October 1, 2017
[Review] Metroid: Samus Returns (3DS)

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Samus Returns… I don’t like that it had to be a remake, but as a remake and a Metroid game, it’s a good one, capturing the feeling well of exploring a hostile alien planet while gradually becoming stronger. It makes a few tweaks to the Metroid formula but they mostly make the game better or more interesting. So, a few quick points.

Using 3D graphics in this 2D game works well, because they use depth in the backgrounds to create vast spaces that look amazing.

On top of the expected addition of the usual Metroid abilities that weren’t in the original Game Boy game, the new Aeion abilities are integrated fairly well into the game. Some aren’t worth bothering with until they’re (infrequently) required, but the Scan Pulse to reveal the map feels the best to use in a game about exploration. On the whole they’re a tad fiddly to use but a useful crutch when needed.

The new 360 degree aiming feels natural, uses the hardware’s controls well, and is incredibly useful. The tradeoff of being rooted to the spot makes it not overpowered. The new melee counter move is also fun and engaging.

Another new addition is the ability to bring the baby Metroid with you at the end, to fully traverse the map and get more items. This turns it into almost a buddy duo platformer, or at least echoes the familiar system from Symphony of the Night, and I love it.

Despite being a Sakamoto-produced project, the game doesn’t continue the Other M trend. It feels like a proper Metroid game, has a detailed game world, and even goes some way to reconciling the Prime and non-Prime games. I think MercurySteam is to be praised for this game; as Zero Mission did before, it’s brought Metroid 2 up to a modern standard and expanded on it in fun ways. My biggest gripe is that they gave Samus’s suit heels; it doesn’t need frigging heels just because she’s a woman! Infuriating! But yes, good game, and a bittersweet last hurrah for dual-screen gaming. I’ll miss you, bottom-screen map.

September 19, 2017
[Review] Rayman 2 (PS2 & 3DS)

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As an addendum to my Rayman quest, I picked up two different ports of Rayman 2. Comparing the two was informative, as each has been enhanced in different ways (for some good references for this check out the Rayman PC wiki). But first, a brief rundown of the game and my impressions.

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August 11, 2017
[Review] Lego Star Wars III: The Clone Wars (PS3/3DS)

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Here’s a Lego game. The episodic structure of the TV show lends itself well to a level-based game like this, but my relative unfamiliarity with the source material rendered it slightly unrelatable on top of the disconnected structure undermining the storytelling. I liked the more modern Lego look and feel for the Star Wars setting, and more versatile characters, but some of the new gimmicks like landing a ship and continuing on foot were lame.

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July 13, 2017
[Review] Metroid Prime: Federation Force

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I regret not giving this game a chance when it first came out. No, I didn’t sign the petition for Nintendo to scrap it and make a real Metroid game (which was a real, and very stupid petition). I didn’t lament the art style or Samus not being the focus. In fact I was in favour of Tanabe’s justification that it would expand the universe of the series. My issue was more that with Splatoon still on everyone’s lips, and Tri Force Heroes being around the same time, that Nintendo was just releasing too dang many multiplayer games.

I do feel guiltily like an entitled fan that it took this E3’s announcement of two new Metroid games to prompt me to reevaluate this maligned title. But I’m glad I did. More than the other two multiplayer games I mentioned, a solo player can have a perfectly good time with this, and as far as I’m concerned Next Level games have done a spot-on job making this feel right; it feels Prime. Even with chibified characters and working as part of a Federation team and having a locked-down mission format, it fits.

More than the previous Prime handheld game, Hunters, they’ve also made the game fit the portable format. Breaking it up into missions with briefings and loadout customisation in between works for the 3DS and it works for multiplayer. The missions’ objectives and setpieces have pleasing variety. As you progress you learn more about the three planets in the Bermuda system, and become more powerful not through acquiring upgrades and abilities but by collecting and improving randomised perks, and becoming more familiar with the limited sub-weapons that are provided. The scoring system is also addictive, although to get the best results there’s only one right answer for each mission; I wished for more leeway or options. Some exploration is encouraged but at odds with this, speed is demanded for good scores.

Every part of the game works in single player, but obviously it was designed for teams of up to four. I was fortunate to have a play session with one and then two friends (thanks Gibbon and Sun-Wukong), and had a blast. Playing with friends really does improve the experience, with plenty of opportunities to work together… as long as you have some external voice chat client like Discord!

As a way to revisit the Prime universe, the game acts as a refreshing antidote to Other M’s brazen, sour, profligate boondoggle. I would have appreciated more fleshing out of the faceless characters involved or a central villain, but the pirates were a credible threat and having Samus flitting around being awesome was an amusing and welcome addition—especially when *spoilers* (she gets brainwashed, although the fight with her is disappointing as she’s in morph ball the whole time). The idea of the Space Pirates embiggening themselves and you fighting back with big ol’ mechs is a jolly novelty, but you don’t always get this sense of scale in the levels so it was occasionally jarring.

Federation Force is absolutely a worthy Metroid game… as a spin-off. I hope it can be accepted as such, seeing as the franchise has been promoted to “not actually dead”. The planets you explore are well themed and have interesting backstories and designs. The core gameplay is very different to other Metroid games, yes, but the way the game world is constructed and the attention to detail make it feel very much like a Metroid Prime game. The control scheme is also decent, and even the small amount of motion control is well-implemented. As for Blast Ball, I didn’t really enjoy it at all, but it’s a neat little extra I suppose. Give Federation Force a chance!

June 8, 2017
[Review] Picross e7 (3DS)

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Guess what! Another Picross game came out, and I played it. This one’s quite good, it’s got Micross puzzles and 20x15s, in fact in terms of quantity of content it’s basically the same as e6. Along with the “shared pictures between Picross and Mega Picross modes” thing. However, this time individual puzzles have medals for not using hints (got em all, bucko), and there’s a new speculation feature that lets you use a temporary third kind of mark for squares. Some puzzles were even hard enough that I used it once or twice!

Essentially it is more of the same, but that’s just peachy for me! I will say that the subject matter of the pictures was perhaps more interesting than usual, with some fun structures, actions, or mythological creatures portrayed. I won’t be at all upset to see a Picross e8 come along. Actually, no, give me Club Nintendo Picross and Club Nintendo Picross + or give me death you chinless hoopleheads!

May 22, 2017
[DNF] OlliOlli, Shift DX, and Mini-Mario & Friends: amiibo Challenge (3DS)

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Here’s three quickies I did not finish, for various reasons. Yes I’ve played games other than Zelda in the past month! A bit.

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April 13, 2017
[Review] Donkey Kong Country Returns 3D (3DS)

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I’m so immersed in DK, I don’t know where to start with this review… I treasure the experience of playing this game co-op with my bro on the Wii, but playing the port was strictly solo. Perhaps this helped me focus on the game itself more, and appreciate it. Or perhaps time has allowed the criticisms and expectations I observed in the fan community to settle, so that I can look at it calmly.

Either way, this is a great port of a great game. The 3DS can’t do all the Wii can, so it doesn’t look quite as good; aliasing and a lower frame rate are noticeable compromises. Having the option to play the game with traditional button controls is appreciated though, as the Wii required waggling for common actions. Playing it portably is also a novel convenience. The biggest advantage of this version though is the new extra levels, which stack up well with the rest of the game and reflect favourably on Monster Games (please commission them to make more games Nintendo, and don’t waste them on ports!).

I found myself missing features from Tropical Freeze while playing this, such as extra health by default on minecarts and rocket barrels, or David fricking Wise (or not having the stupid Miyamoto-mandated blowing mechanic). But while Tropical Freeze is an amazing game, it was built squarely on this very solid foundation. This does mean that they share common awkwardnesses like the inventory system, but they also share the fantastic design of top-tier, modern, 2D platforming experiences. This game is really good! It should have had a Nintendo Selects re-release in PAL territories by now!! I’m still not sure this port was really necessary but if it has to exist, then it’s worth playing!!!

March 17, 2017
[Review] Dragon Ball Fusions (3DS)

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Dragon Ball Fusions is full of fanservice, but it’s not just that. It’s also a fun, fresh, and addictive game but going further than the main story gets real grindy, real quick. But along the way you’ll find depth and make connections with old favourite characters and new randos alike.

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March 8, 2017
[Review] Picross 3D Round 2 (3DS)

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I had a really nice, relaxing time with Picross 3D 2. It’s a great sequel; HAL have really tightened it up since their previous Picross game on DS. There’s new quality of life features like hints (which I didn’t use), and a new mechanic in the two colours which shouldn’t be understated. It adds complexity to the controls but gives more avenues for the little logic calculations, the constant successive solving of which is the core of the gameplay. Internalising these calculations, doing them faster over time, is incredibly satisfying and this game had a perfect balance of difficulty for me to make me feel smart.

The presentation too is improved. There’s been obvious effort to make the game aesthetically pleasing, and it feels welcoming. There’s no plot or anything like that, but the slight amount of framing they give you is just enough. The new orange colour also has an effect on the models you uncover (which are now presented as little figurines), as they represent different shapes that don’t completely fill a cube: slopes, curves, points, etc.

Sets of puzzles open up as you complete different sorts of objectives, which is also done in a satisfying way. The best thing is that unlike the previous game, you don’t always feel pressure to be perfect; you can take a little longer, or make a mistake or two, and although your score may not be the best possible one, you still get the highest rated gem reward symbol. Yes, shiny things are a good motivator. There’s a good amount of content, at least as much as the previous game. It took me over 50 hours and I loved every minute. Puzzle fans need this game. That’s all there is to it.

January 19, 2017
[Review] Pokemon Moon (3DS)

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Pokemon Sun/Moon is probably the best Pokemon game yet. A significant part of that is that more than ever before, it’s breaking from the formula or at least obscuring the formula enough that it feels fresh. It’s modern, it’s got quality of life improvements out the wazoo, it’s got a persistent map. If only it could have had your buddies following you around the overworld, it could have definitively claimed the crown from HGSS (unused data suggests this feature was planned but frustratingly scrapped). Ah well.

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January 18, 2017
[Review] Picross e6 (3DS)

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Each new “e” Picross game simply adds a feature or two to the previous release, and a new set of puzzles. This is a perfectly serviceable system that has worked so far, especially with the relatively low cost of each instalment. the core gameplay and controls remain solid, addictive, and satisfying.

The headline feature of this sixth one is the ability to play any of the regular puzzles in either normal or Mega Picross mode, or both if you want (I did). They are shuffled so it’s not predictable, but if you are doing both it may be a tiny disappointment to not get a brand new picture for half the game. The number of puzzles is comparable to previous games, and puzzle-solving is only doubled by this addition. There’s also three Micross puzzles, which is always good, plus the usual set of Mega Picross bonuses for owning the first three games.

I actually started this long ago, but made a conscious decision to not plough through it all at once, which is why I only just finished it. I saved it for spurts between other games or when I needed a few mellow puzzles at whatever time. The release of e7 spurred me to finally get to the end; look out for the review of that one maybe next year, heh.

April 15, 2016
[Review] My Nintendo Picross: The Legend of Zelda: Twilight Princess (3DS)

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It’s another Picross game. The distribution method for it is the main story, with it being made available with the launch of Nintendo’s new loyalty program and costing not money but points gained through engagement with Nintendo’s services and apps. But that’s big time news fodder, let’s talk about the game.

The presentation is like a traditional “e-series” Picross game as opposed to Pokemon Picross, but with fantasy-ish themed UI, and backgrounds and music ripped from Twilight Princess. The puzzles represent characters, items, or scenes from the game, and it’s quite nice to see Oocoo or Midna as a solution; it’s been so long since franchise themed Picross puzzles have been a thing.

Perhaps because it doesn’t cost any real money, this is a much smaller offering than any of the “e” games. It has only 3 pages of puzzles compared to, say, e6’s 10. This is much like Japan’s Club Nintendo Picross. Like e6 though (and indeed Pokemon Picross) the pixel images are recycled for normal and Mega modes, which is a bit of a letdown with so few images. There’s also 1 Micross image, and the scene it presents isn’t super impressive.

There’s been one minor change to the controls that had a significant impact on my ability to play and enjoy the game. In all previous Picross iterations, the stylus controls primarily involve you holding up or down on the D-pad (or X and B) to engage the fill or erase function respectively while the button is held. In this one, the buttons instead toggle the fill or erase mode when they’re pressed once. This makes it much harder to slip into a groove, as you have to constantly check or remind yourself what mode you’re in (null mode is also useful for pondering your next move or counting). Having the stylus state tied directly to the current action or inaction of my off hand made for a much smoother and more intuitive experience, and I’m very disappointed by this change. I hope it doesn’t continue to future instalments or can at least be changed as a setting.

But apart from the inexplicable change to the controls and “dearth of content” as they say, it’s easy to recommend this game. It’s not terribly hard to get the necessary points through My Nintendo, but WarioWare Touched may present better value all the same. However, the exclusive nature of this game and the quite well-done Twilight Princess theming make it a pleasing bonus for Nintendo loyalists. Plus it has Midna as a tutorial guide, which is fun and makes this totally canon to the Zelda series. Trust me.

March 10, 2016
[Review] The Lego Movie Videogame (3DS)

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It’s another Lego game. I’ll try to be quick! The handheld version of this game has some fun additions compared to the console one, most of which I’ve experienced before playing Lego The Hobbit on 3DS: level-specific tasks, more smaller levels, character-specific super moves. All these make for snappy play that doesn’t drag. I liked controlling the giant characters like Metalbeard or Emmett’s mech; compared to console, they more effectively portray a fun rampage of destruction. You also get to control the motorbike on the highway chase, and there are even a couple of vehicle-based levels set in Middle Zealand.

However, overall I think this is a weaker version of the game. The in-game graphics don’t go as far to representing the all-Lego world of the movie, and it’s missing the all-important newly recorded character dialogue that occurs during gameplay in the console version. It’s a fun game and a good instalment in the Lego series, but capturing the feel of the movie was a great strength of the console game and this doesn’t do that as effectively. But it’s not one or the other; the two complement each other. After all, everything is cool when you’re part of a team. (Sorry.)

February 18, 2016
[Review] Star Fox 64 3D (3DS)

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The original Lylat Wars (as it was known in PAL territories) forms part of my childhood core. As such, to me it is perfect, and happily the general consensus seems to also be that it is quite good. I’m not going to hold myself to being critical about it. This review will mostly focus on the differences in this port and what I thought of them.

The good: Being able to play any mission at any time (after doing it once in story mode) is great, the caveat being that medals earned in this mode are separate to story mode medals. Textures and models are improved so it looks better than ever! There’s now an added easier mode that disables friendly fire and gives you more wing health, although the game doesn’t tell you that’s what is different. Menus are improved and the tutorial instructor now has a voice, although the tutorial is now mandatory (boo). All cutscenes can now be skipped, including the credits. The multiplayer has been revamped; no more Landmaster or Pilot options but much more customisable, new stages, and powerups.

The bad: All the voices are rerecorded. They all try to go for the same feeling as the original lines, but this just means that they all universally end up being slightly off. Fox is more dweeby, for example, and Andross’s laugh doesn’t match his animation at all. The Lylat voice option has also been removed.

The useless: Being an early 3DS game, they tacked on gyro controls which is not only an inherently bad idea (ugh Star Fox Zero) but also is at odds with having to hold the system relatively straight for the 3D to actually work (less of a problem with the New models though). The messages telling you to take a break are only a minor annoyance but they exist.

The positive points far outweigh the negatives, albeit with some minor tradeoffs. If only there were multiple selectable voice tracks… Maybe a new level or some extras would have been amazing… The most important thing to me though is that the game feels and plays just how I remember it, which makes it a very successful port job. Plus this remake, being handled by Dylan Cuthbert’s Q-Games, now gives him some involvement in the most successful instalment in the franchise after he helped birth it and developed the first Star Fox/Wing, the cancelled Star Fox 2, and the underrated Command. Yippee! You did it!

January 25, 2016
[Review] Mario & Luigi: Dream Team Bros. (3DS)

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This is the fourth Mario & Luigi game. Hmm. Unlike Paper Mario, which often reinvents itself and not always for the better, this series is reliable but can feel safe. Sure it’s been beefed up (pardon the pun) and had extra bits bolted on, but it’s still following the formula established way back in Superstar Saga. But it’s a good game nevertheless, and often manages to overcome staleness or bring a smile.

These games are JRPGs with a platforming element. As always you control both Bros, Mario always using the A button and Luigi being assigned B. You jump around, hammer stuff, learn new ways to jump or work together to get around the environment and collect stuff, and then there are turn-based battles. They try to keep these fun and dynamic with timed hits and the ability to dodge and counter any enemy attack, which requires observation and reflexes. This is successful, but towards the end I found my favoured special attacks and just used those to make the battles go quicker.

A significant portion of the game’s mechanics are recycled to some extent from previous games, but presented in new ways or at least tweaked slightly. For example, Bowser’s Inside Story had Bowser growing to giant size and fighting with the DS held sideways. This game has Luigi becoming huge instead. The big new idea of this game is the dream world, where Luigi will sleep and Mario will enter his dream. This isn’t executed in a way that develops his character though unfortunately (except in a couple of instances), as it’s more like an alternate surrealist 2D version of the environment you’re in. It does give lots of fun gameplay opportunities though with Luigi gaining many bizarre abilities, and battles in the dream world being taken on solo but with flashy group attacks on swarms of enemies.

As always with this series, the script and characters are very pleasing and funny. Silliness abounds and fun new characters are introduced along with a fanservice parade of returning ones too. Popple, Kylie Koopa, Broque Monsieur, Starlow, and Bowser’s three minions Goomp, Paraplonk, and Guy all make welcome returns from previous games, along with a world populated by Beanish, Toads, Yoshis, and Hoos acting as tourists on Pi’illo Island. The island itself has new NPC races as well as instant standouts such as the Zeekeeper, the Massif Bros (pictured above), Britta, and others. The antagonist Antasma is mostly just cheesy and new helper partner Dreambert has his moments despite being played mostly straight, especially when he loses his composure. It all works together to create a quite busy world that feels good to run around in and interact with.

The first thing I noticed about the game though in trailers was how amazing it looks. AlphaDream have become absolute masters of 2D spritework, with wonderfully drawn characters that are so animated and shaded as to appear 3D. They can’t hack actual 3D though apparently, so the Giant Battles which appear with polygonal graphics were outsourced to Good-Feel! The graphics are definitely a selling point for this game, and this bright and colourful world is captivating.

Apart from the many small improvements to the game formula (quick example: selectable perks on ranking up), I just want to applaud this game for, like its predecessors, making the Mario world feel expansive and interesting. The newly released Paper Jam Bros looks to be following in Sticker Star’s doomed footsteps and adopting the tired, basic New Super Mario Bros aesthetic. Getting to know this new setting of Pi’illo Island was nice and the range of characters felt like a celebration of the quirkiness of this series. Its slow pace may have felt a drag at times but Dream Team (Bros.) can stand with the best of the Mario RPGs, a nice solid entry.

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