A Devil never cries.
If I had to say what the Devil May Cry franchise is all about, I'd say it's about a white haired half-demon dude that must defeat enemies, trying to score huge combos, in order to earn more red orbs and then use them upgrade his skills, all while traversing gothic locales. This collection bundles together the three first games in the franchise, the PS2 games, in one neat little package with a few bonus art pieces.
Right off the bat, I have two small gripes with the package: A) You must unlock every difficulty setting, which isn't so bad, but seeing how most people are gonna be replaying these games, it would've been nice to have all difficulties from the get go. Mind you, I don't want the rewards, just the option to start off on the higher difficulties from the start. Which might be a bit silly for the uninitiated, since these games let you carry over your upgrades from difficulty to difficulty. Speaking of rewards, these games do an absolutely fantastic job with the difficulty settings, as clearing the game on each will unlock another difficulty setting and a new rewards, from costumes, to alternate character modes... if you don't mind replaying a game, these games will keep you busy. And hey, future playthroughs when you want to replay them, will yield new rewards if you dare play it on a higher difficulty!
And my other issue is that there's no way to change games, or discs in the case of DMC 2, without exiting the game entirely.
Devil May Cry 1 has aged, it has aged a lot. Originally meant to be Resident Evil 4, it shows a lot. The game follows the serious, but fun-loving Dante as he follows his mysterious client, Trish, to defeat Mundus. It's a silly story, with silly dialogue and silly delivery, but it's gameplay where the game shines.
What made this game stand out from other action games was the focus on combos. Depending on how you timed your triangle presses, or which direction you held on the D-Pad, you'd unleash different attacks, tying them together into big combos, that could even end with you juggling your opponent and even following them up into the air. And you want to do big combos, since the better you do, the more red orbs enemies drop when defeated, which in turn can be used to get more moves or more health, and even healing items if needed. There's two different weapons, Alastor the sword and Ifrit the gauntlets, and both have widely different styles. There're also about 4 different fire-arms, while these don't contribute to the combo rating, you can use them to zone enemies, or alter your hang time on the air in order to avoid attacks. There's a decent amount of depth to the system.
It's loads of fun, but it has aged, and it's mostly due to its Resident Evil roots. For instance, you can't shoot without first targeting an enemy, and there's fixed camera angles, lots of them. It's not unusual to come across enemy-infested areas with multiple angles that mess you up and your controls, as well as sometimes allowing for hits to come off-camera. For whatever reason, and its something that stuck throughout the series, the game is divided into missions. It's a bit weird since everything is interconnected, and you can actually backtrack, as a matter of fact, backtracking may sometimes find you into secret sub-missions!
I heard that the game is supposed to be hard, but it ain't so. I mean, at the start of the game, Dante can only take very few hits, but when I went into the store, I found that most of the moveset upgrades were unappealing, so I mostly invested on health. Afterwards, I invested on a few moves, among them, 'Air Raid'. Air Raid absolutely wrecks bosses, if you get that ability there's no excuse for not finishing the game.
8.0 out of 10
Devil May Cry 2 gets a lot of undeserved flak. As a matter of fact, back when I was younger, I actually preferred this game to the first one! Anyways, chronologically speaking, this is the last game in the franchise, even after DMC 4, and it sees an even more serious Dante, but with the occasional cool moment, team up with Lucia, who is basically another take on the concept behind Trish, to take down a new bad guy. The story, what little there is, is forgettable. The game's gimmick is having two playable characters, Dante and Lucia(And Trish, if you finish the game on Hard with Dante. But that means finishing the game twice(Dante and Lucia) to unlock Hard, and then a third time with Dante on hard, and I just wasn't too keen on playing this game so much), but to be honest, both characters are basically the same. The weapons are different, the animations are different, but when it gets down to it, they are basically the same. Their levels are more or less the same as well, think Resident Evil 2 A scenario and B scenario, enemies and objects might be on different places, there might be an exclusive stage or two, and a few different bosses. Dante gets more 'missions', but both playthroughs last about 2:30 hours each.
Here's the thing about DMC 2, most things have been simplified. There's a designated dodge button, that can be used to run on walls, shooting can be done without aiming and the such... but the combo system has suffered, there simply aren't as many moves as there were on the previous game. While DMC 1 had lots of tight corridors and mostly small areas, which facilitated combos, most areas in this game are huge, which makes maintaining combos a chore. This time around guns(And knives, in the case of Lucia) can be used to maintain, but not increase, a combo rank, so they are not altogether as bad as they used to be.
A lot of people took issue with how easy this game is. I don't care how easy, or hard, a game is as long as it's fun. And that's where DMC 2's problem lies, it can be a bit boring at times. There's a particular stage, which both Lucia and Dante have to go through, in which you have to run around searching for four orbs. While enemies respawn indefinitely on designated zones. And as much as you enhance your weapons raw damage, it feels as if taking down enemies takes ages. It's not hard, it ain't, it just can get a bit... boring. And that has to do with the direction this game took: This is all style and no substance. The game looks fantastic, animations in particular are sublime. The way Dante and Lucia run, or run on walls, the way Lucia shoots her knives, everything about this game looks cool, but when you get into the nitty gritty, you discover that there isn't depth to the combat.
Still, this is not a bad game. It's an average game, that can be a bit boring at times, but it can also be fun.
6.0 out of 10
Devil May Cry 3, man oh man, Devil May Cry 3 is amazing. It takes the best bits from DMC 1(The combat, the level structures, the feel of the attacks, all its substance) and the best bits from DMC 2( Simplified controls, all its style) and delivers an amazing game. So far Dante has had two distinct personalities, well, now he's got a third, this time around he is a cheesecake. And the story is as unremarkable as before... but this time it's got style, man does it have style, if you think about it, everything that happens is rather silly... but it looks so cool that it keeps you invested. You want to follow these characters, this goofball Dante, his no-nonsense brother Vergil, the amazing Lady(Who's the best counterpart to Dante there's ever been, and unlike Bayonetta, she doesn't need to take off her clothes) and the mysterious Arkham. And finishing the game unlocks Vergil as a playable character, who is completely different from Dante, even though he gets the exact same levels(And gets to fight a red-coated version of himself!). It also boasts the most unlockables, with various costumes for both Vergil and Dante, this is a game that can keep you busy for a long, long time.
So what does this game get so well: The combat. It's incredible. For starters, now there are styles, there's four to start with, and you unlock another two later down the game, and Vergil gets his own unique 7th Style. Styles basically affect how your circle button behaves, for example, Sword Master gives all your weapons new attacks, and as you level it up, because styles can level up, you get even more attacks by mixing the circle button and directions on the analog stick. Gunslinger gives your hand guns new abilities, and Tricksters lets you dodge or run on walls, like DMC 2. This adds a lot of depth to the game, and lets you play how you like to play. Me, I liked SwordMaster, since it greatly expanded on my comboability. Keep to things in mind, Styles can only be swapped before starting a mission or on a Save Point, plus, Dante gets six melee weapons and six guns, but he can only take two of each, which again, can only be swapped before a mission or on a savepoint.
Speaking of weapons, every weapon gives Dante an entirely different moveset, and you can change between your two selected weapons in real time, even mid-combo. Vergil himself only gets three weapons, but he has all three of them at the same time, and even though he shares a weapon with Dante, the Beowulf, both characters use them in entirely different ways. As far as Dante goes, his moveset is now akin to the one in DMC 1, depending on your timing, and which direction you hold, your attacks will change, and this holds true for all six weapons. Vergil doesn't have as many variations(Timing doesn't affect his blows), but he deals waaay more damage than Dante.
Alright, so the game keeps the fixed camera angles that plagued the previous games before it, but, you can actually rotate them on certain areas, and, the camera angles are much better this time around, not one time did I felt as if the camera angles screwed me over. Environments are smaller this time around as well, as to encourage comboing. And boy, is making combos fun. The combat system has so much depth, so many possibilities, between the Styles and each individual weapon. One thing that I thought was rather neat is that enemies will go down faster as you go through the game. But here's the thing, you can't upgrade a weapons raw damage, they go down faster because you, the player, learn how to make better combos, learn when and how to dodge. It feels great.
Regarding the difficulty setting, it's just right. This is actually the rerelease, Devil May Cry 3 special, since Capcom thought it'd be funny to make the Japanese 'Hard' our 'Normal' on their first release. Y'know, the difficulty setting that you unlock after beating the game, and on which you can bring over your strengthened character? Yeah, fun times. But regardless, this is not that version, Normal is Normal here. And look, many bosses actually took me down the first time, but that first time was enough for me to learn and take'em out on the second try. Oh, mind you, there're two ways to play, 'Gold', which has a ton of checkpoints, and 'Yellow', in which death means restarting the entire level. I played on Gold, but even then, if you need even more help, you can always buy healing items.
It's hard for me to convey just how good Devil May Cry 3 is. Everything it sets out to do, it nails right on the heard.
9.0 out of 10
Basically, Devil May Cry HD Collection is a fantastic way to re-experience all three games. If you already own them on PS2, there's no need to get this version, as the new 'extras' are rather lame. One last piece of advise: Don't play them in chronological order. As that would mean going to DMC 1 after DMC 3, and... yeah, it's gonna be hard to get used to. It's not like the story is particularly good anyways as to warrant a 'chronological playthrough'.
9.0 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Saturday, March 5, 2016
Wednesday, March 2, 2016
Review #304: Super Mario Land 2 - 6 Golden Coins(Virtual Console)
Ain't that a descriptive title!
Now this, THIS is a sequel. I had a bunch o' problems with the first Super Mario Land, and it seems as I was not the only one, since this game was made from the ground up, doing away with most of the things Super Mario Land introduced. This game is bigger, better and longer than the previous game, and while I'd be hard pressed to call it a Gameboy Classic, it's a decent entry into the Mario Franchise.
But do you know what's the biggest draw to this game is? Wario made his first appearance here! Oh boy, he took over a Castle, protected by a gate that can only be opened by collecting six golden coins(Title drop!), and it's up to Mario to stop him. Super Mario Land didn't really feel like a Mario game, and it seems they took notice, as now you'll come across Goombas, Winged Goombas, Koopa Troopas that behave like Koopa Troopas, and Mario even gets his block-breaking spin jump from Super Mario World. Even then, the game does its own thing, which makes it stand out against other Mario games. There's six 'Zones', each one with its own theme, made up of 3 to 4 levels each, and you'll do stuff that Mario's never done before, like trekking inside a whale, wearing an astronaut suit on his adventure through the moon and even do battle against the three little piglets and coming across giant ants. This is not your average Mario adventure.
Being so different was something I held against Super Mario Land, but why am I so unconcerned with it this time? Because the previous game had wonky physics that made it rather annoying to play. If you don't get the jumping right on a platform game, you are doing something wrong. Physics-wise, this game doesn't feel like traditional Mario either, but at least it's fun. Some things might throw you off, like the game not freezing for a second when you get a power up, but it's something you get used to. Jumps feel looser than on traditional Mario games, but it's nothing you can get used to. Graphically the game was made from the ground-up, featuring large sprites that make jumping not feel like a chore, and it's not a walk in the park either, the final level can get quite nasty! And you know what, the game even brings its own ideas to the table. For instance, you can travel to any of the six zones at any point in time, so you can clear them in any order you wish, and it has its own original obstacles, like floating pools of water to aid you, or hinder you, through gaps. Or a stage in which you can use a bubble to float... but must avoid birds that want to pop it! It's a very different Mario game, and this time around, it's a good thing.
There's three different power ups in this game: The mushroom, that makes you grow large and lets you take an extra hit, the fire flower, represented by a feather on Mario's hat, that lets you shoot projectiles and the radish, represented by bunny ears on Mario's hat that lets him hover. Interestingly, I felt as if each power up was akin to different difficulties. Small Mario can have a tough time, since he can only take one hit, and even Large Mario will have some trouble clearing stages. The Fire Flower lets you do away with most enemies, so you need only concern yourself with jumping, while the Radish turns most stages into a joke. Luckily(Or unluckily) Radishes aren't all that common. That said, the game isn't particularly hard, the only time I somewhat struggled was during the last level, previous stages don't really prepare you for the new obstacles you must deal with. Still, it was a fun stage!
The game lasts little over an hour, probably even less if you are good at it. I wasn't expecting much of this game, but taking into account that it's a handheld game, and one that improved on its sequel in so many ways... It's a really decent Mario game that's worth giving a try, even if just to check out Wario's first videogame appearance!
6.0 out of 10
Now this, THIS is a sequel. I had a bunch o' problems with the first Super Mario Land, and it seems as I was not the only one, since this game was made from the ground up, doing away with most of the things Super Mario Land introduced. This game is bigger, better and longer than the previous game, and while I'd be hard pressed to call it a Gameboy Classic, it's a decent entry into the Mario Franchise.
But do you know what's the biggest draw to this game is? Wario made his first appearance here! Oh boy, he took over a Castle, protected by a gate that can only be opened by collecting six golden coins(Title drop!), and it's up to Mario to stop him. Super Mario Land didn't really feel like a Mario game, and it seems they took notice, as now you'll come across Goombas, Winged Goombas, Koopa Troopas that behave like Koopa Troopas, and Mario even gets his block-breaking spin jump from Super Mario World. Even then, the game does its own thing, which makes it stand out against other Mario games. There's six 'Zones', each one with its own theme, made up of 3 to 4 levels each, and you'll do stuff that Mario's never done before, like trekking inside a whale, wearing an astronaut suit on his adventure through the moon and even do battle against the three little piglets and coming across giant ants. This is not your average Mario adventure.
Being so different was something I held against Super Mario Land, but why am I so unconcerned with it this time? Because the previous game had wonky physics that made it rather annoying to play. If you don't get the jumping right on a platform game, you are doing something wrong. Physics-wise, this game doesn't feel like traditional Mario either, but at least it's fun. Some things might throw you off, like the game not freezing for a second when you get a power up, but it's something you get used to. Jumps feel looser than on traditional Mario games, but it's nothing you can get used to. Graphically the game was made from the ground-up, featuring large sprites that make jumping not feel like a chore, and it's not a walk in the park either, the final level can get quite nasty! And you know what, the game even brings its own ideas to the table. For instance, you can travel to any of the six zones at any point in time, so you can clear them in any order you wish, and it has its own original obstacles, like floating pools of water to aid you, or hinder you, through gaps. Or a stage in which you can use a bubble to float... but must avoid birds that want to pop it! It's a very different Mario game, and this time around, it's a good thing.
There's three different power ups in this game: The mushroom, that makes you grow large and lets you take an extra hit, the fire flower, represented by a feather on Mario's hat, that lets you shoot projectiles and the radish, represented by bunny ears on Mario's hat that lets him hover. Interestingly, I felt as if each power up was akin to different difficulties. Small Mario can have a tough time, since he can only take one hit, and even Large Mario will have some trouble clearing stages. The Fire Flower lets you do away with most enemies, so you need only concern yourself with jumping, while the Radish turns most stages into a joke. Luckily(Or unluckily) Radishes aren't all that common. That said, the game isn't particularly hard, the only time I somewhat struggled was during the last level, previous stages don't really prepare you for the new obstacles you must deal with. Still, it was a fun stage!
The game lasts little over an hour, probably even less if you are good at it. I wasn't expecting much of this game, but taking into account that it's a handheld game, and one that improved on its sequel in so many ways... It's a really decent Mario game that's worth giving a try, even if just to check out Wario's first videogame appearance!
6.0 out of 10
Monday, February 29, 2016
Month Overview: February 2016
Tally:
Mega Man Anniversary Collection 8.0
Megaman X Collection 9.0
Megaman X 7 4.5
Megaman X 8 7.0
Megaman - Maverick Hunter X 9.0
Megaman Powered Up 8.5
Clock Tower 3 7.0
Nightshade 8.5
Extermination 6.5
Naruto Shippuden - Ultimate Ninja 4 5.0
Chocobo Racing 6.5
Short Peace - Ranko Tsukigime's Longest Day 8.0
The Evil Within 9.5
Katamari Forever 8.0
Vitamin Z 5.0
Tomb Raider 8.0
Super Mario Bros. 3 9.0
Samurai Champloo - Sidetracked 3.5
The Legend of Zelda - Ocarina of Time 3D 8.5
Resident Evil 2 8.5
Custom Robo Arena 6.0
Holy chiplote, I've no idea how I managed to cram so many games, seeing how I was busy, both by studies and holiday-life. My daily literature did suffer a bit though...
Ah well, I played a ton of survival horror games this month, and I actually liked them! Megaman too, I finally got through most of the games. And for the first time ever, a Suda 51 game let me down
Game of February 2016:
I fell in love with this game. It was a blast from beginning to end, and I just couldn't stop playing it. This is what I feel survival horror should be. There's item management if you really want to make it through, but it doesn't limit the player with cheap fixed camera angles or stiff controls. Everything is up to your skill as well as to how you manage to make the most of your ammo and healing items. That said, if you play your cards right, it's very possible to make it to the latter chapters with ammo to spare, but the shooting mechanics feel so good that I didn't even care.
Runner-up:
Mega Man Anniversary Collection 8.0
Megaman X Collection 9.0
Megaman X 7 4.5
Megaman X 8 7.0
Megaman - Maverick Hunter X 9.0
Megaman Powered Up 8.5
Clock Tower 3 7.0
Nightshade 8.5
Extermination 6.5
Naruto Shippuden - Ultimate Ninja 4 5.0
Chocobo Racing 6.5
Short Peace - Ranko Tsukigime's Longest Day 8.0
The Evil Within 9.5
Katamari Forever 8.0
Vitamin Z 5.0
Tomb Raider 8.0
Super Mario Bros. 3 9.0
Samurai Champloo - Sidetracked 3.5
The Legend of Zelda - Ocarina of Time 3D 8.5
Resident Evil 2 8.5
Custom Robo Arena 6.0
Holy chiplote, I've no idea how I managed to cram so many games, seeing how I was busy, both by studies and holiday-life. My daily literature did suffer a bit though...
Ah well, I played a ton of survival horror games this month, and I actually liked them! Megaman too, I finally got through most of the games. And for the first time ever, a Suda 51 game let me down
Game of February 2016:
I fell in love with this game. It was a blast from beginning to end, and I just couldn't stop playing it. This is what I feel survival horror should be. There's item management if you really want to make it through, but it doesn't limit the player with cheap fixed camera angles or stiff controls. Everything is up to your skill as well as to how you manage to make the most of your ammo and healing items. That said, if you play your cards right, it's very possible to make it to the latter chapters with ammo to spare, but the shooting mechanics feel so good that I didn't even care.
Runner-up:
I... I just couldn't decide. On one hand, Megaman X is phenomenal, it's amazing, and guess what, X collection includes X2 and X3, which are really good, as well as X4 which is just as good as X. There's also X5 which is good and.... just ignore X6. But then there's Maverick Hunter X, the remake hits all the right notes, and for what little it got wrong, it got so much right to counterbalance it. And the new Vile Mode is a blast and offers an alternate way to play same ol' fantastic Megaman X. Technically, X Collection 'should' win since it offers the same quality, but it also offers quantity, but you just can't write off Maverick Hunter X, which is the perfect example of a remake done right.
So instead of choosing between them, I picked both of them. It's my blog, I can cheat if I want to.
Review #303: Custom Robo Arena
Pokemon with robots. Wait, Robopon?!
Y'know, Custom Robo makes me sad. It makes me sad how underutilized the franchise is. There's been 5 games in the franchise already, of which we only got two localized overseas, and even then, this was the last game they released. It's not like the game is fantastic, far from it, but it has untapped potential.
The Story... the story is the game's only mode if you don't have anybody else to play offline VS with, although there once was online battles, but it went away alongside the Nintendo DS servers. So, the story mode... it's a total drag. It starts with you getting your own Robopon, and one thing leads to another, and you join a Custom Robo battler team. And everyone admires how good you are even though you just started. There's also this girl that's supposed to be 'the best support ever' and, supposedly, she helps you a lot, though in-game she does jack all. It's a very generic anime story , heck, the 2-D cut outs, for when special NPCs talk, are downright terrible, they look as if they had been drawn at the last minute with little to no effort. And it's so slow paced, so repetitive(The game is divided on 'days', and every day starts with you going to breakfast and ends with you going to dinner with your family, and they repeat the same lines when the scenes end), sometimes you'll ever wonder why they say 'I'll stay here and show X the place, you go on ahead', only for these characters to arrive as soon as you get to where you had to go. What was the point? Immersion? The script is so lame it adds nothing to the game. And characters are very anime, but anime for kids, most characters have this one trait that defines their entire personality.... which makes it surprising how dark the story can get, dealing with themes of revenge, murder and even 'using your friends', makes me wonder just who they were aiming for with the script. Adults will grow bored, fast, and kids won't even care.
Alright, so everything regarding the story mode is dull, it's the opposite as far as battle are concerned. While the Story Mode is completely 2D, battles are full 3D, in which you must annihilate the opposing robot. You do this by... customizing your robo. Custom Robos are made up of six pieces: A Body, which defines the type of melee charge attack. a gun, a missile launcher, a grenade pod and legs that affect how you'll move around. While you get full 3D movement, your robot automatically aims at the opponent, no matter how far you are, so you can just shoot your projectiles at a distance. Keep in mind that missile actually have to be aimed, by holding the R button, while grenades alter their course depending on how you move the analog stick(Or directions on the digital pad if you are using a Nintendo DS). Movement around the arena can be done by either running, d'oh, or jumping and air-dashes. Depending on which leg parts you are using you might get more aerial dashes. Lastly there's the melee charge attack, that makes you invulnerable while you charge ahead, making it a viable move to protect yourself from incoming projectiles, if you time it right. I found combat to be rather fun, even if the CPU has somewhat inhuman reflexes. There's over 30 different robot bodies and over 40 of each type of weapon, although not as many leg parts. And no set-up felt particularly stronger than the others, so I think it's safe to say that it's relatively balanced.
But do you know what really, really sucks? You start battling with the Ray Mark II, which is a really cool robot. And then they start teasing you with the 'Ray Mk III', so you start looking forwards to this robo. And then you get it early in the game, and it SUCKS! Sure, it's slightly stronger and sturdier than the Mk. II, but it's also slightly weaker and has a worse charge attack. It will throw you off if you made your strategy about closing in to mash that charge attack. Luckily, by the time you unlock 'Grudge Matches', the open-ended post-game, you can get it back. And it feels so good.
The Grudge Matches are really interesting, you can fight against many NPCs, as well as unique NPCs, over and over again, as well as collect secret Robos and.... extra powerful 'illegal' parts. The one problem I had with the post game is that you'll require a ton of money, which translates into a lot of grinding. You've no idea just how much grinding you'll have to do, with about 6 robots costing $500 each(That's a lot in this game). And a grudge match with a prerequisite of giving her $500... and illegal parts costing about $300 each. Then there's the many grudge matches with prerequisites of owning(buying) a certain amount of parts... it's gonna take a while and not for the right reasons.
This game was made when people were still going ga-ga over the touchscreen, so of course they had to tack on some touching mechanics to it. This time around your Robo will get dirty as you use it and it takes damage, and if you don't clean it, it's performance will suffer. Cleaning is done by rubbing all of its individual parts(Head, Chest, Forearms, arms, legs, feet, crotch(Yes) and Pod). At first its cute, but it grows old. Supposedly you can find better, consumable, cleaning clothes that make it faster, but I didn't find any, and even then, it's not like they would prevent it from getting dirty.
The thing about Custom Robo, is that as good as the battles and how fun customizing your robo is, the story mode is a real drag. And it's not like you can avoid it, even if you found another person to play with, you have to go through the story mode to find the different robos and pieces. Mind you, the Story Mode isn't all that bad, it simply is very boring. But if you are willing to endure it, you'll find a little rough gem of a game that Nintendo just isn't exploiting enough.
6.0 out of 10
Y'know, Custom Robo makes me sad. It makes me sad how underutilized the franchise is. There's been 5 games in the franchise already, of which we only got two localized overseas, and even then, this was the last game they released. It's not like the game is fantastic, far from it, but it has untapped potential.
The Story... the story is the game's only mode if you don't have anybody else to play offline VS with, although there once was online battles, but it went away alongside the Nintendo DS servers. So, the story mode... it's a total drag. It starts with you getting your own Robopon, and one thing leads to another, and you join a Custom Robo battler team. And everyone admires how good you are even though you just started. There's also this girl that's supposed to be 'the best support ever' and, supposedly, she helps you a lot, though in-game she does jack all. It's a very generic anime story , heck, the 2-D cut outs, for when special NPCs talk, are downright terrible, they look as if they had been drawn at the last minute with little to no effort. And it's so slow paced, so repetitive(The game is divided on 'days', and every day starts with you going to breakfast and ends with you going to dinner with your family, and they repeat the same lines when the scenes end), sometimes you'll ever wonder why they say 'I'll stay here and show X the place, you go on ahead', only for these characters to arrive as soon as you get to where you had to go. What was the point? Immersion? The script is so lame it adds nothing to the game. And characters are very anime, but anime for kids, most characters have this one trait that defines their entire personality.... which makes it surprising how dark the story can get, dealing with themes of revenge, murder and even 'using your friends', makes me wonder just who they were aiming for with the script. Adults will grow bored, fast, and kids won't even care.
Alright, so everything regarding the story mode is dull, it's the opposite as far as battle are concerned. While the Story Mode is completely 2D, battles are full 3D, in which you must annihilate the opposing robot. You do this by... customizing your robo. Custom Robos are made up of six pieces: A Body, which defines the type of melee charge attack. a gun, a missile launcher, a grenade pod and legs that affect how you'll move around. While you get full 3D movement, your robot automatically aims at the opponent, no matter how far you are, so you can just shoot your projectiles at a distance. Keep in mind that missile actually have to be aimed, by holding the R button, while grenades alter their course depending on how you move the analog stick(Or directions on the digital pad if you are using a Nintendo DS). Movement around the arena can be done by either running, d'oh, or jumping and air-dashes. Depending on which leg parts you are using you might get more aerial dashes. Lastly there's the melee charge attack, that makes you invulnerable while you charge ahead, making it a viable move to protect yourself from incoming projectiles, if you time it right. I found combat to be rather fun, even if the CPU has somewhat inhuman reflexes. There's over 30 different robot bodies and over 40 of each type of weapon, although not as many leg parts. And no set-up felt particularly stronger than the others, so I think it's safe to say that it's relatively balanced.
But do you know what really, really sucks? You start battling with the Ray Mark II, which is a really cool robot. And then they start teasing you with the 'Ray Mk III', so you start looking forwards to this robo. And then you get it early in the game, and it SUCKS! Sure, it's slightly stronger and sturdier than the Mk. II, but it's also slightly weaker and has a worse charge attack. It will throw you off if you made your strategy about closing in to mash that charge attack. Luckily, by the time you unlock 'Grudge Matches', the open-ended post-game, you can get it back. And it feels so good.
The Grudge Matches are really interesting, you can fight against many NPCs, as well as unique NPCs, over and over again, as well as collect secret Robos and.... extra powerful 'illegal' parts. The one problem I had with the post game is that you'll require a ton of money, which translates into a lot of grinding. You've no idea just how much grinding you'll have to do, with about 6 robots costing $500 each(That's a lot in this game). And a grudge match with a prerequisite of giving her $500... and illegal parts costing about $300 each. Then there's the many grudge matches with prerequisites of owning(buying) a certain amount of parts... it's gonna take a while and not for the right reasons.
This game was made when people were still going ga-ga over the touchscreen, so of course they had to tack on some touching mechanics to it. This time around your Robo will get dirty as you use it and it takes damage, and if you don't clean it, it's performance will suffer. Cleaning is done by rubbing all of its individual parts(Head, Chest, Forearms, arms, legs, feet, crotch(Yes) and Pod). At first its cute, but it grows old. Supposedly you can find better, consumable, cleaning clothes that make it faster, but I didn't find any, and even then, it's not like they would prevent it from getting dirty.
The thing about Custom Robo, is that as good as the battles and how fun customizing your robo is, the story mode is a real drag. And it's not like you can avoid it, even if you found another person to play with, you have to go through the story mode to find the different robos and pieces. Mind you, the Story Mode isn't all that bad, it simply is very boring. But if you are willing to endure it, you'll find a little rough gem of a game that Nintendo just isn't exploiting enough.
6.0 out of 10
Review #302 - Resident Evil - Code Veronica X
You are still alive!?
Did you know? Resident Evil Code Veronica was supposed to be the third entry, but, supposedly, due to some contract thingie with Sony, Nemesis went to become the third game. But Code Veronica holds the distinction of being the first one to hit then-next-gen, so good bye pre-rendered backgrounds, and hello beautiful 3D. Fixed camera angles are back though.
The story follows Claire, who is still looking for her brother Chris. She ends up a prisoner on an Island that holds deep ties with Umbrella Corporation, those that started the T-Virus outbreak that turned people into zombies. And then midway through the game, you end up as Chris, who has to finish what Claire started. Y'know the deal, cheesy dialogue, simple but serviceable premise. Alfred is one of the new main villains, and he is a rather interesting homage to certain horror movie icon, and then there's Steve. Steve is the worst thing to ever happen to the Resident Evil series. THE WORST THING. Sure, his voice and the delivery is terrible, but that's not even half of the problem, the problem lies in how he is portrayed. His lines are HORRIBLE, and his actions are cringe-worthy. And you can tell how hard Capcom tried to make him look cool, and to force this sad excuse of a character to become Claire's love interest. But he sucks, he is terrible and he is unbearable. Every scene he is in, he ruins it completely.
This is pure Resident Evil, but times 10. The puzzles are more complex, the environments are larger, enemies deadlier and the game itself is longer. And the game is plays just like the others, run around a maze-like environment searching for items to use elsewhere and advance, while avoiding or shooting your way through hordes of zombies and other nasties. All that while managing your very limited inventory space, so you better think carefully about which weapons, or ammo, to bring. Personally I felt like level design was very lackluster. Environments are huge, and there's a ton of necessary key items as well as weapon and healing items that you will need to survive, but you simply can't carry enough, and the chests in which you can store items are very rare this time around. This makes the beginning of the game an absolute nightmare, particularly if you choose the 'wrong' fork of the road, which could have you going a loooooooong time, coming around enemies and items that you just can't carry. Locations are also far larger than previous games, which means that backtracking is particularly nasty this time around, and you'll be doing a lot of it. Oh, and there's plenty of rooms upon which enemies will be replaced after certain plot points. It's not a stretch to say that this is probably the hardest Resident Evil game, at least on default difficulty settings. And I kinda have mixed feelings about it, on one hand I liked how hard it was when compared to previous games, but on the other hand, having so few save points and store rooms feels rather cheap.
Did I say hardest game? I think that it could also be the easiest. Y'see, I tried to play this game as if it was like previous games, and the game will punish you for it. Remember that useless knife from REvil 1-3? It's REALLY good against zombies and dog zombies. As in REALLY good. And if you mash buttons fast enough, you just might push a zombie before it lands a bite on you. And did you know? I finished the game without touching the Magnum, The Grenade Launcher(Or any of its various ammo types) and the Submachine guns. I didn't even touch them. And I had over 150 bullets and 40 shotgun shells to spare. You see, ammo is very plentiful on this game, and I might even say that there's enough ammo to kill everything you see, judging from how much left overs I had. I struggled so hard on Claire's chapter, but when I got to Chris I started unloading all my ammo(Since I had 300 handgun bullets) and regularly alternated with the shotgun(Non-zombie enemies this time around are very dangerous), so I had a much easier time with Chris. Heck even item management is more lenient when you begin Chris' chapter, since his environments are smaller. So you see, I'm pretty sure that if you don't hog ammo, you will have a much, much easier time with the game than I did.
That said, there're a few things that I just can't forgive. For instance, there's a ton of ways in which you can screw yourself over. Early in the game there's a special... container on which you can deposit items. Since inventory space is so valuable, and you'll be coming across so much stuff, it might be tempting to leave stuff in there. Anything that you left in there, you won't be able to retrieve when you play as Chris. So hopefully you kept that seemingly useless 'empty fire extinguisher', otherwise you won't get the Magnum(Not that I actually used it anyways). And where you worried about a boss battle coming up, so you equipped Claire with your best weapons and all your ammo before leaving the Antartic base? Well, you are screwed, as Chris won't be seeing those items until much, much later onto his chapter. At least I remembered the 'cut-off' point from when I first played the game, but guess what, and I don't care that this is a slight spoiler as it's better to be warned, when you free Claire with a knife, you go back to playing as her. Well, hopefully Chris was carrying some kind of powerful weapon and had healing items, because you only play as Claire a little while before Chris is thrust onto a boss battle. A BOSS BATTLE. Thank god by that time I was carrying the Shotgun and its ammo with me. Oh, and remember not to equip anything on Claire, as that's the last time you'll be playing as her, and she took out my goddamn Bowgun, since I thought she might need it. And hopefully you'll have spare healing items, as Claire will need them to survive her event. Basically, there's a ton of ways you can screw yourself over. My advice: Keep many savefiles. I had up to four(Although by the time I was playing as Chris, I only kept two).
There's a few other gripes I had, like the ones I had with previous games about fixed camera angles. It's not 'scary' not to be able to see in front of my character, I should be able to see what him/her is seeing. And this time around enemies can climb stairs, but guess what, if an enemy is climbing one, you can't use it. Picture my surprise when I was trying to evade some zombies(I hadn't figured that the game actually expected me to use my guns by this time), and I couldn't descend a flight of stairs! Turns out the fixed camera angle wouldn't let me see that a Zombie was slowly going up the stairs. And I tried to use them immediately after it climbed, but I couldn't... a second zombie was climbing them. Fun times, fun, fun times. Thanks, fixed camera angles! The auto-aim can be a pain in the butt as well, the game prioritizes enemies standing close to you, so even if a zombie just started dashing, it will aim towards the one that is closer, even though its not an immediate threat. Sometimes it will even aim 'through a corner' of a wall, so that your shots actually hit the wall, while another zombie rushes from behind. And you let go of 'aim mode', rotate towards the incoming enemy, tap aim again and.... again it turns you onto the enemy that posses no threat at the moment. It can be pretty annoying sometimes.
Finishing the game unlocks 'Battle Mode' a score-based survival kind of mode. It's kinda fun since you get infinite ammo and can unlock a few extra characters, that translate into different weapon loadouts. It's a rather fun extra, but nothing to write home about.
When it comes down to it, I liked Resident Evil Code Veronica, it's pretty fun... despite some of its most glaring flaws which makes it rather hard to recommend to people dabbling onto Survival Horror for the first time. My advice is not to be ashamed to find some kind of guide or something and make note of the 'character-switch' sections, you really don't want to screw yourself over. Also, keep multiple save files!
7.5 out of 10
Did you know? Resident Evil Code Veronica was supposed to be the third entry, but, supposedly, due to some contract thingie with Sony, Nemesis went to become the third game. But Code Veronica holds the distinction of being the first one to hit then-next-gen, so good bye pre-rendered backgrounds, and hello beautiful 3D. Fixed camera angles are back though.
The story follows Claire, who is still looking for her brother Chris. She ends up a prisoner on an Island that holds deep ties with Umbrella Corporation, those that started the T-Virus outbreak that turned people into zombies. And then midway through the game, you end up as Chris, who has to finish what Claire started. Y'know the deal, cheesy dialogue, simple but serviceable premise. Alfred is one of the new main villains, and he is a rather interesting homage to certain horror movie icon, and then there's Steve. Steve is the worst thing to ever happen to the Resident Evil series. THE WORST THING. Sure, his voice and the delivery is terrible, but that's not even half of the problem, the problem lies in how he is portrayed. His lines are HORRIBLE, and his actions are cringe-worthy. And you can tell how hard Capcom tried to make him look cool, and to force this sad excuse of a character to become Claire's love interest. But he sucks, he is terrible and he is unbearable. Every scene he is in, he ruins it completely.
This is pure Resident Evil, but times 10. The puzzles are more complex, the environments are larger, enemies deadlier and the game itself is longer. And the game is plays just like the others, run around a maze-like environment searching for items to use elsewhere and advance, while avoiding or shooting your way through hordes of zombies and other nasties. All that while managing your very limited inventory space, so you better think carefully about which weapons, or ammo, to bring. Personally I felt like level design was very lackluster. Environments are huge, and there's a ton of necessary key items as well as weapon and healing items that you will need to survive, but you simply can't carry enough, and the chests in which you can store items are very rare this time around. This makes the beginning of the game an absolute nightmare, particularly if you choose the 'wrong' fork of the road, which could have you going a loooooooong time, coming around enemies and items that you just can't carry. Locations are also far larger than previous games, which means that backtracking is particularly nasty this time around, and you'll be doing a lot of it. Oh, and there's plenty of rooms upon which enemies will be replaced after certain plot points. It's not a stretch to say that this is probably the hardest Resident Evil game, at least on default difficulty settings. And I kinda have mixed feelings about it, on one hand I liked how hard it was when compared to previous games, but on the other hand, having so few save points and store rooms feels rather cheap.
Did I say hardest game? I think that it could also be the easiest. Y'see, I tried to play this game as if it was like previous games, and the game will punish you for it. Remember that useless knife from REvil 1-3? It's REALLY good against zombies and dog zombies. As in REALLY good. And if you mash buttons fast enough, you just might push a zombie before it lands a bite on you. And did you know? I finished the game without touching the Magnum, The Grenade Launcher(Or any of its various ammo types) and the Submachine guns. I didn't even touch them. And I had over 150 bullets and 40 shotgun shells to spare. You see, ammo is very plentiful on this game, and I might even say that there's enough ammo to kill everything you see, judging from how much left overs I had. I struggled so hard on Claire's chapter, but when I got to Chris I started unloading all my ammo(Since I had 300 handgun bullets) and regularly alternated with the shotgun(Non-zombie enemies this time around are very dangerous), so I had a much easier time with Chris. Heck even item management is more lenient when you begin Chris' chapter, since his environments are smaller. So you see, I'm pretty sure that if you don't hog ammo, you will have a much, much easier time with the game than I did.
That said, there're a few things that I just can't forgive. For instance, there's a ton of ways in which you can screw yourself over. Early in the game there's a special... container on which you can deposit items. Since inventory space is so valuable, and you'll be coming across so much stuff, it might be tempting to leave stuff in there. Anything that you left in there, you won't be able to retrieve when you play as Chris. So hopefully you kept that seemingly useless 'empty fire extinguisher', otherwise you won't get the Magnum(Not that I actually used it anyways). And where you worried about a boss battle coming up, so you equipped Claire with your best weapons and all your ammo before leaving the Antartic base? Well, you are screwed, as Chris won't be seeing those items until much, much later onto his chapter. At least I remembered the 'cut-off' point from when I first played the game, but guess what, and I don't care that this is a slight spoiler as it's better to be warned, when you free Claire with a knife, you go back to playing as her. Well, hopefully Chris was carrying some kind of powerful weapon and had healing items, because you only play as Claire a little while before Chris is thrust onto a boss battle. A BOSS BATTLE. Thank god by that time I was carrying the Shotgun and its ammo with me. Oh, and remember not to equip anything on Claire, as that's the last time you'll be playing as her, and she took out my goddamn Bowgun, since I thought she might need it. And hopefully you'll have spare healing items, as Claire will need them to survive her event. Basically, there's a ton of ways you can screw yourself over. My advice: Keep many savefiles. I had up to four(Although by the time I was playing as Chris, I only kept two).
There's a few other gripes I had, like the ones I had with previous games about fixed camera angles. It's not 'scary' not to be able to see in front of my character, I should be able to see what him/her is seeing. And this time around enemies can climb stairs, but guess what, if an enemy is climbing one, you can't use it. Picture my surprise when I was trying to evade some zombies(I hadn't figured that the game actually expected me to use my guns by this time), and I couldn't descend a flight of stairs! Turns out the fixed camera angle wouldn't let me see that a Zombie was slowly going up the stairs. And I tried to use them immediately after it climbed, but I couldn't... a second zombie was climbing them. Fun times, fun, fun times. Thanks, fixed camera angles! The auto-aim can be a pain in the butt as well, the game prioritizes enemies standing close to you, so even if a zombie just started dashing, it will aim towards the one that is closer, even though its not an immediate threat. Sometimes it will even aim 'through a corner' of a wall, so that your shots actually hit the wall, while another zombie rushes from behind. And you let go of 'aim mode', rotate towards the incoming enemy, tap aim again and.... again it turns you onto the enemy that posses no threat at the moment. It can be pretty annoying sometimes.
Finishing the game unlocks 'Battle Mode' a score-based survival kind of mode. It's kinda fun since you get infinite ammo and can unlock a few extra characters, that translate into different weapon loadouts. It's a rather fun extra, but nothing to write home about.
When it comes down to it, I liked Resident Evil Code Veronica, it's pretty fun... despite some of its most glaring flaws which makes it rather hard to recommend to people dabbling onto Survival Horror for the first time. My advice is not to be ashamed to find some kind of guide or something and make note of the 'character-switch' sections, you really don't want to screw yourself over. Also, keep multiple save files!
7.5 out of 10
Thursday, February 25, 2016
Review #301 - Resident Evil 2
'Game Over'
Resident Evil 2 is considered by many to be the game in the franchise, and its the game that marked Hideki Kamiya's debut as a videogame director. It's bigger, looks better, SOUNDS better, more action packed, more intricate and longer than Resident Evil 1, making it the prime of example of what a sequel should be.
The action takes place on the streets of Raccoon City, where Claire Redfield, looking for her brother Chris, comes across Leon, a cop on his first day at the job, while zombies assault them both. It's not long before they get separated... and then reunited. And then separated again.... While both Claire and Leon go their separate paths, they do collaborate via radio. There's two ways to play the game, Claire A/Leon B or Leon A/Claire B, but it's not as interesting as it sounds. While Leon and Claire meet a different supporting cast, most of their puzzles are the same, it's just the location of a few items that changes. And while scenarios are called 'A' and 'B', they are basically the same, but scenario B is a bit tougher with even more zombies, sometimes even substituted by tougher enemies, and the addition of new bosses, including one that reappears every now and then to annoy you. Basically, you get two play 4 variations of the same thing. There's a few other differences between Claire and Leon, like the weapons they find. Leon gets better all-around weapons, with a gun that holds more bullets, the ever-useful Shotgun and the extremely powerful Magnum... and he even gets to upgrade them! And there's a few segments in which you get to play as an alternate character, Leon's has a gun to defend herself. Meanwhile, Claire gets a gun that holds 13 bullets top, can't be enhanced, and the very situational bowgun that can't hold a candle to the shotgun.... but she also gets the Grenade Launcher, which is extremely powerful, covers a wide area and is very versatile thanks to three ammo types, but the alternate playable character on her route can't even defend herself, and without spoiling too much, you even have to babysit her, run too fast and she'll stop dead on her tracks, and if she falls too far behind you won't be able to enter a different area. All in all, Claire's scenarios are definitely harder.
The most important thing in Resident Evil is item management. Ammo and healing items are hard to come by, and your small inventory forces you to carry only the bare essentials, you really don't want to enter a new room, after skillfully avoiding enemies without getting hurt or wasting ammo, only to find out that you can't carry all the key items it houses, forcing you to do the whole trip again. I'd hesitate to call them 'puzzles', since they are very easy, but most of the time you'll be exploring mazelike environments, searching for items to activate mechanisms or the such someplace else. Strewn throughout the game are special chests, on which you can deposit your items, and magically retrieve them from any other such chest, as well as Typewriters, which at the cost of one ink ribbon, can be used to save your game.
Savespots are rather uncommon, so dying hurts a bit, since it potentially means redoing minutes, upon minutes of gameplay. But there's a slight advantage to dying, now you should be familiar with what you have to do, and where the enemies are, so it's easy to learn and do things better the second time around. Now you know if going towards that dead end is worth it, maybe going through three zombies to get a healing item you don't need isn't really worth it. And that's the beauty of how the game works, you'll learn the environment, you'll learn to lure zombies, and run past them, without wasting a single bullet on them, so dying isn't all that bad, most of the time anyways.
Unsurprisingly the game uses the two staples of the genre that the franchise itself cemented: Fixed camera angles and tank-like controls. People say that these create tension and add to the 'helplessness' feeling. I say it's hogwash. Fixed camera angles are downright annoying, you can hear the enemies, but even if you know that there's danger ahead, it's not unusual to get hit from an enemy just around the corner, a zone that the fixed camera angle just doesn't cover. If there are many enemies, you just might find out that all your dodging was for naught, as there's three zombies right in front of you. It's not fun, it doesn't make me feel 'tense' or 'scared', it only annoys me. And it's not like the game can't be scary on its own, the game caught me once without a jumpscare, by just having a Licker appearing on a window. And even though PS1 graphics are dated, they managed to make the monsters look gruesome and disgusting, which is just amazing. As for the tank-controls, I don't really mind them or find them annoying, but trust me, sometimes you'll wish you'd be able to turn faster.
I found Resident Evil 2 to be immensely entertaining. But as fun as it is, and I do recommend doing an entire A/B run, since there's different bosses and a few new areas, unless you really, REALLY like the game, doing the alternate A/B run back to back isn't really worth it. It's the same game, two more times. That said, for future playthroughs, it adds replayability, so it's not a bad feature per se.
8.5 out of 10
Resident Evil 2 is considered by many to be the game in the franchise, and its the game that marked Hideki Kamiya's debut as a videogame director. It's bigger, looks better, SOUNDS better, more action packed, more intricate and longer than Resident Evil 1, making it the prime of example of what a sequel should be.
The action takes place on the streets of Raccoon City, where Claire Redfield, looking for her brother Chris, comes across Leon, a cop on his first day at the job, while zombies assault them both. It's not long before they get separated... and then reunited. And then separated again.... While both Claire and Leon go their separate paths, they do collaborate via radio. There's two ways to play the game, Claire A/Leon B or Leon A/Claire B, but it's not as interesting as it sounds. While Leon and Claire meet a different supporting cast, most of their puzzles are the same, it's just the location of a few items that changes. And while scenarios are called 'A' and 'B', they are basically the same, but scenario B is a bit tougher with even more zombies, sometimes even substituted by tougher enemies, and the addition of new bosses, including one that reappears every now and then to annoy you. Basically, you get two play 4 variations of the same thing. There's a few other differences between Claire and Leon, like the weapons they find. Leon gets better all-around weapons, with a gun that holds more bullets, the ever-useful Shotgun and the extremely powerful Magnum... and he even gets to upgrade them! And there's a few segments in which you get to play as an alternate character, Leon's has a gun to defend herself. Meanwhile, Claire gets a gun that holds 13 bullets top, can't be enhanced, and the very situational bowgun that can't hold a candle to the shotgun.... but she also gets the Grenade Launcher, which is extremely powerful, covers a wide area and is very versatile thanks to three ammo types, but the alternate playable character on her route can't even defend herself, and without spoiling too much, you even have to babysit her, run too fast and she'll stop dead on her tracks, and if she falls too far behind you won't be able to enter a different area. All in all, Claire's scenarios are definitely harder.
The most important thing in Resident Evil is item management. Ammo and healing items are hard to come by, and your small inventory forces you to carry only the bare essentials, you really don't want to enter a new room, after skillfully avoiding enemies without getting hurt or wasting ammo, only to find out that you can't carry all the key items it houses, forcing you to do the whole trip again. I'd hesitate to call them 'puzzles', since they are very easy, but most of the time you'll be exploring mazelike environments, searching for items to activate mechanisms or the such someplace else. Strewn throughout the game are special chests, on which you can deposit your items, and magically retrieve them from any other such chest, as well as Typewriters, which at the cost of one ink ribbon, can be used to save your game.
Savespots are rather uncommon, so dying hurts a bit, since it potentially means redoing minutes, upon minutes of gameplay. But there's a slight advantage to dying, now you should be familiar with what you have to do, and where the enemies are, so it's easy to learn and do things better the second time around. Now you know if going towards that dead end is worth it, maybe going through three zombies to get a healing item you don't need isn't really worth it. And that's the beauty of how the game works, you'll learn the environment, you'll learn to lure zombies, and run past them, without wasting a single bullet on them, so dying isn't all that bad, most of the time anyways.
Unsurprisingly the game uses the two staples of the genre that the franchise itself cemented: Fixed camera angles and tank-like controls. People say that these create tension and add to the 'helplessness' feeling. I say it's hogwash. Fixed camera angles are downright annoying, you can hear the enemies, but even if you know that there's danger ahead, it's not unusual to get hit from an enemy just around the corner, a zone that the fixed camera angle just doesn't cover. If there are many enemies, you just might find out that all your dodging was for naught, as there's three zombies right in front of you. It's not fun, it doesn't make me feel 'tense' or 'scared', it only annoys me. And it's not like the game can't be scary on its own, the game caught me once without a jumpscare, by just having a Licker appearing on a window. And even though PS1 graphics are dated, they managed to make the monsters look gruesome and disgusting, which is just amazing. As for the tank-controls, I don't really mind them or find them annoying, but trust me, sometimes you'll wish you'd be able to turn faster.
I found Resident Evil 2 to be immensely entertaining. But as fun as it is, and I do recommend doing an entire A/B run, since there's different bosses and a few new areas, unless you really, REALLY like the game, doing the alternate A/B run back to back isn't really worth it. It's the same game, two more times. That said, for future playthroughs, it adds replayability, so it's not a bad feature per se.
8.5 out of 10
Wednesday, February 24, 2016
Review #300: The Legend of Zelda - Ocarina of Time 3D
And so I've hit 300!
If you fancy yourself a gamer, you have heard about The Legend of Zelda - Ocarina of Time, often touted as the best game of all time. Personally, I only considered it as such before I discovered Final Fantasy VII. And later Chrono Cross. And then Disgaea, and even later, Half Life 2, and so on. Which is the reason I consider it the most overrated game of all time bar none. Personal feelings aside, it's time to give Ocarina of Time another go.
As the story goes, you play as Link, the only boy without a fairy on the hidden village of Kokiri. But don't worry about our young hero, at the start of the game a fairy, named Navi, comes to him, and will become his partner throughout the entire adventure. The game biggest draw is tied to the game's namesake, the Ocarina of Time, as Link will be able to travel about seven years into the future. There's some stuff that can only be done in the past, and some that can only be done in the future, and a few times you'll have to travel back and forth. Now then, story has never been Zelda's strongest suit, and the same holds true here. There're a bunch of flavorless speeches and monologues thrown throughout the game, which are fairly boring and dull and can't be skipped. And even worse, every now and then Navi will warn you about stuff, y'know, like telling you that the shiny orange liquidy thing in front of you is lava. The Shadow Temple is particularly annoying, I really didn't need all those unavoidable pop ups. I know what I have to do, dammit. And even if I didn't, it would be easy to figure out.
If you've played the original, the first thing you'll notice is just how beautiful the game looks. The game runs at a much faster, steadier framerate as well. If you've played the original as much as I did back in the day, you'll also notice that some things feel a bit... off. Stuff like walking sideways, now Link kinda tilts his body to the side as well. The Hovering Boots as well seemed to 'trip' or rather, slide, in ways that the original didn't. It's hard to put in words, but I fell to my death a few times on the Shadow Temple due to this. It's mostly minutiae, but I think it's worth mentioning. And it doesn't make it a better, or worse, game, just, y'know, a curiosity.
In Ocarina of Time you'll be doing a ton of adventuring. The land of Hyrule is yours to explore, and it has a fair amount of secrets to be found. But you'll need tools to find them, and most of them are found inside the many dungeons. Dungeons are where most of the action happens, you'll solve various puzzles, obtain key to open locked doors and advance, find a weapon/tool and defeat its boss, usually having to use your new found weapon. It's a fairly simple formula, really. It has to be noted that the puzzles are rather simple, and even though I know it's unfair, they don't stack up to the puzzles that would eventually be seen in future installments. I'll also admit that I played the original game oh so many times, that I wasn't really discovering the solutions, but rather remembering them. I still had to do a few rounds around the forest temple, but the rest? I cleared fairly fast. Heck, even as a kid I considered the Water Temple to be overrated in how annoying it was, and now it's made even simpler thanks to how Boots work. That said, the base game took me 20 hours to almost complete it(Only missing some Skultulas, and the Fishing-mini game heart piece. Is it me, or is it harder to fish now??), although I distinctly remember clocking over 40 when I was younger, so maybe the fact that I knew what to do most of the time had something to do with it.
But beating the game unlocks Master Quest. Not only do dungeons get entirely different puzzles, the entire game has been mirrored, and Link takes double damage now. New to this version are Hint Stones, found near Link's home and inside the Temple of Time, I never used them, since I didn't need them, but apparently they give video-hints on what to do next. This version also lets you challenge bosses again by going to Link's bed. There's also gyroscopic aiming controls, which you can turn off. But the thing that matters the most, item loadout, has been entirely revised. Previously you could set 3 items to the C-Buttons. Now you can set only two items to the X and Y button... but there's two new touch-pad buttons to equip another two, and the Ocarina gets its own slot while boots are now classified as items, so equipping and unequipping them is hassle-free.
While the first few parts of the game, namely Young Link, is fairly linear, as soon as you get the boomerang, from the third dungeon, you'll be capable of accessing a few of the sidequest collectibles. But the game truly opens up as soon as you grow up. With just the Hookshot, a grappling hook item, you can now access a ton of different areas and collect a ton of items. There're still things to be done in order, you can't enter the Shadow Temple until you clear the Water Temple, and while you could attempt the Spirit Temple, you might need the 'Lens of Truth' item. There's a bunch of stuff to collect on your spare time as well. 36 heart pieces, 100 Golden Skulltutlas(The prize for getting all 100 sucks, but you get a heart piece at 50), get the Biggoron Sword, collect all four bottles, etc. And getting some of these involve sub-sub quests as well. The fourth empty bottle, for instance, requires defeating all 10 Big Poes. There's definitely plenty to do here, and then there's the Master Quest which even changes the location of some of the Heart Pieces!
Movement and control is pretty simple, but polished. Something that was a big novelty back in the day was how Link would automatically jump if you ran towards an edge, which works really well. Combat is relegated to slashing and blocking, but most of the time you'll be waiting for an enemy to drop its guard so that you can use the powerful jumping slash. Or you could aid yourself by using the subweapons, like bombs or arrows, and if you are savvy enough, the Hookshot(Or Boomerang, for Young Link) to stun enemies. Another then-big novelty was the Z-Targeting, now L Targeting, which changed games forever. It's not perfect, when compared to how future games would do it, but it works very well here. The only instances in which it might annoy you is when swapping targets, which requires tapping the button multiple times, or when you need to use the L button to put the camera behind your back, if there's an enemy nearby it will prioritize targeting it over moving the camera, which can get really annoying depending on the situation.
While the puzzles on the dungeons are relatively simple, sometimes you might have a hard time figuring out where to go, which is why I'd say that the dungeons are the hardest part of the game, since bosses are push-overs. The problem isn't that you have to use whichever weapon you found on the dungeon, the problem lies on just how easy they are. Take the Spirit Temple's boss, ideally the last temple boss you'll fight before heading out toward the real last boss. The only thing she does is throw elemental beams at you, and the only thing you have to do is raise your shield. It's not even hard to avoid, or rather catch(This shield absorbs her beams).
Back in the day, I thought the game was overblown. It was good, just not THAT good as far as I was concerned. Nowadays, I'd say the same thing. The game is a blast to play, there's a ton to do and find, and it does feel like an adventure. It helps that there's a lot of variety, the run-of-the-mill town, the water town, the mountain town, and their people! You've the kids from Kokiri Forest that can't grown up, the amphibian Zoras and the adorable Gorons, and then there's the fact that each dungeon has a different theme, with puzzles tied to the weapon that you'll eventually find, so it gives dungeons their own identity and flavor. While combat is simple, this is an adventure game, combat is not the focus, so for what the combat is meant to be, it's more than fine. You are not meant to pull flashy combos, or figure out enemy patterns, so that you can perfectly time your attacks, oh no, it's just about figuring out just how to use your new weapon against them(Except the Shadow Temple's boss...).
But if so, what holds the game back, in my opinion? Well, for instance, ever since I discovered RPGs, I've never been a fan of games in which combat has no 'meaning',so to speak. In an action game, you usually have to fight enemies in order to proceed, unless you want to die. On a proper RPG, you are rewarded with money. Here Combat is just... there. You have to defeat enemies because the brain-busting 'puzzle' is to defeat every enemy in the room. Or because you need money, but there're better alternatives. So why do I want to actually fight? It never feels rewarding. And I don't usually care about stories in games(I mean, just look at how many times I've written 'But you don't play X for its story'), if you are gonna have these long monologues, and speeches about the creation of the world and what not... make them interesting! Not that it doesn't have its moments, finding the name of that one Goron in the future and why he was named like that? That made me crack a smile. And you know what, even though having four slots to set items on, going back and forth to equip or unequip items sometimes felt like a chore. The two touchpad slots are perfect for toggle items, like boots or the lens of truth, but throwing bombs with them? Using the Bow? The hookshot? Trust me, those you'll want to use with proper buttons. Still, at times, in order to reduce the amount of times I went back to the Item menus, I had to settle with using the hammer or bombs with the touch pad, and while not unwieldy, it wasn't as comfortable as using the buttons.
8.5 out of 10
If you fancy yourself a gamer, you have heard about The Legend of Zelda - Ocarina of Time, often touted as the best game of all time. Personally, I only considered it as such before I discovered Final Fantasy VII. And later Chrono Cross. And then Disgaea, and even later, Half Life 2, and so on. Which is the reason I consider it the most overrated game of all time bar none. Personal feelings aside, it's time to give Ocarina of Time another go.
As the story goes, you play as Link, the only boy without a fairy on the hidden village of Kokiri. But don't worry about our young hero, at the start of the game a fairy, named Navi, comes to him, and will become his partner throughout the entire adventure. The game biggest draw is tied to the game's namesake, the Ocarina of Time, as Link will be able to travel about seven years into the future. There's some stuff that can only be done in the past, and some that can only be done in the future, and a few times you'll have to travel back and forth. Now then, story has never been Zelda's strongest suit, and the same holds true here. There're a bunch of flavorless speeches and monologues thrown throughout the game, which are fairly boring and dull and can't be skipped. And even worse, every now and then Navi will warn you about stuff, y'know, like telling you that the shiny orange liquidy thing in front of you is lava. The Shadow Temple is particularly annoying, I really didn't need all those unavoidable pop ups. I know what I have to do, dammit. And even if I didn't, it would be easy to figure out.
If you've played the original, the first thing you'll notice is just how beautiful the game looks. The game runs at a much faster, steadier framerate as well. If you've played the original as much as I did back in the day, you'll also notice that some things feel a bit... off. Stuff like walking sideways, now Link kinda tilts his body to the side as well. The Hovering Boots as well seemed to 'trip' or rather, slide, in ways that the original didn't. It's hard to put in words, but I fell to my death a few times on the Shadow Temple due to this. It's mostly minutiae, but I think it's worth mentioning. And it doesn't make it a better, or worse, game, just, y'know, a curiosity.
In Ocarina of Time you'll be doing a ton of adventuring. The land of Hyrule is yours to explore, and it has a fair amount of secrets to be found. But you'll need tools to find them, and most of them are found inside the many dungeons. Dungeons are where most of the action happens, you'll solve various puzzles, obtain key to open locked doors and advance, find a weapon/tool and defeat its boss, usually having to use your new found weapon. It's a fairly simple formula, really. It has to be noted that the puzzles are rather simple, and even though I know it's unfair, they don't stack up to the puzzles that would eventually be seen in future installments. I'll also admit that I played the original game oh so many times, that I wasn't really discovering the solutions, but rather remembering them. I still had to do a few rounds around the forest temple, but the rest? I cleared fairly fast. Heck, even as a kid I considered the Water Temple to be overrated in how annoying it was, and now it's made even simpler thanks to how Boots work. That said, the base game took me 20 hours to almost complete it(Only missing some Skultulas, and the Fishing-mini game heart piece. Is it me, or is it harder to fish now??), although I distinctly remember clocking over 40 when I was younger, so maybe the fact that I knew what to do most of the time had something to do with it.
But beating the game unlocks Master Quest. Not only do dungeons get entirely different puzzles, the entire game has been mirrored, and Link takes double damage now. New to this version are Hint Stones, found near Link's home and inside the Temple of Time, I never used them, since I didn't need them, but apparently they give video-hints on what to do next. This version also lets you challenge bosses again by going to Link's bed. There's also gyroscopic aiming controls, which you can turn off. But the thing that matters the most, item loadout, has been entirely revised. Previously you could set 3 items to the C-Buttons. Now you can set only two items to the X and Y button... but there's two new touch-pad buttons to equip another two, and the Ocarina gets its own slot while boots are now classified as items, so equipping and unequipping them is hassle-free.
While the first few parts of the game, namely Young Link, is fairly linear, as soon as you get the boomerang, from the third dungeon, you'll be capable of accessing a few of the sidequest collectibles. But the game truly opens up as soon as you grow up. With just the Hookshot, a grappling hook item, you can now access a ton of different areas and collect a ton of items. There're still things to be done in order, you can't enter the Shadow Temple until you clear the Water Temple, and while you could attempt the Spirit Temple, you might need the 'Lens of Truth' item. There's a bunch of stuff to collect on your spare time as well. 36 heart pieces, 100 Golden Skulltutlas(The prize for getting all 100 sucks, but you get a heart piece at 50), get the Biggoron Sword, collect all four bottles, etc. And getting some of these involve sub-sub quests as well. The fourth empty bottle, for instance, requires defeating all 10 Big Poes. There's definitely plenty to do here, and then there's the Master Quest which even changes the location of some of the Heart Pieces!
Movement and control is pretty simple, but polished. Something that was a big novelty back in the day was how Link would automatically jump if you ran towards an edge, which works really well. Combat is relegated to slashing and blocking, but most of the time you'll be waiting for an enemy to drop its guard so that you can use the powerful jumping slash. Or you could aid yourself by using the subweapons, like bombs or arrows, and if you are savvy enough, the Hookshot(Or Boomerang, for Young Link) to stun enemies. Another then-big novelty was the Z-Targeting, now L Targeting, which changed games forever. It's not perfect, when compared to how future games would do it, but it works very well here. The only instances in which it might annoy you is when swapping targets, which requires tapping the button multiple times, or when you need to use the L button to put the camera behind your back, if there's an enemy nearby it will prioritize targeting it over moving the camera, which can get really annoying depending on the situation.
While the puzzles on the dungeons are relatively simple, sometimes you might have a hard time figuring out where to go, which is why I'd say that the dungeons are the hardest part of the game, since bosses are push-overs. The problem isn't that you have to use whichever weapon you found on the dungeon, the problem lies on just how easy they are. Take the Spirit Temple's boss, ideally the last temple boss you'll fight before heading out toward the real last boss. The only thing she does is throw elemental beams at you, and the only thing you have to do is raise your shield. It's not even hard to avoid, or rather catch(This shield absorbs her beams).
Back in the day, I thought the game was overblown. It was good, just not THAT good as far as I was concerned. Nowadays, I'd say the same thing. The game is a blast to play, there's a ton to do and find, and it does feel like an adventure. It helps that there's a lot of variety, the run-of-the-mill town, the water town, the mountain town, and their people! You've the kids from Kokiri Forest that can't grown up, the amphibian Zoras and the adorable Gorons, and then there's the fact that each dungeon has a different theme, with puzzles tied to the weapon that you'll eventually find, so it gives dungeons their own identity and flavor. While combat is simple, this is an adventure game, combat is not the focus, so for what the combat is meant to be, it's more than fine. You are not meant to pull flashy combos, or figure out enemy patterns, so that you can perfectly time your attacks, oh no, it's just about figuring out just how to use your new weapon against them(Except the Shadow Temple's boss...).
But if so, what holds the game back, in my opinion? Well, for instance, ever since I discovered RPGs, I've never been a fan of games in which combat has no 'meaning',so to speak. In an action game, you usually have to fight enemies in order to proceed, unless you want to die. On a proper RPG, you are rewarded with money. Here Combat is just... there. You have to defeat enemies because the brain-busting 'puzzle' is to defeat every enemy in the room. Or because you need money, but there're better alternatives. So why do I want to actually fight? It never feels rewarding. And I don't usually care about stories in games(I mean, just look at how many times I've written 'But you don't play X for its story'), if you are gonna have these long monologues, and speeches about the creation of the world and what not... make them interesting! Not that it doesn't have its moments, finding the name of that one Goron in the future and why he was named like that? That made me crack a smile. And you know what, even though having four slots to set items on, going back and forth to equip or unequip items sometimes felt like a chore. The two touchpad slots are perfect for toggle items, like boots or the lens of truth, but throwing bombs with them? Using the Bow? The hookshot? Trust me, those you'll want to use with proper buttons. Still, at times, in order to reduce the amount of times I went back to the Item menus, I had to settle with using the hammer or bombs with the touch pad, and while not unwieldy, it wasn't as comfortable as using the buttons.
8.5 out of 10
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