October 21, 2014
[Comic] Super Mario in: The Night of Horror (German Club Nintendo)

After a bit of an absence from comics, I’ve translated this one because it’s nearly Halloween and it was the magazine’s Halloween special. It ran in two parts, in the nominal Halloween issue (September/October) in 1996 and 1997. Both parts are here for your convenience.

This comic seems like the turning point for the magazine, where things start getting really crazy. It introduces a few running jokes that are used in subsequent comics, including the made-up greeting “Holerö” which gained enough prominence to be a central plot point in a later issue. Now I post these out of order so it may not be obvious, but I invite you to check out my handy spreadsheet to see where each comic fits in.

The idea of this comic is that a bunch of Nintendo characters live together in a Brooklyn apartment building (although we only see 7 of them in the comic). Their night is ruined when Wario conspires with a demon to infest the place with monsters straight out of horror movies (see if you can spot all the references). Mario, Link, and Kirby team up with the aid of Van Helsing’s vampire hunting gear, and later the Necronomicon itself to fight them off. It’s spoooooky! Well, it’s whacky and weird, which is exactly what we love about Club Nintendo’s comics.

I hope it gets you in the mood for Halloween or whatever, and please spread it around. Like a vampire!

Web gallery version

Download version (.cbz format)

October 10, 2014
[Review] Okamiden (DS)

I didn’t ever review Okami, I played it before starting the blog. But trust me, I loved it. This is back before we were married, my then-girlfriend bought it for herself because it looked so good, and she was in the position of many people of suddenly owning a Wii and not being sure what to do with it. She made me play it though because she found it too hard, which is fair enough. She loved to watch me play, all the way through, and it’s by no means a short game.

When we found out about the sequel on DS, of course we were interested. Especially because it was apparently a little easier. She was so excited to find a game that she was both interested in and was up to her abilities. In fact she did play through it, and despite putting it down for a few stretches (the boss battles in particular), eventually finished it for herself. I was very happy for her but of course looking over her shoulder every now and then wasn’t the ideal way to experience the game.

So finally after a long time, I also played it. Now apparently you can only have one save file, but that’s ok because I started from her New Game Plus and got the weapon that breaks the game. Cool beans. Even without that, you can consider it a cut-down, simpler version of Okami. Which is a great thing.

Clover went under, and came back as Platinum away from their awful Capcom overlords. But to their credit, Capcom actually made a sequel, farming it out to a little company called “Mobile and Game Studio”. Doesn’t exactly stand out, but look here, among all their cheap mobile games, it’s Okamiden: Chisaki Taiyo (aka Little Sun). In my opinion, this unheard-of studio did a fantastic job converting the Okami experience to the DS.

The art is just like how you remember, as is the music (although that gets repetitive). They even recreated many of the areas of Okami, albeit smaller and broken up by loading zones. They change them up though and their new content and environments fit right in. I wish there weren’t so many “points of no return”, which prohibit backtracking. But the price you pay for that is the new system of buddy characters. Throughout the game Chibiterasu (Amaterasu’s son, and the most adorable gaming protagonist bar none) meets five children that he befriends, who serve the Issun role of interpreting for you, dialogue and so forth. But having five distinct kids helps vary the personality of that companion role. Not to mention the help they give you in battle.

There are also new dungeon-type areas, which, to go along with the Zelda comparison that’s often stated of Okami, are presented similarly to the top-down 2D Zeldas. Using your partner is usually a big part of these zones. I appreciated the change-up of the gameplay here, and they are appropriate for the DS’s capabilities.

Another thing the DS is ideal for is the brush techniques, many of which return plus some new ones (plus the brush gods all have little babies now too! So cute!). Whether the recognition is better or whether it’s just much more accurate drawing directly on the touchscreen, I almost always pulled them off when I wanted to. Very gratifying compared to the sometimes spotty Wii drawing, although without the benefit of the coloured smoke before drawing which that version’s control scheme allowed.

In terms of the story, it follows on from Okami with events nine months later, although you also go back in time to set things up or alongside events of that game, as well as going back 100 years to the “backstory” portion, something Okami did as well. It gets a little confusing, but the story feels suitably meaningful and you meet many familiar faces and new ones too. Sometimes it feels like things or people are only there to reference Okami instead of serving the game in any important way, but taking both of them as a whole is probably a good way to look at them so the way it complements its mother(?) game only strengthens them as a unit, I suppose.

I should have said that the core gameplay is pretty similar to Okami too; traversing 3D environments, instanced battles, plot-focused, exploration and collecting. Of course, many mechanics have been removed or streamlined for this DS iteration. It doesn’t feel compromised though, the way it’s designed everything feels just fine. And the humour and charm is perfectly intact.

The additions are also very welcome, as I’ve said. There’s a new village you keep returning to that you can improve and grow by inviting people to live there. There are enemies that appear on the “overworld” so to speak, outside of the scroll battles. There are different materials to collect to upgrade your weapons, and elemental attack items. And the partners are great.

Basically, I had a lot of fun. It’s also fairly long for a DS game I suppose, it took me 24 hours. Although the broken-ass weapon helped some battles to go quicker (the battles are one of the things that gets tedious after a while). So I’d recommend playing it after someone had finished it once? There are some items to collect that remain collected on subsequent playthroughs though. It’s that annoying balance where you get rewards after completion, but it’s long enough and so plot-driven that you don’t want to replay it too much.

Either way, if you love Okami this game will certainly please you. Unless you can’t get past the low resolution or the gameplay simplifications. In my case, I swallowed those easily and found the perfect follow-up to one of the best games on the Wii (and PS2 and the HD one and whatever). Don’t write it off, it’s really quite wonderful. Once again I express my surprise that this unknown studio that makes so many “casual” games has lived up to Clover’s work. Play it! Even if only to see Chibi’s reaction to the silly nicknames his partners give him. It’s worth it.

October 9, 2014
[Review] Link’s Crossbow Training (Wii)

While Skyward Sword left a bad taste in my mouth, Hyrule Warriors made everything yummy and nice. A review for that will be coming later, but in the meantime I had a nice little palate cleanser with the budget arcade shooting spin-off Link’s Crossbow Training.

You know Nintendo. They make a peripheral, have one good idea for it, use it in exactly one game and then it collects dust in your cupboard while a few third parties make lackluster attempts to use it as well. Meet the Wii Zapper, an attachment that slots your Wii Remote and Nunchuck into a frame that makes it like holding a machine gun. Or indeed, a crossbow. Of course, being long past the age of peripherals at this point, I couldn’t just pick one up; nor would I need to. This game was in a hundred bargain bins, and I can tell you works perfectly fine without the Zapper.

The remote itself is all you need; the Zapper I feel would merely make it easier to stabilise. But adjusting the sensitivity down is sufficient to make the game playable. I even got a platinum medal in one stage! smug Seriously though, it feels like the kind of game the Wii Remote was made for. Of course, I wouldn’t have bothered with it if it hadn’t been part of the Zelda series.

Playing Skyward Sword made me appreciate Twilight Princess more. This game reuses assets exclusively to Twilight Princess to be a sort of gaiden, or sidestory, to that game (even though it doesn’t really have a story as such). It’s like a tour of different locations and setpieces, fighting a variety of enemies from that world. Therefore I really appreciated seeing all those elements, it’s like a short reminder of all the fun things that happened in TP. There’s no Twilight Palace unfortunately, but hey-ho. That’s what we have Hyrule Warriors for.

So I said budget before. I cleared the whole game in an hour. Mostly bronze medals, but I’ve never been much of a score-chaser; it’s unlikely I’ll try very hard to top myself. But for the $2.50 I paid for it, I think to myself: I’ve spent more than that playing some shooters in arcades, but this one was more resonant with me, and now it’s on my shelf next to Twilight Princess. So if, like me, you have fond memories of that game, you might get a kick out of it.

Oh by the way, if you do play it, some advice: combos are very important. You can shoot jars and stuff without breaking your combo, but if you’re going for good scores, be accurate. On the other hand, you get bonus points for hitting all targets for the objective in some levels. So try it both ways. I got a great score in the final stage, but I had to do it again because I didn’t actually manage to beat Stallord. Had to get that closure.

October 5, 2014
[Review] Picross e4 (3DS)

The time has come for another Picross review. The fourth Picross game on the eShop (fifth if you count that stupidly restricted-availability Club Nintendo one), what makes this one stand out? Oh and by the way, I found out the other day Japan is getting another, better Nintendo-themed Picross game that’s even more exclusive as you need Platinum status… whatever that means. Why won’t you let me give you money, you awful company?

Erm, anyway. What’s this one about? Well, it’s like the past ones, but seems like a culmination of them. A sort of best-of. Although now we have e5 coming too, but whatever. The point is, this one includes Micross puzzles from e2, Mega Picross from e3, and has extra reward puzzles if you have save data from the previous games on your 3DS. It could perhaps be a good introduction to the different things on offer in the series, and would then reward you for getting the past ones.

Of course, the trade-off is it only has two Micross, which are the best ones. The reward puzzles are Mega Picross, which will be bad news if you hated those. I found them refreshing, but I was glad there were lots of normal ones too. They’re also all lumped together instead of in Normal Mode and Free Mode categories, letting you choose at will whether to use Normal or Free rules for all puzzles. This instalment also features a page of bigger puzzles, 20x15.

Overall I’d say it’s the best one yet, especially if you’ve played the previous ones as it seems to have the most improvements, and synthesises modes from them. If you’re as hooked as me though, just get all of them! And wait anxiously for e5! Mmm, Picross.

October 4, 2014
[Review] Giana Sisters DS (iOS)

Before you ask about the title, the iOS game titled “Giana Sisters” is a port of the DS game called “Giana Sisters DS”. I think it’s less ambiguous to refer to it as such. I tried to emulate the Commodore 64 original, but had a heck of a time and gave up. They recreate the levels of the original anyway in this one, which was a nice touch. Pity they did such a poor job on this port.

Compared to the DS version, the graphics for the iOS port have been prettied up a lot. Everything’s super smooth and has lots of expressiveness. However, the animation is jittery and there’s frequent tearing between background tiles, making it on balance somewhat unpleasant to look at.

The levels would be fun to play through, and for the first part of the game often are, but the second major issue with this port is the controls. It’s not a good touchscreen conversion at all. Too many times to count I died because of the fiddliness of it all.

Menus are rough, abrupt, and buggy. Navigating the world map requires multiple tries. The pre-level splash screen displays how many lives you had before your most recent death. Do you see what I’m trying to say? The whole thing feels like a botched mess. I considered switching entirely to an emulated version of the DS copy, except I would lose the portability, my progress, and the nicer sprites and backgrounds. Still, having said that, the slightly chunkier DS sprites have a charm of their own. I decided to continue the iOS one, but had frequent hiatuses due to the general frustration.

I wanted to play this one in preparation of the Mac port of Twisted Dreams, but to be honest it didn’t exactly make me excited about the series. Did I mention they repeat essentially the same boss fight throughout the game—and that’s a design flaw, not a fault of the port. Overall though, I wouldn’t recommend the iOS port at all really. Just emulate the DS version if you want to look at the series’ history, perhaps before Giana Sisters 2 comes out eventually (although in doing so you’d realise how inappropriate that name is for the fourth in the series). If you want to play the C64 one, well I can’t help ya, buddy.

October 3, 2014
[Review] The Legendary Starfy (DS)

Hi everyone! You may remember my Super Princess Peach review (check the #tose tag on my blog); I found out it was a Mario-branded spin-off in a way from the Starfy series. Well, if not spin-off, then very similar. It’s the same type of exploratory 2D platforming, finding collectibles, fairly gentle difficulty, and just general look and feel.

It’s no secret that a character’s presence in Smash Bros will also increase my interest in them slightly. Anyway as the only translated Starfy title, official or otherwise, I thought I’d give this a shot. Immediately I was reminded of Ikachan, the brief indie game from the creator of Cave Story. Although Starfy is more level-based, it has a similar feel. Ok maybe it’s just because it starts underwater.

Starfy has an interesting level design dynamic, as there’s essentially two control schemes that are used equally in the game: on land and swimming underwater. Even in places like forests there’s giant droplets falling down, or later the whimsical ability to swim in rainbows that keep the balance between the two. It helps to change up the way you’re playing, and keep it fresh.

The characters in the game are all very likeable and amusing. In this game (the fifth in the overall series), there’s lots of returning ones but an unfamiliarity with the franchise didn’t hurt my appreciation. The art style includes a puppet or stuffed toy aesthetic that is very charming, as well as manga-style cutscenes. The game itself does the interesting blend of precise spritework for the environments, while decking out the backgrounds (and the occasional boss) in 3D polygons. It all adds up to an appealing mix of styles that still gel together in a colourful way.

As I alluded to, it’s pretty simple to play, and not too punishing. You get lots of health, and it’s cleverly tied to the primary minor collectible. I found it relaxing more than anything to play through, and with a configurable bottom screen, you can also be alerted to the presence of treasure if you’re looking to get everything. You will also have to replay past levels to find the secrets after unlocking more abilities, which got a little tedious at times.

The cuteness may get overbearing to you if you’re particularly macho, especially the costumes you get to dress up your perpetually-beaming star. You also get to dress up Starfy’s sister Starly, although disappointingly she’s only playable in specific sections of levels by co-op download play (a bit of a half-assed feature), and in an epilogue chapter.

There’s lots of levels, and lots of extra content to find and unlock, and it’s not too hard to do it. I think if you like the Kirby games (I haven’t played too many, but they’re definitely the most similar), this should keep you occupied. It’s got lots of fun dialogue too, so it’s got its own niche. I guess I could make a thing out of playing a game for every series represented in Smash… What do you think?

September 27, 2014

Anonymous asked: How is the co-op in Hyrule warriors? I've heard the gamepad is used as the screen for the 2nd player. Is it large enough for this to be an acceptable screen? What do you think of the inclusion of the non-Zelda character Lana?

Thanks for the question, Anon! It’s only natural to wonder about this kind of stuff. Firstly, the co-op is very good. It makes many scenarios much more manageable to have another player, as it can be difficult to head off enemy advances or capture keeps on opposite ends of the map. I’ve found myself losing sometimes because I haven’t paid enough attention, and the co-op helps with this.

I often play just on the Gamepad when the TV is in use, and I find it perfectly acceptable. In fact the minimap might be even easier to read, as you’re closer to it. It’s an elegant way to implement the co-op too. However, the game does take a hit graphically to have both views going at once. I believe the resolution is lower, not sure if the framerate is affected too. It’s still perfectly playable though, and enjoyable.

As for Lana, well, if you’ve read my Skyward Sword review you may predict that I took issue with her EXTREMELY anime costume and mannerisms. The style still feels out of place but I’ve gradually accepted her as part of the universe. She’s integral to the plot, she’s the rare goodie wizard, and she lives in the forest and uses Deku Tree powers. It helps that she’s fun to play as (although most characters are).

I also like that instead of simply reusing past Zelda material, they’ve contributed a little to the series and expanded the universe. On that topic, I love each and every redesign and new costume element on the established characters. To your question though, by virtue of being in this game, she has become a Zelda character. I feel the overall quality of the game and its treatment of the franchise grants her that legitimacy in my eyes.

Great questions. I will answer each and every question that’s asked of me, no matter how silly or serious, especially if it’s related to Nintendo and video games. Don’t be shy!

September 24, 2014

Oh man, Hyrule Warriors is -so good-! I’ve been totally hooked since I got it. Have hardly been able to tear myself away. To distract me a little from it, somebody ask me a question please.

September 14, 2014
[Review] Zelda: Skyward Sword (Wii)

Well, let’s get this over with. I hope now that the immense hype has died down after a few years, we can look back on this as on the whole a pretty mediocre Zelda game. That’s what I feel anyway. I mentioned in my long-ago Twilight Princess review that I chose the older game over the new hotness, and having now played both I think I made the right decision. I like Twilight Princess more.

That’s not to say that Skyward Sword wasn’t fun, nice to look at, and had inventive ideas to bring to the Zelda formula. But the flaws and niggles stack up, and the plot wasn’t very engaging to me.

First, let’s talk about the “level design”. There’s not really an overworld, just mini-areas that bring some dungeon-like puzzle solving to themed locations. But then there’s dungeons as well, so I ended up just feeling like an aspect of the Zelda experience was missing without large areas to explore. They were memorable, but partially because of all the backtracking you have to do. I even had to go through an already-completed dungeon a second time as part of the plot, which I resented. You also end up with less overall variety in locations with only three or four themes.

Another aspect that lacked variety in a significant way was the enemies. You end up with essentially palette swaps of bats, blobs, and bokoblins in the three major zones, which got seriously boring. Not that Zelda hasn’t done that before, but it seemed to lack very much beyond them.

I also dreaded fights, and here’s a big sticking point of the game in general: the motion controls made it hard to enjoy. The game relies heavily on the gimmick of the Motion Plus, which is fine I guess, but what they were demanding of the player I don’t feel the hardware was capable of pulling off, or at least how I was using it. Having to point in menus and dialogue was annoying but passable, and aiming things worked pretty well, but any time a precision flick was required the whole thing fell down. Which is a huge problem because so much combat, and certain puzzles, demand you swing the sword in a specific direction at the right time. The precision required was often difficult to do, which caused frustration to me, the player.

This principle extends to other things too: you cannot reliably do maneuvers you intended to, such as doing a vertical spin attack instead of horizeontal, or the awful swimming. But the swimming is modelled after the flying, so let’s talk about that. I hate the flying. They’re going for a Wind Waker thing with a large sky/sea, with islands. Except the islands in SS are inconsequential but for a handful, it’s totally disconnected from the land portions, and controlling the flying is not relaxing or fun like sailing, it’s painful to the wrist and causes anxiety. And for that matter, why is there an impenetrable cloud layer under Skyloft but everywhere on the ground has BLUE SKIES?

There’s a few of these aspects that they’ve taken from past games. The Silent Realms are also pretty shamelessly ripped from Twilight Princess’s bug hunt sections, but I don’t mind so much since they expanded the concept into a stealth-type mode and it’s quite fun. It is yet more backtracking over the same areas though, but it works because you use the knowledge of the layout but they change some things around.

New things include the stamina meter, which I’m conflicted on. On one hand, running is cool, but on the other it depletes from normal activities like climbing and depletes too quickly, with no possibility of upgrade. So you feel constantly forced to travel below the “optimal” speed, all the while with a big green thing on screen and an irritating alarm sound.

Speaking of irritating things that get in the way, let’s talk about Fi. Lots of people complain about all the companions, but I liked Navi ok and loved Midna. This time, things don’t turn out well. Her text is too slow and unspeedable. She pops up way too often to point out very obvious things. She could have been interesting as the spirit of the Master Sword, but her fakey “robotic” demeanour is extremely obnoxious to read. And would my criticism be invalid if I had an adverse reaction to a robotic, subservient, young girl wearing stockings who refers to you as “Master”?

This brings me to my next niggle. There’s just a few elements that seem too distinctly Japanese for Zelda, which I’ve always felt inhabited its own distinct fantasy world, like the dragons’ attire or the vocalisations. I’m trying not to seem racist, but it just took me out a little. As I alluded to with Fi, I also struggled to accept the anime-style cliches that are rife (I always hated starting in a “high school” environment. The characterisation of most of the main characters left me cold and bored, and many of the side characters were too “stock”-feeling—I especially had no feeling for Link or Zelda, and hence lacked some motivation, especially as you find out more about their roles. On the other hand, like many people I warmed up to Groose quickly and enjoyed his scenes immensely.

The other races in the game were also lackluster. There’s, what, two Gorons? They were fine, but the moles were just off, the jellyfish were bad and too few. The Kikwi were ok though, and the robots were fine. And I like how they made humans a rare occurrence, but you don’t get a whole lot of meaningful interaction with any minor characters. Thinking back on it the areas were cohesive enough, but maybe I just miss towns.

As a synthesis of Zelda elements, it’s quite good, with recent advancements such as bug collecting and treasure improved on. It also has some nice new things, such as equipment upgrading and managing your inventory. The dungeons are also pretty good, with interesting themes. The bosses though sucked, partly because of the sword difficulties I mentioned, and partly because of the repeated boring Ghirahim fights that take the place of real bosses. I may have still been having counter-reactions to the hype though, seeing the whole thing as a bit up itself (they even mention the 25th anniversary in the text of the game). Also too much tutorials.

I hope I made myself clear about the anime thing. I’m just tired of the tropes and cliches, and I thought Zelda was a little more, well, its own thing. You know? Eh, sometimes I’m glad I don’t have too many followers, who could get super mad about my super controversial opinions. I don’t want to cause an Internet Scene™ after all. Anyway I’m glad that this was another case of borrowing a game from a friend that I was hesitant to splurge money on for myself. Because it’s fine, it’s even pretty good, but I’ll just say it’s not near the top of my “Zelda favs” list. I just want to think that I hadn’t decided that place before playing it—I think I gave it a fair chance. And why are Link and Zelda’s eyes so big? Ahem. Thanks for reading.

September 9, 2014
In the CD-ROM (or “Deluxe”) version of Mario is Missing, a few things were added to the basic DOS version besides the voice acting. You call people on the phone who are connected to tourism information booths for specific local landmarks. Supposedly,...

In the CD-ROM (or “Deluxe”) version of Mario is Missing, a few things were added to the basic DOS version besides the voice acting. You call people on the phone who are connected to tourism information booths for specific local landmarks. Supposedly, this is Donkey Kong (the Arcade one, AKA Cranky Kong). This isn’t the worst he’s ever looked, but it’s close.

September 8, 2014

everbloom:

Pokémon Art Accademy

This isn’t really a game, but it is a fun Pokémon themed drawing tutor. You’re gradually introduced to the various tools, along with more difficult Pokémon pictures. This is the first game in the series to feature one important tool: undo. I’d been interested in the previous Art Accademy instalments, but without undo a digital painting app is a no-go.

You get a lot of help in this app: reference pictures, traceable outlines, grids, construction shapes, pre-made backgrounds. There’s also a neat outline pen which draws on its own layer, and the colour of which can be changed in a single step.

The real draw card of this game, is of course, the Pokémon. To a large extent how much you like this game will depend on how much you like the Pokémon you get to draw in the main classes. I quite liked the early, cute Pokémon, but I didn’t much like the later ones, like Charizard (who is not a cool dragon, but an ugly fart). There are Pokémon from every generation, so there should be one everyone knows, even if it’s just Pikachu. If you don’t like Pikachu… you probably don’t want to play this.

In the primay lessons you’re in a class with your friend, who is really quite terrible at art. In the photo above I drew with my ‘other’ hand. I think maybe my friend drew his with his foot.

It’s a fun little game if you’re interested in Pokémon and want a gentle introduction to digital painting. I got the digital download, which is what I’d recommend unless you can find it for a really good discount.

Oh, and you don’t have to paint Pokémon, in free paint you can do anything you like. Just don’t expect print quality for export.

Here’s another guest review from my awesome wife. Personally, my favourite parts of Pokemon Art Academy were figuring out whether it, and by extension the other Art Academy games (the professor is the cousin of the AA tutor or something) are within the Pokemon universe itself, or simply a version of our world. Also looking at the derpy friend’s craptastic paintings; hilarious.

September 8, 2014

I didn’t get screenshots, but if you save the eggs in the Modern version of Vermin in Game & Watch Gallery 2, every 200 points you get: -Yoshi Cookies -Cherries and apples -Baby Yoshis -Coins -Stars

Yup. Funny how these variation things happen in the Yoshi games.

September 6, 2014
[Review] Puzzle Agent 2 (iOS)

My wife and I played the first one together on iPad, and we were happy to play the second (eventually). It’s a very appealing game, with a nice hand-drawn visual style, a decidedly odd story, and a Professor Layton-esque structure. Being fans of the puzzle prof, we liked the chance the iPad gave us to play it together. Although it’s obviously inspired by the successful DS series (which the designers Sean and Jake have admitted on Idle Thumbs, if I recall correctly), it doesn’t quite live up to it.

For one, it’s quite short. The two games together would be closer to a Layton game in length, I think, although I suppose that fits with Telltale’s episodic MO; and I can’t complain for the price. For another, the puzzles are nowhere near as varied or testing, either being a little too obtuse or just reusing simple concepts often.

The strength of it is in the presentation though. Graham Annable’s style stands out, even when some textures or lines appear coarse; arguably it’s part of the charm. The creepy atmosphere comes across in the plot but also the odd pauses and such. All the characters are memorable and the voices are fun. Just taking in all the oddball stuff makes the game worthwhile.

Although the puzzles aren’t always imaginative, they’re still satisfying to solve, and the way they’re framed is often interesting, especially when something unexpected happens like when the FBI agents stick their guns over your puzzle UI suddenly. They try to make the puzzles story-relevant too, which is more than you can say about Layton half the time.

I just love the little world they’ve created, with the weirdo FBI departments, the tiny Alaskan town of Scoggins with its eraser factory and Nordic cultural gnome-worshipping society, and all the looneys you meet. The bizarreness just cranks up in the last half/third of this second game too, with the teasing coalescing quickly into a pile-up of wacky reveals. In fact it goes a bit off the rails, I’m not sure the pacing is handled well in the transition from unsettling goofiness to full-on conspiracy insanity.

I was quite satisfied in the end though, and it leaves me curious to try some other adventure games. Especially if my wife will join me. I’d recommend this game for the story alone, but it’s a solid puzzle adventure too.

September 5, 2014
[Review] Mario Kart DS (DS)

Well, Mario Kart. What can I say? I haven’t played one since 64, but obviously it’s the hotness. I don’t particularly care to pursue it, but hearing again that DS had a Mission Mode (during discussions of Mario Kart 8’s shortcomings) prompted me to borrow it from my brother. No, I wouldn’t buy the thing!

You could say I’m in the Diddy Kong Racing camp. I just like my games to have a little more depth, and since I’m your basic antisocial nerd, the multiplayer components of most games are lost on me. As it turns out, I found MKDS’s missions to be quite cool, especially when you have a boss fight against Super Mario 64 DS’s bosses.

It’s also the most crossover-y Mario Kart, which appealed to me (not counting the Arcade ones with their Pacmans and Tamagotchis and drums, but pretty awful gameplay, or MK8’s not-yet-available DLC; I’ve written off that game already). I guess when you get right down to it, R.O.B. and the Blue Falcon don’t amount to much, but… well, I’ve already undercut my point, but to be fair, I played this game before the DLC thing.

It wasn’t exactly a full experience borrowing it like this: my bro had already unlocked most stuff. I just tried to see all the content, and do the missions. It was fine. Seeing how much better his times were on some missions took me right back to childhood competitions. And considering also I haven’t played one since 64, overall it was a somewhat nostalgic experience.

I’m putting my foot down now though: no matter the fancy graphics and lighting effects, no matter how many weirdo characters they add, I’m not buying a Mario Kart until that mission mode comes back, or at least some other single-player options. I absolutely did not buy into the MK8 hype, and I feel a bit of a minority in my position to want more from the franchise. Pink Gold Peach and Baby Rosalina most certainly did not help. Enough whining though, I’ve got more games to play. Now should I play Konami Krazy Racers, or a Crash Team Racing? Maybe I’ll fire up the old Nokia emulator for Rayman Kart.

August 28, 2014

Once I found out that Japan has an exclusive Picross game, I was unreasonably angry. I love Picross so much, especially instalments in the DS lineage. I also love Nintendo and Nintendo-related crossover games. Such an intersection of my interests will never be available to me, just because I’m not part of the superior Japanese race with their superior Club Nintendo program. That’s how I felt.

Fortunately for me, my sister-in-law who lives in Japan decided to buy a 3DS, got the game, and finished it before she visited us. So at least I could see all the puzzles they included. I’m quite impressed, although it’s mostly the standard EAD stuff, lots of Mario and Zelda. Some nice surprises though and some weird Nintendo history hardware stuff, like the love tester, and even their head office.

It’s a little shorter than the e-series of Picross games, but the Nintendo-y-ness makes up for it. My salty fanboy tears have dried up now that I’ve at least seen it. And since coverage is sparse, I hope you too can appreciate seeing all this game has to offer… people that aren’t us.

Oh, by the way, it’s called Club Nintendo Picross and it’s been available from the Japanese Club Nintendo rewards program since 2012 for 80 coins.

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