My wife has made a flash card app for iOS, with support for three fields at once. This is useful for anyone learning another language, especially Japanese, so that they can translate video game comics. See, it’s relevant to this blog I’m not just shilling for the love of my life. It’s also a great example of a thoughtfully designed app, and good UI is important to any software.
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Opentrain asked for it, so I made an edit from their template. It’s taken from the comic Wario’s Christmas Story from their latest release. I’ve adjusted it to basically advertise for them, using their site banner images as inserts.
I’ve run out of clever award names, but I want to make sure this gets in as the last of my Top Pickz for the year. Consider it the “wild card” spot. It was such a nice surprise to play through it and be so consistently entertained.

It’s also been the most inspiring to me to track down other games in the series, at least the ones in the exploration-based “Metroidvania” genre. I’m certainly no design expert, but there was never a dull moment playing this. Exploring, finding upgrades, collecting abilities, it was such a good experience. The character-switching Julius Mode was a great extra, too.
I’m cheating a little by naming a game I haven’t got around to reviewing yet, but it’s amazing just how addictive this game can be. And when you say “just one more map”, that can take up to 20 minutes or more. But you just don’t want to stop!

On the small scale, you have to be thinking about what moves to use when; on the medium scale, you have to watch the map and your objectives; on the large scale, there’s always something to work towards unlocking or collecting; on the even larger scale the regular releases of DLC keep you coming back with more things to look forward to.
As my first Dynasty Warriors game, I’ve had a great time learning the mechanics and how it plays. And as a Zelda game, the items, locations, characters, and music really appeal to me as a fan. Basically the game has lots to love and although I could never be sure about it before playing it, I’ve found it completely captivating. Or absorbing if you like, hence the award.
Ooh, golly. For a nice Christmas treat, our good friends over at Opentrain have released their fourth translation of German Club Nintendo comics. Now if you’ve been keeping up with my blog and checking my spreadsheet, you’ll know that 1995’s three comics had previously been translated. Twilight Vestige’s DKC and Legato’s Wario Christmas are efforts not to be disparaged, but Cryomancer’s done a really good job on these old classics. A pity I did Picross myself so recently… Anyway, check them out here.
I struggled to pick the next category for the worst list. “Most disappointing”? I had quite a bit of mild disappointment, but I don’t think my expectations were that high. Yoshi’s New Island, Final Fantasy 3, Lego Lord of the Rings (iOS), Super Metroid. All were slightly disappointing, but not life-ruiningly so.
Speaking of ruination, I considered the category of “Most Franchise-Ruining Game”. This year I played Donkey Kong Jungle Beat and Metroid Other M, two of the worst games in two of the best series Nintendo has. They had catastrophic effects on their respective fanbases, and adversely affected the reputation of the series for, say, half a decade each. It wasn’t as personally affecting to me though as I try to maintain mindfulness of the good games that still exist, and both have hopes for the future, so I didn’t want to do an award about it.
“Worst Free-to-Play Mechanics” was a strong contender. Angry Birds Star Wars 2 and Trials Frontier had updates that drove me away, but couldn’t kill my overall goodwill for them completely. Star Trek Trexels pulled me in but kept pushing me back simultaneously, until I had to break ties. I played a few other little games too that gave me the impression of an ever-greater App Store movement towards ads and microtransactions. But I don’t want to disparage the platform too much, there’s still lots of great stuff happening there. Besides, I already gave up Rockman Xover (which is shutting down soon apparently; good riddance).
Basically I wanted to dish out lots of small bits of negativity so as not to get too bogged down. This is a season of joy, reflecting on things we’re thankful for, and celebration. So let’s give some more good awards. Er, tomorrow, anyway, because that’s how my queue works.
I can’t believe we got two 2D platformers that were so awesome, with such great soundtracks, within six months of each other. DKCTF deserves top honours for both of these, but I couldn’t not mention Rayman (although I played it late last year, I published the review this year so it’s sort of in-between). Consider it a close second place.


Both have amazing track lists that I will gladly listen to anytime. Both play so well that it’s so easy and inviting to get deep into them, yet they can challenge you brutally. They have quite good multiplayer options. They have tons of replayability. They’re practically works of art that I’d be glad to see in any gallery. They’re top-tier instalments in their respective series, in the Wii U library, and in the pantheon of video games in general.
I liked them. So much that I gave them two awards. Although Tropical Freeze is technically the front runner in these categories, they have their distinct strengths from each other too. I reckon you should play them.
While looking for my Top Pickz and Anti-Pickz for this year, I whipped up a little spreadsheet of all the games reviewed this year. Not necessarily the games I played in the year, but for the sake of simplicity any game I published a review or mini-review for. How about some stats?
“Console” games:
- 4 Wii U
- 10 Wii
- 3 Gamecube
- 4 SNES
- 2 NES
- 2 PS3
- 1 PC
- Total: 26
“Handheld” games:
- 5 3DS
- 14 DS
- 2 GBA
- 7 GBC or GB
- 1 Virtual Boy
- 10 iOS
- Total: 39
Fascinating stuff. As for conclusions to draw from this data, well, I played a lot of games, for one. More than one a week even, which is… a little scary. Doesn’t seem right, even. I seem to favour Nintendo platforms. The biggest categories were for generations just past, me “catching up” on slightly older games, since I can get them cheaper.
As the second biggest part of my blog, the number of comics I translated this year: 8. Not too bad. There was a big lull when my translators all gave up basically, and mostly I’ve been translating them myself. I love doing that though. I also finally scraped together the last Nester’s Adventure comic and released the Howard & Nester archive. So a pretty good year for comics, especially with other projects going on: Opentrain is back online and translating, the Metroid Database did the final Episode of Aether and is going strong with the Samus & Joey spin-off, and Tanjou actually made an update about the Rockman Zero manga! Not to mention the Megaman Battle & Chase manhua that other people did. There have been setbacks elsewhere which I needn’t go into here, but hopefully I can get Club Nintendo finished in 2015! (Maybe not N-Gang though.)
Finally, I started getting some questions in my askbox or whatever this year. It’s been great; instead of just rambling about the stuff I’ve been playing, it let me address different topics. Although I confirmed that all questions so far were asked by either my wife or my brother. That’s fine, but when they were anonymous I felt like I was reaching other people in the world. On the other hand, reaching the people I love is good too. So whether you’re related to me or not, send me a question! I appreciate it.
This post turned into more than just stats; think of it as the post wrapping up the year of MiloScat. But there’s more coming; I have more entries in the Top Pickz series to get to. Most importantly though, I want to thank every one of you readers for checking out my thoughts and encouraging me. I’m so glad that anyone would think this blog is worth looking at. Love & peace.
Tuesday Tunes: “I Wish I Was the Walrus Everyday”- created as the musical sendoff to the “Holidoomsday” episode of the currently-on-indefinite-hiatus PoDKast, this tune by the brilliant (and definitely not rubbish) Matt Cornah mashes together David Wise’s cheery theme from Diddy Kong Racing‘s Walrus Cove with original lyrics inspired by Wizzard’s ”I Wish It Could Be Christmas Everyday”. Also, Pope Benedict XVI. It’s satirical, or something!
A holiday classic and one of DKVine’s finest moments.
Matt Cornah is an earworm master. Good luck hearing Walrus Cove from now on without this delightful mashup zooming through your brainhole.
Although I wanted to use the name Top Pickz, I’m also covering Anti-Pickz. To kick off the “worst-of” list, I wanted to bring up a game that had lots of hype, lots of praise, but left me totally cold on many levels. Of course I’m talking about that Zelda anniversary flop, Skyward Sword.

At least Zelda got an anniversary celebration. But the game they made for it pays lip service to the series while changing many things for the worse. Well, to be fair, it did feel Zelda-y. There were just lots of implementation details that frankly sucked the fun out of it. From the incessant tutorialising to the cliche characters, to the endlessly frustrating core motion controls, the more I played it the better I felt about Twilight Princess.
The game was competently made, but it was such a chore to play. There were things to like, but given what I’d heard when it came out about it being the best Zelda yet, I had to label it as the biggest disconnect compared to my play experience. When its characters and places are transplanted into Hyrule Warriors, a play experience I do enjoy: they’re great, I like them. So my problem is with the game itself.
Here’s my end-of-year GOTY feature, my Pickz for 2014. Please note that I will be covering games that I played and reviewed this year, not necessarily games that came out this year. Also the categories are kind of being thought up at the last minute as I review my post archive. Of course, it’s all very subjective; I’m rating my experience as much as the game itself.
To start with I wanted to highlight an experience that I enjoyed a few times throughout the year, that of sharing a game with another; most often my wife. We love playing Lego games and so on, but we also tried out a few others. Kirby’s Dream Land 3 proved too hard to do together, and our attempt at Child of Light unfortunately didn’t last long; there’s not much for the firefly player to do. But it’s not all bad news.

Lord of the Rings: War in the North was something we both enjoyed as Middle Earth fans, and despite being pretty much noobs to this genre. Big points in its favour were its faithfulness to that universe and the cool stuff it let you do around the characters and concepts we love; having a fairly linear structure that kept us going; not to mention the ability to play through as a woman, which is a great thing for any game.
Despite a raft of technical problems, gameplay flaws, and accessibility issues, we had a good time with it and that’s why it was my favourite co-op memory of the year. It was a close call with Lego Batman 2, though, but I liked being pushed out of my comfort zone with this.
Kirby’s not my usual bag, so I thought I’d compare two of his games I’d played recently. Of course, I snagged Adventure during the Famicom sale even though I wasn’t terribly interested in it. Dream Land 3 was more appealing, because of its distinctive “crayon-y” art style and its use of cameo Nintendo characters.
The differences go deeper than the art style, as I found out. Adventure is a Sakurai game, and so feels similar to the other Kirby game I’ve played, Super Star Ultra, which is based on Sakurai’s Super Star. The emphasis is on a variety of powers and their organic use, with setpieces sprinkled in the levels and secret areas to find. DL3 on the other hand relies on its animal buddies to change up your movement and your more limited power set, as they each change how each power works, as well as employing collectibles and optional objectives.
On the whole I preferred Dream Land 3. It obviously has the graphical edge over Adventure, being on a more powerful console but its more unique style also appeals. The music stuck with me more, and it had a bit more variety with softer pieces in the animal friend and NPC rooms, while also having very dynamic tracks for things like boss battles. Those boss battles were also more fun; Adventure felt like powers were too limiting and did hardly any damage. The sheer variety of powers in Adventure I also found overwhelming compared to DL3’s more manageable set.
DL3 also had a more enjoyable structure; rather than a series of obstacle courses with minigames sometimes, it felt like an adventure (ironically). Helping the NPCs with their various needs (figuring out what they wanted was sometimes a puzzle in itself) with the help of your buddies and possibly even a co-op friend gave a good feeling of teamwork, as well as varying your side goals. The NPC designs were super cute, and as I said seeing characters like ROB and Samus was a welcome sight. Having more collectibles like little stars and the NPC objectives were also good ways to give rewards to players for exploring or doing things.
The co-op mode of DL3 was a surprise, and allowed me to play with my dear wife for a while. Unfortunately the ramping difficulty, combined with her discomfort with platformers, led her to drop out, but it was good while it lasted. Of course, both games get harder as you go on, leading to my general frustration with Kirby games: a lack of precise control with increasingly demanding platforming and combat. As the games get harder the experience of playing them feels worse. I saw them both through, but only DL3 had enough other appeals for me to strive for 100%.
There were a lot of fun ideas in both games, though. Moments that stand out in my mind were the level in Adventure that apes the Game Boy palette of Kirby’s origins, and the massive dungeon-like pyramid in DL3 where you search for ROB’s missing parts. Ultimately though DL3 had more of these moments, placing it ever above Adventure in this comparison. And what’s up with that weird blank line that’s always on the left of the screen in Adventure?
I don’t feel overly convinced about the Kirby series in general. Dream Land 3 was actually delightful in a lot of ways, but the core gameplay still seems slightly unsatisfying to me. Not to mention the Kirby games’ tendency to go “Oop, you wanna get to this secret area? You don’t have the right power. Start the level again.” The only other games in the series I’m curious about are Mass Attack and Epic Yarn, the ones with interesting gameplay or artistic gimmicks. I didn’t get on with Adventure at all, but I’d easily recommend Dream Land 3, there’s lots to love from the look to the variety. And it’s just so cute!
DNF stands for Did Not Finish, by the way. It’s a new category for games that I, well, I didn’t get to the end, and I’ll try to explain why.
In this case, why wouldn’t I want to play through? The wacky mayhem of the first two games enthralled me in my younger days, and the freedom of the sandbox in GTA3 and Vice City sucked many an hour into our Xbox. Why then, did I fail to connect with a game that aims to combine the two, with modern additions to the classic formula?
Maybe the screen was too small. Maybe the time investment was too much when there’s other things I’d rather play. Maybe the touchscreen gimmicks broke the flow of play. Maybe I felt uncomfortable with the heavy emphasis on drug dealing. Maybe I miss the social aspect of fooling around with my brothers while playing. Maybe I didn’t want to get involved with slightly more realistic characters in their violent world, as opposed to the more cartoonish nature of Tommy Vercetti and his garish 80’s environment. Maybe I’m just older now, and prefer my games uncomplicated.
Now I feel a little down. According to Game Rankings, this is the highest rated DS game ever (that has more than 3 reviews). Is the problem with me, that I couldn’t enjoy this? That I found it dragging and couldn’t give it more than an hour or two? Well, I don’t feel too bad. There’s all kinds of games, and all kinds of gamers. It’s ok if I didn’t like this one. I do have legitimate concerns about parts of the game, and they kept me from accepting the premise. But there’s other stuff out there for me.
Well that took a turn. Maybe next time I can be more analytical and less rambly. But this blog’s always been about games, but also about me and how they make me feel. Anyway that’ll do for now. Thanks for reading.
I was thinking of doing something on this blog for the end of the year. I’ve got a few games still to review, but there are also some I started during the year that I dropped for one reason or another. If I have time what with all the holiday family stuff, I might do a series on games I didn’t finish. There’s also things like naming my favourites of the year, and least favourite.
After all that’s done, I wanted to do a bit of “directed gaming” so to speak. In the new year I’m planning on playing through a bunch of games in a single series… hopefully it doesn’t get boring. Namely, the Rayman series. There’s a lot of games there when you factor in the Game Boy spinoffs and ports. Well, we’ll see how far I can go with it anyway.
The reason I’m writing this for a blog post is in the hope that it actually motivates me to do these things, instead of them remaining vague plans. In fact, I’ll start on the next thing right now.

I feel I have a history with the Final Fantasy series. We never actually owned any RPGs on the SNES or 64, but when we got our GBA, we apparently stocked up. I really connected with the series, it’s quite well-made and just gets more ambitious and interesting as it goes on. So, having played 1& 2, 4, 5, and 6, I felt something was missing. Going beyond into the 3D-era ones would be crossing a line I can’t come back from. But finishing out the hexology, I can get on board with.
Of course, that makes this the first FF game I’ve played that’s not sprite-based. The NES original never left Japan, even when they remade a whole bunch for GBA. It took until the DS to redo it, and in doing so they made a lot of big changes. The main characters were faceless cyphers, much like FF1, but now they had names and personalities. On the other hand, sacrifices had to be made as the engine was seemingly not optimised enough, meaning less monsters per battle.
Of course, being released so late like this, inevitably I and many others had played another 3 sequels which had built upon it. The result is a feeling of taking a step back. The plot is more basic, with few interesting revelations. The job system is less fleshed out than 5, with less abilities and the necessity to grind when switching to overcome an adjustment phase. On top of that you have basic problems of old RPGs like this, like additional grinding, a lack of direction, samey towns and environments.
I may have had trouble engaging with this game as much as I did the others. The factors I mentioned are partly to blame, the control scheme (a passable but still unwieldy touch interface) didn’t help matters. The characters weren’t too appealing either; maybe I’ve seen it all before at this point, or maybe I wasn’t taking the game as seriously as when I was a young'un. I don’t know. Maybe I was expecting more, but why? I’ve seen the 3 improvements on what this game had to offer, especially FF5.
It had its unique aspects that helped it stand out from the classic FF crowd. An array of airships with different properties is new. Guest party members following you around is new, although they don’t pop into battle as often as you’d like. Getting letters from different characters is nice. The magic system (which was also used in FF1 NES, but not the remake) is refreshingly different, with charges of different tiered spells. The floating continent is a cool way to start the game and get the reveal of a larger ruined world, although FF6 uses these tropes differently. That particular fact doesn’t have much consequence though, and the latter half of the game is a bit of a jumbled mess. If I hadn’t been using a walkthrough I don’t know if I’d stick with it.
Things just sort of happen in this game. There’s a backstory of warriors of darkness to balance the cycle, much as your protagonists are now the warriors of light (as usual). But the cycle stuff isn’t really developed and I was expecting a reveal of some characters I knew being said warriors, but they turned out to just be 4 generic dudes in the final dungeon. And then in true old JRPG fashion, the bad guy who’s been built up is replaced at the last minute with a cosmic thing, then you kill it. Then credits.
In the end the game doesn’t leave much of an impression. Luneth, Ingus, Refia, and Arc are no Bartz, Lenna, Faris, and Galuf. Xande is no Golbez. Unei and Cid are cool but they don’t do much. And those four old guys just fail as comic relief. The 3D models too, somehow end up seeming less expressive than the sprites I remember.
Unfortunately, I can’t recommend FF3. It seems important to play it as the last remaining piece of the “classic FF” era, but it sticks out being the one that’s not simply improved from the original. And so much of what it’s trying to do has been done much better by the other games. The plot is unremarkable, the combat is slow, the 3D update and added gimmicks are unnecessary. But at least now I can do the list thing. Let’s see… 6<5<4<1<2<3. That’ll do.
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