No, that's not King Kong.
Part I: The Flashback
So me, a kid with a Nintendo 64, had friends, also kids and also with Nintendo 64s, and this one day a buddy told me about this game he rented in which you played as a giant monster, climbed on walls and leveled a city, you'd also drink a liquid of sorts and turn into a giant bat. It doesn't matter who you are, if you were 10 or so, that would sound AMAZING. And so I'd tell my parents about this game and how I HAD to own it. And eventually, I did. My father came home one day with two carts, which was very weird since whenever they bought me a game it would be brand new. Now, he said that he threw the box and manual away, pretty weird, but I'll always think he simply purchased them as used games but didn't want to tell me, since my mother used to have this weird negative bias against used stuff. One of those carts was Mortal Kombat 4, and the other one, Rampage World Tour, the game I had been longing for. I think I liked it quite a bit, and I remember taking turns with my sister when taking the chemicals that would turn your monster into VERN, the giant bat-creature.
Bonus flashback, a few years ago I played Rampage 2 - Universal Tour. It was awful, but I suspected, based on memory alone, that it was worse than the first game for the simple fact that I could very easily tell that a lot of features where removed and the new additions(Different stats, more monsters, super move) were but fluff that didn't help the game in any way. And I was right. I popped in the cart, to make sure it was working, and expecting to get bored soon, but what happened was that I played the entire game all the way to the end. Just like that. On the very same day it arrived. Don't get me wrong, it's not a good game, but it's much better than the sequel.
Part II: The Review
Based off an Arcade game of the same game, Rampage sees you taking control of any of three monsters, Lizzie the giant Lizard, George the giant Gorilla and Ralph the Giant Wolf, as they lay to waste the entire world. All three monsters are pretty much identical, what changes are their favorite food and favorite item, which only changes which items heals them the most and grants them the most points. The game takes place on a 2-D field, and you can climb on either side of any building, as you punch and kick their walls down. You could also simply get to the top, and start smashing it with downward jumps or downward punches. If you're not in a hurry, it's better to hit them on the sides to uncover items for health, power ups(FIRE BREATH!) or even silly interactions(Soap makes your monster spew a bubble).
Cities are sprawling with people, either inside buildings or running across the streets, and you can eat them for points. Or kick them into a bloody splatter. The game is 129 short stages long, with a few secret levels, and your objective on each stage is to destroy every building. But the police and the army won't make it easy for you, so you'll have to deal with an endless petering of bullets and lasers. Bullets are tiny and fast, so it's pretty much impossible to avoid damage, thank god for what appears to be infinite lives. There is a main objective, believe it or not, bring down every SCUMM facility around the world, and you can alter how you travel by finding flags inside buildings and hitting them until you see the country you want to travel to. SCUMM stages also feature the purple waste that turns you into the flying bat-creature VERN, make you overpowered and invulnerable. Only one player can drink the power up, so in a three player game you might have to duke it out for the right to turn into VERN.
The game's sequel actually took some features out of the game, like the VERN transformation and the ability to jump on to space ships or tanks, in order to use their firepower for your benefit. That said, it's still a very simple, repetitive game, and by stage 20 you'll have seen EVERYTHING the game has to offer. Honestly, unless you're into pick-up-and-play games, just steer clear off Rampage World Tour. But if you can't, skip the sequels and get the original(Well, technically, the arcade game is the original), it's the best one.
4.0 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Saturday, August 31, 2019
The DLC Report: Marvel Ultimate Alliance 3 - The Black Order Free Update #1
As usual, Cyclops can't help himself from leading, so lead the DLC he does.
The new Free DLC of things that should've been in the game from the get go just released and it kinda misses its mark. Colossus and Cyclops are brilliant new additions to the cast, both being pretty fun to use and can even synergize with each other on 3 of their skills, which instantly makes pairing them a great idea. What isn't so great is the way to unlock things.
A new rift was added, with 10 new challenges, which sounds neat, but just like the Rifts before them, they are made up of recycled boss fights, locations and enemies, so you'll be replaying stuff you've already played. Worse of all, unlocking the new costumes is a pain in the butt, since these are some of the hardest challenges in the game, some even having a level 94 requirement. NINETY FOUR!!! For a flippin' Ms. Marvel costume! Spider-man's costume requires perfecting the entire grid. Thanks, but no thanks. Regardless, a 94 level requirement implies having played the game on the four previous difficulty settings, which means, like me, you'll have gone through the game and the various rifts over and over again, so having replay things I've already played(Even if not under the conditions the new challenges place on you) all these things countless times, so excuse me if I'm not exited at the idea of having to play the Ultron/Ant-man fight again.
Basically, the new content is neat, Cyke and Colossus are fine, but the new rift is more tedious and annoying than fun. A better idea would've been a Rift tailored around leveling up your two new characters, so that they hit level 60 or so by the time you are done with the rift. As it stands, costumes are bonus content for people that have played the game at least three different times and don't care about repeating stuff under new restrictions and limits.
6.0 out of 10
The new Free DLC of things that should've been in the game from the get go just released and it kinda misses its mark. Colossus and Cyclops are brilliant new additions to the cast, both being pretty fun to use and can even synergize with each other on 3 of their skills, which instantly makes pairing them a great idea. What isn't so great is the way to unlock things.
A new rift was added, with 10 new challenges, which sounds neat, but just like the Rifts before them, they are made up of recycled boss fights, locations and enemies, so you'll be replaying stuff you've already played. Worse of all, unlocking the new costumes is a pain in the butt, since these are some of the hardest challenges in the game, some even having a level 94 requirement. NINETY FOUR!!! For a flippin' Ms. Marvel costume! Spider-man's costume requires perfecting the entire grid. Thanks, but no thanks. Regardless, a 94 level requirement implies having played the game on the four previous difficulty settings, which means, like me, you'll have gone through the game and the various rifts over and over again, so having replay things I've already played(Even if not under the conditions the new challenges place on you) all these things countless times, so excuse me if I'm not exited at the idea of having to play the Ultron/Ant-man fight again.
Basically, the new content is neat, Cyke and Colossus are fine, but the new rift is more tedious and annoying than fun. A better idea would've been a Rift tailored around leveling up your two new characters, so that they hit level 60 or so by the time you are done with the rift. As it stands, costumes are bonus content for people that have played the game at least three different times and don't care about repeating stuff under new restrictions and limits.
6.0 out of 10
Friday, August 30, 2019
Review #685: Guilty Gear 20th Anniversary Edition
This one being the guiltiest one of them all.
I've liked Guilty Gear ever since I first saw an ad for it on a Gamepro magazine. I wouldn't get to play it until much later, and it'd be the sequel Guilty Gear X, when I managed to get my hands on the PC port. Which wouldn't run well on my PC, since apparently it couldn't deal with GG's giant sprites, so I'd get invisible character sprites and/or flickering. Regardless, it was love at first sight and I'd eventually make my way back to the very first game as well as play most of the sequels that came out. Guilty Gear 20th Anniversary Edition reunites both the very first game, as well as the final iteration of the XX series(I guess Xrd was too much for the Switch to handle?) in one small and disappointing package.
Let's start with the extras, first of all, the game's cover is terrible. An odd complaint, maybe, but Guilty Gear has always had brilliant hand-drawn cover art by the creator himself. This cover is as generic anime as it can get. Then there's the artbook, which contains mostly black-and-white background art as well as some early designs for Bedman and Ephelt. Lame. It's hard not feel as if ArkSys didn't much care about this game, they were probably too busy scamming people with Blazblue Cross Tag. That said, even if they didn't care about it, Guilty Gear is still a fantastic fighting game series, and the games speak for themselves, window-dressing be damned.
I've been on the lookout for Guilty Gear since I really wanted to own the game again, so I'm glad that Guilty Gear finally saw a rerelease. As far as fighting games go, even for its era, Guilty Gear is pretty barebones. There's Arcade Mode, VS Player and Training mode, and that's that, there isn't even a difficulty setting option. Unlocking Testament and Justice isn't too bad, since it simply requires beating the game once, but Baiken is a whole 'nother story, requiring beating the game using no continues. And it's harsh, man! The CPU loves to abuse the Instakill mechanic, which was in a very early infancy for this game.
The game is a bit rough, but I like the gritty sprites and subdued color palette. The core of what makes anime fighters tick was set in place with this game, with dashing, air-dashing and even air-combos being in vogue. Which Capcom did first, true, but Guilty Gear is much faster than anything they had done at the time. All in all, it's a good game, but every iteration that came afterwards would improve upon it. That said, no other game in the franchise looks like this one, so it's worth a look or two.
Accent Core Plus R is a much better package, and easily worth the price of admission alone. It's got modes up the wazzoo(Arcade, Story, Survival, M.O.M, Mission, Training, VS Player and CPU as well as Team VS). It's also got way more characters than the original release, and you can pretty much double the roster with the unlockable EX versions of every character, which changes a few of their moves and properties. For instance, when I first played Accent Core on the PS2, after a few years of abstinence from the franchise, I was surprised to see my boy's, Ky Kiske, forward+HS changed. Using his EX version restores that move(At the cost of losing the Shoryuken's follow-up, but then again, my Ky never had that in the first place!).
While it's true that the series got very complex by the time of Accent Core, with a lot of different mechanics I don't even dare get into, there's still a lot of fun to be had by mashing buttons, honestly! The games are so fast paced that it's very easy to make simple combos just by mashing, so I'm pretty sure anyone can have fun with the game. On another note, and this holds true for both games, playing with the joycons doesn't feel very good, the buttons don't work as well as a digital pad, and I've never been a fan of Nintendo's analog sticks, although I settled with the latter since I had no other choice, so it'd be better if you invested in other joysticks if you want to take the game seriously.
I liked Guilty Gear 20th Anniversary Edition, but that's because I've always like the franchise. For a anniversary rerelease, this package leaves a lot to be desired, with a very underwhelming presentation and extras. ArkSys could and should've done better.
8.0 out of 10
I've liked Guilty Gear ever since I first saw an ad for it on a Gamepro magazine. I wouldn't get to play it until much later, and it'd be the sequel Guilty Gear X, when I managed to get my hands on the PC port. Which wouldn't run well on my PC, since apparently it couldn't deal with GG's giant sprites, so I'd get invisible character sprites and/or flickering. Regardless, it was love at first sight and I'd eventually make my way back to the very first game as well as play most of the sequels that came out. Guilty Gear 20th Anniversary Edition reunites both the very first game, as well as the final iteration of the XX series(I guess Xrd was too much for the Switch to handle?) in one small and disappointing package.
Let's start with the extras, first of all, the game's cover is terrible. An odd complaint, maybe, but Guilty Gear has always had brilliant hand-drawn cover art by the creator himself. This cover is as generic anime as it can get. Then there's the artbook, which contains mostly black-and-white background art as well as some early designs for Bedman and Ephelt. Lame. It's hard not feel as if ArkSys didn't much care about this game, they were probably too busy scamming people with Blazblue Cross Tag. That said, even if they didn't care about it, Guilty Gear is still a fantastic fighting game series, and the games speak for themselves, window-dressing be damned.
I've been on the lookout for Guilty Gear since I really wanted to own the game again, so I'm glad that Guilty Gear finally saw a rerelease. As far as fighting games go, even for its era, Guilty Gear is pretty barebones. There's Arcade Mode, VS Player and Training mode, and that's that, there isn't even a difficulty setting option. Unlocking Testament and Justice isn't too bad, since it simply requires beating the game once, but Baiken is a whole 'nother story, requiring beating the game using no continues. And it's harsh, man! The CPU loves to abuse the Instakill mechanic, which was in a very early infancy for this game.
The game is a bit rough, but I like the gritty sprites and subdued color palette. The core of what makes anime fighters tick was set in place with this game, with dashing, air-dashing and even air-combos being in vogue. Which Capcom did first, true, but Guilty Gear is much faster than anything they had done at the time. All in all, it's a good game, but every iteration that came afterwards would improve upon it. That said, no other game in the franchise looks like this one, so it's worth a look or two.
Accent Core Plus R is a much better package, and easily worth the price of admission alone. It's got modes up the wazzoo(Arcade, Story, Survival, M.O.M, Mission, Training, VS Player and CPU as well as Team VS). It's also got way more characters than the original release, and you can pretty much double the roster with the unlockable EX versions of every character, which changes a few of their moves and properties. For instance, when I first played Accent Core on the PS2, after a few years of abstinence from the franchise, I was surprised to see my boy's, Ky Kiske, forward+HS changed. Using his EX version restores that move(At the cost of losing the Shoryuken's follow-up, but then again, my Ky never had that in the first place!).
While it's true that the series got very complex by the time of Accent Core, with a lot of different mechanics I don't even dare get into, there's still a lot of fun to be had by mashing buttons, honestly! The games are so fast paced that it's very easy to make simple combos just by mashing, so I'm pretty sure anyone can have fun with the game. On another note, and this holds true for both games, playing with the joycons doesn't feel very good, the buttons don't work as well as a digital pad, and I've never been a fan of Nintendo's analog sticks, although I settled with the latter since I had no other choice, so it'd be better if you invested in other joysticks if you want to take the game seriously.
I liked Guilty Gear 20th Anniversary Edition, but that's because I've always like the franchise. For a anniversary rerelease, this package leaves a lot to be desired, with a very underwhelming presentation and extras. ArkSys could and should've done better.
8.0 out of 10
Wednesday, August 28, 2019
Review #684: Fire Emblem - Three Houses
Four routes, one cart. Nintendo has learned.
I was not planning on purchasing Fire Emblem - Three Houses this early, heck, while I own Awakening I never got to play it, and after the three routes-two(threeish) games shenanigans with Fates, I lost pretty much any interest I had in delving into the series. And then the timeskip trailer hit E3, and boy, oh, boy, Nintendo had me by the wallet. This latest installment in the long running strategy-RPG franchise has made a bunch of changes to its tried and true formula, adding various social mechanics, similar to the ones in Persona, as well as ditching the rock-paper-scissors weapon triangle.
You take the role of the resident mute hero Byleth, male or female, a mercenary of few emotions that fights alongside his father. As luck would have it, he comes across the three future leaders of the divided country they live in. One thing leads to another and Byleth ends up becoming the professor of one of the three houses, and what follows is a story of warfare and political intrigue. If there's one complaint to be made it's that you are forced to pick your route pretty early in the game, before you get to know any of the characters that make up each house. As for me, I picked the Blue Lions and I was enamored with seeing how Nintendo played with their Heroic Lord tropes, and watching him turn into the psycho the trailer showed us. Afterwards I read TVTropes to get details on the characters I didn't get to interact with as well as the story revealed in the other three routes. Let me tell you, the story and characters are fantastic, the game does a fantastic job of portraying grey vs gray vs a pretty light shade of grey morality, while you can argue that one of the three Lords is much less morally ambiguous than the other two, I found myself surprised at playing a Nintendo game that had these many morally questionable characters. That said, whichever side of the battle you pick will eventually get redeemed, probably thanks to Byleth's influence on the Lord. On another note, the game is quite effective at making you get attached to the entire cast of characters, making it all the more tragic when you have to face them in battle, maybe even murdering them, after the timeskip. Regardless of whichever route you pick, the story is tragic and there's no "good ending" route, so steel yourself for the ride. On another note, most routes are 22 chapters long(For whichever reason the Black Eagles route is only 18) and it should take you about 40 hours on your first playthrough, probably less if you picked the Eagles. Since a single playthrough won't give you the whole picture, it's highly recommended that you play the other routes or read about them, because the plot can be quite interesting.
Each chapter in the game takes place throughout an in.game month. At the start of each weak you'll be able to instruct your students(Basically, train their skills) and at the end of each week you'll get a day off, in which you can set out into a free battle, explore the academy in order to interact with other characters or take a few students into a seminar to increase their skills. You could also skip the day if you're boring and would rather just try to progress through the story.
But you shouldn't skip those days. As for me, I'd usually set out to battle on two days, and explore the academy on the other two, alternating between them. Exploring the Academy lets you spend a set amount of time by partaking in activities(such as eating with a few of your allies, or joining together for choir singing). Talking with characters or giving them gifts won't reduce your activity time, but will let you increase Byleth's affinity with said characters. Byleth isn't the only character that can increase his affinity with the other character, which is why Choir and Dinner lets you pick two characters, so that you can raise affinity between those pairs as well. Raising affinity between characters is important because it'll unlock support conversations between them, giving the player more information about their personalities and motivations, as well as giving small stat boosts to the paired characters. Pretty much every character in a house has support conversations with each other, but if you play your cards right you can actually recruit characters from the other houses into your own, at least before the timeskip. And believe it or not, while they won't appear in the story cutscenes, they get unique support conversations with characters outside their house as well as unique dialogue during the timeskip to justify why they are with you and not their original house. Pretty neat!
That said, recruiting characters from other houses is a bit tough, since they require Byleth having a pair of decent levels on specific weapons, skills or a stat. While having extra characters is nice, and not having to murder them after the timeskip feels great, it's better if you stick to the characters of your chosen house since they are the ones you'll be seeing the most of. On another note, Byleth is the only character capable of S-Ranking a relationship, which means Byleth 'marries' that character, which I bet is great news for shipping fanatics. Previous games let you marry other characters with, well, other characters, but Byleth is the only casanova(Casanovo in the female's case?) in this one.
As for free battles, they are simple battles you can play in order to grind for levels or money. Every now and then, provided the right characters have joined your house, you'll be able to play 'Paralogue' missions, which are free battles that come with a few story tidbits pertaining a few specific characters. Usually they have some great rewards, so it's best you do them. Heck, a character in the Blue Lions route can die if you don't clear his Paralogue Mission before you hit the time limit. Usually you've got plenty of months before the paralogue mission goes away, so don't fret too much if you find yourself swamped with other priorities on a given month. That said, there's a limit to how many times you can fight Free Battles on your day off, although Normal Mode usually has a few maps that don't consume activity points, in case you really need to grind some levels. But you shouldn't. I played in Normal, with the Casual setting on, since I'm not a fan of having characters die permanently, and I didn't have much trouble with the game. Byleth just tanked(Or rather, avoided) everything and anything that came his way and pretty much killed any unit in a single turn.
Class progression is done through skills, skills are passive traits, such as "Bow", "Horse Riding", "Heavy Armor" and characters raise these stats by studying during the week(You set goals, which translate to either one or two stats you want them to train) and/or by giving them personal lessons at the start of the week and, lastly, by fighting. For instance, if a character class has them riding a horse, every time they attack an enemy they will get points on the proficiency skill of the weapon they used and Horseriding. As characters increase in levels and train their skills they'll get the chance to take a certification and change classes. Classes are divided into tiers(Beginner, Intermediate, Advanced, Master) and every tier but Beginner also require using a Seal to attempt. And yes, characters may fail the exam, but you can save before taking the exam and try again another week(The result of the exam is set before the week starts, so no save scumming!).
Honestly, Fire Emblem - Three Houses is amazing. The story is great, and the gameplay is fun, the developers managed to create a simple gameplay loop(Teaching, Socializing, Battling week by week) that's fun and rewarding while helping you grow attached to the characters. I enjoyed how dark the story and the lead characters could get, which really threw me for a loop since I wasn't expecting this amount of moral ambiguity from a flippin' Nintendo game. This is the first Fire Emblem game I ever got to play, and I must say, I'm impressed. Also, slightly scared since I know the other games are quite different from this one. Regardless, Nintendo managed to score another hit on their hybrid console.
9.5 out of 10
I was not planning on purchasing Fire Emblem - Three Houses this early, heck, while I own Awakening I never got to play it, and after the three routes-two(threeish) games shenanigans with Fates, I lost pretty much any interest I had in delving into the series. And then the timeskip trailer hit E3, and boy, oh, boy, Nintendo had me by the wallet. This latest installment in the long running strategy-RPG franchise has made a bunch of changes to its tried and true formula, adding various social mechanics, similar to the ones in Persona, as well as ditching the rock-paper-scissors weapon triangle.
You take the role of the resident mute hero Byleth, male or female, a mercenary of few emotions that fights alongside his father. As luck would have it, he comes across the three future leaders of the divided country they live in. One thing leads to another and Byleth ends up becoming the professor of one of the three houses, and what follows is a story of warfare and political intrigue. If there's one complaint to be made it's that you are forced to pick your route pretty early in the game, before you get to know any of the characters that make up each house. As for me, I picked the Blue Lions and I was enamored with seeing how Nintendo played with their Heroic Lord tropes, and watching him turn into the psycho the trailer showed us. Afterwards I read TVTropes to get details on the characters I didn't get to interact with as well as the story revealed in the other three routes. Let me tell you, the story and characters are fantastic, the game does a fantastic job of portraying grey vs gray vs a pretty light shade of grey morality, while you can argue that one of the three Lords is much less morally ambiguous than the other two, I found myself surprised at playing a Nintendo game that had these many morally questionable characters. That said, whichever side of the battle you pick will eventually get redeemed, probably thanks to Byleth's influence on the Lord. On another note, the game is quite effective at making you get attached to the entire cast of characters, making it all the more tragic when you have to face them in battle, maybe even murdering them, after the timeskip. Regardless of whichever route you pick, the story is tragic and there's no "good ending" route, so steel yourself for the ride. On another note, most routes are 22 chapters long(For whichever reason the Black Eagles route is only 18) and it should take you about 40 hours on your first playthrough, probably less if you picked the Eagles. Since a single playthrough won't give you the whole picture, it's highly recommended that you play the other routes or read about them, because the plot can be quite interesting.
Each chapter in the game takes place throughout an in.game month. At the start of each weak you'll be able to instruct your students(Basically, train their skills) and at the end of each week you'll get a day off, in which you can set out into a free battle, explore the academy in order to interact with other characters or take a few students into a seminar to increase their skills. You could also skip the day if you're boring and would rather just try to progress through the story.
But you shouldn't skip those days. As for me, I'd usually set out to battle on two days, and explore the academy on the other two, alternating between them. Exploring the Academy lets you spend a set amount of time by partaking in activities(such as eating with a few of your allies, or joining together for choir singing). Talking with characters or giving them gifts won't reduce your activity time, but will let you increase Byleth's affinity with said characters. Byleth isn't the only character that can increase his affinity with the other character, which is why Choir and Dinner lets you pick two characters, so that you can raise affinity between those pairs as well. Raising affinity between characters is important because it'll unlock support conversations between them, giving the player more information about their personalities and motivations, as well as giving small stat boosts to the paired characters. Pretty much every character in a house has support conversations with each other, but if you play your cards right you can actually recruit characters from the other houses into your own, at least before the timeskip. And believe it or not, while they won't appear in the story cutscenes, they get unique support conversations with characters outside their house as well as unique dialogue during the timeskip to justify why they are with you and not their original house. Pretty neat!
That said, recruiting characters from other houses is a bit tough, since they require Byleth having a pair of decent levels on specific weapons, skills or a stat. While having extra characters is nice, and not having to murder them after the timeskip feels great, it's better if you stick to the characters of your chosen house since they are the ones you'll be seeing the most of. On another note, Byleth is the only character capable of S-Ranking a relationship, which means Byleth 'marries' that character, which I bet is great news for shipping fanatics. Previous games let you marry other characters with, well, other characters, but Byleth is the only casanova(Casanovo in the female's case?) in this one.
As for free battles, they are simple battles you can play in order to grind for levels or money. Every now and then, provided the right characters have joined your house, you'll be able to play 'Paralogue' missions, which are free battles that come with a few story tidbits pertaining a few specific characters. Usually they have some great rewards, so it's best you do them. Heck, a character in the Blue Lions route can die if you don't clear his Paralogue Mission before you hit the time limit. Usually you've got plenty of months before the paralogue mission goes away, so don't fret too much if you find yourself swamped with other priorities on a given month. That said, there's a limit to how many times you can fight Free Battles on your day off, although Normal Mode usually has a few maps that don't consume activity points, in case you really need to grind some levels. But you shouldn't. I played in Normal, with the Casual setting on, since I'm not a fan of having characters die permanently, and I didn't have much trouble with the game. Byleth just tanked(Or rather, avoided) everything and anything that came his way and pretty much killed any unit in a single turn.
Battling is pretty simple, you pick any 12 or so units to form a team, and then take turns with the enemy to move your characters around and do battle. Characters don't take turns, rather, it's between you and the CPU, so you can move your characters in any order and do everything you can during yours. Each turn you can move every unit once, and only once, unless you have a Dancer, a special class that can only be unlocked through a special event that can dance to give a unit another turn. Unlike other strategy RPGs you don't get to move after attacking, which means that if you attack with a unit, without moving, its turn ends just like that, so positioning is a bit more strict and important. Seems that after Breath of the Wild Nintendo took a liking to Weapon durability, so every attack will reduce your weapons' durability by one, and special moves will consume more durability, as opposed to mana. Broken weapons can still be used, but they'll deal negligible damage, luckily every character can carry a bunch of items, so just carry multiple weapons with each character and you'll be good to go. On another note, visiting the Marketplace, which can be done at pretty much any time, lets you fix your weapons or buy new ones. Considering the items used to repair weapons can also be used to upgrade weapons you just might find more value into buying new weapons altogether.
Class progression is done through skills, skills are passive traits, such as "Bow", "Horse Riding", "Heavy Armor" and characters raise these stats by studying during the week(You set goals, which translate to either one or two stats you want them to train) and/or by giving them personal lessons at the start of the week and, lastly, by fighting. For instance, if a character class has them riding a horse, every time they attack an enemy they will get points on the proficiency skill of the weapon they used and Horseriding. As characters increase in levels and train their skills they'll get the chance to take a certification and change classes. Classes are divided into tiers(Beginner, Intermediate, Advanced, Master) and every tier but Beginner also require using a Seal to attempt. And yes, characters may fail the exam, but you can save before taking the exam and try again another week(The result of the exam is set before the week starts, so no save scumming!).
Honestly, Fire Emblem - Three Houses is amazing. The story is great, and the gameplay is fun, the developers managed to create a simple gameplay loop(Teaching, Socializing, Battling week by week) that's fun and rewarding while helping you grow attached to the characters. I enjoyed how dark the story and the lead characters could get, which really threw me for a loop since I wasn't expecting this amount of moral ambiguity from a flippin' Nintendo game. This is the first Fire Emblem game I ever got to play, and I must say, I'm impressed. Also, slightly scared since I know the other games are quite different from this one. Regardless, Nintendo managed to score another hit on their hybrid console.
9.5 out of 10
Saturday, August 24, 2019
Review #683: 64 Memories - Mortal Kombat Trilogy
2 years later I still hate classic Mortal Kombat.
Part I: The Flashback
It's no secret that I think Mortal Kombat didn't get 'good' until its ninth iteration. That said, I played Mortal Kombat 2, Trilogy and 4 a bunch o' times with my father and friends, so back then quality never really mattered. As far as Mortal Kombat Trilogy goes, while it wasn't among my very first games, I'm sure I got it pretty early on. Y'know how kids are dumb and irrational? One time I got mad at my parents, for whatever silly reason, and started peeling off the cart's sticker. Sure, that'll show'em
Part II: The Review
Basically, I feel exactly like I did back when I played the PS1 version. The gameplay is simply too barebones to be any fun. There are only two things that set apart every character: Their special moves and their dial-a-combos. Back when I reviewed the PS1 version I actually found Dial-a-combos somewhat fun, even if you'd eventually just default to learning a few of those. This time around? I think the N64 pad just isn't suited for fighting games, and I dropped my dial-a-combos pretty frequently which wasn't much fun.
The difficulty setting is high up to the point of unfairness and mitigating any fun you could have on your own. 2 on 2 and 3 on 3 I remember being decent fun, but you need another player, lest you get stuck on the character select screen. Game design at its finest. The N64 version has ZERO load times, which works wonders in this version's favor, but its missing a few characters from the PS1 version(Unmasked Sub-Zero, Human Smoke, Retro Fighters, Goro, Kintaro) which is kinda lame. Instead of the female Chameleon, we get the male ninja Khameleon, who is much cooler since he ain't wearing a glorified thong bikini.
I'm sorry I can't hide my contempt for the game, but I've never found classic Mortal Kombat much fun, at least after I grew up. The gameplay is pretty barebones and digitized graphics were dated since their inception. I'm glad I can revisit my childhood games, and I don't think Mortal Kombat Trilogy is terrible, but this is not what I look for in a fighting game. On another note, I wouldn't be able to tell you which version is better. The PS1 version has more characters and a joystick better suited for fighting games, while the N64 version lacks loading times which is a HUGE boon, and it's also got 3 on 3 fights.
4.5 out of 10
Part I: The Flashback
It's no secret that I think Mortal Kombat didn't get 'good' until its ninth iteration. That said, I played Mortal Kombat 2, Trilogy and 4 a bunch o' times with my father and friends, so back then quality never really mattered. As far as Mortal Kombat Trilogy goes, while it wasn't among my very first games, I'm sure I got it pretty early on. Y'know how kids are dumb and irrational? One time I got mad at my parents, for whatever silly reason, and started peeling off the cart's sticker. Sure, that'll show'em
Part II: The Review
Basically, I feel exactly like I did back when I played the PS1 version. The gameplay is simply too barebones to be any fun. There are only two things that set apart every character: Their special moves and their dial-a-combos. Back when I reviewed the PS1 version I actually found Dial-a-combos somewhat fun, even if you'd eventually just default to learning a few of those. This time around? I think the N64 pad just isn't suited for fighting games, and I dropped my dial-a-combos pretty frequently which wasn't much fun.
The difficulty setting is high up to the point of unfairness and mitigating any fun you could have on your own. 2 on 2 and 3 on 3 I remember being decent fun, but you need another player, lest you get stuck on the character select screen. Game design at its finest. The N64 version has ZERO load times, which works wonders in this version's favor, but its missing a few characters from the PS1 version(Unmasked Sub-Zero, Human Smoke, Retro Fighters, Goro, Kintaro) which is kinda lame. Instead of the female Chameleon, we get the male ninja Khameleon, who is much cooler since he ain't wearing a glorified thong bikini.
I'm sorry I can't hide my contempt for the game, but I've never found classic Mortal Kombat much fun, at least after I grew up. The gameplay is pretty barebones and digitized graphics were dated since their inception. I'm glad I can revisit my childhood games, and I don't think Mortal Kombat Trilogy is terrible, but this is not what I look for in a fighting game. On another note, I wouldn't be able to tell you which version is better. The PS1 version has more characters and a joystick better suited for fighting games, while the N64 version lacks loading times which is a HUGE boon, and it's also got 3 on 3 fights.
4.5 out of 10
Friday, August 23, 2019
Review #682: 64 Memories - Cruis'n World
Bigger. Better. Faster. The framerate still tanks though.
Part I: The Flashback
Nothing to see here! I played the first Cruis'n earlier this year, so, if you wish, consider this the unofficial fifth part of 'Unfulfilled Dreams' or something.
Part II: The Review
Cruis'n USA but better, that's how I'd describe Cruis'n World. It follows the same formula of racing from checkpoint to checkpoint before time runs out, but instead of being confined to USA, you get to explore multiple countries.... although Cruise the World ends, fittingly, in USA, capping the whole ordeal with a track in New York and another one in Florida. Beating Cruise The World also unlocks a 14th track, the Moon. Needless to say, going outside USA worked wonders for the game, as there's a ton of variety in the tracks. For instance, I was particularly fond of Egypt and China, not to mention that Kenya's interweaving roads were fun to race through. The CPU feels tougher in this game, even on the easiest difficulty setting I found myself retrying a few tracks. The game is pretty fun, and I'm pretty terrible at racing games, so I didn't mind, and the fact that you can progress through the game as long as you make it at least to the third place made it pretty lenient.
There's a new racing mode, 'Championship', in which you can play more traditional lap-based races, which simply loop the existing tracks. There's also a practice mode. The game can be played with up to four players, which is pretty neat. What's not so good is that the framerate is still pretty bad. It feels more stable than it was in USA, but if the screen gets too crowded you'll find yourself driving underwater. Colliding against other cars is pure jank, and it never works quite as you'd expect, so just try to avoid collisions. Lastly, you can now perform tricks by double tapping the A button and holding different direction on the analog stick before a jump. It adds a couple of seconds to the timer and it adds little of value to the game, but it's there if you're feeling fancy.
It's good. It's really good. As a matter of fact, it's better than the first game, thanks to its expanded car roster and more varied racing tracks. The soundtrack isn't as good as the first game's and I think crashes worked a little bit better, if more inconsistent, in that one too, but as far as raw gameplay goes, this one is cruise you want to take.
8.5 out of 10
Part I: The Flashback
Nothing to see here! I played the first Cruis'n earlier this year, so, if you wish, consider this the unofficial fifth part of 'Unfulfilled Dreams' or something.
Part II: The Review
Cruis'n USA but better, that's how I'd describe Cruis'n World. It follows the same formula of racing from checkpoint to checkpoint before time runs out, but instead of being confined to USA, you get to explore multiple countries.... although Cruise the World ends, fittingly, in USA, capping the whole ordeal with a track in New York and another one in Florida. Beating Cruise The World also unlocks a 14th track, the Moon. Needless to say, going outside USA worked wonders for the game, as there's a ton of variety in the tracks. For instance, I was particularly fond of Egypt and China, not to mention that Kenya's interweaving roads were fun to race through. The CPU feels tougher in this game, even on the easiest difficulty setting I found myself retrying a few tracks. The game is pretty fun, and I'm pretty terrible at racing games, so I didn't mind, and the fact that you can progress through the game as long as you make it at least to the third place made it pretty lenient.
There's a new racing mode, 'Championship', in which you can play more traditional lap-based races, which simply loop the existing tracks. There's also a practice mode. The game can be played with up to four players, which is pretty neat. What's not so good is that the framerate is still pretty bad. It feels more stable than it was in USA, but if the screen gets too crowded you'll find yourself driving underwater. Colliding against other cars is pure jank, and it never works quite as you'd expect, so just try to avoid collisions. Lastly, you can now perform tricks by double tapping the A button and holding different direction on the analog stick before a jump. It adds a couple of seconds to the timer and it adds little of value to the game, but it's there if you're feeling fancy.
It's good. It's really good. As a matter of fact, it's better than the first game, thanks to its expanded car roster and more varied racing tracks. The soundtrack isn't as good as the first game's and I think crashes worked a little bit better, if more inconsistent, in that one too, but as far as raw gameplay goes, this one is cruise you want to take.
8.5 out of 10
Wednesday, August 21, 2019
Review #681: 64 Memories - Goemon's Great Adventure
Goemon's final adventure... overseas.
Part I: The Flashback
The final entry in 'unfulfilled dreams' is Goemon's Great Adventure. As much as I loved Mystical Ninja back in the day, I'm quite sure that I didn't feel like I needed this game as much as the previous three. Although that's not giving it enough credit, as soon as I discovered that emulating the Nintendo 64 was a possibility, this was the very first N64 rom I downloaded. I think that finding out it was a 2-D sidescroller kinda tainted my perception of the game. While I'd learn to love 2-D games again, I grew up with a NES after all, a few years later, by this time I was enjoying 3-D adventures a whole lot more.
Part II: The Review
While this game is quite different from Mystical Ninja, if you had known anything about the series back then, you'd have known that this game went back to Goemon's 2-D roots. Heck, there're are a lot of returning characters in the game, sadly, only a handful could be recognized by western folk, considering this only the fourth Goemon game that made it outside Japan. And the final one. In a nutshell, this is a 2-D platforming/adventure game in which you play as Goemon and his friends as they try to stop the evil Bismaru and his evil ghost cohorts. The game is divided into five chapters, each one having a different map overworld, although you can return to previous maps, with a bunch of different stages as well as a town that you can visit and revisit at any time once unlocked. And you'll have to return to previously cleared stages since a few of them offer alternate paths that may open up other stages.
A jumps and B attacks, while any of the C-buttons can be used for your yen-consuming proyectile attacks, for instance, Goemon can shoot Zenny while Sasuke shoots bomb. Z is used to crouch, and R varies depending on the character, Yae can use it to turn into a mermaid while underwater, while Goemon can use his hookshot-pipe. Each character has a few unique attributes, and you do a bit of research since there are a lot of different moves the game won't tell you about. Holding Z+A performs a stealthy run, B can be held to dash while in towns, Ebisumaru can perform a butt-stomp to jump higher while Goemon can double jump. Heck, you'd best learn how to correctly swing on poles too(Start rolling, and then hold the analog stick TOWARDS the place you want to jump to). Sometimes a specific character will be required to continue or go through an alternate path, in most cases you'll find a character-change platform nearby so that you can swap characters. The game can be played in multiplayer, and you gain access to even more moves, like piggybacking another character or being able to ride tanks.
The game is quite fun, although sometimes I felt like the game was built around Goemon. Maybe I just got comfortable with Goemon's double jumps, but a few jumps felt a bit too tight when I had to use other characters. It's also kinda tough. Characters can only take up to three hits before going down, although you can go into town and purchase a reviving item or armor(Up to 3 more hitpoints). Killing enemies will reward you with Yen, Health or weapon upgrades. The latter increase the damage and range of your basic attack, up to three levels of power(Bronze, Silver, Gold), but getting hit not only takes up a health point, but your weapon also goes down one level! Money is fairly important since it will increase your chance of survival, as well as being required for a few sidequests. so most of the time I avoided using anything besides the basic attack, as its the only means of defeating an enemy that makes them drop anything.
As you play through the game you'll learn to love towns. Not only can you purchase much needed supplies, but it's also one of the only two places where you can save your game, the other one being after defeating a boss. A few times throughout the adventure you'll find yourself talking with NPCs in order to unlock new skills for your characters or to engage in simple sidequests to earn Entry Passes. You need Entry Passes to unlock the gates that guard the final stage of each chapter. I don't think you have to do much sidequesting, while I was a bit of a completionist, seeking every NPC worth an Entry Pass I could, every single time I went to a gate I was able to open it up with a ton of passes to spare. That said, there are 44 Entry passes in all, and if you collect all of them you'll be able to wear alternate costumes with each character as well as unlock a 4 player mode. Pretty spiffy if you ask me. Plus, most Entry Passes are simply earned by clearing a stage, stages with multiple routes have one for each exit, so you don't have to stray far off the beaten path in order to get the bare minimum.
Just like Mystical Ninja, the giant robot Impact returns, alongside his girlfriend, Ms. Impact. After every Castle stage you'll fight a boss, and after defeating the boss you'll have to fight a giant boss. They have been made simpler than in Mystical Ninja, the hook is gone, now you can throw a baton to Ms. Impact to switch to her(or vice versa). While you have a few different punches and kicks, you'll want to input the C-button combination for the rapid punch every time you can, and once the gauge fills, the C-button combination for the Beam super. Simple and repetitive, yes, but they are a nice way of capping each chapter. Impact's song, however, is gone.
The game is a bit tough to be sure, three hits and you're out is kinda harsh, and the game is rather stingy with checkpoints, plus, it runs on a life system. However, it's pretty fun, and once you get the swing of things you'll be able to clear stages without getting hit too much. A few stages might take a few tries before you get used to its obstacles, but I never needed to 'take a break' or what have ya, since the game has snappy, quick gameplay and is quite entertaining,
While I was reading how many people considered this game better than Mystical Ninja, at first, I was insulted. You couldn't top my childhood memories of the game, you simply couldn't. But after finishing the game? I sorta agree. I don't think it's THAT much better, I really enjoyed the open-worldish adventure aspect of the previous game, and the OST was brilliant, oozing a ton of personality and charm. This game has no theme song, and while the humor is still here, I didn't find it AS funny as the first game. But the gameplay aspect feels a bit better, it's reminiscent of an Arcade action-platform game, with fast-paced gameplay and various one-time gimmicks and obstacles that are fun to tackle. It's pretty good, but it's also got a different flavor from the previous game, but anyone up for an old-school 2-D platform game would do well to give it a look.
7.5 out of 10
Part I: The Flashback
The final entry in 'unfulfilled dreams' is Goemon's Great Adventure. As much as I loved Mystical Ninja back in the day, I'm quite sure that I didn't feel like I needed this game as much as the previous three. Although that's not giving it enough credit, as soon as I discovered that emulating the Nintendo 64 was a possibility, this was the very first N64 rom I downloaded. I think that finding out it was a 2-D sidescroller kinda tainted my perception of the game. While I'd learn to love 2-D games again, I grew up with a NES after all, a few years later, by this time I was enjoying 3-D adventures a whole lot more.
Part II: The Review
While this game is quite different from Mystical Ninja, if you had known anything about the series back then, you'd have known that this game went back to Goemon's 2-D roots. Heck, there're are a lot of returning characters in the game, sadly, only a handful could be recognized by western folk, considering this only the fourth Goemon game that made it outside Japan. And the final one. In a nutshell, this is a 2-D platforming/adventure game in which you play as Goemon and his friends as they try to stop the evil Bismaru and his evil ghost cohorts. The game is divided into five chapters, each one having a different map overworld, although you can return to previous maps, with a bunch of different stages as well as a town that you can visit and revisit at any time once unlocked. And you'll have to return to previously cleared stages since a few of them offer alternate paths that may open up other stages.
A jumps and B attacks, while any of the C-buttons can be used for your yen-consuming proyectile attacks, for instance, Goemon can shoot Zenny while Sasuke shoots bomb. Z is used to crouch, and R varies depending on the character, Yae can use it to turn into a mermaid while underwater, while Goemon can use his hookshot-pipe. Each character has a few unique attributes, and you do a bit of research since there are a lot of different moves the game won't tell you about. Holding Z+A performs a stealthy run, B can be held to dash while in towns, Ebisumaru can perform a butt-stomp to jump higher while Goemon can double jump. Heck, you'd best learn how to correctly swing on poles too(Start rolling, and then hold the analog stick TOWARDS the place you want to jump to). Sometimes a specific character will be required to continue or go through an alternate path, in most cases you'll find a character-change platform nearby so that you can swap characters. The game can be played in multiplayer, and you gain access to even more moves, like piggybacking another character or being able to ride tanks.
The game is quite fun, although sometimes I felt like the game was built around Goemon. Maybe I just got comfortable with Goemon's double jumps, but a few jumps felt a bit too tight when I had to use other characters. It's also kinda tough. Characters can only take up to three hits before going down, although you can go into town and purchase a reviving item or armor(Up to 3 more hitpoints). Killing enemies will reward you with Yen, Health or weapon upgrades. The latter increase the damage and range of your basic attack, up to three levels of power(Bronze, Silver, Gold), but getting hit not only takes up a health point, but your weapon also goes down one level! Money is fairly important since it will increase your chance of survival, as well as being required for a few sidequests. so most of the time I avoided using anything besides the basic attack, as its the only means of defeating an enemy that makes them drop anything.
As you play through the game you'll learn to love towns. Not only can you purchase much needed supplies, but it's also one of the only two places where you can save your game, the other one being after defeating a boss. A few times throughout the adventure you'll find yourself talking with NPCs in order to unlock new skills for your characters or to engage in simple sidequests to earn Entry Passes. You need Entry Passes to unlock the gates that guard the final stage of each chapter. I don't think you have to do much sidequesting, while I was a bit of a completionist, seeking every NPC worth an Entry Pass I could, every single time I went to a gate I was able to open it up with a ton of passes to spare. That said, there are 44 Entry passes in all, and if you collect all of them you'll be able to wear alternate costumes with each character as well as unlock a 4 player mode. Pretty spiffy if you ask me. Plus, most Entry Passes are simply earned by clearing a stage, stages with multiple routes have one for each exit, so you don't have to stray far off the beaten path in order to get the bare minimum.
Just like Mystical Ninja, the giant robot Impact returns, alongside his girlfriend, Ms. Impact. After every Castle stage you'll fight a boss, and after defeating the boss you'll have to fight a giant boss. They have been made simpler than in Mystical Ninja, the hook is gone, now you can throw a baton to Ms. Impact to switch to her(or vice versa). While you have a few different punches and kicks, you'll want to input the C-button combination for the rapid punch every time you can, and once the gauge fills, the C-button combination for the Beam super. Simple and repetitive, yes, but they are a nice way of capping each chapter. Impact's song, however, is gone.
The game is a bit tough to be sure, three hits and you're out is kinda harsh, and the game is rather stingy with checkpoints, plus, it runs on a life system. However, it's pretty fun, and once you get the swing of things you'll be able to clear stages without getting hit too much. A few stages might take a few tries before you get used to its obstacles, but I never needed to 'take a break' or what have ya, since the game has snappy, quick gameplay and is quite entertaining,
While I was reading how many people considered this game better than Mystical Ninja, at first, I was insulted. You couldn't top my childhood memories of the game, you simply couldn't. But after finishing the game? I sorta agree. I don't think it's THAT much better, I really enjoyed the open-worldish adventure aspect of the previous game, and the OST was brilliant, oozing a ton of personality and charm. This game has no theme song, and while the humor is still here, I didn't find it AS funny as the first game. But the gameplay aspect feels a bit better, it's reminiscent of an Arcade action-platform game, with fast-paced gameplay and various one-time gimmicks and obstacles that are fun to tackle. It's pretty good, but it's also got a different flavor from the previous game, but anyone up for an old-school 2-D platform game would do well to give it a look.
7.5 out of 10
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