Thursday, April 30, 2020

I Spent a Week with the 8BitDo SN30 Pro +. Here are my thoughts.

About a week ago I received my new SN30 Pro + controller in the mail. After spending about a week trying it out on various games, I figured I would share my conclusions here. Please note that my impressions are strictly limited to use on the Nintendo Switch. I haven't tested the controller with other applications. I've separated the review into two parts, so if you want to ignore the rambling and jump straight to conclusions, just scroll down to part 2.

Part 1: Impressions.


First, the quality and presentation. The Pro+ comes in a nice, thick cardboard box, just like you'd expect a new phone to come in. Opening the box reveals the controller sitting under a plastic protector, waiting for you to pop it out and play it. Picking it up, the Pro+ is made of a hard textured plastic. The buttons, triggers, and sticks all feel nice and clicky, with just the right amount of resistance. The D-pad, in particular, has a great feel. 8BitDo is known for high-quality D-pads on their controllers, and this one doesn't disappoint. The Pro+ has a nice weight to it as well. If you're used to the awful 3rd party controllers you would get stuck with playing video games at a friend's house, expect to be impressed.

Going through features, the Pro+ includes just about everything you should expect from a quality pro controller. Besides the great feeling buttons and D-pad, it includes analog triggers, vibration feedback, and gyro controls for motion. Another nice touch is the rechargeable battery pack. It can be easily removed and swapped with AA batteries, meaning if the battery runs out, you can just swap some new batteries in to keep playing, and recharge the battery later when you're not using the controller anymore. It also means that when the battery pack eventually fails, it won't stop you from playing.

A key selling point for the Pro+ is 8BitDo's new Ultimate Software. Using a PC or Mac, you can remap button layouts, add macros (a sequence of button inputs that play when pressing a single button), even adjust the sensitivity of the analog triggers or sticks. Certainly a nice option to have in order to get everything just right for you.

So what's it like to use?

Personally, I found the Pro+ to be quite intuitive. Looking from the top, it resembles a Super NES controller, right down to the long horizontal L and R buttons on the front. I'm very used to this layout, and I felt right at home as soon as I picked it up. If you're already used to PlayStation controllers, this setup will also feel quite familiar to you. I also found it fairly comfortable to hold. Not quite as comfortable overall as Nintendo's own Switch Pro Controller, but pretty good nonetheless. A contributing factor here is the distance between the face buttons and analog sticks. No part of it was bad, but the controller really shines when using either the sticks and triggers, or the buttons and D-Pad. It doesn't feel quite as comfortable to me when using a combination of both. A quick look through reviews online find that preferences vary here- some find Nintendo's layout to be more comfortable, others prefer the Pro+.

A comparison should also be made to the PS4 Pro controller, as the two share an almost identical button and stick layout. To my surprise, I actually found the Pro+ to be more comfortable in general than Sony's controller. Again, your mileage may vary here.

Overall though, it's a well made and generally comfortable controller, and in my opinion there's no way to rate comfort higher or lower than others from an objective standpoint.

While I didn't test the battery life of the controller, it's been claimed to run about 20 hours on the included battery pack, and I haven't seen anything to dispute this. With the quarantine keeping me at home, I've had lots of time to test this controller out, and I've never run into low battery during a typical day of gaming.

Some of the features do come with drawbacks for Switch owners, and these are worth mentioning. For one thing, analog triggers, while a premium feature, don't really do anything for the Switch, as the Switch registers all inputs digitally. The longer travel on the triggers can take some getting used to, if you're used to the joy-cons or Switch Pro Controller.  If you play fast paced games where timing of trigger presses is essential, this is something to be aware of. Having said that, I got used to it faster than I thought I would, and I barely notice it now.

While turbo is a nice feature to have, I wasn't able to turn it on and off without also taking a screenshot, as the turbo switch is mapped to the screenshot button. This can be disabled using the Pro+ software, but for me it's one of those things that's just enough of an annoyance to complain about, but not enough for me to actually do anything to change it.

One more drawback is the inability to wake the Switch up from sleep mode using the Home button on the Pro+. When I pick up my first party Pro Controller, I can turn the console on and start playing right away. With the Pro+, I have to walk over to the console and turn it on first. Unfortunately, Nintendo seems to have locked this feature to their first-party and licensed products, and there wasn't a way for 8BitDo to include it here.

To try the controller out, I played 3 different games during the week I spent with the Pro+. If you'd like me to test any other games with the controller, let me know and I'll update the review. These are just the games I've already been playing throughout the week.

With Mario Kart 8, I found myself steering using the D-pad instead of the left stick, and found it worked surprisingly well. Conversely, trying to play it using the left stick felt a bit awkward to me.

Playing classic Doom on the Pro+ has pros and cons over Nintendo's Pro Controller. I prefer having symmetrical sticks for a twin-stick shooter, and this one fit the bill nicely. I think the sticks could be placed a bit further apart but that's my only real complaint. The sticks and triggers are pretty sensitive out of the box, but that's a preference thing, and they can always be adjusted using the software.

Animal Crossing also works fine. I slightly prefer the Nintendo pro controller here, as I feel the asymmetric layout suits the game better, but I can't deny that the ability to turbo the buttons when crafting or harvesting is a nice thing to have.

Part 2: Conclusions- Should you buy the SN30 Pro+?

If the Switch is your only gaming platform, and this controller will be your only controller besides the Joy-Cons, you may want to consider spending the extra $20 for an official Nintendo controller, or one of the cheaper wireless controllers from Power A. While the Pro+ is great at specific things, the layout of Nintendo's and Power A's controllers are just more versatile and comfortable for a wide variety of games, and the ability to turn your Switch on using the controller is a great quality of life feature.

If you're looking for a second controller, I recommend the Pro+. It's a unique controller that you'll probably find yourself preferring for certain games. Retro games, in particular, feel great on the Pro+, in large part due to the amazing D-pad, which is superior to anything Nintendo currently offers for the Switch. As mentioned above, you may also prefer to play twin-stick games on the Pro+ if you like symmetrical joysticks and a PlayStation-style controller layout.

If you're looking for a controller to use on multiple devices, again, consider the SN30 Pro+. The Pro+ is fully compatible with Switch, Android, Mac OS, and Windows, and apparently works with some iOS devices as well, when connected via USB cable. The ability to easily switch between multiple devices is great, and obviously PC and Mac games will allow you to take full advantage of the various features, such as the analog triggers. Unfortunately, the Pro+ is not compatible with PS4 or XBox One consoles, presumably due to complexity.

If you're looking for a controller for retro games, the Pro+ really stands out here, as I mentioned earlier. However, you may also want to consider one of 8BitDo's cheaper options, such as the SN30 Pro, which offers most of the same features, minus analog triggers, the removable battery, and access to the Ultimate Software. 8BitDo even offers straightforward wireless SNES, NES, Sega Genesis style controllers that work with Switch, Android, Mac, and PC, so if you're only shopping for a controller for retro and 2D games, these are worth taking a look at as well.

Final Word

I'm happy with my purchase, and I'll continue to use my Pro+ for various games on the Switch. However, I already have Nintendo's first party controller, and I won't be discarding it to use the Pro+ exclusively. While I'm glad I have it, I probably would have been just as satisfied with the standard SN30 Pro, as I won't be taking advantage of the analog triggers, and I don't mind the lack of grips when playing Link to the Past yet again. I'd recommend purchasing either of the two as a second Switch controller, and wholeheartedly recommend the Pro+ if you're planning using it for PC gaming as well.






Sunday, March 29, 2020

Why You Should Play Animal Crossing New Horizons

I recently started playing Animal Crossing for the first time on Switch, and since I've begun, there's one thing I've struggled with more than anything else: How do I explain this to other people? I have friends who I think would love this game. I know people who are baffled by the appeal and I want to explain it for the sake of explaining it (I like explaining things).

But this post isn't about that. Not exactly, anyway. This post is a tiny bit more specific. This post is about why you should give Animal Crossing New Horizons a try Right Now, in the Spring of 2020, specifically.

The appeal of this series has long escaped me. Since the very first release, I've had friends try to explain the game to me, in an effort to get me interested, and my response has always been the same "That seems cool, but it's not for me."

It turns out, at least in this moment in time, I was wrong.

Aside from all the soothing busywork that this game provides, from paying off your home loan, arranging your furniture, hunting for bugs, or harvesting fruit, there's one thing that Animal Crossing has been able to provide that few other games can: A sense of community.

In a time where most of us are stuck indoors, and can't spend time with friends, loved ones, or even our co-workers, Animal Crossing has been a game that has allowed us to feel, on some level, a sense of connection with people around us.

Animal Crossing as a series has always built a sense of connection into it's mechanics. The series creator, Katsuya Eguchi, has explained that was part his intention when creating the game. He has stated he got the inspiration from the lonely feelings he had when moving cities to work at Nintendo. He said he wanted to make a game where the player could feel like they belonged. Eguchi stated in an interview with Edge magazine: "Animal Crossing features three themes: family, friendship and community. But the reason I wanted to investigate them was a result of being so lonely when I arrived in Kyoto! Chiba is east of Tokyo and quite a distance from Kyoto, and when I moved there I left my family and friends behind. In doing so, I realized that being close to them – being able to spend time with them, talk to them, play with them – was such a great, important thing. I wondered for a long time if there would be a way to recreate that feeling, and that was the impetus behind the original Animal Crossing."

Besides being connected to the game itself, Animal Crossing connects you with your friends in all kinds of subtle ways, without having to coordinate schedules in order to play together at the same time. It's great to start your game up and find someone sent you a postcard, or left a message on your bulletin board the last time they were over. Animal Crossing finds small ways to remind you that even if there's no one on your island right then, you're not playing alone.Animal Crossing may not be the game I go back to for years to come (Then again, maybe it will be). It may not be the game I hold up as my favorite. But right now, in this moment in time, it's a game I'm very grateful for. And if you can spare the cash, and you're looking for something to do, I highly recommend you give it a try. As long as we're all at home, this game will be something you look forward to playing every day. And right now, that's a rare find.

Now, if you'll excuse me, I have to gather my fruit before the shops close.

Monday, February 11, 2019

Why You Should Play Xenoblade Chronicles X

What you're about to read is a stream of consciousness that I typed into a Reddit comment box when someone asked me on a random games thread to explain what I liked about Xenoblade Chronicles X. I kind of word vomited it out, but after posting the reply, I felt it was kind of a waste to just let it sit forever, so I tweaked it a bit, fixed some errors, and I'm posting it here. I'm hoping someone reads this and is convinced to go check out this game. Who knows, maybe with a bigger audience, Monolith Soft will reconsider a Switch port, or even a sequel. Please let me know what you think.

I've played all 3 Xenoblade Chronicles titles, and they all have strengths and weaknesses, but I'd have to say that X is probably my personal favorite.

All 3 games have lots of areas to explore, but X is the only one that's truly open-world. In fact, it's one of the only JRPGs ever that's truly open world. You're not gated from getting to new areas until certain points in the story. From the beginning, pretty much the entire map is available to you, save a few areas that you can't get to until you can fly. And this world is really big too. It's loaded with monsters and beautiful scenery. There's 5 distinct continents to explore, each with unique design and aethetics. There's a real sense of danger, as even the low level areas have the occasional high level beast that can totally ruin your day. 

Speaking of ruining your day, that's actually usually avoided, because Xenoblade games want you to explore. Dying simply throws you back to the last checkpoint you passed. You don't lose anything you collected, not even XP. So while it can be hair raising trying to sneak through a cave filled with monsters 20 levels over you, you never feel afraid to go check something out. You're free from the sinking feeling you usually get when you get taken out by something unexpectedly and realize it's been over 2 hours since you last saved your game. Which is totally plausible, since it's so easy to lose track of time when you're out in the world. You can sprint at high speeds, and there's no fall damage either. Everything has been designed to make exploring the focus of the gameplay. I once spent an hour just trying to see if I could jump my way to the top of a rock structure I thought was interesting, and at no point did I feel it was a waste of time.

As some have said, the main story for X is pretty barebones. There's some really cool twists, but if you're used to the typically long JRPG campaigns, this one is pretty short by comparison. The real meat of the story is the worldbuilding found in the sidequests, which often have a noticeable impact on the area that serves as your home base. People move in, start businesses, new buildings appear, etc. I don't think I'd like this in every game, but I appreciate it here. One of my main complaints about a lot of JRPGs is that they have cool sidequests and places to explore, but the main campaign sets such an urgent tone that it feels oddly wrong to pursue them. Like it breaks the immersion.

Like, yeah, I'm being told that we have to get to the demon's cave right now or he's going to literally summon Cthulhu and the world is going to be eaten and dragged into the hell dimension, but this guy lost his favorite buttplug. And dammit, he's really bummed. We gotta help him out! And hey, that waterfall looks really interesting, wonder what's up there? Wait, what were we supposed to be doing again? 

Yes, this has become a huge cliche, and all the jokes about it have been done to death already, but X actually avoids this, and I'm honestly kind of surprised it hasn't gotten more recognition for doing so. Story chapters in X are pretty much self-contained. You head into your barracks for a mission briefing, and the chapter starts there. Once it's done, you're free to do whatever you wish. No guilt for ignoring the plight of the world needed. As someone who like to feel immersed in the world I'm exploring, this is awesome.

Combat in X is great, once you get used to it. You can get by fine by leveling and just buying whatever the shops are selling, but the potential for disgustingly broken character builds is there too, and if you like a challenge, the postgame content pretty much requires them too, with enemies to fight that are way over your maximum level cap. There's also some online features that, as I understand it, are still active. You can even put together a party and take on bosses with other players.

Oh, and have I mentioned you get a mech? That you can fly? It's seriously the coolest thing. Although I'd recommend not just rushing to get it as fast as possible. It does make the world start to seem a bit smaller when you no longer have to traverse it on foot.

Well, I think I've rambled on long enough. I hope I've given you enough info to at least pique your interest. Hope to catch you in New LA!

Sunday, February 10, 2019

A Review of Xenogears

Welcome to my review of Xenogears! In this review, I'm going to do my best to give an honest impression of how I felt about the game, as a modern gamer going back to look at a now 20+ year old PlayStation game. This is, admittedly, going to be very difficult to do. Xenogears is a game so loaded with controversy and strong opinions at this point that I'm going to go ahead and say this now before continuing with this review: If you've been interested in the game but on the fence about it, no review is ever going to be able to properly convey the game in a way that will let you decide. There isn't truly anything to say about Xenogears that hasn't already been said, probably more eloquently, by someone else. This is something you will have to play and decide for yourself. I just like to write reviews for fun.


My first experience with Xenogears was years ago, back when the PlayStation 2 was king. I'd heard tons of talk from friends about this crazy game with theological and psychological themes, and I had to try it out myself. I managed to get my hands on a physical copy, and played all the way to somewhere in the infamous Disc 2, where I got stuck, took a break from playing, and my save file somehow got deleted. Until now, I'd never returned to the game, and it pains me to say that I have no idea where my physical copy went. I'd love to have it back at some point.
When replaying older games, I usually prefer to play on either the original hardware, or something close enough to replicate the experience in a modern setting. In this case, I made an exception that ended up making my play experience much more enjoyable as a whole. I downloaded my copy of Xenogears onto my PS3 from the PSN store for $10US, and then used that to install it on my PSP as well. Many PlayStation Classic titles available on PSN allow you to take advantage of this, and you can even swap your save file back and forth from the home console to the portable. It almost functions as a proto-Switch in this way. In my opinion, this is the ideal way to play a lot of older games. I usually used the PS3 to play through bigger story sections, so as to give an (in my opinion) more immersive experience, while using the PSP to play when away from the TV. Using the portable format also makes grinding levels, special moves, and money a lot less tedious, if you feel the need to grind. One added advantage is that the blocky 3D graphics look great on a tiny PSP screen, making the overall transition of switching back to an older title after being spoiled on modern graphics a lot less jarring.
At the time of release, Xenogears stood out from it's JRPG peers with it's battle system, which was sort of based on Final Fantasy's ATB system, with some really great additional features, like the ability to chain attacks together with button combinations to make special moves called Deathblows. It's almost like if a fighting game used turn-based battle mechanics. This system, while innovative at the time, isn't always explained well (although some would argue that's a feature, not a bug) and some options, like the ability to combo different deathblows together to unleash huge amounts of them at once, are markedly inferior to just using your best deathblow or ether attack every turn, except in a couple very specific situations. Combat is split between in-character, and inside character-piloted robots called Gears. Gears also have some unique mechanics, but like the character combat, the best option just tends to be repeating the same level 1 Deathblows or the best ether attacks over and over. I was also fairly disappointed that the final stages of the game occurred pretty much entirely in Gears, making me feel like I had wasted a lot of time building up my characters to fight on foot, only to end up having my endgame character builds centered around buying a bunch of expensive gear parts.
In it's defense, if you find making absolutely broken character builds satisfying, a bit of research is all you need to make quick work of anything the game can throw at you. It's not that hard to build characters that can easily hit the damage cap every turn. Just don't expect to be able to piece them together just from what the game tells you. There's a fair amount of hidden stats that aren't explained that well, and have only been revealed after the fact from a lot of experimentation by dedicated fans. Expect to be reading some guides online if you want to make the most of the combat system.
Looking back at the graphics, I'd say it's hit and miss in terms of what holds up and what doesn't. All characters are hand-drawn 2D sprites, set on a fully 3D environment. No pre-rendered backgrounds here. I think the aesthetic looks great. Animations, especially in combat, are fluid and entertaining. It can be great fun to spin the camera around and look at the details of the of the environments from every angle. However, the 3D animation, especially in cutscenes and gear combat, can be jarringly blocky. It's very much up to or even above the standards for JRPGs of the PS1 era, but for those going back to play now, the transition can be a shock. As I said before, things definitely look much better when played on a PSP, which does a lot to smooth out some of the rough edges. In any case, the graphics, even when they're not at their best, are perfectly serviceable and aren't anything you can't get used to.
As for exploration, Xenogears uses the tried and true overworld exploration format familiar to just about anyone who's played classic JRPGs. The environments have a fairly varied feel, and to fans who have played Monolith Soft's later Xeno titles, it can be great fun to see the same aesthetics at play here, with a variety of bustling renaissance themed cities, futuristic facilities, and of course the mandatory "ruins of ancient civilizations with still functioning hyper-advanced technologies." If you've played a Xeno game before, you probably know what you're in for. It can be great fun to see the roots of the aesthetic so commonly used in these games (Boy, Takahashi sure does love round rooms and randomly placed circular elevators, doesn't he?) All environments are fully 3D, and feature a rotating camera, which, when used often, can reveal hidden pathways and treasure chests. My one complaint is that the camera has a fixed height, with no way to raise or lower it. After playing the later Xenoblade Chroniclesgames, I found Xenogears camera to be often annoyingly zoomed in, to the point where it sometimes felt claustrophobic, as I couldn't zoom it out to see what was around me.
As the game progresses, however, some environments get pretty tedious. There's a lot of areas with long, branching, identically designed passageways, and it's easy to get disoriented and lost. Meanwhile, a high rate of random encounters can make these areas seem even longer and more tedious than they actually are. As a classic JRPG, there's no option to quicksave and take a break either. You're stuck in the game until you can find a save point. If you're like me and get frustrated easily in situations like this, there's no shame in looking up a walkthrough to get you through these areas. Just make sure to find one that's spoiler-free.
When it comes to story, well, I've said this before, but everything that you may have heard about Xenogears plot, both good and bad, is true. It is both impressively massive and annoyingly broad in scope. It goes in great detail over certain things, while leaving other elements unexplained. There's even a published book, called Perfect Worksthat provides a ton of detail into the background of the story and characters to make up for what was left out of the game. As this is primarily a review of the game itself, I'm not going to go into the now well-known story of the troubled development cycle of this game, but suffice it to say that the development team ran out of time and money, and the second half of the story takes place as massive text dumps, interspersed with the player getting dropped into occasional dungeons and boss fights, with only one final chance to explore the world and finish character builds before facing the final dungeon and boss. Personally, I didn't mind this approach, but it's something new players should be aware of going in. Be prepared to take in large amounts of information that can drastically change how you viewed certain characters or the world of the game, only to have more information revealed shortly after that will change things yet again. It's a lot to process.
I think one of the biggest strengths of the game, that gets somewhat overshadowed by the story everyone loves to talk about, is the music. Xenogears has a variety of memorable scores, ranging from triumphant sweeping orchestral themes to moody, ambient tones that feel like part of the environment you're exploring. As I mentioned earlier in the review, I first played Xenogears a long time ago, probably 15 years ago at this point. I remembered some overall story themes, who the characters were, and some basic plot revelations, but overall I remembered almost nothing about the story. When it came to the music, however, I had the songs running through my head before I even entered areas I hadn't yet been to in my playthrough. Every track was still in my mind as if my last playthrough was only last week and not over a decade ago. This is probably one of the strongest game soundtracks I've had the pleasure of experiencing, and it's up there with the likes of Chrono Trigger, Final Fantasy IX, and Xenoblade Chronicles. This is of course my personal opinion, but I think the strength of a game's soundtrack is more than just the songs themselves, but how well they fit the world that they're set to. Xenogears definitely delivers here.
So, is Xenogears worth revisiting? Well, there's more than one answer to that question. If you're already used to classic PS1 and SNES-era JRPGs, then I'd say yes! If you haven't played this one yet, you're missing out on a standout example from that time period. However, I know a lot of people are now interested in trying out this game after being introduced to modern entries in the series like Xenoblade Chronicles 2 and don't necessarily have a lot of experience with these older games. If this describes you, it's worth knowing that this game is a big time commitment, probably between 70 and 80 hours, and it will not be as accessible as the modern entries. With no quicksaves, constant random battles, etc, this can be a hard transition to make. This game is definitely not for everyone, and if you try it out and feel early on that it's too frustrating for you, please don't feel ashamed if you want to look through a walk-through or two, or even just read/watch let's plays if you 're mainly just interested in the story. Games are supposed to be fun. If you're not enjoying this one, it doesn't make you a bad Xeno fan. Don't force yourself.
Well, I hope this review was helpful and at least a little informative. I'm always looking for feedback and comments, so please feel free to leave a comment. I looooove discussing game design and story, and this game has a lot in it to discuss. Please be careful to tag spoilers, as I did my best to keep this review spoiler free for new players. I'm currently working on a review of Xenoblade Chronicles 2, and I'm about to replay and review the first Xenoblade Chronicles, so I hope you'll give them a read when they're ready!

Saturday, July 29, 2017

Last Minute Tips for Legendary Raids

Over the last year I've been playing a looot of Pokemon Go. I've seen rebalances, legacy movesets, events, and now, most exciting of all, Legendary Raids.

I think raids are probably the most exciting addition to the game so far. I often find myself joining nearby raids just to lend a hand and maybe get some TMs or rare candy. I think it's really brought the community together, and it's been fun to meet new players.

However, I know some people haven't had the best luck in raids for the current legendary in the rotation, Articuno. Be it plain old RNG or just not being able to make many raids, some players are getting a little worried that they may not get one before time is up.

In light of this, I've put together a quick guide for those of you who may be having some trouble with raids or just want to make the most of the last day of Articuno. Hopefully this'll give you guys a bit of an extra edge in ensuring you can finish those raids that have a small number of people, and maybe help you get a damage bonus for a couple extra balls too. Let's begin:

 Don't use the autoselect!

When you first enter the raid lobby, 6 Pokemon will have been selected for you. Convenient, right? Actually, it's about the most frustrating aspect of raiding (From a game mechanics perspective anyway). Long story short, PoGo picks your lineup based on which Pokemon will have the best endurance in the raid, which would be great, IF you didn't have a time limit. Going into battle with Chansey or Blissey in your lineup puts the whole raid at risk of running out of time before you get your target's HP down to 0. Plan in advance which Pokemon you're going to use before you enter the lobby so you're not stuck rushing to figure it out. I'd recommend changing the name so they're easy to find in a search too. I'd do at least 12 so you have backups if your first group faints.

Speaking of which pokemon to use...

Learn Your Counters!

By now, most people have a good idea of type effectiveness, but some Pokemon, and some Pokemon moves, are more effective than others. Studying this list is a great way to get started. However, if you don't have the right mons or moves, just remember, there are other Pokemon that will work in a pinch, just check the moves to make sure they have ones that counter the type of the Pokemon you're after. In Articuno's case, most Fire or Electric will work in a pinch. You can use Magmar, Electabuzz, even Rapidash or Raichu. Just make sure they have the right type moves.

If it's other Legendaries you're after or even lower level raids, the same idea still applies. Take some time to look in your Pokemon storage to find some mons with the right type of moves in advance to fill out your lineup going into the raid.

Now that you have your counters set up, it's time to talk about...

Getting the Damage Bonus.

I'm sure you've noticed that you can get bonus Premiere Balls depending on how you and your team perform during the raid. Having a few extra balls can really increase your chance of catching that Legendary, so it's important to try to get those bonus chances, not to mention better rewards like TMs and Rare Candies.

Something you should know about the way damage is calculated: If your team faints and you have to re-enter the battle with a new team, your bonus damage is reset to 0. What's this mean? Well, this means an experienced player can go in with six of the best pokemon, fight almost all the way to the end, and if he or she ends up fainting out and needs to re-enter, they'll get almost no bonus at all! What to do? Well if you're in a big group (12 or more), you can put your tankiest Pokemon in the last slot to help you hold out until the end. However, if you have a smaller group, you run the risk of not completing the raid at all! Instead, assume you're going to faint out, pick your 6 weakest counters to run in the first time, and then pick your six toughest after they faint. This will help make sure that you get credit for as much damage as possible while still contributing enough damage to complete the raid before the time limit is up.

Hopefully this extra info will help you catch that legendary Pokemon. Good luck out there!


Saturday, February 6, 2016

Game Boy RPG Series: Final Fantasy Legend II

I play a lot of handheld games, and I love RPGs. I've made it my mission to play and review every RPG released in the USA for the Game Boy and Game Boy Color consoles. My goal is to be able to experience these games and enlighten my fellow handheld collectors on their strengths and weaknesses. These games will be played in the order I find and acquire them. If you have any suggestions for games I should be on the lookout for, let me know.

 

Final Fantasy Legend II
What's about to follow is a review for a game that took me 5 months to complete. A short time playing in my spare time at work to complete about 99% of the game, and the remaining four months of ignoring the game when I got stuck in the infamous final dungeon. So if you've read any of my previous reviews and you're wondering where I've been? There's your answer. Sitting with my arms crossed and feeling too guilty about not finishing it to start up a different Game Boy game instead. (That's not totally true I've also moved to an awesome new apartment). Now that I've successfully completed the story, I can finally move on.

Final Fantasy Legend II carries a lot over from the first game. Your 4-character party must travel upwards through a vertically stacked universe, visiting various worlds as they climb the central tower towards their final goal. The graphics, while a bit more polished, still have the same aesthetic and art style. The battle system is also very much the same, with each character in your party equipping weapons with a limited number of uses that calculate damage based on the characters Strength, Agility, or Mana stats.

Each character class has unique ways of gaining stats as they progress through the game. The delightfully morbid Monster system, where your monster characters transform by devouring the flesh of their fallen foes, is carried over from the first game, with more depth and stronger monsters to potentially create. Unfortunately, the ability to eat humanoid enemies has been removed for some reason :( Mutants and Humans have a potential to gain stats at the end of battles, and Mutants can gain spells to cast as well. One neat addition is the Robot class, which can carry up to 8 pieces of equipment with no limit on type. Robots get crazy potential combinations like a jacked up strength stat from equipping 8 swords at once. It's fun to play around with and something I haven't really seen in modern RPGs.

One issue I have is the complete lack of information on the different weapons. For example, if I have a character with high agility stat, I would naturally want to equip a weapon that deals agility-based damage. Unfortunately, there doesn't seem to be any way to know a weapon's damage base without a guide. This didn't affect me too much personally, as I have no issue at all using guides to help me through a game, but I do think it is a design flaw. Those of you who prefer unassisted playthroughs should be aware, it's not going to be impossible to get through the game, but you're going to have to spend time with different weapons to figure out how they work, especially in the late game when you start needing every advantage you can get.

Speaking of brutal final dungeon, the sudden and punishing spike in difficulty towards the end of the game needs to be mentioned. You're really going to need to understand the mechanics of the game if you want to make it without getting wiped out consistently. I ended up with a party without enough agility to escape from battles, and it was an ordeal to make it to the end. But make it through I did, and having completed the game, I'm glad I did.

Now that I have completed both FFL2 and it's previous installment, I think Squaresoft really knew what they were doing when it came to releasing RPGs on the Game Boy, at least when it comes to this franchise. The FFL series has all the features you'd want in a portable title- the ability to save anywhere so that you can play for short intervals, simple and easily differentiated sprites and backgrounds, music that works well using the tones available on a Game Boy Speaker and sound chip, dungeons that are just the right size. It all adds up to a game that feels complete. It's surprising that games coming out years later still lacked these basic design elements that made deep games like RPGs playable on a handheld.

Actually, speaking of dungeons, I want to take a minute to spread appreciation for just how nicely the dungeon maps were designed. Take a look here. Maybe it's just me, but I love how each map segment fits neatly into the next, and even creates coherent shapes that can't necessarily be seen while you're playing, almost like wandering in a corn maze that forms a picture in an aerial photograph (I don't know how many of you have been to a corn maze :P). Anyway, sorry, enough nerding out, I just think it's a cool bit of extra info that a lot of developers don't bother with.

If you like old-school JRPGs, or you're just curious about the roots of gaming (The Final Fantasy Legend series was a big inspiration for Pokemon) you're definitely going to like FFL2. It's got plenty of charm, a neat aesthetic, an interesting setting, and a combat system that is ripe for a bit of tinkering. Just don't be afraid to do a bit of reading on the mechanics and the way items and weapons work. It will reduce a lot of stress down the line. FFL2 is a fantastic example of how to make a handheld game that plays to the strengths of the medium.

Sunday, August 30, 2015

Game Boy RPG Series: Ultima: Runes of Virtue

I play a lot of handheld games, and I love RPGs. I've made it my mission to play and review every RPG released in the USA for the Game Boy and Game Boy Color consoles. My goal is to be able to experience these games and enlighten my fellow handheld collectors on their strengths and weaknesses. These games will be played in the order I find and acquire them. If you have any suggestions for games I should be on the lookout for, let me know.


Ultima: Runes of Virtue

It's time for another review of a Game Boy classic. Fans of Ultima take note; Runes of Virtue was developed by a Japanese studio looking to make a completely different game as a spinoff of the main series. While Ultima: Runes of Virtue (Or URV, as it will be referred to from here on out) is an adventure puzzle game that more closely resembles the original Legend of Zelda than it does it's RPG counterparts on the PC, URV has made it onto multiple lists of Game Boy RPGs online, and thus it and it's sequel are going to be featured on the Game Boy RPG Series. 

URV begins by giving you a choice between four heroes, Mariah, Iolo, Dupre, and Shamino. Each character has their own unique combination of strength, intelligence, and dexterity - along with a different starting weapon. Once your character has been chosen, Lord British fills you in on the story- The Black Knight has stolen the eight Runes of Virtue and it's up to you to travel Britannia and get them back.

The gameplay of URV is where the Legend of Zelda influence becomes very clear. Leave the castle, find a dungeon, move from room to room solving puzzles until you reach the rune at the end, which grants upgrades to your stats. Rinse and repeat. As you go you'll find weapons and armor, along with items that allow you to move to areas you couldn't access before. The world is also dotted with occasional NPCs who leave cryptic hints to help you along. Sound familiar? Of course, the games aren't identical. One of the big differences between the two is movement. URV uses a tile-based movement system where your character moves from space to space like a lot of more traditional RPGs. I think for this game it was the right choice. With the sheer amount of puzzles to work with and enemies to fight, it helps to know exactly how far your character will travel with each press of the d-pad. 

The standout feature of URV is it's punishing difficulty. This game is mindtwistingly, headsmashingly, Game-Boy-thrown-across-the-room-and-putting-a-hole-in-the-wallingly challenging. Most games of this type focus heavily on the trial-and-error aspect. Once you figure out how to get through a room, you can get through it pretty easily the next time if you have to backtrack. Not this game. No sir. On top of the headscratching puzzles are hordes of powerful enemies that will end you in a heartbeat. While the early part of the game wasn't too bad, the last few dungeons were nothing short of an ordeal to get through.

But enough about the difficulty and how it almost put me off playing games for the whole summer. Let's talk about graphics. For a puzzle-based game, URV's graphics do the job. They're simple and clear enough that objects can be easily distinguished. While they're nothing to write home about, they're about on par with other Game Boy titles released in 1991. The music and sound effects are also passable. Nothing too memorable, although the dungeon theme is still repeating itself in my head as I type this.

When reviewing a Game Boy game, it's important to take note of how well the developers built the game around the medium of portable gaming, and in this area URV has one feature that I wish more games had implemented: auto saving. Every time your character travels to another room or area, the cartridge saves your progress. There are no save points or menu saving. For a portable game this is a huge convenience. I never to think about how much time I'd be able to spend playing. I could play for two minutes or twenty and be confident that I wouldn't lose any progress. Curiously, the developers decided that dying in URV would restart the character at the beginning of the dungeon rather than at the beginning of the room they were in, leading to a strong incentive to just turn the game off every time the game over screen popped up. I think this was the wrong choice. With the sheer difficulty this game presents, starting over every time I died was just too daunting for me. I think that starting from the beginning of the room would have been an appropriate choice.

So... is URV a good game? Well, yes, maybe. Despite the poor review scores from it's 1991 release, I was impressed by the sheer amount of creative puzzles packed into the game. While it becomes extremely difficult, it never felt repetitive. However, it requires a lot of patience and determination to complete a full playthrough. This is not a game I'll likely be replaying, but if your main complaint about Legend of Zelda was that it was too easy, this might be the game for you.


Sunday, July 12, 2015

A Legend Passed Today

Satoru Iwata was not a figurehead leader. He was man who worked on some of the most defining games in history, whose feats are legendary in the gaming world and who eventually became the president of the most famous and beloved game company of all time.

Mr. Iwata (as he was affectionately referred to in many a Nintendo Direct video presentation) lived and breathed games. Most of my exposure to him was through the Nintendo Direct- A series of video presentations highlighting upcoming Nintendo products, and Iwata Asks - a series of interviews by Iwata featuring the developers of upcoming games. It was easy to see his enthusiasm, both for games and for his company, during his presentations. That infectious attitude had me - along with thousands of other Nintendo fans, eagerly awaiting his next appearance. To most of us, Satoru Iwata was a part of our lives. We knew him by his name, by his face, and by his work. 

I know many of us are grieving the death of Satoru Iwata. To those of us who love games, he was the rare corporate executive who we felt was one of us, who we trusted. Although he has left us, Mr. Iwata's legacy will live on. His contributions to gaming will be remembered for a long time to come. Rest in peace, Mr. Iwata. We'll miss you. 

Monday, June 29, 2015

A Short Review of Shadowgate Classic

Imagine, if you will, a simpler time in gaming. A time dominated by simpler games. In this time, one game stood above the rest in the PC gaming scene, and that game was called Shadowgate. A groundbreaking point and click adventure game widely considered to be among the best of the genre. Twelve years later, Shadowgate returned as Shadowgate Classic on the Game Boy Color. And now, 16 years after that, I'm here to share that game with you.

Shadowgate Classic was entirely new to me. I didn't know much about it, and I didn't look up any info before purchasing a copy, as I prefer to go into my reviews blindly whenever it's possible. I only look up information on the game once I'm well into it. So I was honestly surprised to discover that I was playing a point and click adventure game once I started my quest.

Set in the vast fortress of Shadowgate, your role is to explore the castle and find a way to stop the evil Warlock from summoning a behemoth. You will start with nothing, but as you play you will collect many items that will aid you on your quest. There is no real combat, no stats, no movement. Just a single image with the choices to move to another location, use an item, open a box or door, examine your surroundings, etc. If something dangerous appears, you must either figure out which item can be used to overcome it, or retreat and look for another solution to the problem. Once you've found the items you need to defeat the warlock, you must search him out and then poof! It's the end of the game. Pretty simple right? Well not necessarily.

Like any good point and click, SC is centered around experimentation and death. Lots and lots of death. Any choice you make could instantly kill you. Much like a choose-your-own-adventure book, there's usually no intuitive way to tell what choice will lead to success, what will lead to failure, and what will lead to your tragic demise. Fortunately, saving is easy to do at any time, and the game will also automatically kick you back to the last screen you were at if you die, so forgetting to save for a while isn't a huge deal. 

As for the graphics, it has to be said; SC looks outdated. Even compared to other GBC games, the interactive illustrations could be a lot better. Of course, as a straight port of a 1987 Macintosh game, one can only expect so much, but I think it's fair to say that while it has a distinctive look, Shadowgate Classic hasn't aged all that well graphically. The illustrations have that weird 70s-80s pulp fantasy novel feel to them, which isn't a look I'd describe as timeless. 

So now to the real question: Is it worth playing? Well, yes... IF you're a patient person who likes experimentation and puzzling things out. If not, well, let's just say it didn't take me long to turn to a guide to help me finish, as I didn't have the patience to sit through hours of testing various items and options. However, I did appreciate the history behind the game. I felt like I was exploring gaming history as I explored the castle Shadowgate, and that alone made the experience worth it for me. If you're interested in trying it out, it's less than $2 on Amazon right now, so you don't have much to lose. 

Sunday, June 28, 2015

Game Boy RPG Series: Magi-Nation



I play a lot of handheld games, and I love RPGs. I've made it my mission to play and review every RPG released in the USA for the Game Boy and Game Boy Color consoles. My goal is to be able to experience these games and enlighten my fellow handheld collectors on their strengths and weaknesses. These games will be played in the order I find and acquire them. If you have any suggestions for games I should be on the lookout for, let me know.


Magi-Nation

Hooooo boy. Magi-Nation. Where to start? After trying to finish this game for a month now, I have developed a love-hate relationship with it. The creativity, charm, and effort that went into it has wowed me. The rushed execution and some head-scratching design decisions had me grinding my teeth in frustration. 

Let's start with a little background. Magi-Nation started out in 2000 as a trading card game called Magi-Nation Duel. Set up as a kind of cross between the Pokemon and Magic the Gathering games, MND developed a small following until it's last expansion came out near the end of 2002. In 2001, when the publisher, Interactive Imagination, was pushing the franchise the hardest, they published Magi-Nation for the Game Boy Color.

Despite being essentially a promotional title to push the franchise, Magi-Nation comes across as a labor of love in many ways. Magi-Nation has some of the most detailed pixel art I have ever seen on the Game Boy Color. The battle system is unique. The music pushes the technical limits of the Game Boy's sound processing. The writing is clever and engaging. Put it all together and it gives the distinct impression that the developers had a genuine love for the product they were creating.

Set in the fantasy world of the Moonlands, Magi-Nation follows human teenager Tony Jones as he falls into the magical world and has to find his way home. Along the way, Tony can summon various monsters known as dream creatures using magical rings he can forge in the various regions of the Moonlands. While Magi-Nation was created and developed in the US, the game is very much a JRPG made by fans of the genre. On top of following typical JRPG logic and mechanics, MN also indulges in a bit of deconstruction of the genre, which I found pretty amusing. There are in-jokes scattered around the dialogue and the flavor text when examining items throughout the game. It all adds up to a charming experience that feels unique. There aren't many other games like this.

The world of MN is distinctive and colorful. You can practically feel the heat when exploring the volcanic Cald, or a chill coming on when finding your way through the musty dampness of the Underneath. The graphics are nothing short of impressive. Magi-Nation almost looks like a GBA title. Each dream creature is well-detailed too, although I sometimes found myself wishing that some of the creatures had starker contrast in the color palette, as it was hard to see all the detail in the designs when placed over a black background.

Another standout feature of MN is the combat system. Loosely based on the card game, MN's system centers around a single stat called energy. Energy acts as HP and a sort of fuel. Tony uses his energy to summon dream creatures and cast spells, but faints if he runs out, leading to a game over. Being attacked will also drain Tony's energy. The amount of energy used to summon a dream creature will act as that creature's energy supply as well, essentially transferring Tony's energy into the creature. Using any special attacks will drain the creature's energy just like Tony's. And at the end of the battle, any remaining energy from the summoned creatures will transfer back to Tony. This energy system, while not the most complicated, was fun and once again served to make the experience of playing Magi-Nation into something distinctive and memorable.

With all the praise I've given this game so far, you may be wondering just why my opening paragraph was less enthusiastic. It has to be said, the idealized portrait I've so far painted of Magi-Nation is far from complete. As charming as it can be at times, Magi-Nation has some serious flaws. Let's start with the environments I mentioned earlier; they suffer from what I like to call pointless meandering. They are just too big, each one filled with multiple branching pathways leading to nowhere. Then there's the battle system. Each menu has a loading animation you have to wait through. It takes time for creatures to appear, for attacks to carry through, and there is no way to modify the text speed. This glaring omission is a perfect example of the frustration that can come from playing for long periods. It seems like the developers spent all their effort making a pretty game and forgot to take very basic things into account.

This leads to me to what I think is the biggest flaw of MN: The save points. There aren't any. The only way to save is in a town with an inn, or in the overworld. Stuck in a big dungeon and your break's over at work? Tough shit. Almost at the final boss and not sure if you're gonna pull it off? Hope you ran outside and saved before going back in. How, in 2001, a portable RPG was put to market with no way to save at your leisure is beyond me. I would have finished this game in a much shorter span if someone had taken the time to implement this most basic of features. But unfortunately I simply could not sit down and spend any time playing it unless I knew I would have at least 30 minutes to play, as there was no way to know that I'd be able to accomplish anything in a shorter amount of time without losing that progress.

I think Magi-Nation would have been better as a home console game. In fact, I think the developers approached the design of Magi Nation by imitating their favorite home console RPGs (although even those had save points). The long, winding passages, the long periods of time necessary to accomplish anything, it all seems to point to a game that one would expect to set aside longer periods of time to play. And that is not, in my opinion, ideal for a portable platform. Every successful portable game I've played has been designed around short play sessions. In fact, that's one of the main reasons why I enjoy portables so much. They're very addictive due to the nature of playing in short bursts.

So would I recommend Magi-Nation? Yes. In fact, now that I've finally completed it, I'm playing through it again in the new game + mode, bit by bit. The flaws are manageable if you're aware of them and plan your playtimes accordingly. It's frustrating because I think MN could have been so much more than it was. More thorough playtesting, and more considerate design could have led to a lasting RPG franchise instead of an interesting one-off RPG now forgotten by everyone but us Game Boy collectors.


Wednesday, June 3, 2015

Game Boy RPG Series: The Final Fantasy Legend

I play a lot of handheld games, and I love RPGs. I've made it my mission to play and review every RPG released in the USA for the Game Boy and Game Boy Color consoles. My goal is to be able to experience these games and enlighten my fellow handheld collectors on their strengths and weaknesses. These games will be played in the order I find and acquire them. If you have any suggestions for games I should be on the lookout for, let me know.

The Final Fantasy Legend


The Final Fantasy Legend, (or Makai Toushi SaGa in the Japanese release) is the first RPG ever released for the Game Boy, so I thought it would be appropriate to start my project from here.

The age of this title is quickly apparent. On startup, the first thing that I noticed was how simple everything is. You go straight to the menu screen, no extended intro, no cinematics. Your options are to start or continue. Once you get started on a new file, you can choose one of eight different characters- a male or female human, a male or female mutant (Called Espers in the Japan release, and in this review from now on) and a choice of different monsters. Once the game begins you can recruit three other characters to join your party almost immediately, for a total of four characters. 

One of the things that took me by surprise when playing was the leveling system. Namely, there wasn't one. Humans gain stats by buying and consuming items that boost strength, agility, and HP. Espers gain stats randomly by battling. Monsters transform into stronger or weaker monsters by eating the bodies of their fallen foes, a charmingly grisly mechanic I appreciated as a concept, although in practice this system was unintuitive and I ended up having to use a guide to figure out how to work it properly. Overall I'd rate the stat gain elements of FFL as a strength. It may be complicated, but I enjoyed optimizing my characters according to their strengths and weaknesses. and I liked the experience even if I wouldn't want it in every game. Some games thrive on simpler leveling mechanics, but since this is a game designed to be played in short bursts, I think a system like this added more to look forward to between play sessions. 

The story of FFL is very simple. Four heroes climb an ancient tower that leads to other worlds in a quest for immortality. Each world the tower leads to has a short scenario to play through before the heroes move on, almost like episodes of a TV show. Unfortunately, the translation is atrocious. This game was made before Squaresoft had a dedicated translation team and boy does it show. I had serious trouble figuring out where to go or what was going on at times. Towards the second half of the game things do improve a bit, but in the beginning everything is very vague and I was left to figure out what to do by trial and error.

The graphics and aesthetic in FFL are serviceable, if nothing special. Everything looks pretty flat, and the icons and graphics in the overworld make the game looks like a map rather than a real world to explore. The battles resemble the ones in Dragon Warrior/Quest for the NES, using a first person view. With a color range of four shades of gray, even palette swapping similar monsters is a no go. At least the towns and caves have more detail and look more alive. On the other hand, The music is much stronger. A small assortment of simple but catchy melodies by Nobuo Uematsu of Final Fantasy fame added to the experience and stayed in my head well after I was done playing. 

FFL was designed with portability in mind. Saving is easy, quick, and can be done at any time. Dialogue is short and there's no extended dialogue or cutscenes. Battles are over quickly. Even tough boss battles are won or lost in short order. I honestly feel I can't emphasize the portable-focused design of FFL enough. I don't think I've ever played an RPG that I could get such a consistently satisfying experience from in such short intervals. I found myself sneaking a couple minutes here and there when normally I don't bother playing RPGs if I don't have at least 20-30 minutes to spare. That being said, FFL is not an easy game. Once I hit the halfway point, the enemies attacked in much greater numbers, and I had to travel longer distances without being able to heal and while managing a very limited inventory. Instead of just forcing me to level up in order to continue, FFL instead asked me to think ahead before setting out for the next area and plan accordingly.

If you're looking for a finely polished portable RPG experience, FFL may not be for you. It's rough around the edges, and the developers were clearly in uncharted territory when they designed this game. However, I think despite the flaws, FFL is unique and charming, with challenging gameplay and a clear eye towards convenient portability. FFL has had undeniable influence on portable gaming. Satoshi Tajiri of Pokemon said FFL opened his eyes to the fact that the Game Boy could be used for more than just simple action games. It's a classic that will probably still be remembered for years to come.





Sunday, January 4, 2015

Fairune 3DS Review

Have you ever just found yourself just poking around on the eShop, Steam, or app store, looking for something new and interesting to try? This is something I do pretty frequently. I love finding something I know nothing about and taking it for a spin. This time, while on the 3DS eShop, I came across Skipmore's Fairune; A "retro-style puzzle ARPG," according to the eShop description. It sounded right up my alley, and the price was right, so I bit. And now, I present to you, iliekgaemz's blind review of Fairune.

The first thing you'll notice about this game are the graphics, which are adorably rendered in a style best described as "classic Gameboy Color." Love it or hate it, the retro art style makes up a big part of the aesthetic of the game. Everything from the monsters, to the items, to the sound effects and music, bring back memories of curling up on the couch playing my Gameboy. Personally I love games like this, but I know some of you won't be able to look past it.

Fairune throws you into the action very quickly. All you have to do to begin the game is find your sword, and you'll be be on your way, usually in a minute or less. The combat is a very simple affair. Bump into a monster, and it dies, you take a bit of damage, and gain a bit of XP. If you bump into a monster that's too weak, you don't take any damage and don't gain any XP. If you hit one that's too strong, you won't hurt it at all, and you'll take a lot of damage. This mechanic is what turns the combat into a part of exploring the world, as some areas will simply be inaccessible due to impassable monsters until your level is high enough. It's a simple way to keep the player on track without being overtly intrusive, and I appreciated it.

Throughout the game, you'll be searching for various items to unlock new areas and lead you to your ultimate goal of defeating your nemesis known as The Scourge. The game gives very little direction on what to do or where to go, instead leaving it to the player to figure everything out. In this case it works very well. The world of Fairune is small and simple, and there are usually only one or two places the player can go at any given time, which makes searching the world for new areas to access or items to use a rewarding activity for the most part, rather than a frustrating one. There were, however, a couple items that were hidden rather unintuitively, and I ended up having to use a guide to find them.

With all your items ready to go and all areas ready to explore, you're ready to open the final dungeon and face the Scourge.  The boss fight is worth mentioning in this review, as the gameplay is very different from anything else in the game. SEMI-SPOILER ALERT: IF YOU DON'T WANT TO KNOW ABOUT THE FINAL BOSS BATTLE STOP READING HERE You'll be dodging the Scourge's attacks while firing off your own in a top-down vertical 2D shooter level. Whether or not you enjoy this is going to depend purely on how much you like this style of level, but it's quite a transition from everything you've done before, and it may be frustrating for you. END SPOILER ALERT.

So is this game worth buying? Well, beating the game takes only a couple hours, and it is a bit repetitive. If you don't find exploring and leveling fun in and of itself, this game probably isn't for you. Also, like I mentioned earlier, there are a couple places you may get stuck due to unintuitive level design. On the flip side there are some completion challenges and hidden items to find after completing the game, and the gameplay, while simple, is fun and engaging. At $2.99, I think Fairune is just the right amount of game for the price. I recommend this game to anyone looking for a quick RPG nostalgia fix that isn't too demanding or complicated. It's perfect for gaming on the go.

EDIT
u/BananaProne and u/Kingfang on Reddit have pointed out that you can download this game on iOS and Android for free if you're interested in trying before buying. I went ahead and downloaded it on my Nexus 5 just to check out if there's any differences. The game is largely similar, although the mobile versions seem to lack any background music, and using the touchscreen d-pad is quite frustrating. For me, that's reason enough to pay for the 3DS version, but I also forgot to mention in the review that the final dungeon of the game is actually a 3DS exclusive. Go ahead and check the game out on mobile, but if you like it, I recommend getting it on 3DS. It's a better experience, and if I had only played this game on mobile, I probably wouldn't have liked it much.

Wednesday, December 31, 2014

This Year in Video Games - 2014

I gotta say, this has been a great year for Nintendo. As the year comes to a close, I've seen lots of articles talking about the comeback Nintendo made this year. It makes me feel good to be a Nintendo fan (Not that it ever feels bad, but sometimes it seems like the rest of the gaming world forgot we exist). But with the solid library of Wii U and 3DS titles that came out this year, it's hard to argue against Nintendo. Not to mention the rock solid E3 presentation I can still remember now.

In any case, I present to you, in no particular order, iliekgaemz' year in gaming, 2014!


  • Bravely Default
Essentially an old-school Final Fantasy game, Bravely Default charmed the shit out of me with it's music, art style, and immersive gameplay. The tinker-friendly job system encouraged players to do their best to come up with game-breaking stat combinations, while the battle system tied everything together. Instead of trying to reinvent the wheel with yet another timing-action-active-super-battle system,  Bravely Default stuck to a traditional turn-based system with an intriguing twist; allowing players to take multiple turns at once by borrowing against future turns. I loved this game and you should too.



  • Hyrule Warriors
Koei Tecmo's Hyrule Warriors caught a lot of us by surprise this year.  The Legend of Fanservice really took on the trappings of the Zelda franchise well. One of my most distinct memories is when we first opened started up the game. The first 10 minutes of gameplay were drowned out by my wife screaming in excitement while slashing wildly at enemies. We had tons of fun taking on the missions, unlocking the characters, and running through the story. A fantastic addition to any Zelda fan's library. 

  • Pokemon Battle Trozei
Battle Trozei was a neat little puzzle game for the 3DS. Slide the different Pokemon faces around to match them up, and try to chain combos together in order to catch Pokemon. All Pokemon available in the main games can be caught in this one. It's a very straightforward arcade puzzle game. If you like puzzle games, you'll love Pokemon Battle Trozei, if not, well...

  • Armillo
Armillo was kind of overshadowed this year. I think if it hadn't been released only a week after Shovel Knight, more people would have noticed. It's a simple action game. Roll around the maze, collect powerups, defeat the bad guys (by rolling into them). The intuitive, fast-paced gameplay and exciting soundtrack won me over, along with anyone else I convinced to try it out. Check this game out, especially since it's currently on sale on the eShop.

  • Mario Kart 8
One of the most anticipated games of the year for me, Mario Kart 8 didn't disappoint at all. Not much needs to be said about this game. Either you've been living under a rock for the past 20 years or you know what Mario Kart is. Going into it, I swore that no Mario Kart would ever replace Mario Kart 64 as my favorite. I was wrong. Mario Kart 8 is the best Mario Kart ever.

  • Fantasy Life
The first time I saw Fantasy Life during Nintendo's E3 presentation. I was intrigued. This looked like a great game to play alone and with friends. I'm always looking out for games I can play with my wife, as we both like to play games, but we don't usually have the same preferences. This is a game anyone can enjoy. We each have 80 hours into our games and are still going strong.

  • Master Reboot
I grabbed this game pretty late in the year, and I'm glad I did. Master Reboot is an adventure/horror game by Wales Interactive. The biggest selling point of this game is the atmosphere. This game oooooozes atmosphere. The graphics, while simple, have a great aesthetic that can best be described as eerie. Weird noises and shifting shadows at intermittent intervals add to the suspense. I get paranoid every time I play, I feel like I'm being watched. This game is also currently on sale on the eShop, so get it while it's hot.

  • Smash Bros Wii U/3DS
I do have both of these. We were originally going to stick to the Wii U version, but a sale at Target and the temptation of the limited edition soundtrack offer won us over. These are both great games, with tons and tons of extras and unlockables to keep you playing match after match. Smash is one of those games everyone needs to have, just to keep in the house when friends come over. A true classic.

  • Another World: Out of this World Edition
This game is a re-release of a 1991 release. Another World is a classic trial-and-error adventure game. Make your way through the chapters by jumping, shooting, and climbing. Do the wrong action or move at the wrong time and you're dead instantly. The tension of exploring the alien environments with death waiting at every turn is what turns this game into a real adventure. One little extra I really appreciated was the option to switch back and forth between the 1991 graphics and the smoothed-out modern ones. It doesn't sound like much but it added to the fun. This game still holds up after 23 years.

  • Pokemon Alpha Sapphire
I love Pokemon. I've played every generation, starting with the original. Gen VI was in many ways a dream come true, as even back in Gen I we would talk about how cool a 3D Pokemon would be. As a remake of Ruby and Sapphire, ORAS went back and redid the entire game from the ground up and it is wonderful. If I'm being honest, I still prefer the Gameboy originals, something about those sprite-based graphics really get the nostalgia machine going, but in a perfect world, I would own both. I guess I live in a perfect world then.

  • Weapon Shop de Omasse
From the same studio that brought us Fantasy Life comes Weapon Shop de Omasse, a rhythm game with an emphasis on character interactions and time management. You play as Yuhan, an apprentice weaponsmith as he creates various weapons to rent out to RPG heroes to aid them in their adventures. It's a charming title, and the dialogue is superb. This is a very text-heavy game though, take that as you will.

  • Fairune
Circle Entertainment's Fairune just came out towards the end of this month. It's a short RPG style game. Combat is pretty much automatic. Run into an enemy, you either get bounced back or it dies. You take a bit of damage, gain a bit of experience, and move on to the next one. This is largely a puzzle solving experience. Trying to figure out how to find the items necessary to unlock the areas and complete the game is where the joy of this game lies. With simple graphics and only a couple hours of gameplay, I'd say this game is limited, but at $2.99 I think it's just right.

As Nintendo fans we have a lot to look forward to in 2015, with games like Zelda U, Starfox U, and Xenoblade X on the way. I'd love to hear what games you played in 2014, feel free to leave a comment below. Thanks everyone for reading, and enjoy the new year!


Nintendo eShop Review - Weapon Shop de Omasse

With the holidays come gifts, and for me, gifts mean Nintendo eShop credits. For the most part, my friends all know I love games, and they all know I love Nintendo. With some fresh eShop credit burning a whole in my virtual pocket, it was time for some new games, and with the current sale on games by Level 5, I decided to check out Weapon Shop de Omasse.


My introduction to the game studio known as Level 5 came with Fantasy Life, the recent action-RPG for the 3DS. One of the things I loved about the game was the writing. For a generic RPG story, I thought the dialogue in Fantasy Life was very clever. When I heard that WSdO also had an emphasis on clever writing (It was even written by a Japanese comedian), that sealed the deal for me.

WSdO's dialogue really is what sets this game apart. Each interaction with a customer is set up like a live sitcom. Customers enter with applause, and dialogue is punctuated with laughter, cheers, or boos. It sounds irritating, but it really isn't. The character interactions set the whole experience off and make what would otherwise be a mundane rhythm game into something memorable. While the customers are out on quests,  you can check the "Grindcast," which is basically a medieval Twitter. Customers will leave status updates as their quests progress, and this adds a lot to the gameplay. Watching the personalities of the customers change as they adopt their "online persona" is a cheeky reference to how most of us approach social media, and another clever addition that adds to the charm of the game.

As a whole the WSdO experience is one of time management. Juggling different orders and ensuring your shop has a wide variety of weapons in stock for any of the random customers who come in is a large part of the game. While attempting to forge new weapons, polish returned weapons, check the Grindcast, and order materials, the days counting down the approach of the Dark Lord seem to slip away. This game is very addictive. Despite taking about 10 hours to complete the main story mode, I completed most of it in one sitting. I just couldn't tear myself away from my 3DS. I just had to forge one more weapon, complete one more order, or unlock one more level.

In between cinematics, the gameplay is fairly simple. Each customer has an ideal weapon suited to both their preferences and the quest they are setting out to complete. As an apprentice blacksmith at the local weapon shop, it's your job to figure out what that weapon is and make it for your customer. The weapon forging minigame is a basic rhythm game. Time your hammer strikes with the beats of the music, and try to take as long as possible to do so. The more hammer strikes you use to make your weapon, the better your resulting weapon will be. As you're actually running a rental shop, it's very important to send your customers out with the right weapon, or you may never get it back. I've heard this game described as repetitive, and to be honest, it is. However, I'm a huge weapons nerd, so it didn't get old for me. Forging and lovingly polishing dozens of broadswords, falchions, morning stars, rapiers, and daggers was tons of fun, and I couldn't wait to rank up to see what new weapons I'd unlock.

So would I recommend this game? Maybe. Once the game is finished, an infinite mode is unlocked which allows you to forge weapons to beat an increasingly powerful nemesis. I plan to replay the main story mode once more to see if I can do better, but I have to admit this game may not be for everyone. There's a ton of dialogue, and the forging can be really frustrating at times. However, the game is a steal right now at $2.99US on the eShop. If you like weapons and good writing, I guarantee it's worth the price.

Thursday, December 25, 2014

Game Night Episode 1- The eShop Price Drop Special

Game Night posts are based around the rare times when I get three or more games at the same time and I get some time to try each one. Since my excited mind, giddy over getting new games I've been looking forward to playing, is unlikely to allow me to sit down and play these games in depth, I'll be posting my impressions based on the first 20 minutes to an hour of play. You'll also notice some randomly attributed quotes by each review. I've also collected quotes from friends after asking them to try the games out for a couple minutes.

Today's Game Night post is based on three indie games I've had my eye on- Another World 20th Anniversary Edition, Armillo, and Master Reboot. With the recent Nintendo eShop sale on these games, and some recently gifted eShop credits, it was the perfect time to grab them. I'm really excited to share the experience I had with each of these games, so let's jump right in.

1- Another World 20th Anniversary Edition

"Everything in this world can kill you" -Trevor
"What the hell is that, a chupacabra?" -Christian

Another World was the first to complete, so I loaded it up as the other two titles finished downloading. My first impressions were of fascination and frustration in equal measure. As I watched the introduction load and the music begin, my mind started getting pulled into the unique art style and atmosphere. Unfortunately, my mind didn't stay there. This game has a few minor flaws that can jar you right out of the experience if you're not expecting them. First off, this game only supports the Wii U Gamepad for control inputs. There is no option to switch to the Wii U Pro Controller to play the game. Now, I love the Gamepad, and the option to play the game off-TV is a blessing, but for an immersive experience, nothing tops playing on the TV with the lights off and given the option, that's what I prefer. I would feel differently if there were added options that used the Gamepad's features, but there aren't any. So whenever I am playing it, I am now forced to either play on the Gamepad screen, or play on the TV with a glowing light under my face. I got used to it, but I shouldn't have to. Also, the controls are imprecise. Tapping the D-pad or control stick moves your character one vaguely defined step left or right. Tapping B sends your character into a vaguely defined jump over low (very low) obstacles. However, once I got used to the controls, I really started enjoying myself and wondering what was going to happen next. Like any true adventure game, Another World uses trial and error style gameplay. Hop here, shoot here at just the right time, climb here, and you get to the next chapter. Deviate from that script and you die. I died several times just trying to figure out how to get past some basic obstacles. You might think this is a complaint about the game but it's not. The tension resulting from knowing that one could die at a moment's notice are what allows this game to transform it's simple puzzle mechanics into something that truly feels like an adventure. I recommend this game for anyone who thinks they would enjoy an otherworldly adventure experience with little or no direction as to what to do next. 


2- Armillo - Fuzzy Wuzzy Games

"He's a space armadillo that is basically Sonic." -Nani
"Kind of reminds me of, like, Sonic" -Christian

To summarize Armillo is, as my lovely wife put it, a "space armadillo" who rolls around maze-like planets, dodging obstacles and enemies on a quest to rescue his brother and save the universe from evil robots. Armillo is kind of an obstacle-course action game, and, despite the repeated comparisons to Sonic the Hedgehog, is really closer to Super Monkey Ball than anything else (Thanks Trevor for the apt comparison). Armillo shoots forward from boost pads, rolls along tracks or bounces around like a pinball. The levels are fun and intuitive, and I never had trouble figuring out what to do. Playing on Normal difficulty was definitely challenging for me, although admittedly I'm not very good at action games, and I had a few game over screens as I attempted to beat the first few levels. However, at no point did I feel the game was unfair or artificially difficult. I knew exactly where I had screwed up, and knew exactly what to do next time (Even if it took a few tries to actually do it). The music is another great part of this game. Instead of going with the usual bouncy melodies normally found in these sorts of action games with cute animal characters, Fuzzy Wuzzy Games went with an intense techno score that pulls the action aspect to the forefront. Good thing too, as this game takes lots of concentration. This is a great example of a polished, creative, indie title, and it's something I'll be playing again and again, both by myself and to show off to friends. Unfortunately, Armillo came out only a week after the Hype Juggernaut that was Shovel Knight and I think a lot of people missed it as a result. Check this game out if you get a chance.


3- Master Reboot -Wales Interactive

"That's pleasant; an axe" -Trevor
"I don't want to find out what happens" -Christian

As I started up Master Reboot for the first time, I could already tell I was about to see something unique. So far, I haven't been disappointed as this game is definitely making an impression. It hasn't helped that I watched the trailer on the eShop, which featured doll-like girls with glowing eyes lifelessly stalking the player. The art of this game takes a very simple approach, with flat textures and simple shapes, giving the environments a sterile, alien aesthetic that I found very off-putting. Areas are small and keep the player from wandering off, and I began to find them claustrophobic, I felt as if I was being pulled along, no matter how much I wanted to put off moving to the next area and finding out what might be waiting for me. I also had a very distinct sense of being watched throughout the short time I spent with the game. Basic noises, like a crow cawing in the background, began to put me on edge. I think this is a great example of what a small studio can do using well-applied aesthetics. Simply being pulled along from area to area without any clue as to what will happen next is truly an unnerving experience. I am really enjoying this game and I'm looking forward to uncovering more of the mystery. I would recommend Master Reboot to anyone who prefers atmosphere over jump scares and gore.


I hope you all enjoyed reading this first Game Night. My writing skills are really rusty, so any feedback, positive or negative, is appreciated. If you liked what I wrote, tune in next time for a more in-depth review, as I take on Circle-Entertainment's Fairune. Thanks to Trevor, Christian, and of course my lovely wife Nani for testing these games out and allowing me to steal their precious words, and thank you for reading! See you next time.