the game gets props for is how well the difficulty was handled, early stages are fairly easy, but they get progressively tougher in a very linear fashion. The game also features a few snowboarding/waterboarding stages that I really didn't care too much about.
Klonoa 2 is a beautiful game that makes expert use of its two core mechanics. The puzzles and platforming challenges are different enough that they don't feel repetitive, and the game's short length may aid in that. Anyone that enjoys a good platform game will have a blast with Klonoa 2.
9.0 out of 10
Klonoa 2 is the cutest platformer you'll ever play. This is a 2-D platform game that keeps it simple and fun all the way through, which will test your proficiency with two things: Jumping and Grabbing.
The story is a nonsensical mess. Klonoa appears in a dream world, Lunatea, and gets assaulted by two mysterious characters, but as luck would have it, Lolo, a priestess, and her pet-friend aid Klonoa in defending himself, by restoring Klonoa's Wind Ring's powers. What follows... is a silly, nonsensical story about Klonoa and friends trying to ring some bells before the shadowy characters destroy Lunatea. Some people might read to much into the story and how it's supposed to be an allegory about Klonoa dealing with the first game's aftermath, but I think that's giving it too much credit. What I can say, however, is that the game is beautiful, and the world of Lunatea and its inhabitants are a colorful, creative and quirky bunch. It's a pleasure just to look at this game. That said, while they can be skipped, the game has too many cutscenes for what amounts to a very uninteresting story.
The game is entirely in 3-D, but you play on a 2-D plane, with the game being as simple as simple can be. One button jumps and the other one shoots the wind bullet a few steps in front of Klonoa. Any enemy hit by the wind bullet will get capture by Klonoa, and then he can use them as projectiles or as platforms to get a second jump from. The entirety of the game is based upon these two mechanics, with puzzles coming in the form of figuring out how to use enemies and their quirks. For instance, electric enemies can be used for a electrified dash upwards that breaks anything on top of Klonoa. Yellow enemies change color upon hitting other enemies, and you must figure out the correct order to hit enemies so that you get the correct color to break the right obstacle. It's delightfully simple, and the game makes excellent use of its mechanics, always having some new obstacle that requires a bit of thinking. Enemies respawn upon death, so you can't get stuck if you mess up.
Bosses are very interesting, as you need to figure out how to damage them. Each boss has two different phases to go through. Interestingly, after getting hit every enemy will enter a counterattack motion, but if you're savvy enough you can actually hit them out of it! Bosses were surprisingly fun to defeat thanks to that. Another thing the game gets props for is how well the difficulty was handled, early stages are fairly easy, but they get progressively tougher in a very linear fashion. The game also features a few snowboarding/waterboarding stages that I really didn't care too much about.
Klonoa 2 is a beautiful game that makes expert use of its two core mechanics. The puzzles and platforming challenges are different enough that they don't feel repetitive, and the game's short length may aid in that. Anyone that enjoys a good platform game will have a blast with Klonoa 2.
9.0 out of 10
Tuesday, September 18, 2018
Review #580: Die Hard Trilogy
Bad games... die hard.
What's better than one game? Three games. That was the mindset behind Die Hard Trilogy's weird conception. One game representing every movie, with a different genre each. While I can sorta see how the game could've been good at the time of its release, as someone with no nostalgia for it, nowadays it's less than acceptable.
The first game, Die Hard, is based on the first movie and is a third-person shooter in which you, as John McLane, must get to the top of the Nakatomi Building. The game is 19 stages long, with about 6 bonus stages, in which you must clear the entire floor of enemies before being allowed to proceed. You can also rescue hostages for bonus points or find weapons, with limited ammo, hidden throughout the various offices. The game is fairly easy to pick-up and play, and it can be sorta fun, at times.
Where does it go wrong? Controls are somewhat clunky, with side-stepping and side-rolling being too slow to be any useful. That said, you can use the mini-map to your advantage, and if you're planning on beating this mode you'll need to, in order to shoot at enemies from distances that go beyond their line of sight. Picking up items is sorta weird too, since first you have to walk over the container, upon doing so said container will break open and then you can pick up your bonus weapon. After clearing a room of enemies you have to find the elevator with the bomb in under 30 seconds, lest you have to redo the entire stage. Fun. I always managed to get in on time, but a few times I cut it dangerously close. The biggest issue, however, is how repetitive the game is, and to add to said repetition is the fact that the game reuses a lot of floors. It's a boring game that outgrows its welcome very early on.
Die Hard 2 is a first-person on-rails shooter, and is easily the most fun out of the 3. Environments offer a lot of interactivity, letting you kill innocents or destroy stuff just for kicks. The game is 7 stages long and, in my opinion, the stages went on for a little longer than I would've liked.
Die Hard with a Vengeance is a racing game, and it's the least fun of them all. In every stage, sans the bonus stages, you have to follow your compass in order to hit a bomb and prevent it from exploding. The vehicle controls like butt, so don't even think about it: Use the infinite lives cheat. Trust me. This game also suffers due to how repetitive it is. A few environments are recycled, and I was tired of the bonus round the third time I was forced to play it.
Die Hard Trilogy is underwhelming at best and dull at worst. There's not much else left for me to say about the game. Clunky gameplay throughout tied with a very repetitive nature that does it no favors. That said, there're some redeeming qualities with the second game that might entertain someone for a few minutes. If you didn't grow up with it, I'd suggest skipping it entirely.
3.0 out of 10
What's better than one game? Three games. That was the mindset behind Die Hard Trilogy's weird conception. One game representing every movie, with a different genre each. While I can sorta see how the game could've been good at the time of its release, as someone with no nostalgia for it, nowadays it's less than acceptable.
The first game, Die Hard, is based on the first movie and is a third-person shooter in which you, as John McLane, must get to the top of the Nakatomi Building. The game is 19 stages long, with about 6 bonus stages, in which you must clear the entire floor of enemies before being allowed to proceed. You can also rescue hostages for bonus points or find weapons, with limited ammo, hidden throughout the various offices. The game is fairly easy to pick-up and play, and it can be sorta fun, at times.
Where does it go wrong? Controls are somewhat clunky, with side-stepping and side-rolling being too slow to be any useful. That said, you can use the mini-map to your advantage, and if you're planning on beating this mode you'll need to, in order to shoot at enemies from distances that go beyond their line of sight. Picking up items is sorta weird too, since first you have to walk over the container, upon doing so said container will break open and then you can pick up your bonus weapon. After clearing a room of enemies you have to find the elevator with the bomb in under 30 seconds, lest you have to redo the entire stage. Fun. I always managed to get in on time, but a few times I cut it dangerously close. The biggest issue, however, is how repetitive the game is, and to add to said repetition is the fact that the game reuses a lot of floors. It's a boring game that outgrows its welcome very early on.
Die Hard 2 is a first-person on-rails shooter, and is easily the most fun out of the 3. Environments offer a lot of interactivity, letting you kill innocents or destroy stuff just for kicks. The game is 7 stages long and, in my opinion, the stages went on for a little longer than I would've liked.
Die Hard with a Vengeance is a racing game, and it's the least fun of them all. In every stage, sans the bonus stages, you have to follow your compass in order to hit a bomb and prevent it from exploding. The vehicle controls like butt, so don't even think about it: Use the infinite lives cheat. Trust me. This game also suffers due to how repetitive it is. A few environments are recycled, and I was tired of the bonus round the third time I was forced to play it.
Die Hard Trilogy is underwhelming at best and dull at worst. There's not much else left for me to say about the game. Clunky gameplay throughout tied with a very repetitive nature that does it no favors. That said, there're some redeeming qualities with the second game that might entertain someone for a few minutes. If you didn't grow up with it, I'd suggest skipping it entirely.
3.0 out of 10
Sunday, September 16, 2018
Mario Kart 1 through 8
Well, having played every Mario Kart, it was 'bout time to rank them.
8)
I'm always baffled by how people might prefer Super Mario Kart over the other, better, games. But I guess I can understand it, they grew up with it, I didn't. The CPU cheats by having access to items the player doesn't, the stages are as flat as the items laying on top of them and I hate having the screen perpetually divided with the map. Super Mario Kart is just no fun when you compare it with future games that would featured multi-layered tracks that just weren't possible on the SNES.
7)
Mario Kart Super Circuit was the first Mario Kart to feature retro tracks, and that was a great bonus for when you were done with the game for the first time. I didn't expect to like Super Circuit as much as I did when I first played it, but it suffers from the worst drawback that Super Mario Kart had: Flat stages. It's the hardware's fault, yes, but it does put it behind the games that were to come, games with much more interesting track designs.
6)
I came late to the party when it came to Mario Kart Double Dash, and that probably colored my impression negatively. The double-driver mechanic was a bit half-baked, but I really liked the concept behind characters having exclusive power-ups. I also felt disappointed with the track selection, since I had played most of them before via retro-tracks! That said, I guess it speaks to the game's quality how most of its stages have already been remade!
5)
Yes, Mario Kart 64 was my first experience with the series. And I found it boring to death! Seriously, I remember enjoy Diddy Kong Racing much, much more than this one. Luckily, my tastes grew up with me and I learned to enjoy Mario Kart 64, even if it took me a few years. All the tracks are very memorable, and I found the 2-D sprites on 3-D stages fairly charming. Plus, Wario's first playable appearance in the series!!
4)
Mario Kart 7 was a fun but somewhat disappointing entry into the series. Gliding and underwater racing felt so barebones, they removed bikes, the new tracks were a bit forgettable(But man, were the retro tracks fantastic picks!) and the character roster was weird, to say the least. Luckily, gameplay was pretty fun, and kart customization added a new layer of depth to the game. I can't forgive the lack of VS CPU random-racing though, something that killed my enjoyment of the game.
3)
Mario Kart Wii was phenomenal. The new tracks as well as the retro tracks were fantastic, the addition of bikes was fantastic and the character roster was massive(For its time). It had a lot of modes, and a surprising amount of stuff to unlock. Motion controls were optional, for the most part, and it introduced the ability to get a boost from a jump, which I believe added more interactivity, and fun, to the game. Proof of this being the fact that this feature made it over every other subsequent game.
I've fond memories of playing online, and having the option of taking another local player with you in online matches. Mario Kart Wii was a blast, through and through, and it's one of the best games in the series.
2)
For a long, loooooooooong while, Mario Kart DS has been my favorite entry in the franchise. It was the first game to have proper Retro tracks(Super Circuit only had the SNES tracks), and boy, was it a treat to tread on nostalgia like that! The gameplay was fast and frantic, the courses were brilliant(C'mon, Bowser's Ship stage is, probably, the best course in the entire series) and the character roster had a ton of interesting surprises, like Drybones and R.O.B. the robot!.
While Kart customization wasn't a thing, yet, the game had a ton of different vehicles, way more than Double Dash, and they were as creative as they were fun. The game was the first to have Online, even if it was full of cheaters, and you could draw your very own emblem, which was a fun diversion. Lastly, it's the only Mario Kart game with a 'Mission Mode', full of different objectives and what not. Mario Kart DS was the full package and then some.
1)
Mario Kart 8 Deluxe is brilliant. It has fantastic gameplay and a massive amount of content to go through. The new tracks are fantastic, and I never knew I wanted a racing crossover between Nintendo franchises until Link and the Inklings were brought in. I don't know when was the last time that the latest entry in a franchise was also the best, but dammit, does Mario Kart 8 deliver by building into what worked so well and adding a bunch of things that we didn't even know we wanted, like the Renegade Round-up mode or the crossovers with other Nintendo franchises.
8)
I'm always baffled by how people might prefer Super Mario Kart over the other, better, games. But I guess I can understand it, they grew up with it, I didn't. The CPU cheats by having access to items the player doesn't, the stages are as flat as the items laying on top of them and I hate having the screen perpetually divided with the map. Super Mario Kart is just no fun when you compare it with future games that would featured multi-layered tracks that just weren't possible on the SNES.
7)
Mario Kart Super Circuit was the first Mario Kart to feature retro tracks, and that was a great bonus for when you were done with the game for the first time. I didn't expect to like Super Circuit as much as I did when I first played it, but it suffers from the worst drawback that Super Mario Kart had: Flat stages. It's the hardware's fault, yes, but it does put it behind the games that were to come, games with much more interesting track designs.
6)
I came late to the party when it came to Mario Kart Double Dash, and that probably colored my impression negatively. The double-driver mechanic was a bit half-baked, but I really liked the concept behind characters having exclusive power-ups. I also felt disappointed with the track selection, since I had played most of them before via retro-tracks! That said, I guess it speaks to the game's quality how most of its stages have already been remade!
5)
Yes, Mario Kart 64 was my first experience with the series. And I found it boring to death! Seriously, I remember enjoy Diddy Kong Racing much, much more than this one. Luckily, my tastes grew up with me and I learned to enjoy Mario Kart 64, even if it took me a few years. All the tracks are very memorable, and I found the 2-D sprites on 3-D stages fairly charming. Plus, Wario's first playable appearance in the series!!
4)
Mario Kart 7 was a fun but somewhat disappointing entry into the series. Gliding and underwater racing felt so barebones, they removed bikes, the new tracks were a bit forgettable(But man, were the retro tracks fantastic picks!) and the character roster was weird, to say the least. Luckily, gameplay was pretty fun, and kart customization added a new layer of depth to the game. I can't forgive the lack of VS CPU random-racing though, something that killed my enjoyment of the game.
3)
Mario Kart Wii was phenomenal. The new tracks as well as the retro tracks were fantastic, the addition of bikes was fantastic and the character roster was massive(For its time). It had a lot of modes, and a surprising amount of stuff to unlock. Motion controls were optional, for the most part, and it introduced the ability to get a boost from a jump, which I believe added more interactivity, and fun, to the game. Proof of this being the fact that this feature made it over every other subsequent game.
I've fond memories of playing online, and having the option of taking another local player with you in online matches. Mario Kart Wii was a blast, through and through, and it's one of the best games in the series.
2)
For a long, loooooooooong while, Mario Kart DS has been my favorite entry in the franchise. It was the first game to have proper Retro tracks(Super Circuit only had the SNES tracks), and boy, was it a treat to tread on nostalgia like that! The gameplay was fast and frantic, the courses were brilliant(C'mon, Bowser's Ship stage is, probably, the best course in the entire series) and the character roster had a ton of interesting surprises, like Drybones and R.O.B. the robot!.
While Kart customization wasn't a thing, yet, the game had a ton of different vehicles, way more than Double Dash, and they were as creative as they were fun. The game was the first to have Online, even if it was full of cheaters, and you could draw your very own emblem, which was a fun diversion. Lastly, it's the only Mario Kart game with a 'Mission Mode', full of different objectives and what not. Mario Kart DS was the full package and then some.
1)
Mario Kart 8 Deluxe is brilliant. It has fantastic gameplay and a massive amount of content to go through. The new tracks are fantastic, and I never knew I wanted a racing crossover between Nintendo franchises until Link and the Inklings were brought in. I don't know when was the last time that the latest entry in a franchise was also the best, but dammit, does Mario Kart 8 deliver by building into what worked so well and adding a bunch of things that we didn't even know we wanted, like the Renegade Round-up mode or the crossovers with other Nintendo franchises.
Saturday, September 15, 2018
Review #579: Mario Kart 8 Deluxe
Easily comes in first across the finish line.
It's a weird occasion when the latest in a long-running series also manages to be the best. But Nintendo did it, Mario Kart 8 Deluxe is the best game in the franchise they have released yet, mixing fine-tuned mechanics with a meaty amount of content that makes other Mario Kart offerings seem paltry in comparison.
If you've ever played a Kart racer before you know what to expect: It's you against 11 other opponents on a track, and you can grab power-ups throughout the track in order to make your way to the first place. As per usual you get 50cc, 100cc, 150cc and Mirror Mode(A harder 150cc) which translates into how fast the vehicles will move and how challenging the CPU will be. But there's a new 200cc mode, which, in my opinion, is little more than a novelty, since karts move so fast it's almost unplayable. But, hey, it has its fans! The usual game modes also return: Grand Prix, in which you compete in 4-course competitions, Time Trials, in which you try for better times in a single track, VS race(Yes! VS CPU returns, so you can play random courses against CPUs) and Battle Mode. Battle Mode consists of different sub-modes: The usual balloon battle, in which you try to explode your enemies' balloons by hitting them with items, Coin Runners, in which you attempt to grab the most coins while under a time limit, Renegade Roundup, AKA cops and robbers, in which a team of cops tries to capture the other team(It's really fun!), Shine Thief, in which you try to hold on to the Shine for the most time, and Bobomb Blast, which is exactly what it sounds like. Lastly, every mode but Time Trial can be played with up to four players. Nifty!
By now, you're probably used to having 4 cups and 4 retro cups, for a total of 32 total courses. But Mario Kart 8 Deluxe includes all the DLC from the original release on the Wii-U, which adds 4 more cups for a total of 48 different courses. That's a massive amount of stages, but you also get a massive 42 character roster to pick from. And then there's the fact that you can customize your kart, or bike, with a ton of different bodies, tires and gliders. There's a ton of stuff to see and do in this game, so it should keep you busy for quite a while. That said, almost everything but a Metal Mario variant and most kart customization parts are unlocked from the get-go, which might disappoint a few people, albeit I'm sure I'm not the only one that found it boring to start from 50cc and work my way up.... that said, I'll admit that I went all the way up through 50cc in order to amass coins to unlock vehicle parts.
Now then, as for the tracks themselves, I'd say that pretty much every new original track is fantastic. Retro tracks however... weren't the greatest of picks. I think it's understandable, since Mario Kart 7 pretty much got the best retro tracks and there weren't as many good picks left. That said, it's not like the retro tracks are bad, far from it, and it's got a few great ones, like DS' Cheep Cheep beach. Plus, every single SNES/GBA rework is a 10 outta 10.
While Mario Kart has always flirted with crossovers, like featuring the Blue Falcon as a customization part, but 8 went full-in. Link, the Villager, Isabelle and the Inklings are playable characters, there are Zelda, Animal Crossing and Splatoon vehicle parts alongside tracks representing them. There're also one Excitebike track and two F-Zero tracks as well as the mandatory Blue Falcon vehicle part. I didn't know I wanted it, but it's about time Nintendo went the way of Smash Bros. with Mario Kart, bring in Kirby, Pokemon, what have you!
I went on and on with what's in the game, but not how it plays. Basically, it builds upon Mario Kart 7. Underwater racing is still a thing, albeit I think they did a better job this time around, with many tracks having two routes to pick from, gliding is back again, and there's more of it than before, so it doesn't feel as gimmicky. The new 'thing' is gravity-defying racing, every now and then you'll go over skyblue marks over the track, upon which you'll stick on the track, whether it twirls or twists. Honestly, they got gliding and underwater SO good in this game, since most of the time they amount to alternate routes, that the gravity thing felt fairly underwhelming. Most of the time you won't even realize that you are driving over other parts of the track, that said, this mechanic doesn't add or subtract from the game, it's just there.
The item selection is pretty similar to the one in Mario Kart 7, but they did away with the raccoon tail, which arguably sucked, and added a piranha plant, which is a less-sucky-but-still-sucky version of the tail and the Horn, a power up of massive destruction.... that can actually destroy the blue shell. As per usual, holding a drift for a while will reward you with a turbo, and in Mario Kart 8 it can go up to a third level. This version of Mario Kart introduces a few more optional tweaks for newbies, such as auto acceleration and an option that slows you that does it's best to keep you on-the-road. It's a good helper, and I actually used it to finish 200cc, but it prevents you from using shortcuts, so it's a good trade off so that you can't rely on it.
If there's one complaint I have with the game, and it's one that carries over from Mario Kart 7, is that there's no 'Retry' option. While this game doesn't feel as luck-based as previous Mario Kart games, it's still possible to have a bad-luck streak in which you get hit by everyone and their dogs, so the ability to retry a race mid-Grand Prix would've been a blessing. But there's not. If you get screwed out of first place, and thus out of the three-star ranking, you have to retry the entire Cup, which is a major downer. This was an option in some of the previous games, so it's baffling why they haven't addressed it yet. Mario Kart Super Circuit had a 3-retry limit, and it'd be a fair option.
Mario Kart 8 Deluxe is the perfect mix of quality and content, featuring the largest amount of tracks, characters and modes in a Mario Kart games, as well as some of the finest tuned mechanics the series has ever had. It also features tweaks so that even people that aren't very good at racers can have fun with it. If you ask me, this is the best mascot racer you can get.
9.5 out of 10
It's a weird occasion when the latest in a long-running series also manages to be the best. But Nintendo did it, Mario Kart 8 Deluxe is the best game in the franchise they have released yet, mixing fine-tuned mechanics with a meaty amount of content that makes other Mario Kart offerings seem paltry in comparison.
If you've ever played a Kart racer before you know what to expect: It's you against 11 other opponents on a track, and you can grab power-ups throughout the track in order to make your way to the first place. As per usual you get 50cc, 100cc, 150cc and Mirror Mode(A harder 150cc) which translates into how fast the vehicles will move and how challenging the CPU will be. But there's a new 200cc mode, which, in my opinion, is little more than a novelty, since karts move so fast it's almost unplayable. But, hey, it has its fans! The usual game modes also return: Grand Prix, in which you compete in 4-course competitions, Time Trials, in which you try for better times in a single track, VS race(Yes! VS CPU returns, so you can play random courses against CPUs) and Battle Mode. Battle Mode consists of different sub-modes: The usual balloon battle, in which you try to explode your enemies' balloons by hitting them with items, Coin Runners, in which you attempt to grab the most coins while under a time limit, Renegade Roundup, AKA cops and robbers, in which a team of cops tries to capture the other team(It's really fun!), Shine Thief, in which you try to hold on to the Shine for the most time, and Bobomb Blast, which is exactly what it sounds like. Lastly, every mode but Time Trial can be played with up to four players. Nifty!
By now, you're probably used to having 4 cups and 4 retro cups, for a total of 32 total courses. But Mario Kart 8 Deluxe includes all the DLC from the original release on the Wii-U, which adds 4 more cups for a total of 48 different courses. That's a massive amount of stages, but you also get a massive 42 character roster to pick from. And then there's the fact that you can customize your kart, or bike, with a ton of different bodies, tires and gliders. There's a ton of stuff to see and do in this game, so it should keep you busy for quite a while. That said, almost everything but a Metal Mario variant and most kart customization parts are unlocked from the get-go, which might disappoint a few people, albeit I'm sure I'm not the only one that found it boring to start from 50cc and work my way up.... that said, I'll admit that I went all the way up through 50cc in order to amass coins to unlock vehicle parts.
Now then, as for the tracks themselves, I'd say that pretty much every new original track is fantastic. Retro tracks however... weren't the greatest of picks. I think it's understandable, since Mario Kart 7 pretty much got the best retro tracks and there weren't as many good picks left. That said, it's not like the retro tracks are bad, far from it, and it's got a few great ones, like DS' Cheep Cheep beach. Plus, every single SNES/GBA rework is a 10 outta 10.
While Mario Kart has always flirted with crossovers, like featuring the Blue Falcon as a customization part, but 8 went full-in. Link, the Villager, Isabelle and the Inklings are playable characters, there are Zelda, Animal Crossing and Splatoon vehicle parts alongside tracks representing them. There're also one Excitebike track and two F-Zero tracks as well as the mandatory Blue Falcon vehicle part. I didn't know I wanted it, but it's about time Nintendo went the way of Smash Bros. with Mario Kart, bring in Kirby, Pokemon, what have you!
I went on and on with what's in the game, but not how it plays. Basically, it builds upon Mario Kart 7. Underwater racing is still a thing, albeit I think they did a better job this time around, with many tracks having two routes to pick from, gliding is back again, and there's more of it than before, so it doesn't feel as gimmicky. The new 'thing' is gravity-defying racing, every now and then you'll go over skyblue marks over the track, upon which you'll stick on the track, whether it twirls or twists. Honestly, they got gliding and underwater SO good in this game, since most of the time they amount to alternate routes, that the gravity thing felt fairly underwhelming. Most of the time you won't even realize that you are driving over other parts of the track, that said, this mechanic doesn't add or subtract from the game, it's just there.
The item selection is pretty similar to the one in Mario Kart 7, but they did away with the raccoon tail, which arguably sucked, and added a piranha plant, which is a less-sucky-but-still-sucky version of the tail and the Horn, a power up of massive destruction.... that can actually destroy the blue shell. As per usual, holding a drift for a while will reward you with a turbo, and in Mario Kart 8 it can go up to a third level. This version of Mario Kart introduces a few more optional tweaks for newbies, such as auto acceleration and an option that slows you that does it's best to keep you on-the-road. It's a good helper, and I actually used it to finish 200cc, but it prevents you from using shortcuts, so it's a good trade off so that you can't rely on it.
If there's one complaint I have with the game, and it's one that carries over from Mario Kart 7, is that there's no 'Retry' option. While this game doesn't feel as luck-based as previous Mario Kart games, it's still possible to have a bad-luck streak in which you get hit by everyone and their dogs, so the ability to retry a race mid-Grand Prix would've been a blessing. But there's not. If you get screwed out of first place, and thus out of the three-star ranking, you have to retry the entire Cup, which is a major downer. This was an option in some of the previous games, so it's baffling why they haven't addressed it yet. Mario Kart Super Circuit had a 3-retry limit, and it'd be a fair option.
Mario Kart 8 Deluxe is the perfect mix of quality and content, featuring the largest amount of tracks, characters and modes in a Mario Kart games, as well as some of the finest tuned mechanics the series has ever had. It also features tweaks so that even people that aren't very good at racers can have fun with it. If you ask me, this is the best mascot racer you can get.
9.5 out of 10
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