July 29, 2015
[Review] Shadow of the Colossus (PS3)

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If you look up “beloved PS2 games” in the dictionary, this one is top of the list. Whether its narrow focus is masterfully simple design or an obvious flaw is up to your opinion. I find myself torn; I appreciate the sensibilities of its design and aesthetic—when it’s good it’s very good—but there are glaring shortcomings and annoyances too. Oh and spoilers ahoy.

Let’s first talk about where it didn’t hit the mark, and get it out of the way. The story is pants. We’ll have to compare it to Ico since it shares so much DNA. In Ico the goal is simple: escape, and Yorda both helps with that and is tied up in the plot, being introduced to Ico at the same time as the player meets her so we discover as he does. SotC meanwhile has Mono who is a MacGuffin who starts the game stuffed in a fridge, and we learn nothing about her. The real companion, Agro, has no plot relevance; of course, this doesn’t diminish the relationship between her and Wander that the player feels.

There is meaning and story there, but it’s either stuffed in at the end, or too subtle as it’s unspoken. My motivation as a player was to see the gameplay offered by the next colossus or experience riding around the world, not to see what happens next. And that ending! The twist was appreciated as it’s something actually happening, but everything else was just a little weird. Reading into the events and crafting theories is interesting, but parts of it just come out of nowhere. And if Dormin was so scary and powerful then why was it so easy for Emon to destroy him? Yeah, I dunno, just dumping all the story at the end wasn’t very satisfying for me and it was far more emotional when Agro fell off the cliff, because the game itself had established a connection to her.

So as a good point, the reliance on Agro made you feel the partnership. The poor horse doesn’t care about your motivations, she’s just loyal. Riding her around also felt good (when the controls cooperated), the game has good traversal and a wide open land full of mystery to explore. That’s why I chose the above screenshot; battling colossi is the focus of the game (and what most screenshots feature, obviously) but exploring, hunting lizards, finding new hills and valleys is at least half the experience and can feel soothing, a nice contrast to the high-tension fights.

The fights are mainly satisfying as well, at least if you manage them quickly; figuring out what to do makes you feel accomplished, and climbing these huge creatures is a unique and epic experience. Unfortunately there’s a high frustration factor, as failing to grasp the more obtuse solutions will result in drawn-out battles with repeated failure. A colossus shaking you is not in itself tense as holding R1 will often leave you safe, but the slow burn of your stamina dropping can be both exciting and wearying. Falling to the ground will elicit a sigh as you consider how to exploit the creature’s behaviour again, and chip away at its life bar. Some colossi are exhilarating while others are tedious. I also tried Time Attack which exacerbated the tedium to new heights, as you struggle against a time limit and the AI. So unfortunately the main draw is something of a mixed bag (thank you vocabulary of game review cliches).

Similarly, the music is very memorable and often appropriate, shifting (a bit clunkily) to a more exciting track when advancing the phase in a fight. But on those drawn-out battles though the repetition can grate. The visual design of the world and the colossi are great, very evocative, although the colour palette tends to the drab. I did have minor technical nitpicks with the HD version; pretty severe pop-in of textures and world geometry being the chief complaint. Not that big a deal to me personally but a bit disappointing.

This game is so different to most games in what it’s trying to be that you have to forgive some of its flaws. I don’t mind a series of boss battles with open world roaming in between, I like it a lot in fact. But the execution of some fights and the story elements do drag the game down. It’s fascinating, artful, and strange. But forgive me if I don’t torture myself with Hard Mode.

July 28, 2015
Ico & Shadow of the Colossus, low-detail pixel style!
These are beautiful, atmospheric games, but the colour palette can be a little drab, especially on Wander, which makes it hard to colour him. I did my best. I think one of the strengths of these...

Ico & Shadow of the Colossus, low-detail pixel style!

These are beautiful, atmospheric games, but the colour palette can be a little drab, especially on Wander, which makes it hard to colour him. I did my best. I think one of the strengths of these games is the central partnerships. The secondary characters and their relationship with the protagonists are very important to the experience. Sometimes you’re separated from your companion but that makes the gameplay together even more meaningful, maybe.

Ico, Yorda, Wander, Agro

July 23, 2015
[Re-play] Donkey Kong Country 3 (SNES) and Donkey Kong Land III (GB)

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Once again, a critical eye is hard to apply to a game that was so impactful on me in my younger years. It’s also difficult because I’ve been exposed to much discussion and analysis on the DKVine forums. I would agree with sentiments I’ve read there: that DKC3 may possibly in fact be objectively the best of the three, but it’s not my favourite.

It’s certainly ambitious. More involved map screens, a range of NPCs with item trading sequences, more creative level concepts. Its atmosphere is unique and beautiful in its own way. Its status as the black sheep of the Country trilogy can be put down to its late (post-N64) release, and its tonal dissonance. It was developed by a different team than the one who did parts 1 and 2; there are not the common enemies or sense of escalation that those shared. In some ways it’s a sidestep for the series as much as it’s an evolution of 2D platformer design. Ditching both Donkey and Diddy likely did it no favours either; I never did mind but “gamers” don’t like to play as a bawling baby. They should get over it.

So much for analysis. As for the feeling, well this game is deep in my heart. I don’t have it as memorised as DKC2, but only because the secrets are more well-hidden. But they’re not unfair either: every level has exactly 2 bonus barrels, and the DK coin is always accompanied by a setup with Koin and a keg. Control is perfect and Eveline Novakovic’s soundtrack is sublime.

The Wii U has the NA version published. This is actually an issue: I don’t remember there being slowdown with too many sprites on screen, but in this version there is. It’s especially noticeable on that one waterfall level with falling barrels. Speaking of VC versions though, DKL3. Don’t buy this on 3DS. Well, maybe buy it, but don’t play it there. There’s a far superior version for GBC that was released only in Japan. Ok, there are some compromises but those have been reversed and the game translated back to English by Blaziken257, whose ROM hack you can find here. It’s the definitive way to play the game and makes the VC (which doesn’t even support Super Game Boy palettes, still) look pathetic.

How is DKL3 as a game though? The highest compliment I can pay it is that of the three Land games, it feels the most like a Country title (especially the GBC version). Control and level design are a clear cut above the previous handheld instalments. Sure it doesn’t have the weird new ideas or new content of DKL1 but it sure plays better, and it’s more inventive than DKL2. It uses the familiar enemies and environments of DKC3 but in nice new ways and with new worlds (albeit feeling a little thrown-together) and a new (farcical) plot. It’s even got a unique minigame with a memory tile matching thing—it’s required to get to the Lost World.

Although Donkey Kong Land 3—a game that does not in any way feature Donkey Kong, outside the manual—is an odd way to end the classic DKC series, it’s quite good. In fact I’d say that DKC3 and DKL3 together are the strongest pair of the three. If you only play one of the three Land games, make it DKL3 (the GBC version, please). But all three Countries are solid gold blockbuster classics with magnifico graphics, amazeballs soundtracks, wondero-tastic gameplay, and fantabulous atmosphere. Splendiferous character. Lenticular design. Anyway they’re good.

July 22, 2015
The DKC Kongs, low-detail pixel style!
I’ve just finished a re-play of the DKC and DKL trilogies. They’re so sublime, and with this sense of family togetherness as the Kongs support each other on their adventures. So I wanted to draw all the Kongs...

The DKC Kongs, low-detail pixel style!

I’ve just finished a re-play of the DKC and DKL trilogies. They’re so sublime, and with this sense of family togetherness as the Kongs support each other on their adventures. So I wanted to draw all the Kongs from these classic games together. Candy and Wrinkly draw from their DK64 designs: not strictly DKC but it made them stand out more. Swanky was easier to draw with his upright DKC3 posture. In Funky’s case his DKC3 design has persisted since, so it’s the best look for him.

Donkey Kong, Diddy, Dixie, Kiddy, Cranky, Funky, Candy, Wrinkly, Swanky

See also: Diddy Kong Racing, Diddy Kong Pilot, Donkey Kong 64

July 22, 2015
Pokemon Team grunts, low-detail pixel style!
Here’s the unsung villains of the Pokemon games. Sure they all have the same Rattatas and Purrloins, but they have their own motives and lives. I’ve gone with original designs over remake designs, and...

Pokemon Team grunts, low-detail pixel style!

Here’s the unsung villains of the Pokemon games. Sure they all have the same Rattatas and Purrloins, but they have their own motives and lives. I’ve gone with original designs over remake designs, and happily there’s female variants for all of them, so that’s what I went with too.

Team Rocket Grunt, Team Magma Grunt, Team Aqua Grunt, Team Galactic Grunt, Team Plasma Grunt, Team Flare Grunt

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Filed under: pokemon pixel art 
July 21, 2015
It’s Mr Pants, low-detail pixel style!
One of the more obscure games of the modern Rare, this was a retooling of a potential Donkey Kong puzzle game that after the buyout was re-themed around Rare’s website mascot Mr Pants. This is his family,...

It’s Mr Pants, low-detail pixel style!

One of the more obscure games of the modern Rare, this was a retooling of a potential Donkey Kong puzzle game that after the buyout was re-themed around Rare’s website mascot Mr Pants. This is his family, including sentient lightbulb Helpo. Yes, it’s hard to do stick figures in this style.

Mr Pants, Mrs Pie, Toby, Socks the Dog, Vest the Cat, Helpo

July 20, 2015
These low-detail pixels are just some random characters from the Pokemon franchise. Characters I’ve connected with over the years.
Todd from Pokemon Snap. Mewtwo from the first movie (he had a cool brown cape when he showed up again in that one TV...

These low-detail pixels are just some random characters from the Pokemon franchise. Characters I’ve connected with over the years.

Todd from Pokemon Snap. Mewtwo from the first movie (he had a cool brown cape when he showed up again in that one TV special). Yellow from the Pokemon Special/Pokemon Adventures manga. And Lyra from HeartGold/SoulSilver. Hats are hard.

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Filed under: pokemon pixel art 
July 17, 2015

For the past few years, I’ve loved tuning in to the Metroid HQ’s annual Metroid marathon. It’s pretty much the only stream I watch in a given year. They play through every game in the series, mainly trying to get 100% and often on hard mode. And it’s for charity, donations to Child’s Play. So this is just a little plug because it’s still going on, you can watch some experts at work and enjoy a little chat with other fans.

July 16, 2015
[Review] Lufia & The Fortress of Doom (SNES)

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This is the point at which playing the Lufia games in chronological order falls down. You see, this is the first game in the series in terms of production. As it turns out, many of the elements that made Lufia 2 unique and interesting, such as visible encounters, puzzles, a rotating roster of characters, the IP meter, etc. were all implemented first in that game. What does that leave this first instalment? A pretty generic RPG, unfortunately.

The plot and characters do approach the level of Lufia 2, albeit much simpler here. The writing is still good, even though the forced jealousy between Lufia and Jerin rankled more than Tia and Selan’s rivalry. There’s a good range of spells and items to spice things up, although I mainly just attacked to keep things moving quicker. There’s still a huge world to explore. It’s just that it seems a little primitive with its random encounters and clunky menus.

I even found myself in retrospect appreciating some of the things Ruins of Lore did, with its dynamic events, its take on the map screen and exploration, and its visual variety. In Lufia 1 (and 2 for that matter) you end up with a long list of towns on your warp list that all look very similar when you get into them. It’s a problem a lot of old-school RPGs had, unfortunately.

It’s too bad I found so much that compared unfavourably to the sequels, because playing the game is fine in the moment. There is a lot of repetition though, and RPG busywork. It ends up feeling like it’s dragging. Ah, what would I have thought as a youth had I sought out RPGs instead of platformers and found this first (impossible given it wasn’t released in Australia ever)? But I played Lufia 2 first, which simply exceeds this in every way. I suppose if you are looking for a strictly old-school style game without the action and puzzle elements, a more simple and basic game, this could be the ticket?

As it is, what I took away from this most was seeing all those bits and pieces that would be called back to in later games. The Ancient Cave in Ruins of Lore is based on this game’s version, and there are lots of little references that in retrospect tie it in closer to the series, as well as events in Lufia 2 that are inspired by this game. Not to mention character archetypes that are set up here. Although I was a bit puzzled to see that—I think—none of the towns are carried over to either 2 or RoL? Odd. Well, given all that I’m really dying to play the final game in the series: The Legend Returns on GBC. It’s the only Lufia game on the Virtual Console, and I’m happy to buy it even though I won’t have the emulator’s turbo button that helped so much in this game (although not as much as in the slower GBA one).

Oh and I finally met Lufia in this game; spoilers, but there is kind of a good reason the series is named that despite Lufia herself only appearing in this one game—Curse of the Sinistrals convinced me that the whole series is really Erim’s story. At least this one had a happy ending.

July 15, 2015
The helper characters of Paper Mario and Mario & Luigi, low-detail pixel style!
In honour of the upcoming Mario & Luigi/Paper Mario crossover, these are all the NPC characters who either join your party or show up at various times in the game to help...

The helper characters of Paper Mario and Mario & Luigi, low-detail pixel style!

In honour of the upcoming Mario & Luigi/Paper Mario crossover, these are all the NPC characters who either join your party or show up at various times in the game to help and guide you.

Twink (PM), TEC-XX (PM: The Thousand Year Door), Tippi (Super PM), Kersti (PM: Sticker Star)

Prince Peasley (M&L: Superstar Saga), Stuffwell (M&L: Partners in Time), Starlow (M&L: Bowser’s Inside Story), Dreambert (M&L: Dream Team Bros.)

July 14, 2015
Super Mario RPG, low-detail pixel style!
This game sure does have its supporters. It’s such a unique thing, and it spawned two great Mario RPG sub-series. The characters are fun, too.
Mario, Princess Toadstool (Peach), Bowser, Mallow, Geno

Super Mario RPG, low-detail pixel style!

This game sure does have its supporters. It’s such a unique thing, and it spawned two great Mario RPG sub-series. The characters are fun, too.

Mario, Princess Toadstool (Peach), Bowser, Mallow, Geno

July 13, 2015
Fake DS cards and what to do with them

I bought a used copy of Yoshi’s Island DS ages ago online. I received it, played it, finished it. My 3DS’s activity log can attest to over 20 hours of gameplay. Yesterday when I popped it back in to check out the enemy museum, the system consistently gave me an error message when booting it. Other 3DS and DS systems also refused to run the game.

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What I (and indeed the store that sold it, I think) failed to notice at the time, is that there are some very subtle differences between it and a genuine DS game card. Let’s play spot the difference. I apologise for the photos, but hopefully with careful observation you can see something wrong.

The first warning sign in fact was difficulty inserting it. The card when pushed in turned at an angle and there was an internal click before it slotted into place. Nothing seemed wrong visually but comparing it to another card, I noticed: 1, the small notch on the right side of the rear is smaller. 2, the logo and text stamped into the back is slightly bigger and with a smaller space between them. 3, the green board visible through the contact slots reads “Nintendo”, instead of a series of numbers and letters like other cards.

Looking at the front, I also noticed that the printing on the label was of a lower quality than genuine games. The “E” on the ESRB rating, being black, is noticeably mottled and fainter, and this extends to the whole image: fuzzy, and washed out. There’s also a slight gap in the front panel at the bottom, showing a slightly lower quality construction. Hopefully these details come through, but it was only when inspecting them carefully under bright light compared to other cards that it became obvious.

The conclusion: I had bought a fake. And for some reason, it had a shelf life that had expired; the game played fine earlier, but now would not load at all. I couldn’t sell or trade in a non-working, pirated game. There was only one thing to do.

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And that’s my story.

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Filed under: yoshi's island ds ds 
July 13, 2015

everbloom:

I made a fem villager!

Air dry clay and acrylic paint. ✂️

My wife doing some amiibo customisation for the sake of diversity. :)

July 13, 2015
The Balloon Fight series, low-detail pixel style!
In memorial for the passing of Satoru Iwata, here’s the Balloon Fighters and Trippers from throughout the series that he was so proud of.
Balloon Fight (NES)
Balloon Fight (Game & Watch)
Alice,...

The Balloon Fight series, low-detail pixel style!

In memorial for the passing of Satoru Iwata, here’s the Balloon Fighters and Trippers from throughout the series that he was so proud of.

Balloon Fight (NES)

Balloon Fight (Game & Watch)

Alice, Balloon Kid/Balloon Fight GB (GB/GBC)

Hello Kitty World (NES)

Tingle’s Balloon Fight DS (DS)

Satoru Iwata’s Mii, Balloon Trip Breeze (Nintendo Land, WiiU)

July 11, 2015
[Re-play] Donkey Kong Country 2 (SNES) & Donkey Kong Land 2 (GB)

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Forgive me, but I can’t be expected to talk rationally about DKC2, one of my favourite games of all time. Everything about it is so perfect to me. Playing it on the Wii U is such a treat; it still looks and sounds amazing, the sheer artistry shining through and blending with the tight gameplay to give one of the best experiences on this or any console. Anyway I like it.

Land 2 is also good, insofar as it tries to emulate DKC2. Of course, the music is less rich, although Kirkhope’s chippy renditions of the Wise soundtrack have their own appeal (worse is missing tracks, leading to repetition of tracks like Lockjaw’s Locker). You don’t get colourful environments and backgrounds and the detailed sprites (I realised that the DKC sprites remind me of claymation… random aside). The level designs and even item placement are also a noticeable step down.

DKC is very straightforward, and DKC3 is very ambitious with many tacked-on systems. DKC2 is a nice middle ground with rewarding collectibles, challenging gameplay, interesting gimmicks, and variety in level design. I think one of the more important things in its design is how the aesthetics work with the gameplay; for example, there’s sticky honey in the bee hives and the levels base their platforming around that.

Much of this carries through to Land 2, but scaled back for the Game Boy. While Land 2 is regarded as a port, in truth almost everything is ported over, except for the levels themselves, the layouts of which are brand new. This means that playing it is playing a brand new game, just sharing the exact same characters and world. The interesting part is seeing new platforming situations and enemy placements being done with the same basic concept. It should be noted that Land 2′s engine is greatly improved from Land 1; while jumps are still fairly high, the control and momentum feel much closer to the SNES.

Playing DKC2 was a breeze; my muscle memory practically plays it for me, including finding most of the secrets. DKL2, on the other hand is unfamiliar and thus feels more challenging; although I think that some of the setups are inherently more difficult, it could just be that I haven’t done them so many times that they’re trivial. The secrets in Land 2 though either are actually trivial to find or occasionally unfairly located, in which case I recommend Mario Wiki’s pages on each level to find them.

I absolutely recommend both of these games. DKL2 is not just a downgraded port, it’s new levels using (downgraded) DKC2 assets. But it’s fair to say it’s “overlooked” while DKC2 more than earns the title of “classic”. Good times.

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