#say what you want about Nintendo but at least they have unique interesting art styles
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squib-2006 · 3 months ago
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Cartoony/anime graphics >>>>>>>>> hyper realistic graphics
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demonfox38 · 8 months ago
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Completed (Early Access Content) - Palworld
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Look, man. I know I can't call this an official completion, given that the game is still in early access. But I trashed all available bosses and 10/10'ed each of those little Pal bastards, so that has to be indicative of some level of mastery, right?
Or maybe I've got to explain why I disappeared down this hole for the last few months.
I'm not what you'd call a cutting-edge kind of person when it comes to technology. Considering that most of my game consoles are old enough to purchase cigarettes and alcohol, it's safe to say I'm fairly retro. A throwback. Happiest with something made between 1986 and 2005 (or, at the very least, looks and acts like that.) Getting in on an early access for a game is not my thing at all.
So, "Palworld" is a bit of an anomaly. Maybe, in many ways.
"Palworld" is a hybrid crafting, survival, base management, third person shooter, and creature catching game. It stars your customizable character de jour who is forced to survive on an isolated island full of inhospitable terrain, monsters of various levels of aggression, and asshole humans. What's the secret behind the looming towers and massive Yggdrasil-like tree glowing in the distance? I don't know. The tree part of the content isn't out, yet. But, you can at least explore the island and wail on the asses of those that dare to conquer it for their own varied ends. That's at least 100 hours of content right there!
Since its early access release in January of 2024, "Palworld" has garnered a fair amount of attention. Good. Bad. All over the place. Definitely a case of the old phrase "all publicity is good publicity." While not the first in terms of creation when it comes to edgy monster collecting games (with "Megami Tensei" loudly coughing in some dusty old corner), it is unique in its game style mix. Perhaps not visually unique enough, given how certain "Pokémon" fans were sharpening their Honedges after the very first glance they took at this game. Its publisher having a previous game that openly used AI art generation didn't help its credibility, either! (Although, that game also is about rewarding players for detecting art made by an AI opponent a la an elementary-school art class "Among Us", so judge accordingly.)
I get it. I've got some degree of Nintendo brain rot, too. Did you check my avatar and username? But, I also know that Nintendo can and will obliterate anything in its path with Death Star-adjacent precision and power, especially when it comes to any potential IP infringement. Hell, they crumpled two emulators into a black hole mere weeks after this game's early access released. If they had any notion that something was off with this game, they'd have it annihilated—for better or worse.
Like most modern games, my attention was drawn to this title via watching several streamers play. (In particular, PatStaresAt, WoolieVersus, and Vinesauce, if you're wanting names.) Now, I'd like to be coy and pretend that online videos don't influence my interest in games, but I also own a copy of the SNES game "Lagoon" because I loved watching PJDiCesare clown on it. Hell, I only backed "Bloodstained: Ritual of the Night" after watching Liam Allen-Miller replicate "Castlevania"-Metroidvania physics in a YouTube preview! I see a video, my brain makes judgements, I variably engage in commerce. And, to be honest, I like games like this. "Breath of the Wild." "Pokémon Legends: Arceus." "Minecraft." I wanted a game like this, so hell. I was willing to gamble $30.00 USD on this, bugs and unfinished status and all.
I think I may have gotten my money's worth out of this.
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Was the game play that addicting, or was I in a depression spiral triggered by bad working conditions at my job and my maternal grandmother's health issues precipitating more labor on my family's behalf? Yes. To which part of that question? Yes. While the game attempts to guide the player via an early game tutorial and tasks for building up your bases, you're mostly left on your own to build both the world and yourself in whatever image you'd like. Want to build a Babylonian tower to offend whatever god created this world? Okay. Want to drop everything on the floor like an agitated toddler and/or "Resident Evil 0" protagonist? Whatever makes you happy! Want to build a rocket launcher and shoot it at a dragon's face? That can be done! It just might take some time.
Because the game consists of different play styles, I found myself alternating often between game loop sets. Usually, it broke into a stack of tasks like this:
Determine nearest threat (monster fighting.)
Gather materials (crafting.)
Return to/establish a base (base management.)
Build what I can (crafting/base management.)
Loop steps 2-4 until items of desire were created (crafting/base management.)
Gather/raise Pals to attack nearest threat (monster fighting.)
Return to Step 2 for final repairs and/or weapon creation (crafting.)
Attack threat (monster fighting.)
Reset to step 2 on failure and step 1 on success.
While catching and raising monsters tends to garner you the most experience points, your character will more or less remain just a nuisance to a bulk of the major threats in the game. At best, you've got a rocket launcher, an automatic rifle, a sword, and shot-deflecting shields and armor. You put out maybe around 600 damage with a weapon that takes a second to reload. The bosses you fight? They can have anywhere from 30,000 to 200,000 HP. When it comes to survival, it isn't about how much damage you can take or give. It's about what you learn and how you deploy your so-called Pals.
If you are planning on taking a shot every time I write the word "Pokémon" in this review, you might want to switch off the liquor now and move to a soda. Do your liver a favor.
A lot of the game's rules can be reduced to "Pokémon - 1" or "Pokémon / 2". This includes:
How many monsters you can take with you (5 instead of 6)
How many moves they have (3 instead of 4)
Your level cap (50 vs. 100, but that may just be an early access limitation)
How many elements are in game (9 vs. 18. Also, don't expect much in the way of complex monster typing line-ups. You may end up overthinking fights.)
Having said that, the complexity here isn't lost. You're obviously doing a lot more home ec to keep your bases up to snuff. Where "Palworld" really succeeds is in its battle speed, scale, and options. Pals will automatically engage based on whatever aggression level you have them set at, performing moves without your instruction. Several different monster types and human factions can be thrust together to duke it out. It can get quick and chaotic, often forcing you to get your ass out of the line of fire. When you do want to get manual? Well, hell. Some Pals can be a ridable mount, and some can act as living artillery for your use. Is it responsible to give a giant panda a grenade launcher? Well, who's gonna stop you? The cops?
Also, it's awesome that you can teach Pals whatever moves exist via fruits. It's nice not to have to look up some table online for move compatibility. (A shame that the same can't be said about its breeding, but more on that in a bit.)
"Palworld" certainly has a different take on its so-called Pals, especially in compared to "Pokémon" titles. Don't expect the first monster you pick up to go on and become some powerhouse fueled by respect and love for you as a caretaker. There are Pals that are great, and there are Pals that suck. (The game is more than happy to tell you which is which in its Paldeck.) You're rewarded for getting at least 10 of them, but you won't have the space to keep 10 of every species. You can slaughter Pals for parts or mush a bunch of them together a la "Shin Megami Tensei" to make the surviving unit stronger. Basically, you're expected to keep updating and consolidating your inventory of friends so that you can cut down on your work loop time and challenge the other assholes vying for territory on Palpagos Island. (Seriously—that is its name!) You're not really supposed to be getting attached to any of them.
And yet…well, the nature of a person eventually reveals itself, doesn't it?
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While the game allows you to take many unscrupulous actions, you're rarely rewarded for acting like an inflamed, gaping asshole. Yeah, you can slaughter your Pals, but you're losing out on making others stronger if you do that. You can capture other humans like you would a Pal, but they won't provide much in the way of help on your bases or in battle. (Apparently, you can sell them off, too? Fucked up all around.) Hell, you can even kill NPCs and end up having to bolt off like a "Grand Theft Auto" protagonist when the cops show up to bust your ass! About the only defiance I got away with routinely was ransacking Wildlife Sanctuaries, and even that required me to sneak around at night and keep a low profile.
There is a bit of a conflict going on between the game's tone and appearance. It very much wants to be the edgy "Pokémon" game any average teenager would dream up (again, with certain Atlus RPGs coughing and wheezing for attention in the background.) Supplementary journals and Paldeck texts describe a world full of violence, blood, animal trafficking, suffering, death, and birds with cocaine addictions. (I'm not kidding—it's literally the bastard cop's monster of choice.) But, the monsters look like an average social media artist's attempts at combining Pokémon species together, and the humans all have some degree of generic anime cuteness to them. It's hard to take the leader of a bunch of martyrous pyromaniacs seriously when he looks like the protagonist to some Sega Dreamcast rhythm game. (Also, why he has an electric/dragon type as his Pal of choice when he leads a bunch of fire freaks is beyond me.) 
At this point, I wouldn't say the music is much to write home about, either. It tries to kick up for encounters, letting you know how much danger you are in (from piddly little twinkling music for typical cannon fodder to bombastic choral arrangements for tough sons of bitches.) A lot of times, it can be rather quiet. This didn't bother me with "The Legend of Zelda: Breath of the Wild," but it does bother me here, especially when I have to take 15-20 minutes to work in my base. I think what the game needs is something like "Minecraft"'s Mice on Venus track. Just a few pieces of music to interrupt the quiet when it's gone on for five or ten minutes.
I'm also not super thrilled with the breeding system in "Palworld." With "Pokémon" games, you generally know what you're getting based on who the mother in the coupling is. (Well, barring the use of specialty items, I suppose. Speaking of things that annoy me…) Here? About the only guarantee you get is if both parents are of the same species. The resulting couplings for other species isn't random, but it is a weird mess. Generally, you can assume the resulting offspring to be of a poorer quality than at least one of the parents, if species of different rarity are mixed. Through on top of that several structural, item, and time-based requirements, and you've got a very expensive and irritating system to work around. Honestly, this was the thing that finally broke me into looking up help guides online. It's just that off-putting.
If you are looking for a breeding calculator: palword.gg has you covered. Mostly. I think I did run into some issues there as well, but I don't know if I read something wrong or was just stupid tired when I set something up.
"How about bugs?", you might be asking.
"There's no Bug type in this game," I would reply.
Maybe you'd start hitting me with a shoe after that.
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But, in terms of glitches I encountered? I played from versions 0.1.3.0 to 0.1.5.0, so I saw my fair share of issues that came and went. The biggest problem as of 0.1.5.0 involves terrain clipping and occasionally being shoved beneath the map. (Big Pal bodies + me going all Goemon Ishikawa XIII on them resulted in some unfortunate subterranean exploration.) Generally, I got myself back into the map without too much struggle, but there were times where I did have to respawn myself. I also lost several boss captures to a combination of freezing status + a rocket launcher round blasting them into the horizons beyond, so that was unfortunate. There was also a bug where you could get the game's dungeons to respawn bosses to another Pal type if you didn't like what you got, but I started having issues with the dungeon's barriers failing to drop on the boss's death when I screwed around with that, so maybe just stick with what you get. I also had the occasional text goof-up where my instructions would be in Japanese instead of English. Given the Goemon commentary above, you may surmise that this was not a huge deal for me. Still goofy, though.
If you'd like, the game offers you quite the list of customizable settings to alter your experience. I'd highly recommend playing around with them, particularly when you are vulnerable to taking a one-way trip to the Backrooms via a bad clip. It's one thing to lose your inventory to a fight you lost; it's another to lose your inventory to an issue with collision detection. Do yourself a favor and remove that penalty. I also eventually grew tired of the exponential experience curve and jacked up the multipliers for experience as high as they could go. I put several hundred hours into this game, man. And that was on top of working in a half-staffed job while babysitting my mom's dog for weeks while she got my grandma into an assistant living facility. All of these bitches needed a break.
Also—for the love of your hands, please flip the "Hold to Toggle Interaction" setting to On in your control style of choice. You can recap a shredded controller stick, but you can't recap your fingertips.
While I spent a lot of time on this game, I also spent a lot of time on this game with good reason. Even in its unfinished state, I had a good time. In the midst of building up my first character—a punished tribute to an Abrahamic icon forced to repeat his edict from God once more—I kept thinking about making the next character. Doing it all over again. Honeymooning it. There is a risk that this game doesn't get any further than where it's at now, but I can't say that where it's at is a bad place.
So, you can't get to a giant, sparkly tree. Boo hoo. There's a lot of other good stuff to see. Maybe even conquer, if you're up to it.
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marginalgloss · 3 years ago
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I turn 35 tomorrow. How better to celebrate that than with some notes on the handful of video games I have managed to finish over the last ten months. In no particular order:
Judgment (PS4)
Something I think about often is that there aren’t many games which are set in the real world. By this I man the world in which we live today. You can travel through ancient Egypt or take a trip through the stars in the far future, but it’s relatively rare to be shown a glimpse of something familiar. Hence the unexpected popularity of the new release of Microsoft Flight Simulator, which lets you fly over a virtual representation of your front porch, as well as the Grand Canyon, and so on.
I found something like the same appeal in Judgment, a game which took me longer than anything else listed here to finish — seven or eight months, on and off. Like the Yakuza games to which it is a cousin, it’s set in Kamurocho, a fictional district of a real-world Tokyo; unlike other open-world games, it renders a space of perhaps half a square mile in intense detail. I spent a long time in this game wandering around slowly in first-person view, looking at menus and in the windows of shops and restaurants. The attention to detail is unlike everything I have ever seen, from the style of an air conditioning unit to the range of Japanese whiskies on sale in a cosy backstreet bar. And this was a thing of value at a time when the thought of going anywhere else at all, let alone abroad, seemed like it was going to be very difficult for a very long time.
It’s a game of at least three discrete parts. One of them is a fairly cold-blooded police procedural/buddy cop story: you play an ex-lawyer turned private eye investigating a series of grisly murders that, inevitably, link back to your own murky past. In another part you run around the town getting into hilarious martial arts escapades, battering lowlifes with bicycles and street furniture. In another, you can while away your hours playing meticulous mini-games that include darts, baseball, poker, Mahjong and Shogi — and that’s before we even get to the video game arcades.
All these parts are really quite fun, and if you want to focus on one to the exclusion of the others, the game is totally fine with that. The sudden tonal shifts brought about by these crazy and abrupt shifts in format are, I think, essentially unique to video games. But the scope of Judgment is a thing all its own. As a crafted spectacle of escapist fiction it’s comprehensive, and in its own way utterly definitive.  
Mafia: Definitive Edition (PS4)
I was amazed when I found out they were doing a complete remake of Mafia, a game I must have finished at least three or four times in the years after its release back in 2002. Games from this era don’t often receive the same treatment as something like Resident Evil, where players might be distracted by the controls and low-poly graphics of the original. 
A quality remake makes it easier for all kinds of reasons to appreciate what was going on there. (Not least because they have a lot of new games in the same series to sell.) But in the early 00s PC games like this one had started to get really big and ambitious, and had (mostly) fixed issues with controls; so there’s a hell of a lot more stuff going on in Mafia than in most games of that era. It was also a very hard game, with all kinds of eccentricities that most big titles don’t attempt today. Really I have no idea how this remake got made at all. 
But I was so fond of the original I had to play it. The obvious: it looks fantastic, and the orchestral soundtrack is warm and evocative. The story is basic, but for the era it seemed epic, and it’s still an entertaining spectacle. The original game got the balance of cinematic cutscenes, driving and action right the first time, even while Rockstar were still struggling to break out of the pastiche-led GTA III and Vice City. 
They have made it easier. You’re still reliant on a handful of medical boxes in each level for healing, but you get a small amount of regenerating health as well. You no longer have to struggle to keep your AI companions alive. Most of the cars are still heavy and sluggish, but I feel like they’re not quite as slow as they once were. They’ve changed some missions, and made some systems a little more comfortable — with sneaking and combat indicators and so on — but there aren’t any really significant additions.
The end result of all this is that it plays less like an awkward 3D game from 2002, and more like a standard third-person shooter from the PS3/360 era. Next to virtually any other game in a similar genre from today, it feels a bit lacking. There’s no skill tree, no XP, no levelling-up, no crafting, no side-missions, no unusual weapons or equipment, no alternative routes through the game. And often all of that stuff is tedious to the extreme in new titles, but here, you really feel the absence of anything noteworthy in the way of systems. 
My options might have been more limited in 2002 but back then the shooting and driving felt unique and fun enough that I could spend endless hours just romping around in Free Ride mode. Here, it felt flat by comparison; it felt not much different to Mafia III, which I couldn’t finish because of how baggy it felt and how poorly it played, in spite of it having one of the most interesting settings of any game in recent years. But games have come a long way in twenty years.    
Hypnospace Outlaw (Nintendo Switch)
If this game is basically a single joke worked until it almost snaps then it is worked extremely well. 
It seems to set itself up for an obvious riff on the way in which elements of the web which used to be considered obnoxious malware (intrusive popups and so on) have since become commonplace, and sometimes indispensable, parts of the online browsing experience. But it doesn’t really do that, and I think that’s because it’s a game which ends up becoming a little too fascinated by its own lore. 
The extra science fiction patina over everything is that technically this isn’t the internet but a sort of psychic metaverse delivered over via a mid-90s technology involving a direct-to-brain headset link. I don’t know that this adds very much to the game, since the early days of the internet were strange enough without actually threatening to melt the brains of its users. 
(This goes back to what I said about Judgment - I sometimes wonder if it feels easier to make a game within a complete fiction like this, rather than simply placing it in the context of the nascent internet as it really was. Because this way you don’t have to worry too much about authenticity or realism; this way the game can be as outlandish as it needs to be.) 
But, you know. It’s a fun conceit. A clever little world to romp around in for a while. 
Horace (Nintendo Switch)
I don’t know quite where to begin with describing this. One of the oddest, most idiosyncratic games I’ve played in recent years. 
As I understand it this platformer is basically the creation of two people, and took about six years to make. You start out thinking this is going to be a relatively straightforward retro run-and-jump game — and for a while, it is — but then the cutscenes start coming. And they keep coming. You do a lot of watching relative to playing in this game, but it’s forgivable because they are deeply, endearingly odd. 
It’s probably one of the most British games I’ve ever played in terms of the density and quality of its cultural references. And that goes for playing as well as watching; there’s a dream sequence which plays out like Space Harrier and driving sequences that play out like Outrun. There are references to everything from 2001 to the My Dinner with Abed episode of Community. And it never leans into any of it with a ‘remember that?’ knowing nod — it’s all just happening in the background, littered like so much cultural detritus. 
A lot of it feels like something that’s laser-targeted to appeal to a certain kind of gamer in their mid-40s. And, not being quite there myself, a lot of it passed me by. Horace is not especially interested in a mass appeal — it’s not interested in explaining itself, and it doesn’t care if you don’t like the sudden shifts in tone between heartfelt sincerity and straight-faced silliness. But as a work of singular creativity and ambition it’s simply a joyous riot. 
Horizon: Zero Dawn (PS4)
I stopped playing this after perhaps twelve or fifteen hours. There is a lot to like about it; it still looks stunning on the PS4 Pro; Aloy is endearing; the world is beautiful to plod around. But other parts of it seem downright quaint. It isn’t really sure whether it should be a RPG or an action game. And I’m surprised I’ve never heard anyone else mention the game’s peculiar dedication to maintaining a shot/reverse shot style throughout dialogue sequences, which is never more than tedious and stagey.
The combat isn’t particularly fun. Once discovered most enemies simply become enraged and blunder towards you, in some way or another; your job is to evade them, ensnare them or otherwise trip them up, then either pummel them into submission or chip away at their armour till they become weak enough to fall. I know enemy AI hasn’t come on in leaps and bounds in recent years but it’s not enough to dress up your enemies as robot dinosaurs and then expect a player to feel impressed when they feel like the simplest kind of enrageable automata. Oh, and then you have to fight human enemies too, which feels like either an admission of failure or an insistence that a game of this scale couldn’t happen without including some level of human murder. 
I don’t have a great deal more to say about it. It’s interesting to me that Death Stranding, which was built on the same Decima engine, kept the frantic and haphazard combat style from Horizon, but went to great lengths to actively discourage players from getting into fights at all. (It also fixed the other big flaw in Horizon — the flat, inflexible traversal system — and turned that into the centrepiece of the game.) 
Disco Elysium (PS4)
In 2019 I played a lot of Dungeons and Dragons. I’m talking about the actual tabletop roleplaying game, not any kind of video game equivalent. For week after week a group of us from work got together and sort of figured it out, and eventually developed not one but two sprawling campaigns of the never-ending sort. We continued for a while throughout the 2020 lockdown, holding our sessions online via Roll20, but it was never quite the same. After a while, as our life circumstances changed further, it sort of just petered out.
I mention all this because Disco Elysium is quite clearly based around the concept of a computerised tabletop roleplaying game (aka CRPG). My experience of that genre is limited to the likes of Baldurs Gate, the first Pillars of Eternity and the old Fallout games, so I was expecting to have to contend with combat and inventory management. What I wasn’t expecting was to be confronted with the best novel I’ve read this year.
To clarify: I have not read many other novels this year, by my standards. But, declarations of relative quality aside, what I really mean is that this game is, clearly and self-consciously, a literary artefact above all. It is written in the style of one of those monolithic nineteenth century novels that cuts a tranche through a society, a whole world — you could show it to any novelist from at least the past hundred years and they would understand pretty well what is going on. It is also wordy in every sense of that term: there’s a lot of reading to do, and the text is prolix in the extreme. 
You could argue it’s less a game than a very large and fairly sophisticated piece of interactive fiction. The most game-like aspects of it are not especially interesting. It has some of the stats and the dice-rolling from table-top roleplaying games, but this doesn’t sit comfortably with the overtly literary style elsewhere. Health and morale points mostly become meaningless when you can instantly heal at any time and easily stockpile the equivalent of health potions. And late on in the game, when you find yourself frantically changing clothes in order to increase your chances of passing some tricky dice roll, the systems behind the game start to feel somewhat disposable. 
Disco Elysium is, I think, a game that is basically indifferent to its own status as a game. Nothing about it exists to complement its technological limitations, and nor is it especially interested in the type of unique possibilities that are only available in games. You couldn’t experience Quake or Civilisation or the latest FIFA in any other format; but a version of Disco Elysium could have existed on more or less any home computer in about the last thirty years. And, if we were to lose the elegant art and beautiful score, and add an incredibly capable human DM, it could certainly be played out as an old-fashioned tabletop game not a million miles from Dungeons and Dragons.
All of the above is one of the overriding thoughts I have about this game. But it doesn’t come close to explaining what it is that makes Disco Elysium great.
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hazbinhoteltheories · 5 years ago
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Do you think video games exist in Hell if so who of the main characters would play them & what type of video games would they play
I can’t see a reason why there wouldn’t be video games in Hell. Especially since other forms of entertainment, like TV shows, have already been established. And I think some of the misfits would be really into video games and others not so much. 
As for what kind of video games each one would play, or if they would at all, that would be going more into headcanon territory than speculation but I love me some headcanons so let’s go.
Those that would.
Charlie: I think Charlie would be fascinated with video games, specifically if she got her hands on any that came from Earth. The girl was born and raised in hell, so I’m not sure if she’s ever gotten to see what Earth is like. Anything that can give her and insight into the world most of her people come from, all the different places there are, what they look like, what their cultures are like what people’s lives are like, what stories they have, she would just eat up. And especially with Vaggie by her side to tell her everything she wants to know about them, she would play as many of Earth’s video games as she can. But her absolute favorites would be anything by Disney and anything with something cute in it. Like the Kirby games and Animal Crossing.
Vaggie: I think Vaggie would like video games that have a good story, a unique art style, and clever world-building. Especially if they had a gothic style. Think Alice Into the Madness or Hollow Kight. She would also really like Batman Arkham Asylum, Arkham City and Arkham night. 
Angel Dust: Not many expect it, due to him being from the forties, but Angel actually finds video games to be a lot of fun and he plays them with Cherri all the time. He’s a little embarrassed to admit he only had a vague idea of what video games were until Chrerri introduced them to him properly. Before then, he just thought they were a kind of kids toy. But he’s very much acquainted with them now. He would like Bendy and the Ink Machine, because of the dark twist to the kind of cartoons he used to watch as a kid, and Cuphead would make him feel nice and nostalgic. He wishes there was a gay version of Huniepop or a less innocent version of Dream Daddy. If those exist um, he won’t be very productive for a while. Let’s just say that. 
Cherri: Girl is from the eighties. Video games were the best thing ever to her, back in the day. She still owns an NES and an Atari 2600, which she guards with her life, but she’s kept up to date with everything video game-related since her death. Now, she owns loads of consoles and has played hundreds of games. If she had to pick a favorite type of game, she would go with classic beat em up style type of games. One of the things she and Angie do the most when they hang out at her place is play a ton of multiplayer fighting games. Their favorite is Skullgirls and seeing Peacock and Parasoul duking it out is a common sight on Cherri’s screen, as they are Cherri and Angel’s main PCs. Cherri is also on this sort of journey to play all the NES and Atari games she didn’t get the chance to play because of her death and often, she takes Angel along for the ride. They played ET the Extra-Terrestrial once. They burnt it.
Nifty: Nifty would be ADDICTED to dating games. Obsessed wouldn’t even be the word.  
Crymini. Girl is a hardcore gamer. She be teabagging noobs in Call of Duty every day. It would be hard for her to pick a favorite genre or a favorite game because she plays everything except games that are “for pussys” even though she secretly plays Minecraft and would tear someone’s throat out before she admitted it but she loves action and survival games. Left For Dead, The Last of Us, GTA, Red Dead Redemption, the Borderlands series, Resident Evil, Assassins Creed. The list goes on and on because her collection is quite impressive. She’ll also go to arcades sometimes out of nostalgia. She’s destroyed everyone’s high scores in the one she goes to.   Baxter: Workaholic Baxter would probably never allow himself the time to play video games and even if he did, he’d probably thinking of other things he could be doing with his time. Not necessarily work-related things, but things he simply enjoys more. But I can still imagine him having one exception. I think Baxter could be one of those people who own a Nintendo DS simply to play brain training games. I think those would help him unwind.Those who wouldn’t;
Alastor: Its canon Alastor doesn’t understand modern technology at all. So he would probably just be utterly confused if you gave him a game console. He might enjoy watching other people play video games though. Specifically horror games. He would find them amusing.
Husk: Doesn’t give a fuck about video games. He sees them as “kids stuff." 
Sir Pentious: I think Sir Pentious would be more interested in how video game consoles work than video games themselves. He believes it’s important to stay up to date with the technology of the modern world. But he doesn’t have time to waste on such "mindless entertainment.�� as video games. Hell isn’t going to take over itself.  Mimzy: Doesn’t like them all. She’s still mad at video games in general over Guitar Hero. Every time one of those games was released, her neighbors would be playing on those plastic instruments and blast rock music for months. Which she hates. She would honestly beat the shit out of whoever created Guitar Hero if she met them in real life. 
Katie Killjoy: Isn’t in the least bit interested in video games but she is glad that they exist. She’s made a lot of money from demonizing their existence. 
Tom Trench. Understands them as well as Trump understands equality. He can’t wrap his head around them at all. 
Yet despite all that, I can still picture Charlie and all her squad all trying to destroy each other in multiplayer games. Like Super Smash Bros, TF2, Overwatch and the game with the finishing moves they half wish they could enact on each other in real life, Mortal Combat. Like, this would be a regular thing they’d do together and it would always get super competitive and out of hand. It might even get the ones who don’t play video games that often to start playing them out of sheer determination to beat the good ones and get to be the smug ones for once. It would be oh so satisfying to beat them at their own game, literally. Although, didn’t Vivzie say that if Alastor thinks he’s losing at a game, he’ll take over it Jumanji style to make sure he wins? Yeah, I don’t think these would end well. 
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eat-the-richard · 4 years ago
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Why Super Mario Sunshine is kind of bad (and how to fix it)
It’s safe to say that in our current hellscape that there are few games in the Mario franchise with as strong of a following online than Super Mario Sunshine. And how could it not? It’s so unique and fun that most people could probably have a good time with it. But it’s interesting to note just how much this perspective has changed over time. 
When Sunshine came out it was considered by some to be the black sheep of the series. Or at the very least a noticeable step down from 64. There’s quite a lot wrong with Mario Sunshine. While there’s a great game at the core of this thing, there’s certainly a few miles of paint-like goop to sift through.
What’s frustrating is that a lot of these problems could have been solved with just a bit more development time. Mario Sunshine was rushed. This can be observed even without prior knowledge, but it becomes plainly evident when you look at some of the prerelease videos. In some instances it doesn’t even resemble the final product. Even at E3 2002, just three months before launch, there are a lot of noticeable differences to the final product.
Because of this rushed development, a lot of corners needed to be cut to pad out the game’s relatively lacking amount of content. The result is a game that is fun and well designed in some instances but a complete and utter disaster in others. 
The issues plaguing Mario Sunshine were emblematic of a Nintendo-wide issue. At the start of the GameCube’s life, many prominent franchises were rushed along development to meet strict deadlines to fill out the console’s thinning library and boost sales. The Legend of Zelda: The Wind Waker is a textbook example. A lot of people had issues with that one too when it came out. Despite some clearly dumb points about the game’s art style, there’s definitely a lot to say about how Wind Waker pads out limited content. Doesn’t that sound familiar?
Thankfully, in 2013, the Wind Waker received an HD rerelease for the Wii U. Alongside a hefty visual overhaul, there were many under the hood changes to make the game an overall smoother experience stemming directly from those 2003 critiques. Sailing is made way simpler and faster in this version and the Tingle-inspired back-half of the game is shortened significantly. These two changes alone make this version superior, at least to me.
In the years since, I believed that Sunshine could have benefited from a rerelease similar to Wind Waker. Not necessarily in terms of its visuals (which I think have held up rather well) but in terms of its structure. Some small changes to the way Sunshine progresses could really benefit it overall, and I believed, erroneously, that it was only a matter of time before it received this treatment.
But we live in a post-3D All Stars world, and Nintendo’s response is clear. They believe Mario Sunshine is perfectly fine as is. Just touch up some of the textures, give it a resolution increase, and you got yourself a solid product. And yeah, its still pretty fun like this. But its hard to look past the missed potential in refining some of Sunshine’s rougher edges.
Which is what I plan to outline in this video. If I were to be given the reigns to nosedive Nintendo’s current plans to revamp a 2002 GameCube game, what would I change? After a suitable amount of complaining, I’ll discuss a fan project that comes close to doing what I think Nintendo should do.
So sit back, relax and let me refresh your body and spirit.
The first changes I’d make have to do with the frame rate. It’s evident that Super Mario Sunshine was supposed to be a 60 frames-per-second game. Some prerelease footage even shows as much. But somewhere late in development, the framerate was capped at 30, making it the only 3D Mario Game post-64 to not reach 60. Using Gecko codes, it’s possible to unlock the framerate and play at a pretty consistent 60. It’s so consistent that it starts raising the question of why Nintendo didn’t implement this into the Switch rerelease. This code isn’t emulator exclusive either, it also works pretty well when used on Wii consoles. Also, a hypothetical rerelease using the source code wouldn’t even have to deal with this anyway. But it’s good that the game works so well like this even without more structural changes. I don’t really need to explain the benefit of an increased framerate, so strike that one down.
And with that out of the way, it’s time to outline the biggest change my hypothetical Mario Sunshine remaster would make. One seemingly small but with major ramifications towards the rest of the game. But first, some background.
Super Mario 64 took a pretty big risk back in 1996 by significantly changing the main objective of playing a platformer. It was no longer about clearing a level. You aren’t going through these areas to reach an end point. The objective is now to find certain major collectibles, in this case power stars. But the game doesn’t want you to collect all of them. I’ve heard a lot of discourse recently about the boot-out system, but even when I was a kid I realized that 64 kicked you out of every level not just to pad out game length but to keep you moving around the castle. 
64 is always inviting you to explore new areas with a constant trickle of new content the more total stars you collect. At first, the amount of stars needed to unlock a new level are small. The first area of the castle has every level besides Bob-omb’s Battlefield locked behind a small star total. And the amount needed to progress onto the next full area with five more major levels is only 8. But these star totals gradually increase over time, requiring 30, 50, and finally 70 stars to unlock new content. But what stars you got never mattered, just how many in total. This allows for free exploration where the player doesn’t have to think about where their next objective is. For instance, exploring pretty much every cardinal direction of Lethal Lava Land will lead you in the direction of a star. And because it doesn’t matter which star you get, it allows players to choose how long they invest in each level. Are the constant treks up Tall Tall Mountain or Rainbow Ride annoying you? Well all those stars are completely optional, you just have to compensate by completing more of the other levels. It’s an ingenious system that allows for a lower total amount of levels to feel more rewarding.
Super Mario Sunshine is practically begging to be like this. In fact, for the first few hours, that’s exactly how it works. New levels are unlocked progressively through getting Shines. But it doesn’t work in quite the same way. These shine totals are never outlined to the player. It shows you that you’ll eventually be able to use the Rocket Nozzle and has objects like the pineapple blocking Sirena Beach to make you yearn for a Yoshi. But you’re not told when these things are to be unlocked; it just sort of happens. Which is fine, it definitely makes the game feel more mysterious. But it lacks that forward momentum of 64 where your end goal is always simple and in the back of your mind. Oh, I need 30 stars to unlock this big door. Sunshine doesn’t have this despite literally operating in the same way. But it still maintains the ability to slowly unlock content to players through playing more of the game, which is good. And importantly, which stars you get for these gates aren’t important, just that you’re getting them at all. And if the game stuck to this principle, that would’ve been great.
Except it didn’t.
After the rocket nozzle is unlocked and Pianta Village becomes accessible, your total amount of Shines is never relevant again. Instead, game progression is contingent upon completing mission 7 of every level. Not every shine is valued the same according to the game. The progression is far more linear than in 64. You can no longer choose to avoid the Chuckster mission. Or the Sand Bird mission. Or the teeth cleaning mission. Or racing Il Piantissimo three times. Or fighting Gooper Blooper three times. Or fighting Petey Pirahna twice. Or defeating these same Piranha Plant Gatekeepers five times. Or even chasing down and squirting on Shadow Mario E L E V E N T I M E S. There’s a lot of repetition here which would’ve been eased simply by allowing the player to avoid doing these missions wherever possible. 64 had similar situations of reused content, but it’s not as egregious when there’s no incentive to collect stars you don’t want to. 
This structure is also weird because there’s a ton of extra missions in this game. Some of the game’s most, err, fun segments are hidden away in Delfino Plaza. These can be some pretty time-consuming tasks. You know what I’m talking about. But that’s not all. Every course also has some bonus shines. Every secret stage has an additional Red Coin challenge. There’s some “cleverly” hidden shines even within certain missions. There’s even a mission 8 to every level. Every level also has a 100 coin mission which, just to get it out of the way, should absolutely not spawn the shine somewhere 100 feet away from you AND boot you out of the level upon collection AND not be possible in every mission. Like c’mon, Mario 64 got this right on the first try. So Nintendo went out of their way to put all these extra shines in the game, and yet none of them matter towards game completion. Which makes me wonder what the point of completing them is supposed to be?
All this extra content, regardless of quality, would benefit from a system similar to Mario 64. In its current state, there’s not much of a reason to even bother with these extra missions, especially when some of them are of questionable quality. On that same token, there’s some pretty fun missions hidden in this extra content, and it’s a shame that they aren’t more important.
Well, with that...  
B L U E    C O I N S
I almost forgot about you!
Blue Coins are pretty despised. But in concept they’re pretty smart to put in a game like this. It’s kind of like the Red Coins but on a broader scale. They’re packed into every little tiny corner of the levels, giving players more of a reason to explore the pretty environments. And once you collect 10 of them, you get a Shine Sprite from the local beavers. If these Blue Coin shines counted towards a grand total for game completion, Blue Coins could give players a nice buffer to replace some of the games more questionable missions. But just like all of the extra content, Blue Coins matter not one iota towards finishing the game. So, the only reason to collect Blue Coins at all is if you wanted to collect them all.
And that’s precisely why people hate them. Because collecting all the Blue Coins is an absolute nightmare. Let’s not even talk about how cryptic some of these coins are because honestly I’ll be here all day. Let’s instead talk about how impossible it is to know how close you are to getting every Blue Coin in a level. You can intuit through previous levels that it caps out at 30 per level, but the game never tells you that. There’s obviously no Blue Coin tracker like there is for shrines in Breath of the Wild, so if you’re frantically darting around Noki Bay looking for the one coin you missed that's hidden inside a wall for some reason, you’ve only got GameFaqs and Jesus to help you at that point. 
To top it all off, just like the 100 coins missions, it’s impossible to get every Blue Coin in every mission in a level. Some blue coins are exclusive to certain missions. And it’s impossible to know how many are exclusive, which ones are exclusive, how many exclusives you’ve gotten, how many exclusives you need. Must I continue? This process is a disaster and gives Blue Coins a bad name. If they were put in a game like Mario 64, I feel like these things would have much more of a positive reputation. But as it stands these things are so toxic they’ve been reduced to POW switch fodder in later games. 
I think Blue Coins summarize the issue with the extra content pretty succinctly. In a game like Mario 64, they’re harmless. But in a game where none of it is tied to beating the final level, the only purpose they have is 100% completion. And 100% completion should never be the focus of 3D Platformers. Some players prefer playing to completion but there’s a reason why most don’t. Fully completing a game is a soul commitment as much as it is a time commitment. It’s saying to yourself that I am willing to go through all the unfinished, janky, and cryptic content Mario Sunshine has to offer all for the extensive reward of… a different end screen. So yeah, there is no reason to get 100% of Mario Sunshine’s content. Even completionists are going to be disappointed. Not only is this content useless towards Any%, it’s aggravating for 100%, since fully completing the game is so unrewarding. 
So, how do we fix this issue? Well to do that, let’s take a look at a mod that, in my opinion, does exactly that: Super Mario Sunburn, made by Epicwade.
The biggest change Sunburn makes is in its requirements for completion. Rather than Bowser being locked behind completing the seven Shadow Mario shines, the door to Corona Mountain is opened when the player attains 70 shines overall. If you recall, that’s the exact same amount 64 requires of the player to reach the final level. This change, by itself, adjusts Sunshine more towards what I would like it to be. But if you’re crazy enough to prefer the previous mode of completion, it’s still there as an option.
That’s not all, though. Now, when you collect a Shine, you’re no longer booted out of the level, and instead are simply asked to save and then you’re free to explore the rest of the level. My feelings on this essentially boil down to which mission I’m playing. I think the first two shines of Bianco Hills show this working pretty much perfectly. You squirt on the gatekeeper to get the first shine and then you’re immediately free to go forward and fight Petey Piranha. This feels far more natural than having to get booted out after the first shine and make the entire trip through the first half of Bianco Hills just to get back to where you just were. So in this case, it’s a positive.
However, Sunshine very often changes its course layout per mission. And when that happens, it feels a bit unnecessary to have to boot out of a level manually and boot back in just to get the next event to trigger. Sometimes you can chain getting a bunch of shines out in the open with a secret stage which resets the level upon entering the newly placed warp pipe at the end of it. But otherwise you’re stuck pausing and exiting. I feel this issue may be able to be streamlined by doing something like Mario Odyssey does, where collecting certain Moons boot you to the beginning of the level with the new mission unlocked. This might be outside of the reach of Sunshine modding at the moment, though.
This isn’t the only change set to make Sunshine more open. One of my favorite parts of the original game was that you could see other levels whenever you looked around. Turning at the start of Bianco Hills and being able to see not only Delfino Plaza but also the yet to be unlocked Ricco Harbor and Pinna Park was fascinating to me when I first played it. Sunburn takes this concept one step further by allowing players to travel from stage to stage. For instance, taking the river in Bianco Hills spits you out Ricco, and climbing a vine in Ricco allows you to travel back. This is a pretty novel idea and definitely makes replaying the game an entirely different experience, especially when combined with the lack of boot out. It does lose me a bit in how it necessitates for every level to be unlocked at the start. As I mentioned previously, slowly unlocking stages to the player by collecting whatever collectible they’re using allows for 3D Platformers to have constant forward momentum, which is lost here. But for those who’ve already played the game I think this is a fun option.
Other quality of life changes are strictly positives. In most instances, Blue Coins are now accessible from any mission in a level. I say most because it’s impossible for some of these coins to make the transition. But in the vast majority of cases, it’s been done. More coins have been added to each stage, along with Red Coins counting as collecting two coins just like in 64. This makes getting 100 coins a lot easier, especially when you’re doing multiple missions of a stage in a row. Two of the game’s weakest sections become far more manageable with these changes. There’s some smaller changes too, like being able to skip cutscenes, Blue Coins no longer bringing up a save screen, and Shadow Mario’s invisible health bar being restored. There’s also new content here, with additional secret stages being accessible from the main courses. Nothing mind-blowing, but it’s at least pretty neat to run around Outset Island as a FLUDD-strapped Mario.
Super Mario Sunburn addresses a lot of my issues with the original version, which was exactly the point. I’m not the first to bring up these issues, nor will I be the last. There’s so much potential within Super Mario Sunshine to be one of the best examples of its genre, so to see it fall short in such fundamental areas is undeniably frustrating. As usual with Nintendo, and even with other publishers, it’s often the community that sees itself to correct the issues with the games they feel deeply passionate about. Basically the only difference between Sunburn and an official Sunshine remake or remaster would be a significant layer of polish. That still might happen, but I’m not holding my breath at this point. So if you find yourself feeling similarly as I do about Sunshine, it might be worth it to check Super Mario Sunburn out. Here’s the download link again if you’re curious.
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flopsider · 4 years ago
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What Makes a Paper Mario Game Great?
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*This post was turned into a script for a Game Domain video which I’ll post here once it’s out!
The Paper Mario game series has undergone massive changes with its last few installments. Most fans can agree that the first 3 (or, if you’re strictly fond of the formula from Paper Mario 64 and The Thousand Year Door, the first 2) games achieved something brilliant. They cemented Mario’s role in the RPG world, providing players with unforgettable experiences that left many with powerful nostalgia and an urge to revisit the titles as they grew older. However, with the newer titles, the gaming community’s feelings on the franchise have been shaken. Once Nintendo began to develop Paper Mario as an Action-Adventure series, many fans were left feeling like the company stopped listening to its fans and were taking the series in an unwelcome new direction. For some fans, however, particularly younger players who are just now discovering the Paper Mario games through the newer titles, these new changes and formulas offer some very enjoyable experiences. Undoubtedly, nostalgia plays a huge role in how we view video games, but there is more at play here than just sentiment. The question I’d like to pose, then, is “What Makes a Paper Mario Game Great?”
Let’s take a look at the individual games and see which areas they thrive in, and what holds them back. Keep in mind that every opinion listed here is just that: an opinion. I’ve tried to be objective in my analyses here, but like all people, I have biases and nostalgia which affect my opinions of video games, so don’t take what I say as the undisputed truth. This is simply my attempt to answer the question posed as best as I can, so if you disagree, let me know peacefully and respectfully in the comments!
 Paper Mario 64
 I feel like this game is the perfect entry to the series. It has a charming art style that I feel still holds up, offers fantastic gameplay and controls and a solid battle system, and has memorable characters. The main things that hold it back are the more basic storyline and villain, and the less unique character types compared to the next 2 games. However, both of these things can be forgiven since it was the first entry to the series. The chapters are all joys to explore, the leveling system is satisfying and allows for customization, and the badges are a great way to personalize Mario based on your playstyle. Paper Mario 64 laid the groundwork for the games that would follow, and most of the aspects of its formula would evolve throughout the next two entries.
 Paper Mario: TTYD
 There’s not much I can say about this that hasn’t been said before, but in summary, this game took everything that made Paper Mario 64 great and evolved it into something phenomenal. It built upon the battle system, offering what is widely considered to be the best battling in any Paper Mario game. The audience feature made battles livelier and more exciting, offering further incentive to pursue optional enemy encounters. It gave players new attacks and new ways to orchestrate them, with less repetitive actions than in the first game. It offered a much deeper, darker story with compelling antagonists, partners and NPCs unique to this game which made the world feel alive, and side quests that allowed you to progress through the game and level up your character in a less linear way. The world was crafted beautifully, with areas that stand out in many players’ memories and are far less formulaic than the typical Mario worlds. There were tons of secrets and areas to explore, as well as the first iteration of the Pit of 100 Trials, a side quest arguably more challenging than the game’s final boss. It’s no wonder this is likely the most acclaimed Paper Mario title to date. 
 Super Paper Mario
 First and foremost, I have tons of nostalgia for SPM. It’s maybe my favorite video game of all time, or at least in the top 3. It’s the first Paper Mario game I ever played (I was 7 or 8 years old and have since replayed it many times), and when I played it I had never heard of Paper Mario. There’s a chance that if I instead played 64 and/or TTYD first, I’d be more partial to those games because of nostalgia. However, I truly believe that, nostalgia aside, SPM provides the best overall game experience. I also think that if SPM had come first, and the creators then shifted into a more straightforward RPG style over time, it would be less polarizing.
The move away from turn based combat and into the more classic Mario platforming/real time combat was bold, but not universally appreciated. I totally get why some people feel it was a bad change. If you were in love with the camera perspective, movement, and combat mechanics of the first two, this may be less fulfilling. However, if you are a huge fan of platformers, then it’s certainly a welcome new angle. And if you’re like me and you grew up enamored with classic 2-D Mario platforming action, but also fell in love with the style, RPG elements, and stories of the first two Paper Mario games, then you’ll likely find the perfect mix of the two in SPM. Plus, I feel like turn based combat was never the basis of the Paper Mario franchise, or at least was not the core concept that made the games great. Some people disagree with that, but I personally believe that all the before listed criteria make up the greatness that is the Paper Mario series, and I think Super Paper Mario lives up to them. Despite its many differences, Super Paper Mario felt like a true successor to TTYD. The graphics were quite similar aside from the camera angles, the dialogue and storytelling were stylistically similar but done even better this time around, and several elements were revisited such as the Pit of 100 Trials. I loved the turn-based combat in 64 and TTYD, but I also adored the platforming and real time combat of SPM. Overall, I just feel SPM has the most to offer and provides the most unique, thrilling, and memorable experience. The New 2-D / 3-D switch feature quite literally adds a whole new dimension to the game. I think this is super interesting and fun to use, and it allows for more interesting level and puzzle design. It offered a nice balance since much of the game is played 2-D style whereas the first two entries were set in a 3-D space. Without the 3-D option it’d still be a great game, but might end up feeling a little basic by comparison. The Pixls, in my opinion, are a fantastic reimagining of the partner system. Since the game ditched turn-based combat in favor of platforming combat, the Pixls affect your movement, attack, and defense abilities in real time and can be swapped quickly. This makes platforming, fighting, and movement in general more fun and varied. In my opinion, they’re a fresh take on partners, and even though I love the old partner system, I see this as a welcome new take on it. Flipside and Flopside serve as effective and memorable hub worlds where you can touch base after exploring other dimensions. They have tons of explorable areas, puzzles, characters, and secrets, all of which contribute to the world development. The NPC’s helped add depth and contribute to the lore, with the Flipside and Flopside bartenders being the best examples. The ability to play as 4 different characters, each with different special abilities and movement characteristics was a huge step forward and made the level design much more interesting. In several areas, you have to utilize all available characters to access certain areas, some secret and some required. The best example of this in my opinion is in Castle Bleck, where in order to effectively maneuver around the platforming challenges and access secret areas you have to take advantage of Mario’s ability to flip into 3-D, Peach’s parasol gliding, and Luigi’s super jump, while Bowser is your key to easily clearing rooms of tough enemies. Maybe the least controversial thing I could say about this game is that it has a phenomenal story, the best of any Paper Mario game to date in my opinion. It’s darker than any other Mario game I’ve played, and despite its cartoony appearance, the stakes were higher than ever. It had incredibly memorable characters, small bits of backstory at the end of each chapter which slowly reveal the connection between the antagonist and Mario’s partner Tippi, excellent dialogue and humor, and a darker plot than any Mario game I’ve played. This is balanced by the game’s colorful visuals and soundtrack which make it a joy to play. The game had an inspired world design with bold style choices. For example, in the space levels of Chapter 4, the game temporarily becomes a Defender type horizontal space shoot ‘em up. It was a perfect blend of the RPG style from the first two games and the side scrolling platforming of older Super Mario games. The music is a fantastic mix of retro and modern, a concept mirrored in the graphics and gameplay. All in all, Super Paper Mario is a perfect blend of old and new. 
Okay, clearly, I have a lot of love for this game. But I want to be as objective as possible here, so let’s look at some of its shortcomings. The XP system was more basic than the first two games. It being present was a huge plus, but when you level up, it upgrades a predetermined stat (HP or attack) as opposed to you having stat customization. Along these same lines, the lack of badges meant less customization and attack options. Level design wise, some areas felt somewhat empty in 3-D. I didn’t really feel like this as a kid, but as an adult I feel like they could’ve done more with the 3-D perspective in certain areas. In some places, they totally nailed it though. 
 That brings us to the more recent, more divisive action-adventure titles. To preface, I have the least experience with these games, and the majority of my familiarity with them is from reading articles and watching videos which analyze them and compare them to the older games. So I’ll try not to be too critical, as I’d like to play them all the way through before completely solidifying my opinion on them. That being said, you can learn a lot about a game by watching gameplay footage and reading analyses of them, so I’ll do what I can to go over their pros and cons.
 For all three of the newest titles, it’s worth noting that I didn’t include the world being made of Paper in the list of what makes these games great. I don’t hate the jokes, comments, or visual references to paper and crafts in these games. In fact, sometimes I think they’re quite clever and add to the feel of the game. However, in the first 3 “classic” Paper Mario games, it wasn’t a major point of plot or world development, but rather something casually referenced in some well-timed jokes. In fact, the first game wasn’t even meant to be a paper based world. It had many titles in development, and the one directly preceding Paper Mario was Mario Story. The name Paper Mario, more than anything, is a reference to the art style being reminiscent of a pop-up book, and is not the basis of the gameplay or world creation. At least until the more recent games, that is. Sticker Star, Color Splash, and Origami King all base many core gameplay mechanics, the visuals, much of the humor, and even some of the world development on everything being made of paper. This is a cute idea, and the graphics in the newer games are undeniably vibrant and beautiful, but it ends up holding the newer games back only because they focus more on paper gimmicks than they do the story, unique character design, and gameplay. To be fair, I haven’t played the newer games completely, and from what I’ve seen, Origami King looks like a phenomenal stand-alone game and a much stronger Paper Mario entry than SS or CS. I just think Arlo summed it up perfectly when he said, “We didn’t love Paper Mario because it was paper, we loved it because it was Mario’s story.” That being said, let’s look at each game and see what they have going for them.
 Paper Mario: Sticker Star
 This is easily the most universally criticized Paper Mario title. Every so often you’ll find someone who will defend it, but for the most part, the fans of the series see this as the point where the games took a turn for the worse. Instead of just adding to the overwhelming pile of hatred for the game, I’m going to try and discuss some specific things that hold it back while giving it credit where credit is deserved. Sticker Star is not irredeemable. It has some of the charm the series is known for, some solid dialogue and humor, and appealing visuals. Unfortunately, there’s not too much more I can give it credit for, at least in the context of the other games in the series. So much of what made the first 3 games great were lost here. One of the most obvious steps backward is the near-total lack of original characters. Instead of a world packed with new NPCs and enemies with distinct personalities, the game almost exclusively utilizes classic Super Mario characters. You’ll see plenty of toads, goombas, and koopas here, and not anything in the realm of demonic shadow queens, members of ancient tribes, or mysterious cape and monocle wearing antagonists threatening the existence of all worlds. The villain here is Bowser, which is not just disappointing because it’s formulaic, but it almost feels like it separates the franchise even further from its roots because of Super Paper Mario’s inclusion of Bowser as a protagonist. The battle system also fails to reward you for entering into enemy encounters, and feels much more basic than the previous games. Overall, my main criticism of this game is that it took several steps backwards and not enough steps forward to justify them.
 Paper Mario: Color Splash
 This game improved upon the action-adventure formula of Sticker Star in almost every way. In that way, it can be seen as a parallel to TTYD, which improved upon its predecessor’s formula. The difference is, TTYD’s predecessor established a formula that was already phenomenal, whereas the groundwork Sticker Star laid for Color Splash was far weaker. Most of the criticisms I have for Sticker Star could be echoed about this game, just less harshly. Speaking more positively, this game had gorgeous visuals (second only to The Origami King), excellent dialogue and humor, and some creative levels, such as the section where you operate the cannons aboard a sailing battleship. 
 Paper Mario: The Origami King
 Overall, The Origami King looks to be the strongest Paper Mario entry in years. It seems to have developed the action-adventure formula of its two immediate predecessors, while including a handful of RPG elements. The battle system is both new and familiar - it’s turn based, but the ring system adds a puzzle element that, to some players, makes battles much more enjoyable and to some distracts from the battling itself. Utilizing the rings, it seems like there are far more creative ways to reach your opponents, but far fewer creative ways to actually attack them. Once again, the world and characters are more formulaic, relying heavily on classic Super Mario locations and characters. However, this game offers more uniqueness than the previous two, starting with the non-Bowser antagonist. The fact that King Olly has a previous close relationship with Mario’s main partner Olivia is reminiscent of Count Bleck and Tippi from Super Paper Mario. This provides the foundation for a better story than Sticker Star or Color Splash. In addition, the visuals are undeniably beautiful. It has the best graphics of any Paper Mario game, and some areas are truly striking, particularly the desert oasis area. The huge con of this game is that is triples down on Nintendo’s shifting of the Paper Mario series away from its RPG roots and toward a more formulaic action-adventure approach. The major positive is that it seems to be a solid game in its own right, one which makes much better use of the new formula than Sticker Star or Color Splash did. It’s got loads of charm and some solid gameplay, but if you’re looking for an experience comparable to the first 2 or 3 Paper Mario games, you’ll likely be left wanting something different from it. 
 So let’s return to the original question. Based on what we discussed about each title, what makes a Paper Mario game great? I’ve done my best to narrow down what I consider to be the 10 most important criteria that, when met sufficiently, provide the best possible Paper Mario experience. These are:
A compelling story with unique characters
Partners to assist in combat and movement
Clever dialogue
Visually appealing art style
Exploration
Puzzles and Secrets
Cohesive world design with unique areas
An XP system which rewards combat
World development and lore
And finally, a willingness to go darker than other     Mario games
 There are plenty of other criteria I could add to the list, but these are the main ones which stood out to me as I analyzed each game for their strengths and weaknesses. 
 Answering the question of what makes a Paper Mario game great is not a simple task, nor is it an objective one. As I said before, my nostalgia for Super Paper Mario is a huge part of why I discuss it so positively. I truly believe it’s worthy of the praise, and I stand by the opinions I’ve stated for the other games as well, but my thoughts on each game in this series are my own, and many of you will and should have different thoughts on them. So share them in the comments, and keep it respectful! 
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wayward-delver · 5 years ago
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Made in Abyss X Smash Ultimate:
(DLC Wishlist/Discussion)
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This one was just for fun and shouldn’t be taken completely serious otherwise we’re all gonna lose our humanity. As much I’d love to see Made in Abyss somehow miraculously get into Smash, I am well of how impossible it is.
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Ok, we all knew what was coming, no bother denying it; you joke about DLC, you might as well spill the beans and say what you really want. I’ll make it clear that of course, I don’t want Waluigi, he’s an assist trophy and at his core a rather dull character in the face of his brother. Steve holds no strong attachment from me since I do not play Minecraft and I feel like his moveset wouldn’t interesting enough to warrant my attention,(basically a 3D G&W). 
Now that’s settled with, let’s discuss who I truly want for DLC despite the stupidity of it:(Left to Right)
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1.) Ratchet & Clank: This game holds a special place in my heart for being one of the first game I’ve ever played and one of the only franchises where I faithfully played through every game in the main series, even some of the spin-offs. The amazing characters, brilliant writing, great stories, fun/engaging gameplay, and vast and creatively deadly variety of weapons. I’d go on all day about why I love this series so much and why the movie disappoints me so much,(I will say the remake was fun though). Now to move potential he’s got everything a fighter can ask for: 
His omniwrench would the staple of his melee attacks on both air and ground,(with any one of his shotguns/whips as smash attacks). His dash attacks could incorporate the Razor Claws.
Recovery (Up B) is an easy pick, just use Clank heli-pack to gain sufficient height than slowly glide down for a period of several seconds over a far horizontal distance. Drawbacks being wind-up time and having no defensive qualities.
Grapples would be simple tethers and throws with Omniwrench.
Neutral B would simply a blaster shot with minimal flinch damage that continues fire if held.
Side B would definitely be his signature boomerang wrench throw, homing in on Ratchet on its return and doing decent knockback with either hit.
Down B would have clank throw of his time spheres down talk cause a 5 second AoE that slows down opponents caught in the blast while dealing zero damage or knockback.
Their Final Smash would see Ratchet calling his ship to strike his opponents, sending them hurtling into space to be bombarded by various weapons in their arsenal before getting by clank in his giant form.
Ratchet’s skins can be all of his default outfits through the serious ending with a robot version of in reference to Dr. Nefarious’s evil scheme.
The stage would be Metropolis city on Kerwan.
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2.) Rayman: This one is a bit more realistic than the last one seeing the series has had strong ties with Nintendo consoles and even sporting a Rayman Spirit in-game,(take that as you will, at least it’s something). Rayman also falls under the nostalgia factor, but nowhere the extent of Ratchet since I was pretty late to the series,(My favorite game being Legends). No doubt he’s one of the higher picks among Smash players and I can see why; he’s funny, energetic, a great platformer/fighter, and has a truly unique/iconic character design. 
I’m not too familiar with the entire series though, so keep it basic with the moveset:
Rayman is a fast lightweight fighter that primarily uses melee attacks such as fast punches and kicks on both the ground and in the air. His smash attacks would be moderately slow wind-up punches and kicks with exceptional knockback and range. Dash attacks would have him spinning forwards at high speeds with little damage and knockback, but great for setting up a brief stunlock.
His grapple is a far-reaching chain arm tether with decent throwing power.
Recovery is a simple helicopter hair flight with similar mobility to Krool, but deals no damage and goes much higher.
Neutral would have him shooting burning fists at his enemies and can be charged up for increased power.
Side B has him rapidly shooting from his plunger gun, which can be a great edge guarding tool.
Down B turns one of his hands into a guided missile that will extremely powerful, leaves vulnerable to attack.
Final Smash has him uppercut the nearest players sending them to a zone where they’re dog-pilled by all his friends before unleashing a synchronized charged strike sending them flying into the stars.
The stage will be set in the Rabbids colosseum, where the audience holds signs and banners representing characters and series. 
Rayman's colors would be based on the many characters of the series.
His taunt will feature a lum.
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3.) Okami, Amaterasu: Ok this is sure to please many fans since she’s quite often requested and very popular on her own. She also has a much higher chance than the rest since she’s a part of Capcom like Ryu/Megaman. Personally speaking though, I want her to join for the sake of how amazing and artistically beautiful the game the is. The mythology, characters, story, music, art style, and the gameplay just screams traditional Japanese culture/painting in the best way possible.
I list the moveset down here, but someone else already did a much better job than I ever could. @panaran
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3.) Hollow Knight: Ok this steps far down in terms of likely solely because it’s an Austrailian indie game. Otherwise, this would be one of the biggest crowd pleasures in the line-up. A legendary title for its striking animation, unique world/story, deep lore, magnificent soundtrack, and memorable/diverse cast of characters. I love for all these reasons, but I truly support cause it’d represent to the newest milestone in gaming history, indie studios.
I’d go over moves again someone also solved that problem for me.
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4.) Kid Icarus Viridi: Of all the characters, she has the most right to be a playable character. She and her home franchise are so deeply rooted in Smash that they literally are the commentary for the game. Don’t say no moves cause Palutena was never playable in their game, but she still got in. And about her being on a stage, Chrome is a Final Smash and piranha is a stage hazard. Mii costumes also don’t prove anything since many characters have them. This would also be the first in-person appearance she’ll make in any game, something she was denied in her in Kid Icarus Uprising. Personally, however, I want Viridi cause she’s basically the Peridot,(Steven Universe), or the Max,(Camp Camp), of Nintendo. The sassy, cynical, and destructive little gremlin that talks shit to everyone but in end is a complete tsundere with an adorable nerdy side and heart of golden amber beneath her thorny exterior. 
(Not my waifu, goddess or not, she’s a ‘child’ and I am 19, it’d be messed up)
Her moveset would be difficult to decipher since she doesn’t fight in-game, but I can draw up a few ideas
Viridi won’t be as angelic/divine as Palutena, preferring to walk and run in a more grounded manner with a trail of plants sprouting behind her as she moves. She’ll be one of the lightest characters in-game due to her small stature, making her very nimble but easy to launch.
She’ll be more we versed in melee than Palutena, incorporating her staff/agility into her fighting style. Using many fast and disjointed blows at once like Mii swordfighter, but her smash attacks would instead unleash vines from the ground that would strike opponents.
Her grapple would be a vine tether she could use to constrict/launch enemies.
Her Recovery would be another vine tether that goes farther and does higher damage than Ivysaur.
Neutral B she’d fire a lightning blast at her opponents,(a reference to her ally Phosphora).
Side B Viridi would slash forward sending a small twister that can launch enemies,(Slower and larger Mii Sword)
Down B is a parry using Clobbler in a similar manner to Toad.
Final Smash is, of course, a rush down that sends foes into ground-zero of a Reset Bomb strike.
Taunts will be her making witty remarks and poses, often times waving her staff around like a wand.
So that’s my wishlist, do you like and if you have a character for smash. By all means, share it with me in the chat or reblog.
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liugeaux · 5 years ago
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The Master of Blasting
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Months ago, once I realized my Retron had a save-state feature, something got into me. I realized I could go back to old retro games and actually finish them. Sure, I played 100s of games in the 8 & 16-bit eras, but I’ve never been that good at anything with a steep difficulty. Most games of the late-80s, early 90s were punishingly tough and typically, without cheat codes I never got to see the end of them.  
After playing through all the old Donkey Kong Country games and Sonic the Hedgehog 1, I turned my eye towards a peculiar series I had only dabbled in before, Blaster Master. With the release of Blaster Master Zero on Switch, I was extra interested in diving into the well-regarded B-tier NES original.  
With a little research, I found that a total of 8 Blaster Master games have been released...that’s when the classic Sergio completist kicked in. I convinced myself that I shouldn’t play the new Switch games until I’ve completed all of the retro titles. When I began my journey I didn’t realize it would be such a headache.  Here’s my run-through of all the Blaster Master Games.  
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1988 - Blaster Master (NES)
Ah, the original. This little game has a charm to it that most games of the late 80′s don’t have. It was clearly inspired by Nintendo published games like Metroid and Zelda. Blaster Master’s key gimmick is the ability to play as the armored tank Sophia the 3rd or as an on-foot character named Jason, the pilot of the tank. As needed, Jason jumps out of the tank and enters human-sized doors.
Blaster Master is a 2D platformer, but once Jason enters a door, the game switches to an overhead perspective for navigation through maze-like dungeons. None of the mazes are particularly hard to solve, but all of the game’s bosses are found in these dungeons. As a kid, having a game that completely switched perspectives was rad. I never owned it as a child, but I vividly remember my time with it through rentals and such.  
This first game is super hard and I found myself using known glitches to get past the game’s harder boss sequences. In true Metroidvania-style, there’s heavy backtracking throughout Blaster Master and if you don’t know where you’re going getting to the next level can be quite annoying. Having played the whole game, I can finally say that despite a super strong first impression, Blaster Master isn’t that great. 
It's WAY too hard and by the halfway point the luster had worn off the unique gameplay. For some reason, this is the point where I decided to dive headfirst into the rest of the Blaster Master games. I’m a glutton for punishment I guess.  
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1991 -  Blaster Master Boy (Game Boy)
Prior to playing the original, I had no idea there were so many titles in this series. I definitely didn’t know there were multiple portable entries. Blaster Master Boy is less a Blaster Master game and more a Bomberman game. Technically its a sequel to the Bomberman spin-off Robo-Warrior. A quick trip over to Youtube can confirm that the gameplay and music are lifted directly from Robo-Warrior. To add even more confusion, in Japan, Robo-Warrior was called Bomber-King, Blaster Master Boy was Bomber-King Scenario 2 and it wasn’t even published by the same company.  
Because of this weirdness, I didn’t spend too much time with Blaster Master Boy. It also didn’t help that there isn’t a decently priced copy anywhere on the internet.  
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1993 - Blaster Master 2 (Genesis)
Five years after the original, Blaster Master returned to the console market with Blaster Master 2. It was a Sega Genesis exclusive and the only title in the series released in the 16-bit era. Playing this immediately after the original really made it quite hard. The controls aren’t as precise and the difficultly level is somehow ratcheted up. Blaster Master 2 is a more straight forward platformer without the backtracking of a traditional Metroidvania. 
Unlike the first game, when you enter the human sections of the game, you don’t start a top-down sequence. Instead, the pilot levels are 2D platform shooter areas. All of these seem half-baked, clunky and compared to the game’s contemporaries, quite sad. Fortunately, top-down gameplay wasn’t completely abandoned, before the end of each level there’s an odd top-down sequence, where you pilot Sophia. This mechanic never returns in future games, but taking the rest of the game into consideration, it really isn’t terrible.  
Unfortunately, there’s not much good to say about Blaster Master 2, It hits most of the design notes that the first one hits but the entire experience feels like it was made by a completely different team. Funny enough, after saying that, I looked it up and Blaster Master 2 was, in fact, made by a completely different team. Ha! 
The game’s only saving grace is its vivid color pallet and solid sprite design. Like the first game, the music solid, but unless you’re taking a trip through the whole series like me, Blaster Master 2 can be skipped.   
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2000 - Blaster Master: Enemy Below (Game Boy Color)
It took Sunsoft awhile to get around to the Blaster Master series again, but in 2000 they came out swinging. Blaster Master: Enemy Below was released for Game Boy Color and of all the games on this list, it is the game that most resembles the original. Much of the art is designed to look nearly identical to the NES games’, even down to a nearly pixel-perfect recreation of the SOPHIA tank.   
The top-down Jason segments return as does the extreme difficulty and fantastic soundtrack. It’s hard to really complain about the execution of this title. It was clearly an attempt at just trying to make the closest thing they could to the original and in many ways, it is a tighter and more consistent experience. Unfortunately, that’s also a strike against it. Enemy Below doesn’t bring anything new to the table. The bosses are basic re-hashes of the originals, the levels feel like a “lost levels” DLC pack and the game being portable doesn’t really encourage innovation.  
I guess the coolest thing I can say about Enemy Below is that it's still available for purchase. On the 3DS Virtual Console, you can pick up Enemy Below for about $5. At that price, it’s easy to recommend, especially since it comes with built-in save-state functionality.  
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2001 - Blaster Master: Blasting Again (Playstation)
Also, released in 2000 (in Japan, 2001 in North America), is the weirdest game in the series to date, Blaster Master: Blasting Again. For those of you too young to remember, the Playstation/N64 era of video games was full of 2D series trying their hand at 3D games. Blasting Again is an egregious example of this frustrating industry trend. You still pilot a tank, with all the same features, like homing missiles, and hover, but you’re dropped into a fully realized 3D world with painfully bad anime cut-scenes.  
The “Jason” sequences are still here, but they too are 3D and mundanely boring. Also, with this being an official sequel to the original, you play as Jason’s son Roddy, not Jason. Much of the music from earlier in the series is remixed, and rerecorded, so not all is lost in the odd one-off. Unfortunately, the antiquated tank controls and punishing difficulty makes Blasting Again hard to recommend. I was able to play it on PS3 with no issues, but the toggle switch for the digital and analog controls was initially hard to find.  
I ended up sinking about 40 hours into finally beating this tragedy. I wasn’t able to use save states and despite it being objectively bad, I grew to love it’s janky and unfair presentation. As a whole, these games have really tested my ability to control my anger, but Blasting Again was the first one to truly get all the way under my skin.  
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2010 - Blaster Master: Overdrive (WiiWare)
Notice, I have yet to say any of these games are good, that’s because they aren’t. What they have is a charm to them that conjures the aura of the scrappy beginnings of gaming and the forced appreciation of only owning 4 games that had no checkpoints. Thus far, despite initial misgivings, I’ve enjoyed my time on this journey. Blaster Master: Overdrive is where that joy ended. The fun I was having with the series was taken out back, brutally beaten, and left to die in the town square as an example to anyone daring to play this absolute nightmare.
Overdrive starts innocently enough. It does it’s best to try and evoke the gameplay and tone of the original and for what it's worth the art style isn’t terrible. The Sophia and Jason gameplay loops are in-tact and even the gun-upgrades are more important than ever. Where Overdrive falls apart is its difficulty and embarrassing lack of control options.  
I’m sure most of you are at least familiar with the Wii-Remote. With this being a Wii-Ware only game, it could only be played with the Wii-Remote. The real downside is that the developer either ran out of time or opted not to explore the myriad of control options the Wii offered. There’s no classic controller support, no Gamecube controller support, there’s not even a way to map buttons to a nun-chuck. You are stuck playing with the Wii-Remote turned sideways.  
This wouldn’t be that big of a deal if they had found a better way to implement strafing into the controls. To strafe, the player must hold the B button. That’s the button underneath the Wii-Remote. In a world where the player is using the remote like an old-school NES controller, B button usage is a legit finger-bending-nightmare. Couple this broken control scheme with punishing difficulty and you have the perfect recipe for rage-quitting. I‘m not proud of my behavior during my time with this game and let’s just say I own 1 less Wii-Remote now.
The last thing I want to say about Overdrive is less about the game itself and more about its availability. The Wiiware marketplace is 100% closed, which means there’s no legit way to purchase this game, outside of buying someone’s Wii who had already bought it. This is an ominous foreshadowing of things to come. I would have paid for this game. Hell, I’m deep enough into this BM adventure I would have paid a premium to play this dumb game, but Nintendo’s shut-down of the Wii-Ware shop is a low-key attack on game preservation that us archivist, CANNOT forget. *steps off of soap-box* 
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2017 - Blaster Master Zero (Switch/Steam)
With the release of Blaster Master Zero, the series got the most attention it’s had since the original game. Most of that attention was because Zero was basically a launch game for the Switch. The best way to describe Zero is to say that it’s developer Inti’s attempt to take the Blaster Master formula and actually make a decent game. For the most part, they succeed. Oddly enough, almost 30 years later, Zero is the first legitimately good Blaster Master game.  
Much like Enemy Below, Zero tries its hardest to evoke the look of the original NES game. Some refer to games like this as pixel art, others refer to it as lazy...I float somewhere in the middle on it. It was great playing a Blaster Master game with a proper controller where the mechanics actually work. However, it was frustrating seeing a game, based on a design aesthetic that hit its ceiling in the late 80s, try to beautify itself. Many attempts were made to make the design stand out, but it just kept hitting the ceiling established by its predecessors.  
Alternately, by Inti making the game super-playable, the flaws of the older games stand out even more than before. Typically, good Metroidvania’s have an intuitive way of hinting at where you need to go next or a good way of telling you what access you’re new power-ups give you. Due to Zero’s obsession with evoking the original, that intuitive gameplay is replaced with a red box on the map screen. This turns the game into a “drive to red box, shoot things, drive to next red box and shoot more things, experience”, rather than the naturally explorative nature of other games in its genre. The anime story seemed unnecessary from the start, but I’m sure someone will enjoy it. 
While playing Zero I honestly asked myself, “Is this game way easier than the older games, or can I finally control this little tank properly?” I’m sure the real answer is somewhere between those two extremes, but ultimately Zero was a blast, albeit WAY too easy. I’m really looking forward to seeing how the sequel improves upon this wonderful jumping-off point. However, I’m positive I’ll be disappointed that more wasn’t done to bring the series into the modern 2D-platforming space.   
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2019 - Blaster Master Zero 2 (Switch)
Zero 2 is very much a sequel to Zero. In true anime fashion, the story immediately gets super self-serious and consequently superfluous. I’m sure some players will love the dialog between protagonist Jason and all of the various anime-faced characters, but that’s not what I’m here for. Needless to say, the story gets involved in ways other Blaster Master games haven’t. That’s not a strike against it, it’s just a characteristic that may not actually matter.  
All previous mechanics are intact here and new ones are introduced almost immediately. If Zero was truly the first good Blaster Master game, then the refinements introduced in Zero 2 make it...wait for it...THE BEST BLASTER MASTER GAME EVER MADE! It controls well, the levels are interestingly built, and where previous sequels in the series lacked innovation, Zero 2 is full of cool and weird, new stuff. The bosses are fresh and interesting, the Jason sequences have been enhanced with a brand new counter mechanic and the space travel segments add a level of depth not seen in previous games.  
I hate that I’m being so positive about the game. It’s been so much fun talking shit about Blaster Master games. Unlike the previous game, developer Inti found a way to modernize the gameplay and still make a genuinely challenging experience. I had trouble with multiple bosses, but never did I feel like the game was unfair, or something was broken. Many of the additions to the story also benefited the gameplay. Something as simple as making the Frog from the original game the reason Jason can immediately leave dungeons serves both the story and gameplay.  
This has been a long journey, and the real hero is Inti Creates. Hopefully, Zero and Zero 2 have done well. The work put in by Inti deserves praise. They have perfected a formula that’s been pending since 1988. Both titles are only $10 on the Switch shop, and at that price, you are basically stealing them. Anyone with a Switch has no reason not to pick at least one of them up and check it out.   
As for the series itself...I have very mixed feelings. There are very few good Blaster Master games. It's a series that trades in loose nostalgia for a widely forgotten NES game. From that, a bunch of often half-hearted sequels were developed trying to capitalize on the little bit of cache the original game still has. I don’t regret my time with the series and I think more titles deserve the Blaster Master treatment, but subjectively, I wouldn’t recommend anyone pick up any games outside of the original and the 2 newest Switch titles.  
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xb-squaredx · 5 years ago
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B-Squared’s Top 10 Games of 2019!
2019 was a year full to the brim of GREAT games, and as is the custom at the end of the year, people love to rank their favorites, so…I’d like to do the same! Of course my own tastes might be different from yours so if you don’t see a thing on here that you liked, chances are I didn’t like it…or more likely, there’s just too many great games out this year, and I couldn’t get to everything. I’d like to stress to that the rankings don’t really matter all that much, especially the farther down we go. Everything on here is an easy recommendation. Without any further ado…let’s take a look at my Top 10 Games of 2019~
#10 - River City Girls
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I love action games, but 2D beat-em-ups never really clicked for me. They were largely before my time and I was thinking that it’d be impossible to get me into one in the current era of gaming. And then I saw Marian’s redesign for River City Girls and bought the game. What can I say? Abs are a great sales pitch. But seriously, getting Wayforward on the helm of a beloved classic franchise is already a great way to pique my interest, and while there’s SOME aspects of this game that I don’t quite gel with, it’s a fun, colorful romp through a ridiculous universe that I’d LOVE to see more of down the line. Featuring a role-reversal, with the girlfriends saving the boyfriends this time, River City Girls has gorgeous pixel art, an AMAZING pop-synth soundtrack that’s worth the price alone, and it’s a game that clearly had fun with the concept and that fun rubs off on you. From the stylish animated boss intros, to the co-op fun that can be had with a friend, everything in this game is brimming with charm. Basic NPCs have great designs in their own right, being able to recruit enemies as assists is a neat idea, and it all adds up to a fun, bite-sized adventure with a bit of depth under the hood if you’re willing to give it a look. Can the character designers get a raise for this game, please? And let Megan McDuffie just do all the songs from now on. ALL OF THEM.
#9 - Astral Chain
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Most people assumed if we were going to get a Switch exclusive game by Platinum this year, it’d be Bayonetta 3 but instead Nintendo surprised us with Astral Chain, the anime cop action game we didn’t know we wanted. The game boasts great visuals and is probably the most content-rich Platinum game ever made for starters, but for me the true draw is in the combat. Playing as your police officer in tandem with an alien creature known as a Legion, this tag-team action game is unlike pretty much anything else on the market. While the game starts off very simplistic, the Legion itself moving and attacking with no input from the player, over time more and more options unlock and things get considerably more complicated. By game’s end, you’re drowning in options, and once things clicked, combat was always a treat. With plenty of enemies to practice with, Legions to master and a gigantic post-game filled with challenging encounters, I had more fun with the combat in this game than I did with a lot of other games this year. That said, I do feel that Astral Chain could have benefitted from trimming some fat or rethinking its overall structure. For being a new IP with some bold ideas, I’m willing to accept these as kinks that can hopefully be ironed out in a sequel. Oh, and add Lappy to Smash already. You know you want to, Sakurai.
#8 - BABA IS YOU
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Puzzle games are hard sells for me, since I don’t like the frustration that often comes from being stuck. You feel dumb, you get embarrassed and turn the game off in shame, or at least that’s my experience. But then sometimes you get a game so clever, so…weird, that you can’t help but be sucked into it. BABA IS YOU is a block-pushing puzzle game, with the twist being that the “rules” of a particular stage are often physically present in levels and are in fact blocks that can be pushed and manipulated by the player. ROCK is PUSH, WALL is STOP, FLAG is WIN and BABA is YOU. But what if you can’t touch the flag because the wall is in the way? Well, make it so WALL is PUSH to move it aside, or maybe make it so that BABA is WIN and you become the win condition itself. As the game goes on, more modifiers and rules are slowly introduced and absorbed into your own internal logic of the game, logic that increasingly has to be broken and remade to suit your needs. It’s a very empowering experience when the solution clicks and the results can often be hilarious and surprising. This game also GOES PLACES the further you go in, and I’d rather not ruin that surprise for anyone who might be looking into the game. Definitely one of the most innovated titles I’ve played in a LONG time. BABA is GOOD.
#7 - Power Rangers: Battle for the Grid
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OK, so…hear me out. Power Rangers was a franchise I was obsessed with as a kid, and while I don’t follow it anymore, there’s still some love for it flowing in my veins. So when a small, no-name studio puts out a Power Ranger fighting game that takes the simplified controls of Smash Bros. and the tag-team craziness of Marvel vs. Capcom and slaps it all together for a cool twenty bucks or so? Well you got yourself a purchase and it ended up being WAY more fun than I expected. Power Rangers: Battle for the Grid is far from the best looking fighter on the market, it’s single-player content is lacking, and it’s roster, while interesting, isn’t as big as a lot of the competition, but damn if it isn’t fun to play. With characters taken from across the franchise’s long history, from the live-action movie reboot to the comic books, each choice has been inspired and resulted in an incredibly varied cast. With no crazy inputs for special moves, combined with a tagging system that lets you cycle through your three-Ranger team quickly, the game is the best kind of chaotic fun, but true masters can command that chaos and channel it into cool combos that make you want to say “Morphinominal!” Considering it’s a budget title, it’s also received a fair amount of updates throughout the year to pad out the roster with both free and paid DLC fighters, a full story mode and improvements to the netcode and overall presentation., so if you passed on it at launch, it’s much improved now. It’s not gonna be a fighting game on everyone’s radar, but I’d rather support it than the grind-heavy slog Mortal Kombat has become…Now just hurry up and add that monster that baked the Rangers into a pizza!
#6 - New Super Lucky’s Tale
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If your name isn’t Mario or Sonic, 3D platformers are effectively dead. That said, there’s been a few up-and-comers in recent years that are trying to revive the genre. Hat Kid from A Hat in Time, the duo of Yooka-Laylee, and now Lucky from the folks at Playful Studios. The cute fox has quite the history, starting from the Oculus Rift title, Lucky’s Tale, to a full-fledged platformer on the Xbox One X, Super Lucky’s Tale and now the enhanced port/reimagining New Super Lucky’s Tale on Switch. Halfway between a full-blown sequel, and enhanced edition, the game takes assets from the Xbox original game, tweaking and refining everything from visuals to controls to level layouts. The result is a game that is incredibly well-polished. It looks great, Lucky is a treat to control as he moves from jumping, burrowing and sliding around fluidly, and the variety on display keeps things interesting. We’ve got full 3D levels, 2D levels, auto-runners, and even some marble maze levels and puzzles thrown in for good measure. It’s not a hard game, but it IS incredibly fun, and well made. We don’t get many 3D platformers these days, so cherish what little comes of the genre. I hope Playful and Nintendo continue to collaborate, as they really seem more at home here. Just…maybe don’t add more words to the title of the next game, guys.
#5 - Katana Zero
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There’s no nice way to say it: there’s too many pixel-based, side-scrolling indie games out there, so the ones that DO stand out deserve to be celebrated. Katana Zero has a real ‘80s flair for starters, using bright neon, TV and VCR visual effects, and a synth soundtrack to give it some real style. When a game kicks off with you slowing down time and reflecting a bullet back at an enemy with your katana, you make a good first impression! Add in the trial-and-error that is planning the perfect route through a stage, the satisfying slicing and dicing of enemies, the unique, challenging boss encounters, and you have a game that was on my radar for a while, before I finally got into it at the end of the year. Its storyline is pretty interesting too, with some slight variances in how events unfold depending on your words and actions, though it ending on a bit of a cliffhanger is a bummer. That said, when a game leaves you wanting more, there’s worse problems to have. At the very least, there’s some DLC hinted at that might be interesting, as well as the implications that this is the merely the first in a trilogy, and at this point I’m game for whatever developer Askiisoft has in store.
#4 - Luigi’s Mansion 3
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The GameCube was an odd era for Nintendo, as they attempted to innovate and try new ideas rather than rely purely on their old standbys. Case-in-point, rather than launch the console with a new Mario platformer, his second-banana brother Luigi got his first starring role in what would become the Luigi’s Mansion series. While not making QUITE as big of a splash as maybe Nintendo hoped, it’s garnered a decent fanbase, and when a sequel was announced for 3DS, people ate it up. Considering the gap between the first and second games, I think many people were surprised at the relatively quick turn-around for the third installment. I was also surprised at the overall quality and how much I enjoyed digging into it. For starters, Luigi’s Mansion 3 is easily one of the better-looking Switch titles, boasting some great lighting and particle effects, with some fun physics implemented for just about everything in the massive mansion. Luigi and company are animated with a lot of expressiveness that never gets old, and the music sets the tone perfectly too. From a gameplay standpoint, the toolset Luigi gains gives him ample options to poke at every nook and cranny, with the slimy doppelganger Gooigi being the clear stand-out. Some of the floors of the Last Resort hotel that Luigi must ascend are particularly massive and intricate too, some floors feeling like Legend of Zelda-style dungeons. While not a particularly challenging game, it’s still really satisfying to poke and prod at everything in sight, sucking in all the coins, gold bars and stacks of paper bills you can handle, not to mention slamming the ghosts around like the Hulk does to Loki. There’s also multiplayer! That I…haven’t really touched but…hey! More bang for your buck, surely!
#3 – Dragon Quest XI S
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I don’t consider myself a huge fan of JRPGs. Or at least that’s what I thought before I tried out the Dragon Quest XI demo on Switch. I ended up falling for the game hard and bought the full release, carrying my demo data over and not stopping until I hit credits. Despite having never touched a Dragon Quest game before, outside of an hour or so of VIII, I was overcome with this feeling of nostalgia when it came to this game. That’s because Dragon Quest is THE quintessential JRPG game, the originator of all that we take for granted today. It was nice to feel right at home with a simple, effective combat system, rather than having to watch games re-invent the wheel in an attempt to stand out from the pack (sorry Xenoblade), and the story itself, while predictable and a little basic at times, was told well and told earnestly. It really nailed the feeling of going on a grand adventure, with enough twists on the formula to keep things interesting. The turn-based combat was elementary, but always presented me with fair challenges and lots of ways to solve the encounters laid before me, with enough quality-of-life features added in to minimize grind and make things more convenient. The Switch version of Dragon Quest XI featured a bunch of new content on top of a game that had more than enough going for it, and it’s clear a lot of work was done to make this port as faithful as could be, and it stands out not just as a great port on a system known for some shoddy ones, but as a title that’s brimming with as much polish and quality to rival first-party Switch titles. Don’t ban Hero in Smash and don’t miss out on this game if you haven’t taken the plunge already!
#2 – Devil May Cry 5
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The Devil May Cry franchise has had its share of ups and downs over the years. For every game that’s considered a success, you have another game that doesn’t quite measure up. For years many thought the franchise was dead in the water after the attempted reboot, DMC: Devil May Cry failed to grow its audience, but when Microsoft’s E3 2018 show revealed to us a new installment, fans were ecstatic. Devil May Cry 5 boasts crisp visuals, deep combat and trims the fat, removing the wonky platforming and puzzles of earlier games to create a high-octane action experience that ultimately exceeded fan expectations. Its storyline firmly plants Devil May Cry 4’s Nero as a main character in his own right, wraps up the story of the Sparda brothers neatly, and if this ended up being the last title in the series, I think it’s that rare ending that ends up being totally satisfying. Combat is the real draw here though, the game giving players three distinct characters to learn and master. Nero’s robotic Devil Breaker arms allow him a decent amount of variety, while having a balanced, beginner-friendly combat style for new players. Dante remains the king of variety, having more weapons than ever before combined with his signature style switching, though the game is actually designed with all these options in mind so he doesn’t end up breaking the game like he did in 4. Newcomer V ends up being a breath of fresh air, controlling up to three demonic summons at once, forcing players to really think more strategically. The music is incredible too; Nero’s own theme, Devil Trigger, has been stuck in my head since last year and I don’t see it leaving any time soon. All things considered, Devil May Cry 5 might be the best game in the franchise, and a worthy contender for game of the year personally. Now if only we had a special edition with Vergil and the ladies playable…
#1 - Fire Emblem: Three Houses
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I got into the Fire Emblem series with Awakening and really liked it a lot, however Fates, the next installment, left a bad taste in my mouth. I couldn’t really get into Echoes, itself a remake of the second game in the series, and I began to wonder if this franchise was really for me. I was willing to give Three Houses a shot, but I was not prepared for the game to blow past all my expectations. Fire Emblem: Three Houses isn’t just a good game, it’s a game that’s redeemed a franchise that’s stumbled a bit in recent years, and it likely cements Fire Emblem as a core Nintendo franchise for years to come. It has class, depth and real heart...with only minor creepy or pervy elements! Making a grand return to home consoles after more than a decade on handhelds, it goes big and it ultimately paid off, on track to become the best-selling entry in the series. The school setting might seem weird at first, and I wondered how well I’d adjust to it, but being able to instruct your units and influence their growth in battle was worth the learning curve. Things are introduced slowly enough that the flow of the game becomes relatively easy to manage, if a bit time-consuming overall. With four distinct storylines you can explore, TONS of character interactions and some interesting tweaks to the strategic gameplay the series is known for, I’m confident in saying that Three Houses is well-worth a purchase for newcomers to the franchise. Divine Pulse is a great quality-of-life addition that lets you undo mistakes, rather than force you to start over from scratch, and overall the UI and layout of the game gives you enough information to make informed decisions without overwhelming you. Makes me wonder how we survived before the games showed us who enemies would target on their turns before now. Admittedly, some aspects of the progression have some issues, especially at endgame, and visually the game really is not up to par most of the time, but these end up being tiny blemishes in the long run for me. They certainly weren’t bad enough to prevent me from starting a new path the instant I finished my first route. If I have one request…just make Claude a gay option. Give the people what they want, Nintendo!
Honorable Mentions
I’d like to add on some honorable mentions here before we close things out, though most of these are things I didn’t even get a chance to play, but they certainly might have made this list. For one, Resident Evil 2 Remake seems like a high-quality reinterpretation of the survival-horror classic, but I can’t do horror so I’ll likely pass it up. It’s also for that reason that I might not get to Control but I might try jumping out of my comfort zone for that one. The confusion surrounding both The Other Worlds AND The Outer Wilds is funny, but they’re both space-based games I’d be keen on getting to at some point down the line; the former is a great Western RPG by the folks who made the GOOD Fallout games, while the latter is an interesting space-faring puzzler with some interesting mechanics I’d rather not spoil for those not more in-the-know. Indie titles Sayonara Wild Hearts and GRIS definitely caught my attention with their great visuals, and in the case of the former, its soundtrack, even if the gameplay wasn’t quite there for me, and the weird fighting-game-but-kinda-RPG that is Indivisible demands my attention sooner or later. Bloodstained is the Castlevania follow-up I keep forgetting is out, and I hear great things about Yooka-Laylee and the Impossible Lair. The team behind the Yakuza series recently made a spin-off of sorts, Judgment that hit the West this year and while I like the Yakuza series for its quirky tone and fun combat, there’s still six other games I’d have to sift through, so going with Judgment, which is set to possibly begin a new franchise, seems like a good alternative. And how could I forget the likes of Shovel Knight as we finally receive the last expansion that’s been years in the making? I haven’t touched the King of Cards expansion yet, but I have the upmost faith in anything Yacht Club makes, so that’s surely a game of the year contender. 2019 was crazy good! Glad to close the year out with so much quality, and tons of great stuff to add to the ever-growing backlog.
Hope you had some good gaming memories made this year!
-B
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notajinn · 5 years ago
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Top 10 Games I Played in 2019
IMPORTANT NOTE: I am finishing this at nearly 2 AM in the morning, so I did not proofread. Excuse any typos.
With 2019 closing out the decade, I want to make a "Top 10 Games of the Decade" list, but first I have to point out my favourites of the year. I actually played over 10 games this year (which is very unusual), so I chose my top 10. As usual, these are not all games that came out in 2019, but I played them for the first time this year. I'm not ranking carried over mobile games this time, although at this point the only mobile I play is Dragalia Lost.
Let's go.
10. Untitled Goose Game (Switch)
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There's a lot to love about this game concept alone even though I ignored it for the longest time pre-release.
Pros
The entire goal of the game is just that you are a goose and also an asshole. I've talked many times about how I think being unique is overblown in place of being high-quality, but this is a unique take that really works.
With a vaguely open-world that you're thrown into with no real purpose, you really capture the feeling of just setting out that day to be a jerk. I appreciate that there is a progression system with a list of mischievous tasks you have to do to reach the next area, but it's still presented in a very free way. You'll do some of them accidentally just trying to be a jerk, and others you'll really have to think about. Eventually there will come a clear end goal, which I was pleasantly surprised by.
Controlling the goose is also perfect in how unwieldy and overconfident you feel. You don't exactly move quickly, and there's no attacking, but you still feel better than the humans around you.
The minimalist art design helps sell the really low-stakes nature of the goose's quest. Sound effects are also pronounced thanks to this, and sound is very important for the goose. I also like the slight stealth gameplay that's not at all punishing, as someone who enjoys but is bad at stealth.
Cons
Even for a budget game, it's quite short to reach the "end goal". It's very much a game you can continue to mess around in, and there's a "New Game+" set of tasks you receive, but as far my "have to reach the end" mindset...I was expecting it to take a little longer. I'd say it was maybe 3 hours max, including lots of goofing around.
I also found that I VERY much don't enjoy being a jerk to children (see screenshot), and very begrudgingly did the minimum mean things to get past the kid. Luckily there is only one kid.
Final Thoughts
Honestly the lower ranking is not so much because of negatives, but because I played so many good things this year combined with this being mostly a fun little novelty. I feel like people who are interested would have already played it (if they have the console). Really you can go with your gut instinct of whether or not being an asshole goose sounds fun for you.
 9. Kingdom Hearts III (PS4)
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If you told me Kingdom Hearts III wouldn't even make my top 5 in the year it was released, I'd think you were crazy. But here we are with the long-awaited game.
Pros
So much of this game is fanservice for the series, and I had fortunately caught up on the spinoffs enough to enjoy it. Seeing the 358 crew and the BBS crew, all the Organization members...there's a lot of love here.
KH3 also has some of my favourite worlds in the series in Toy Story and Pirates of the Caribbean. Pirates in particular managed to scratch that Wind Waker sailing itch just enough. Meanwhile Toy Story going for a unique plot really helped pull me in, and there's that now infamous Woody scene that I love. Even other worlds like Monsters Inc get some great scenes (like Vanitas and the doors). Tangled is also one of my favourite Disney movies, so while the world itself was pretty average, I was happy to be in it.
Combat-wise, I appreciate getting so many options like dodge roll and blocking right off the bat regardless of your initial choices; previously I always forced myself to take the Shield so I could start with the super-useful dodge roll.
The music is as stellar as ever, although they loop far too quickly given how much time you'll spend in a single area sometimes (looking at you, Toy Story).  I especially love Don't Think Twice, which had the bonus of being a complete surprise.
 Cons
KH1 was the first Aladdin. KH2 was Return of Jafar. So logically KH3 should have been King of Thieves. Instead we get no Aladdin at all!  Just the Genie as a summon I think?
For all the character fanservice, it still feels like only the main trio, Riku, and Mickey are really useful. I can't believe how poorly Aqua does as a Keyblade Master. I can't believe Kairi and Axel's training basically amounts to nothing. I know it's Sora's game, but it's still so frustrating.
And the final fight with everyone is very much so "good idea, bad execution". It just feels so messy. The entire climax is just not paced very well.
The Frozen world is one of my least favourites in the series. Nearly nothing interesting happens (outside of one good Larxene scene), you don't get Elsa as a boss or a party member, and the progression is just "got to get to Elsa's castle, oh no we fell" repeated three times. Also did they really need to put the full Let It Go song in there? I say this as someone who likes the song. This whole world is just a mess, and I think we'd be better off it was cut. And replaced with ALADDIN 3!
Where is the Wreck-It Ralph world? You know, the Disney movie about video games?
The combat somehow feels less smooth than KH2, possibly because of so many things constantly going off. The Park Attraction skills are fun at first, but later they take so long and often aren't worth bothering with. But I think HP of the enemies assumes you'll use it, because some enemies get really spongy later on.
There was also literally no reason not to end Sora's plot with this game; they had a very easy chance. But they also had an easy chance to end at KH2 and they didn't. I don't know why they're so afraid to use a different protagonist. Even if they don't want to make one, there's so many other potential-protagonists in the game already. Some of whom are also technically Sora!
Also the stupid Toy Story music loop is like 10 seconds long. Stop it.
I was actually originally going to put this at 8, but after typing out these Cons I moved the ranking back.
Final Thoughts
For as many pros and cons as I wrote out, the biggest thing about this game is that it's somehow incredibly forgettable. Kingdom Hearts 3, the game we waited over a decade for, is forgettable. And that really hurts.
The ReMind DLC has some real potential to help with this, but it also costs $40 CAD. If you're on the fence for KH3 as a whole, maybe wait and see what people say about the DLC fixing stuff.
  8. Cadence of Hyrule (Switch)
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 It really hurts to put Cadence of Hyrule this low, because there's so much I love about it. And I want to see more third-parties work on Nintendo IPs.
Pros
You can finally play as Zelda in a proper Legend of Zelda game! Yes there's the rhythm mechanic and roguelike nature, but you're ultimately still going around a 2D LoZ overhead map in the same way you would a mainline game. But now you can have Zelda go around and play a little differently. For example, you have no regular shield but you have the Nayru's Love barrier which can work defensively in a different way. I appreciate that the characters all play differently when the developers could easily have easily given you three different sprites with one moveset.
The rhythm mechanic of moving on the beat works very well with the LoZ map style. Being able to see the bar speed at the bottom also helps a lot to learn in the first place. Most importantly, you have the option to completely turn it off to play this like a classic LoZ. Obviously the soundtrack itself is full of great LoZ remixes.
The difficulty is just right without being too rough or too easy with only occasional exceptions, and the game is fairly forgiving about respawing when you do die; it usually doesn't feel like a BIG deal. There's tons of LoZ equipment to use, which I really appreciate after how barebones Breath of the Wild was in that regard.
As with any roguelike, you also have a lot of replayability with the map changes and different characters and equipment to try out.
Incorporating classic bosses with musical instruments is also really fun.
Cons
It's as short as you would expect a budget game to be, but it's more expensive than your average budget game. I'm going to chalk that up to using a first-party Nintendo IP, but the price fools you into thinking the game will be longer.
I also personally don't really care for roguelikes, so the selling point of replayability isn't for me. It's a bit unfair to judge the game for something the genre is supposed to do, but I don't think it's a bad game for being like this. I just think it's a game I like less because of that emphasis.
There's also one boss in particular that was super frustrating, and I think it's because I didn't understand the "trick" to beating it.
Final Thoughts
I do honestly recommend this if you like classic LoZ, but just know what you're getting into; something that emphasizes multiple playthroughs and won't take too long on a single run, but which executes the LoZ formula itself really well.
 7. XCOM: Enemy Unknown (PC)
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 I can't believe how long it took me to play XCOM: Enemy Unknown given that Fire Emblem is my favourite series. I also owned it for years on Steam, but it was just this year I finally booted up this strategy RPG.
Pros
You want a challenging SRPG? Here you goddam go. This game is punishing as hell, but as long as you don't play Iron Man mode it's still reasonable to deal with. I don't usually care for games that sell on difficulty, but I've played enough SRPGs that I don't mind more difficulty in the genre that's not cheap. XCOM very closely skirts the line of difficult and cheap, again if you are not playing Iron Man (which prevents you from restarting missions).
There's so much dumb RPG numbers to gloss over and spec, and I love it. Things to research, order to research, facilities to build, equipment to craft, skills per each character to learn. If you like pouring over resources like me but don't like the real time nature of an RTS, this is perfect.
I also like the idea that you start off so overwhelmed against an absurdly powerful alien force, and everything you're doing is basically just trying to survive while looking for a way to hold your ground. There's a real desperation in the gameplay that captures the feeling of war in a way that Fire Emblem struggles with.
 Cons
I haven't seen RNG that hates me this much since Fire Emblem: Sealed Sword. And it seems to be a universal experience that the RNG is more stacked against you than it leads you to believe.
I've also seen many people online suggest Iron Man for a person's first run, but that is AWFUL advice. It's why I almost quit the game twice, but ultimately just made a new file without Iron Man. It sounds fun for a second or later playthrough, but there's so many unknowns happening constantly in your first run that it just feels unfair to go Iron Man.
The aesthetic is sci-fi apocalypse; two designs I generally hate. Everything is so gloomy and blue and tech. It's all very forgettable to look at.
Healing options are so limited, at least in the relatively early sections I'm in (I did not beat this). Actually this is one of the very few games I started but did NOT beat before playing something else, which in itself means there's something that I really disliked. At this point I can't remember what that is.
Final Thoughts
If you like Fire Emblem gameplay but want it to be even more resource management based, and can deal with a drab aesthetic, absolutely grab this. Especially since it gets really cheap on Steam. Just do NOT start on Iron Man mode.
 6. Telltale's Batman: The Enemy Within (PC)
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There was a Joker live-action movie this year; an entire movie dedicated to him. And yet Telltale managed a better Joker.
Pros
I am one of those weirdo people who considers Joker one of his favourite comic characters. I'm a sucker for a good villain, and it was probably Joker in Batman: The Animated Series that is responsible for that. So I love seeing a good fresh take on the character, and Telltale delivers. This is season two of Telltale Batman, and we briefly got to see "John Doe" in the first season as a proto-Joker who's definitely a violent jerk, but not necessarily a villain just yet. While there are many plot threads in Enemy Within, the main one is about how John grows among the mess that is Gotham. Depending on how you play, you can actually push him to become a vigilante and ally of Batman instead of the villain. This is itself not only a fun take on the character, but also the most uniquely any Telltale game has branched.
I remember explaining once that Telltale is not so much "choose how the story ends", but more "choose how your character's relationships with others changes". But there, you get a wildly different final chapter depending on whether John is a vigilante or villain. I really appreciate the effort it took, but it's also bittersweet since this was one of the last games the studio worked on before being closed.
Telltale gives us other character portrayals that range from standard to occasionally good. They have Harley play the big mob boss who has John wrapped around her finger this time, and they do a good job selling it.
You'll get some great dialogue options, and it seems almost impossible to please everyone. Being forced to make hard choices that will inevitably make someone mad at you is what this genre is about, and it's often not exactly clear cut what the consequences will be.
 Cons
Like other Telltale games, action sequences are done with QTEs. These are relics in this day and age, so I really didn't care for them. It's a good way to get around a probably costly combat engine, but it's ultimately filler to me to get back to the plot. Since this is a Batman game, it has more action sequences than the average Telltatle game.
Other sequences like searching for clues are less annoying, but still not really fun. I did not grow up on point-and-clicks, but it seems the developers did.
You also can't easily restart sequences if you selected an option by mistake; you have to restart that entire chapter. And a chapter is multiple hours. I get the implication of "you have to live with your choices", but when it's an actual mistake because I'm using a PS3 controller on my PC mapped to Xbox buttons...I get a little annoyed.
Final Thoughts
It's a little weird to start at Enemy Within if you didn't play the first season, and it will retroactively spoil things, but you honestly could. It is more fun than the original (which is also good). Easily the big selling point is being able to shape John the proto-Joker; if that doesn't appeal to you, this may not be for you.
 5. Super Metroid (SNES Classic)
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Not only is 2019 the first time I played (and completed) Super Metroid; it's also the first time I completed a Metroid game at all! I had played a decent amount of Fusion and the first Prime before, but fell off both of them. This time, I absolutely saw Samus reach her goal.
Pros
How do you talk about such a beloved game? First of all, the SNES era is still visually my favourite in video games. This has a lot to do with nostalgia since I grew with the SNES, but also because it was the height of sprites before the industry turned to 3D models. And as amazing as N64 and PS1 graphics looked back then, they did not age well. The SNES, however, still holds up so well visually.
For a game with a sci-fi aesthetic that heavily takes place underground, I loved the variety and colours Super Metroid offered outside my expectations. This is definitely up there as one of the most beautiful games of the console.
Where I think the game excels the most is Samus' controls. The level of precision they built into her abilities is nuts. Obviously there are games where characters have larger movesets (such as fighters), but for a platformer I love how well you can maneuver Samus. For example, when you do a moving jump. If you hit the D-Pad and then jump, you do the Spin Jump. If you jump and then hit the D-Pad, you do a more standard jump. It may not seem like much now, but I feel like for the time it's very impressive.
There's so many fun abilities you get, and the majority of them can be used simultaneously for some really fun platforming.
You also learn very quickly even without text based on the way power-ups and obstacles are laid out. Even storytelling is done well simply through gameplay; no cinema scenes or text explanations needed.
The bosses feel stressful but almost never too cheap; you always feel like they're possible to deal with. Occasionally you may need more missiles or energy, but it's usually learning and countering patterns.
Music can effectively be atmospheric or lively depending on where you are, and I retroactively wish we had a few more Metroid tracks in Super Smash Brothers.
Also even though I'm not a 100% completion-ist type of person, I appreciate when I do find some secret missile tank by really examining the area.  
Cons
When you're not used to the controls early on, it can be tricky to handle Samus. Mostly those spin jumps. The wall jump also never really got easier.
Weapon switching is a weird situation. I appreciate you can do it on the fly with the Select button, but the fact it always goes in a certain order means it can often take a while to get to what you want.
Personally I also thought Ridley was a hell of a difficulty spike, and the game actually calmed back down in difficulty afterwards? Maybe I'm just bad at fighting such an aggressive and fast boss.
Phantoon was also a tough boss made tougher by the fact the closest working Save Point was a good 5+ minutes of platforming away for me. I like that the nearest Save Point doesn't work because the electricity is off, and it builds on the haunted ship atmosphere, but boy was that frustrating to jump all the way back nearly four times to fight that boss.
Final Thoughts
If like me you've somehow not played Super Metroid, you really should. It still holds up, and it's relatively short (my time was about 6 hours). It may be a little weird at the start with the limited abilities and getting used to the precise controls, but if you stick with it you're in for a good time.
The reason it's number 5 and not higher is not due to any particular negatives, but simply because the next few games left me with more positives.
 4. Persona 3: Dancing in Moonlight (PS4)
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The fact that this game exists is incredibly stupid, and I love it.
Pros
Persona 3 is not a happy game in a traditional sense. There are happy moments, but most are bittersweet. It's a game about dealing with and overcoming tragedy, and has a dark visual atmosphere to match.
So the fact we get to see that cast dancing around with bright colours is nuts. But not at all in a bad way. These characters go through so many difficulties; they absolutely deserve to have a fun dance party where they don't have to think about anything else. This isn't the happy kids deciding to dance; this is a bunch of stressed out people who need a break. And as someone who loves Persona 3, it makes me so happy to...well, see them happy.
The majority of the original voice actors were brought back (the main exception being Elizabeth), and they do just as good a job as in the old days.
We get mostly great remixes of the P3 songs, and the original versions of others. Each song has a particular character assigned to it so they can more effectively match their dancing style. The models look amazing.
There's also minor Social Link elements which are used in place of a story, and their personalities are mostly intact. There's certainly some Flanderization, but it's not as bad as Persona Q.
You also get a decent progression system of unlocking songs in batches, and needing to beat them to get the next songs. The Social Link requirements help make repeating the songs fun while giving you something to work towards.
The rhythm game itself is hard to judge since I play very few rhythm games. I found it fun once I got the hang of it on normal difficulty. There's tons of modification options to make it easier or harder depending on your preferences.
 Cons
As with every modern Persona game, the DLC is awful. Tons of Day One DLC, and they even locked Shinji to DLC! Does he not also deserve to have fun without paying extra? There's also a few songs I would have liked, but not at those prices. Otherwise DLC is mostly costumes and accessories which I both don't care about, and which are overpriced.
I also hate that we had an EASY chance to get the FeMC Minako in this fun low-stakes plot game, but didn't. It's not like Atlus forgot about her either; she was in Persona Q2 which came out a little later. If anything, SHE should have been DLC and Shinji should have been in the base game.
The jump in difficulty between Hard and All-Night is absurd. I can beat most songs on Hard with good ratings, but I can't beat the first song on All-Night at all.
Koromaru is not in the game, which inherently prevents it from being perfect. He could have jumped in during Fever Time at least!
Final Thoughts
This game is only for Persona 3 fans, but boy is it some great fanservice for us. If you're a Persona 3 fan that at least slightly enjoys rhythm games, this is for you.
 3. Indivisible (PS4)
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 As of writing this, I have not actually beaten Indivisible. If I had to guess, I'm at the 2/3 mark? A big plot thing just happened, but it's clearly not the final plot thing.
Since this game is less known, it's a platformer/fighter/RPG hybrid with a heavy South Asian influence.
Pros
It's a platformer/fighter/RPG hybrid with a heavy South Asian influence.
Look at that sentence! These are all things I love!
I grew up on platformers and RPGs, and I have a lot of fun when I get into a fighter. And as someone who always desperately tries to find even one brown character in most video games, I'm all about a cast that is mostly South Asian!
The combat system is really fun. It utilizes something similar the classic Final Fantasy ATB style system, but at a very quick refresh rate and tons of fighting game elements thrown in. For example, a key is doing combos with your various party members. Each character has 3 standard moves, and knowing when to use what depending on the enemy's position is where the strategy comes in. There's also one party-wide meter that everyone dips into to use Supers. It's a very aggressive and offense-oriented battle system, but they manager to incorporate healers and support units comfortably. But yes, everyone is basically a fighting game character in an RPG battle system.
The platforming starts off very basic, but you get access to so many moves and can use them all fluidly together. There's some really fun platforming segments that really force you to use everything Ajna can do.
The character designs are top-notch, even removed from how ecstatic I am about the diversity. Again, they are designed as fighting game characters who have to be distinct and high-quality. Everyone also feels extremely unique in combat.
I wouldn't say the overall story and writing is amazing, but there's some good moments here and there.  It also follows a somewhat less traditional path for Ajna so far, even though I'm expecting a fairly traditional climax.
 Cons
Okay, so this is in some ways a fighting game. Which means you should have a move list you can look up. While you get a brief explanation of each character's gimmick when you recruit them, there's NO MOVE LIST!
That sucks, but you can go into Training and figure out the moves for yourself, right? Yes, except you don't unlock Training until almost 10 hours into the game! Which means for the early part of the game when you're still learning the mechanics of the system as a whole, you also have more trouble learning what each character can do. Combined with a very high rate of recruiting new characters early on, this can be overwhelming. If they didn't want to make a move list, they should at least have made Training available from the beginning.
Backtracking can be a bit of a pain; there's minimal fast travel points. Ajna doesn't cover as much space as Samus relatively to the game world, so it really takes some time to go around. Enough that it sometimes discourages exploration, which is not good in a platformer.
The sense of progression is also pretty slow once you get past the 1/3 mark. You don't get new characters quite as quickly, and it's not as though your characters learn new moves (they shouldn't, based on how the battle system works). You also only have levels for Ajna, which in my experience don't make a huge difference. And there's no equipment or items give you that sense of growth. What you have are the Ringels; collect enough of them and you can get a major defense upgrade, or add an additional attack slot per turn to every character. They're great upgrades, and fun to explore and find, but it's a long time between upgrades.
I also feel like healers and support are tough to use well in such an aggressive battle system, which is unfortunate because I traditionally love support-type characters.
Final Thoughts
Despite liking it more than most of the games on this list, it's a tough recommend. It's very specific to what it is, and there's nothing to really compare it to. However I really like it, and I especially love the South Asian influence.
 2. Celeste (Switch)
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If you showed me a 10-second clip of Celeste gameplay, I'd dismiss it as some easier Super Meat Boy clone.
I'm so glad I didn't.
Pros:
In many ways, Celeste can be called a long series of platforming challenge rooms. Basically once you clear a distinct "screen" and die, you move forward. You die, you restart on the same screen in seconds. There's infinite lives and no timer. You take as long as you need, and you keep pushing forward. It's a compromise of making a classically difficult platformer that removes all elements that make the classics feel cheap. And it's also a great representation of the story Madeline is going through.
Having a young-life crisis, non-mountain-climber Madeline sets out to climb the famously difficult mountain Celeste. There's a few other characters to deal with, but the majority of the game is spent with Madeline and the reflection that represents another side of her. A side of her that's always bringing her down and trying to force her to turn backIt's a short and well-written story, and absolutely worth experiencing. I love the weaving of the "keep trying" gameplay and story, and the fact an Assist Mode to make the gameplay easier is available from the start is important.
The music also nails that Super Metroid feeling of atmospheric or lively depending on what's happening.
Controls are similarly precise but reasonable, and the incredibly low stakes of failure make even the cheaper platforming segments doable. Some of the platforming is legitimately annoying, but being able to try again in literal seconds makes it less frustrating than easier platformers.
Cons
I don't care for the character sprites. They are small and faceless. You understand what they're going for, and I know they have to be small in relation to the area of the game. But it's just not visually appealing.
...I can't really think of any other cons.
Final Thoughts
I feel like Celeste is an important game that will stay with me, far beyond just a good game I played in 2019. It's short, it doesn't cost much, and it's absolutely worth your time if you have any sort of anxiety or self-esteem issues.
 1. Fire Emblem: Three Houses (Switch)
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 My favourite series finally returns to a home console after nearly a decade. And boy does it deliver.
Pros
There's two critical things I look for when judging a Fire Emblem game; the cast, and the core gameplay.
The cast in Three Houses is nearly fully presented to you from the start of the game. You have your three separate houses with their individual students, and you choose one to lead. Fortunately you can recruit most students from other houses with some work, so you don't have to worry too much about mutually exclusive units. You will see a few new faces over the course of the game join your team as well, so there's still some surprises. At first glance, many of the characters can be relegated to anime tropes. Claude is the charismatic schemer, Marianne is the quiet girl who likes animals, Hilda is the lazy high-confidence girl, etc. But as you progress through the story and the Support conversations, you'll find that nearly every character has a lot of writing effort put into them. I do not want to give any examples because it's better to get to them yourself throughout the game, but don't take the characters at face-value. Don't expect a full 180 personality shift, but do expect lots of depth to explain both currently personalities, and being able to see the growth of these characters. There's some very relatable issues some of the characters face.
Honestly, it's not a stretch to say Three Houses has some of my favourite characters in the series. It's a big plus that one of the main Lords is dark-skinned for the first time in series history.
Then we have the gameplay. Off the bat we're into some very non-traditional Fire Emblem stuff with the academy system; you use things like lectures to build the weapon levels of your students. Also Cavalry, Heavy Armor, and Flying have their own weapon levels now? Also you don't buy spells, you learn them with weapon levels? There is a LOT that's different.
But what remains the same is the core formula of the strategy-RPG battles. Your process to build your units may be different in many ways, but you're still using the tactics you would expect in an FE game. There's just a few other things to consider now.
Basically I feel that Three Houses' new systems are a good compliment to the classic system as opposed to being a full replacement. Which is why even as an old FE elitist, I absolutely loves playing out the fights. Also they brought back Fog of War!
I really love the incorporation of visible agro lines. Basically when you move your character within enemy range, you actually see direct lines from the enemies so you see who will attack you. Combined with ability to go back to a previous turn, this helps make bad RNG feel less frustrating.
The story is also hands-down the best of the modern Fire Emblem era (everything from Awakening and beyond). It may start off as anime high-school, but having a cast of characters from entirely different countries attend school together as teenagers and then skipping forward to when they are leading their respective countries to war against each other...it's a lot to take in. And you have four different ways to experience the game, all of which are fairly distinct.
New gameplay elements like the lectures and academy activities are actually pretty fun, and dip into a bit of that Persona itch. You also get a better feel for the cast as you see them going about more normal activities. And it's all done in voice acting. Even every generic NPC dialogue in all four routes. Honestly the level of voice acting is incredible for a first-party Nintendo game. Voices also help the game feel so much more alive.
As always, the music is wonderful. The main theme Edge of Dawn is up there with Kingdom Hearts songs among my favourite video game vocal tracks.
Seriously, listen to it:
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The option to freely change class so long as you can pass certification is weird, but feels far less busted than Awakening and Fates due to skills taking longer to learn, and mostly being less overpowered. It's also great aesthetically. Being able to use any weapon with any class was also an interesting change.
Also we have gauntlets as a weapon in Fire Emblem now. Which means you can run up to a goddam Wyvern Rider and punch them in the face. This is amazing.
Another plus is that despite incorporating a time skip, there is no child system. Which means Support is not longer a means to getting a perfect gene child unit, but instead to see how characters grow together while also getting a slight stat boost.
 Cons
I kind of miss the Weapon Triangle. I know it's not even the most important thing in the old game, but I have nostalgia for it? You can sort of get the Weapon Triangle abilities once you raise your respective weapon levels enough.
As for more of a real problem...gender locked classes. It's very frustrating that there is only one class that focuses on Gauntlets, and it's locked to males. Like, have you seen Leonie? She's made to be a puncher! And I made her one, but I had to make her a Warrior.
Similarly, the only Master class that focuses on magic is locked to females. It didn't present a problem for me in the Golden Deer route, but I'm sure at one point during the other 3 routes I'll want to make a male magic user. Oh, the Dark Mage line is also locked to males, but doesn't have a Master class.
Master classes in general are a problem. Nearly all of them are Cavalry or Flying, and it's visually annoying. Also because most of my Advanced classes were infantry, so my characters didn't really learn Cavalry or Flying with certain exceptions.
I wish there were no gender-locked classes, and more infantry Master classes.
Also I know it doesn't make sense story-wise, but I wish I could recruit Claude to Blue Lions or Black Eagles because I really don't want to hurt him when I play those routes.
Final Thoughts
I mean, it's number one on my list. Obviously I love it. But it's important to note this is my favourite Fire Emblem game in a long time. I feel like I need more distance from it (and to play the other routes) to really compare it to my favourites, but for now it's at least my favourite game of 2019, and my favourite Switch game.
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jay-turbo-edition · 6 years ago
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Video game reviews for the Week of 4/8/2019
Hey All, First time really writing reviews. I wrote these and put em on another forum for games and was told I could probably get a better audience here; so here I am! I’ll be posting short reviews of games and comics here, generally whatever I finished within that week. So I hope you all enjoy! I’ll be posting Video game reviews every Monday and comics reviews every Friday. This post is just a repost of the original reviews I had done on another website for this week, just to have everything in one place. Also before I forgot here is the grading scale I generally go by. Anyway without wasting anymore of your time lets jump in!
Garfield Kart
Starting off strong with everyone's favorite kart racing meme, Garfield Kart. Honestly this game felt like the stuff I used to make in Unreal engine when I was in high school; meaning that its just not really fun to play. The driving overall just kinda sucks  and some important aspects like drifting either don't always work or sometimes it just inverts for no reason. Though I will say this could just be because I had to use the keyboard controls, since the game refused to acknowledge my controller at all, and they might not have been set up properly. The game also has you do a tutorial before you start actually playing it and it covered all the wrong things in my opinion. It teaches you that you can move forward, how to use items, etc. What it doesn't teach you about however is the bonus parts and such that you can put on your vehicle before starting races. Considering these help you do better I feel like that might have been slightly more important than knowing that the forward arrow key is what makes you move forward. Lastly, and this is mostly a nitpick, but the starting roster of characters is just Garfield and Jon. Like seriously who would want to play as Jon? As unfun as this game was for me, it gave my friends and I this review to laugh about so it can't be all bad. 2/10.
Power Rangers Battle For The Grid
I love fighting games, and generally I don't ask for much out of them. Just that they're fun, have a decent roster, and are 60 FPS constantly. Power Rangers manages to have surprisingly fun 3v3 gameplay that feels pretty fluid while also being pretty unique combo wise. The game seems to have taken heavy inspiration from previous 3v3 fighters such as MvC3, SKullgirls, and DBFZ in its systems and certain attacks; and while that is normally pretty good some things don't mess all too well. The giant robot hand attacks being a prime example of something that doesn't mess with the rest of the gameplay that well. Overall gameplay is great, the only thing holding it back is the roster. The game launched with 9 characters. In a 3v3 fighter that's almost nothing. While each character feels unique it doesn't exactly bring a lot to the table when you're seeing 1/3 of the roster every match. I will say that as of the time of me writing this the studio making the game have stated that they'll be adding in free characters alongside the season pass, so maybe in about 6 months to a year we'll have a lot better of a roster. Game runs at 60 FPS consistently and doesn't seem to have any frame drops from what I played of it. So that's solid at least. 5.5/10
Feather
Feather was a game I saw randomly on a post on r/nintendo about games coming out this month and honestly it was pretty fun. its a flight simulator where you play as a bird and explore this little island. There's no story and there's no real direction to it, you're just taught how to fly and told to explore. Its honestly really relaxing. The flying feels good and its cool finding new little hidden caves and such on the island. There's also glowing rings scattered about which I'm not quite sure what they do but I know that they way they're set up makes for some fun little flying challenges. The music is also pretty solid and relaxing as well. It also lets you fly with friends apparently if someone else you know picks it up. Overall its just a fun little relaxing flight sim. 7/10
Castle Crashers Remastered
The original is a game that I've gone back to numerous times since I got the game back in 2010, and Castle Crashers remastered is just more of the same. This isn't a bad thing though. My brother bought  it early last week to play with a few of his friends who had never bought the game before the remaster, and after he was done playing with them the two of us had a good time just playing through the game all over again. Some changes made are definitely nice, such as the Pink knight and Blacksmith being default characters to go along with the other knights. The art style seems to all be touched up and just generally smoother, which is fine by me since it keeps the game looking as good as I remember it being when I was 11. Bottom line on this one is, its Castle Crashers. If you liked it before you'll like it now; and if you've never played it before definitely check it out. 7.5/10 ~~please give us a sequel behemoth~~
Yoshi's Crafted World
Last game on the list for this week, and I will say its definitely a good one. I generally don't care about graphics all that much because for me fun > all else; but Yoshi's crafted World's aesthetic is just so damn cool. I love all the clever little crafts used in game to make up each part of the world, a lot of them feel and look like things you could make in real life and I just think that's really awesome. The gameplay for the most part is pretty solid as well. You can now free aim egg shots which is a great improvement over past yoshi games. Finding the flowers needed to unlock the next area is pretty easy for the most part as well. Speaking of, I like the semi freedom this game's map gives. You're able to to choose which area you want go after first after you finish the first island of the story. This is pretty cool because it let me go towards the areas I was most interested in like the Ice land and the ninja place before going to places I wasn't as excited for like the desert. The boss designs were all pretty solid and clever as well, with the final boss of the story being the best by far.  Coop play was a bit jank however, with it automatically making you piggyback on to the other player if you ran into them on accident. Other than this the only complaint that I had was that the music wasn't really that good. Overall solid 8/10 game.
Anyway that’s pretty much everything for this week, let me know what you all think and have a good night everyone!
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breegullbeakreviews · 6 years ago
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My hopes and dreams may have been dashed by the Jim Carrey who stole Christmas and a Tony the Tiger’s luchador cousin, but we still have DLC to look forward to. Here are my out there and not so out there ideas on who should join the roster in the Smash Pass.
Rules: No echos. The announcement claimed these types of new fighters won’t be a part of the pass. This doesn’t mean a new fighter may not come bundled with an echo of themselves, but these types of fighters won’t be a part of this list.
Also no Assist trophies. As much as I want Spring man and Ribbon girl to punch in I don’t see them replacing or removing an existing assist trophy to add a character in.
Fighter: Banjo & Kazooie
I am still holding onto the dream. The duo of bear and bird are tied to the Nintendo 64 despite no longer being owned by the big N. Phil Spencer is down to get Banjo in the game so the only real question is if Sakurai thinks they are worth adding. As far as Nintendo wanting them, it would only be if some deal was worked out for the N64 classic. I’d assume both announcements would be near one another.
I’ve gone over their endless potential for moves before and that hasn’t changed. Grant Kirkhope killed it on the soundtrack for these games so there are plenty of tracks to choose from. The only real question is what the stage will be. Smash is usually inspired by stages more often than it copies a direct area, so in that regard I think Spiral Mountain would probably make the most sense. I think the Rusty Bucket has a lot of potential as well, but if the idea is to go for something iconic I think you have to go Spiral Mountain.
Fighter: Doom Slayer
Not giving up on this one either. Odds probably aren’t great though. Doom is a very western franchise and not one super linked to Nintendo, and let’s not even get into the violence and religious aspects. The one thing it has going for it is that it is a very important franchise to the history of gaming and Bethesda seems to be on good terms with Nintendo. Doom Eternal is coming to the Nintendo Switch so it could be a cool marketing move to drop this fighter in to build up hype.
Just because he wouldn’t be a Snake echo anymore doesn’t mean he doesn’t have potential. The Doom Marine has plenty of weapons to pull from in his past games and it wouldn’t be too hard to pull some from the upcoming Doom Eternal. I also don’t think it’d be much of a stretch to give the Doom Marine an echo fighter in the form of B.J. Blazkowicz. He is equally important to the history of first person shooters. Doom Marine would certainly get the stage though as Nazi Germany isn’t something I see getting shown off in Smash. A space station on Mars with maybe a transition to hell seems perfect for a stage.
Fighter: Lara Croft
Odds are if we get another Square Enix representative it would be Geno, but Lara Croft is another major gaming icon, just again more western focused. She has appeared on Nintendo consoles so the only issue is coming up with her moves, and I don’t have many ideas for this. Her combat style is very weapons heavy, but she doesn’t have much that would work for close range at least from my experience with the franchise. Like Doom Slayer, I only see Nintendo green lighting this if we are getting some Tomb Raider title on the platform before February 2020.
Stage wise Lara Croft has tons of crazy set pieces to draw from. I assume the stage would be a tomb of some kind with plenty of hazards and maybe even a guest appearance by the iconic T-rex. Lara has plenty of costumes to pull from. If one major thing keeps Lara out it’ll be her moves.
Fighter: Geno
People want Geno. I am not one of those people. I have never played Super Mario RPG, and unless it comes to Nintendo Switch I probably never will. I really have nothing else to say except that I think he is rather likely to be in the game as DLC. Geno could be tied into a remaster or rerelease of the game on Switch, but it is possible Nintendo will just bring him in because fans want him.
Fighter: Shantae
Being a spirt does not preclude one from being a fighter. Despite having yet to review it, I was a backer of Shantae: Half-Genie Hero despite having zero history with the franchise. Shantae has history with Nintendo. Debuting on the Gameboy Color Shantae is a mix of traditional platforming and some metroidvania mechanics. Now I’m sure plenty of people would be pissed if she got in over Shovel Knight, but I think she has a lot more to offer.
For one thing we don’t have another fighter who uses their hair. That alone will give her some interesting standard attacks. She also has a plethora of magic and transformations that could make for an interesting set of special and smash attacks. As far as a stage goes I think the central town would be the best representation of the series as a whole. Maybe have part of the stage feature a dock so that Risky Boots can dock.
The music in the latest game is fantastic. You could bring everything over unchanged and it’d fit in. Every track has a beat that makes you want to get up and dance while still getting across the mood. Overall I don’t think Shantae’s chances are great. Mostly because she is an indie character and she’d be pretty obscure for Nintendo to pick for one of five DLC fighters. Let’s just say I’m not holding my breath on this one.
Fighter: Dixie (& Kiddy?) Kong
Another much more likely fighter with a ponytail. I have not played a Donkey Kong game featuring Dixie. I also don’t like the Donkey Kong Country games, though I do like DK64. That all being said I understand people want Dixie in. She is one of two playable characters in DKC2 which is regarded as the best of the trilogy.
Now why did I say Dixie and Kiddy? Well I think there is potential to make Dixie unique by having her nephew help out in some way. One thing that neither DK nor Diddy get across is the weird health system of the old games. If a Kong is hit you switch to the other one who was running alongside. I think using that relationship between the two could make Dixie really stand out. That being said I could also see her coming in on her own. Potential have it be a Zelda/Sheik style swap.
Now I also think there is echo potential with Tiny and Chunky, though I think it’d be more likely to have s singular Dixie have Tiny as an echo than getting all four. Dixie’s single ponytail versus Tiny’s two could change the range and speed. People talk about Tiny as Dixie’s replacement so I don’t think it’s a stretch. I have no idea what sort of announcement this could tie into. Maybe another DKC game or a DK64 remaster.
Fighter: Gen 3, 5, or 8 Pokémon
I expect this would be a gen 8 Pokémon over a gen 3 or 5 one if only because outside gen 1 additions new fighters have been from the latest generation. Melee added Mewtwo and Pichu. Brawl added Pokémon trainer and Lucario. 4 added Greninja and Ultimate is adding Incenaroar. Who knows what Pokémon it’ll be, but I’m for a grass type.
If we do roll back to gen 3 I’d hope for Sceptile or Grovyle. We need a fully evolved Grass starter in the battle. As far as gen 5 goes Emolga would be a third electric type but it’d be interesting to have in there with its flight and thunder. Outside that maybe Krookodile. I’d also not be opposed to a new Pokémon Trainer as long as the Fire starter isn’t the third stage. Ideally it’d be Tepig, Dewott, Serpirior or any combination if the Hoenn starters without Blaziken.
If the stage is gen 8 I don’t know where it’d be obviously. As for gen 3 the Sky Pillar could work, but I would not be opposed to a plethora of locals. Fortree city, and Mt. Chimney come to mind. I think Shoal cave could be interesting using the games internal clock to change the stage with the tide. Gen 5 I’m not picky. Mostly because I hated gen 5 and forget almost everything about it.
Fighter: Fire Emblem: Three Houses character
I actively do not want this, but knowing Sakurai it’s possible that we will see another anime sword boy or girl. With Nintendo selecting odds are lowered, but it is still a possibility.
Fighter: Tetris Block
Yes I watch GameXplain. I think this might be a bit far outside the box for Nintendo to pick, but if a Gameboy Classic is in the works this is some easy cross promotion with the system’s killer app. Music is obvious. Having the stage be a game of Tetris seems to be obvious. If the Tetris block is a fighter the stage would need a different art style than the character. Don’t ask me how it’d fight. Only Sakurai truly knows.
Fighter: Steve & Alex (Minecraft)
Most people know Steve’s name, but less know Alex. This is again Microsoft owned, and outside getting representation from the second bestselling game of all time, I don’t know what would compel Nintendo to select them as fighters. Stage wise the possibilities are endless. In a world of blocks and biomes it is hard to pick just one. I could see a stage divided into multiple areas like Delfino Plaza. I could also see a destructible stage that rebuilds like Luigi’s Mansion, though maybe not always the same way.
Move wise the two have a lot of tools, potions, and blocks to pull from. If a Creeper doesn’t show up here or as a stage hazard, than it needs to be an assist trophy. Music may be an issue. The music doesn’t seem like it’d transition well to battle music.
Fighter: Tails
I have never owned a Sonic game. I am not a Sonic fan. That being said with Shadow out of the picture I think Tails could be a great addition. From what I know of the character he seems to be more about verticality than speed. He also has gadgets that could make up his final smash.
As for a new stage maybe pull something from Mania or Forces. I assume most of the music is already going to be in the game so that might be an issue.
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bugdrita · 2 years ago
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Painttool sai grass texture
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bigweldindustries · 6 years ago
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i just read your tags on that nintendo post and yes,,, pls post your rant about stylisation in modern games i'd really like to hear... well no,, see your thoughts on it :D
SFGFGHGF thank you Angie!! 
(popping this under a cut as I got out of hand kjghjfgkjhfg)
(alsO keep in mind this is primarily about home consoles. i don’t mention hand helds nor do i really touch on arcade games, those are topics for another day)
I’d like to open this by saying that I’m pretty childish in a whole bunch of ways, but one of my biggest is that I am very much attracted to bright colours. It shows in my art - everything I draw is very, very colourful. I love stylisation, I love colour. 
Colour, as it so happens, was vital to video games up until the late 90s - the advent of the 32-bit era. Even the fourth generation (think SNES and Genesis/Mega Drive) could typically only produce 64-256 colours on screen at a time, depending on resolution. 
(The bastard child which we do not talk about is the Neo Geo, which could display 4096 colours on screen at one time, but the Neo Geo was a super expensive ‘luxury console’ and literally a bunch of arcade level components, hence why it was so far ahead graphically.)
For this reason, palettes were bright and expressive. Add in the fact that all home consoles at the time were raster image based (except for the sole, bizarre exception of the doomed Vectrex) and stylisation is the obvious outcome - once we got the graphical output for it, of course. Third generation games began to show stylisation - Phantasy Star and Final Fantasy III may be visually similar, but the nuances in the spritework are still plain to see - and then the 16 bit era really drove it home. 
The late 90s brought home gaming into a whole new dimension - 3D! Glorious, blocky, polygon-y, 3D. And stylisation well and truly went bonkers, maybe even more so than it did back during the sprite-based 16 bit era. 
Something important to keep in mind when considering 90s to early 00s gaming however is that everyone, for whatever reason, had Sonic fever, and so was trying to whip up their own fucking furry mascot. Platforming had always been a prominent genre, ever since the early 80s when Donkey Kong debuted and was immensely successful. Suddenly, we’re platforming in 3D, and there are furry mascots everywhere. Seriously, think of as many platforming game with animal mascots as you can, and I assure you you’re not even scratching the surface. 
Even putting aside the bright and friendly animal-based platformers, there’s still a tonne of fascinating examples of styles. Tomb Raider, Metal Gear, and Silent Hill all went for closer to realism than cartoon styles, and yet were all stark and distinctly stylised in their own different ways. Graphical output still had distinct boundaries, and stylisation was the way it was overcome. 
I feel like stylisation hit it’s peak immediately before it’s decline, with the sixth generation heralding in some of what are, in my opinion, the most wonderfully stylised games out there. the original Ratchet and Clank games, Metroid Prime, Okami, Space Channel 5, the Legend Of Spyro games.....Hell, Jet Set Radio and Jet Set Radio Future come from this time period, and are some of the most famously styled games of all time. Just enough polygons to render some absolutely wonderful models, not enough to warrant photorealism. 
That was, at least, until the seventh generation. Bright and atmospheric stylisation was out, and photorealism was in. 
(Unless you happened to be Nintendo, of course. Nintendo just shrugged, gave us Miis, Super Mario Galaxy, a whole bunch of The Legend of Zelda, and some third party kids games, and carried on like that until today, where they show no sign of slowing. Thanks, Nintendo. Owe you one.)
But with everyone else, stylisation very quickly died. The rise of the FPS definitely didn’t help here, with every studio clamouring to have their slice of the pie, but very quickly studios turned to photorealism. Far Cry, Call Of Duty, Assassin’s Creed, Uncharted.....Very quickly, stylisation was abandoned. There was also that god-awful period where everyone and their nan was cranking out games with gritty washed out palettes, though we seem to have finally pulled through that one. Thank god. Thanks for that one, Call Of Duty. 
My point is that graphical advancements seem to have killed a lot of the visual creativity that always went into games, and instead everyone seems to be intensely focused on how realistic a game looks. I’m personally sick of it - I don’t give a shit that you can animate every hair in generic white protagonist #897′s beard, when it looks incredibly visually similar to every other fucking game in it’s genre. 
If I were to take a screenshot of a whole bunch of the most popular games from the last 10 years and show them to someone who wasn’t into games at all, they probably wouldn’t be able to tell 90% of them apart, whereas games of literally any other generation can be told apart visually with ease. There is so little visual differentiation in modern gaming, and it frustrates the everliving fuck out of me. We have so much graphical power, and yet all anyone wants to fucking do is replicate real life visuals - why? 
Hell, the 10% of actually visually diverse games make it feel even more sparse. Take for example We Happy Few, Bioshock, and Borderlands (I haven’t actually gotten around to playing any of the Borderlands games but they’re on my to-do list) - wonderfully atmospheric and full of some absolutely fantastic visuals. They’ve found themselves art styles, all gloriously unique and notable in their own ways. Even Overwatch is notable, with it’s stylised characters and bright colours. Hell, I give Fortnite props for it’s fucking style, for crying out loud. 
Aside from that, the only people consistently pumping out games with stylised graphics? Nintendo - and small, independent studios. Small, independent studios who are constrained, much like the sixth generation - not by lack of graphical power, but instead by lack of budget. They don’t have the money to buy fancy software and pay some cunt to animate four billion hair’s on some white dude’s face, so instead they find a niche in the gameplay market and stylise to save time and money.
(Slight deviation here but Nintendo on the other hand are absolutely fascinating to me, in that a lot of their strength is in their franchising.  They’ve got gaming franchises which have been around longer than some other studios have even existed. They’re the sole survivor from the third generation, outliving Sega and Atari. Even their newer franchises, such as Bayonetta, Splatoon, and Xenoblade, still stick to a bright and stylised appearance. Each and every Nintendo property has it’s own style, but they’re still congruent enough that Smash Bros. doesn’t look particularly odd - unlike when Sony tried to do the same with their Playstation AllStars Battle Royale, which was one of the most bizarre things I think I’ve ever seen, to this day. Nintendo well and truly are the family gaming company - there’s something there for everyone, no matter how young nor old.) 
Don’t get me wrong, there’s a time and a place for stylisation. One of the very few genres I still take interest in is racing games - a niche in which realism is fantastic and very often awe-inspiring. Realism can be gorgeous, and I don’t hate the style! I just hate the complete and utter bottlenecking of the industry and the fixation on making things look as realistic as possible when there’s so much potential in stylisation. There’s so, so little visual diversity in modern gaming and it’s honestly sad as hell. Also I really miss fun cartoony platformers as a genre and not just an occasional nostalgia-grab but that’s more an Axel thing than an industry thing. 
Jesus fuck I rambled on for sO FUCKIGN LONG BUT. yeah there’s my thoughts on that i guess!!!! O: 
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alizardjae · 6 years ago
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lcaito
  Mmmmmm… a friend got me O ctopat h traveler as a...
I’d actually like your opinion on the game if you have time! I’ve been interested it, but not quite enough to buy it at the current price…
M’kay, this’ll be under a read more because it might get long and so people who like the game can choose to ignore this.  I am also writing the name of the game as O ctopat h to at least try and avoid the tag, though I’m not sure how well it will work.
But in summary, I like the RPG elements, not so much the battle system, and the story and art is pretty generic.
Disclaimer: I only finished chapter 1 and started Therion’s chapter 2, so I can’t say if it gets better or worse later on. 
The RPG elements are fun, kind of reminds me of the Pokemon Ranger series, with lots of sidequests that you can come back to at any time and don’t interrupt the main story. Each character also has a “Path action” that they can use on certain NPCs to various ends that adds an interesting dimension and elaborates on the stories of some of them; though the “reputation” mechanic for the “rogue” versions of the actions (stealing instead of buying, etc) is, as far as I can tell, more or less just a money penalty and a time waster.
I despise the battle system. It’s mostly the generic type of fantasy turn-based party battle you’d find in like an RPG maker kind of game with a few bells and whistles such as the “break” meter that is lowered by using super-effective attacks and renders the foe unable to attack for the rest of the turn and the next turn and lowers their defenses for that period as well. On the other hand, it means you’ll be doing pitiful damage most of the time for a turn or two of halfway decent damage at a time. 
You can’t see the enemy’s HP unless one character uses up his turn, and even then you only see what it’s like at that moment, and apparently boss character’s names turn red when their HP gets low enough, but I never noticed it. This means that you can’t really judge if your strategy is working or not. In addition, the bosses can have like twenty times as much HP as your highest-HP characters if you’re at the recommended levels and do two to three times as much damage as you do, with their allies also being fairly more powerful than you. For me, coming off the various Pokemon games and sidegames, Fire Emblem, Ever Oasis, and recently, My Hero One’s Justice, where the challenge comes from the bosses’ strategies, skills, and slightly higher stats, this is really annoying. So far the bosses don’t really have any sort of skill or strategy, they just have huge stats and take forever to fight, even if the whole battle is going well, as a result. The difficulty feels more like a slog than a challenge. I’ve heard the postgame is especially bad about this.
The characters are... fine. Nothing you haven’t seen before if you’ve played a fantasy RPG, but executed competently. Same for the story. The only kind of unique thing is that all eight characters have equal focus and their stories are tangentially related. From the spoilers I’ve read, they could have done a lot more with the “eight intertwining stories” idea. The story and characters are the sort of thing that, if you haven’t played this kind of game before, there’s no reason not to start here, but there’s no particular reason to start here either. All the writing elements are competent, but not spectacular in any way, and most of the plot is fairly predictable if you know the tropes, and sometimes doesn’t even go as far as that and just takes the immediately obvious route (though, I tend to be particularly good at guessing plot twists, so this might be a me thing).
The art is absolutely standard JRPG, with slightly better environments. The enemies have way more detailed sprites than the playable characters get at any point. Personally, I find the “scale and detail to indicate power” for bosses kind of works against the game because it means that bosses that are specifically supposed to look huge lose their impact because human bosses are just as big. The character sprites also kind of remind me of Pokemon Ranger, but not as distinct, nor as easy to read against the backgrounds. The monster designs aren’t particularly original either.
The overworld also has a tilt-shift effect over it that makes the whole thing look like a miniature model and takes away from any sense of grandiosity the game might have had. It’s a cute effect for a game that wants to be serious. This is exacerbated by environment effects such as water being larger for the scale than they should be, and, unlike Ever Oasis, in which the characters are quite small, this doesn’t feel intentional.
Also, don’t play this game if you have serious problems with sexual abuse, forces sex work, or violence directed specifically against women, as it’s a major part of one character’s background and heavily features in her first chapter.
Aside from the difficulty, this is a fairly standard medieval fantasy JRPG. If you enjoy the genre, you’ll probably enjoy this. If you’re new to the genre, there’s no reason other than the difficulty not to start here, but no reason not to start anywhere else either.
I can’t really recommend any alternatives for this specific genre, as this is my first experience playing them, rather than watching let’s plays, but I can offer recommendations for games with similar styles or mechanics that I do enjoy.
For a medieval fantasy setting with multiple characters that have associated plots, there’s always the Fire Emblem series, with turn-based tactics on a map for the main series, and real-time strategy for FE Warriors. Pokemon Conquest has a similar playstyle to the main FE series, but is set in a mishmash of modern science fantasy, feudal Japan, and the Pokemon world. English language Fire Emblem games can be found for the GBA through 3DS eras of Nintendo consoles, as well as one each on the Gamecube and Wii, though be warned that games before the 3DS ones have a permanent death system for your characters, while this mode is optional for later games. A new game is set to come out at the end of 2019 for the Switch. Pokemon Conquest can be played on the DS line of handhelds.
For a JRPG with a main plot and fun little sidequests, the Pokemon Ranger series should work, with a capture mechanic rather than a battling mechanic. “Shadows of Almia” is probably the best one to start with, as it has a medium difficulty and is a bit less frustrating than the first one. The Pokemon Mystery Dungeon series also kind of fits the bill, and has a turn-based battle system on a map as well, though, as the title suggests, most of the gameplay is in long dungeons with limited save points, and it also doesn’t show enemy HP. “Explorers of Sky” is probably where you’d want to start for this series. The Pokemon Ranger series can be played on the DS line. The Pokemon Mystery Dungeon series has one game for the GBA, several for the DS, and a few for the 3DS.
For turn-based tactics in random and scripted encounters, the core Pokemon series should work fine, with varied strategies and a noticeable uptick in plot quality with each new generation. Games for this can be found on every handheld Nintendo console, and one for the Switch is coming out about a week after I write this, though with catching mechanics from the mobile game, rather than the rest of the series.
For the 3DS and I think on the Switch as well, I’d also recommend Ever Oasis as a game that doesn’t get as much attention as I feel it should. Ever Oasis is a fantasy game set in a desert, with heavy artistic influence from ancient Egypt. The gameplay is sort of like if you mixed Animal Crossing with Breath of the Wild, as is the art, honestly. The game is fairly short, but sweet and very cute.
And this concludes my thoughts (for now) on O ctopat h traveler and other game options. Remember that these are just my opinions, and it would probably be good to check out other people’s opinions to see what people do like about the game that I may not have covered here or that I personally disliked that others find fun.
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dinoeggnog · 7 years ago
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My Smash Bros. for Switch      Character Wish List
   You know It’s been awhile since I’ve made an article for my blog and with Smash for Switch having just been announced in the latest direct; I think it’s the right time to add a spot of fuel to the Smash Hype Train.  
  A few things of note in regarding this list before I begin, This list will be presented in a top 10 like basis but I will be cheating a little bit when talking about certain characters and scenarios. Also, most of the characters on this list will be first or second party and no veterans; I want to focus on the new. This list will be pretty lengthy but it’s Smash related so I believe it’s deserving of such pedigree.  
   With all that out of the way let’s begin.
   10. Part 1. Simon Belmont/ Castlevania 
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     When It comes to 3rd party representatives in smash I’m of the belief that said fighter should have two qualifications. 1. Noteworthy as a franchise in gaming, meaning either Iconic or influential, even classic. 2. History with Nintendo. Many of the 3rd parties represented in Smash already reach such criteria in my opinion and Castlevania’s Simon Belmont, I believe is another well suited for battle. 
   Like Mega Man, Castlevania as a series has seen a wide variety of releases over the last thirty years but the main series has received a ton of love on Nintendo’s platforms. Now there are many faces that share the name Belmont in the series but like Mega Man, I see Sakurai pulling mostly from the original, classic trilogy with some exceptions. The Belmont whip is such an awesome and iconic weapon and Castlevania has many interchangeable secondary weapons, there are B moves just waiting to happen.  
   But how likely is Castlevania to be represented. That falls on Konami and yes we all know that they are a fickle sort to say the least. I suppose it would be wishful thinking but Hey! You never can predict the future when it comes to smash, only speculate. It would be a pleasure to see Simon break out of the Pachinko parlor and into the fighting ring, if you know what I mean. 
10. Part 2. Bomberman 
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    Like I said I’m cheating a little with this but personally I group both Simon Belmont and Bomberman together on the same spot, both of which are owned by Konami although for Bomberman that wasn't always the case. Bomberman has been around since 1983, his first game having been developed by now defunct Hudson Soft and released on multiple platforms including Nintendo consoles. Today Bomberman has been featured in over 70+ games, spanning countless generations of platforms. 
   More recently Bomberman appeared on the Nintendo switch exclusive Super Bomberman R; a game that Konami surprisingly kept alive past it’s initial release. So unlike Simon Belmont, many would argue that Bomberman would have a better shot. However some would also argue as to what Bomberman could bring to the roster; he just throws Bombs right? Well to that I say, dig a little deeper. 
   While it’s true that his primary form of combat would involve bombs. if you’ve ever played a Bomberman game you’d know that there are many hazards and pick ups that could be brought to the table. Bomberman is no stranger to 3D platformers either, with both Bomberman Hero and 64 on the N64, there are multiple moves that could be incorporated into a viable move set. In addition he even has his own animal companions, one example being Louies. A race of rabbit like, kangaroo creatures that are essentially Bomberman’s answer to Mario’s Yoshi. Naturally There would be elements of Super Bomberman R featured as well.
   In conclusion I believe Bomberman has potential and between him and Simon; I think Bomberman would be the likelier candidate as a potential Konami representative. Thought honestly I would love to have them both. You know what they say, the more the merrier. 
9. Banjo and Kazooie
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   I agree many would argue that Banjo Kazooie is really no longer relevant but there is one thing I want to address. To me a 3rd party character should have at least some relevance to Nintendo. Smash Bros. as a whole is a celebration of Nintendo and it’s many franchises. And no other 3rd party character has had a relationship with Nintendo quite like the Bear and Bird tag team.
    You know the story. Rare and Nintendo had a perfect chemistry together, releasing some of the most well acclaimed system sellers of their time during the Snes/N64 era and then Micro$oft came along and the rest in unfortunately history. Banjo Kazooie is considered by many to be their best work/outside of Donkey Kong Country. That’s were i’m coming from, this game was one of my childhood favorites and personally I don’t view them as third party, I view the duo more as long lost family. Like that cousin you never knew you had but just met at the recent family reunion. 
    Let’s face it Banjo and Kazooie would be perfect for smash,Their move set practically rights itself. Any number of Bottle’s moves from egg shooting to beak barging, flying across the stage in a barrage of feathers the list goes on. Not to mention any number of Mumbo’s transformations that could also play a huge role in their play style, including Final Smash. In terms of stages, naturally it would have to be Gruntilda’s castle, complete with the Witch herself as a boss. flying around and striking players with her magical spells and making them cringe with her rhyming quells. 
    Do Banjo and Kazooie even have a chance? It’s hard to say, Micro$oft’s Phil Spenser has publicly stated in the past that he wouldn’t mind leasing the Bear and Bird to the Smash team in regards to the smash poll. I wan’t to believe that I really do.If Banjo and Kazooie never do come back to their full potential I would at the very least love to have them here in Smash. I can dare to dream. 
8. Impa/ The Legend of Zelda 
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         Lets be honest, Do we really need another sword fighter? NO! 
     But do we need more Zelda representatives? YES! 
   With Link sporting his new Breath of the Wild look and many jumping on board with numerous Zelda characters they wish too include in the roster, plus additional hopes of Zelda getting a coat of Breath of the wild Paint as well. I felt it only fitting to go ahead with my personal Zelda pick. Legend of Zelda naturally is a vast franchise with many unique faces over the years and it can be difficult to pick just one.
       Many want the Skull Kid from Majora’s Mask or Midna of Twilight Princess, Ghirahim of Skyward Sword or any one of the Champions from Breath of the Wild; the list goes on. But why Impa, well a few reasons; she’s awesome in Hyrule Warriors, I mean let’s be real that game can make a great fighter out of anyone in the Zelda Cannon but Impa stands out to me the most.  My second and most important point in this case is her relevance in the series. Impa has been in a majority of games in the cannon almost since the beginning, that can’t be said for many other charters in the franchise, aside from the hero of time himself, the titular Princess and the big bad. 
    While Impa has had drastic changes from game to game. In one instance being a frail, older woman or in another being captain of the royal guard, regardless she’s still there. That longevity and adaptability I think would have her recognized by Sakurai as a Series regular and worthy of a spot in the roster. Of course she is a sword fighter, many tire of that and I can relate but taking Hyrule Warriors into consideration I think she could be a lot of fun to play as and a great addition to Smash’s leading ladies. She’d be plenty more unique than Lucina that’s for sure. Also if it’s not to much to ask give Ganondorf an original move set this time around, Please!?!.
  7. Dixie Kong
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     Yep, I want more Kong's in Smash and while I too support the King K.Rool movement; for this list I’m gonna be a little different. Unlike K.Rool many argue that Dixie would be way to similar to Diddy in terms of move pool but I have to disagree, at least to a point. Dixie naturally has a built in recovery with her pony tail which alone can be used in a variety of melee attacks and grabs. Like Diddy and his peanut pop guns, Dixie would utilize a weapon from DK 64, in this case the feather bow previously used by Tiny Kong. Dixie has also been one to dabble in musical arts with an electric guitar; maybe that can play a part in her moves as well. 
       I do think Diddy and Dixie would share similarities with each other but in the same way Mario and Luigi or Ness and Lucus would.They would both have unique spins on a familiar play style but incorporate separate elements from their franchise. Hey we still don’t have any sign of the animal buddies in smash; like Rambi or Squawks and the like.  Why not include them in Dixie’s move set or impalement them in D.K or Diddy’s, I’m just spit balling ideas here.
    So whether it be King K.Rool, Dixie, Funky or even Cranky and what have you, I and many others would love to see more Donkey Kong Country love in Smash Bros. 
6. Issac; Golden Sun
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     When it comes to Nintendo R.P.G’s and Tactics games people have their obvious choices. Another Fire Emblem rep. (shudders) or a face from the recent Xenoblade Chronicles 2 to join up with shulk. There is one classic Nintendo R.P.G series that many overlook, that is except for smash fans like myself.
     Issac is an interesting choice, the Golden Sun series has seen a fun, little trilogy across Nintendo’s portable systems. Now Issac was an assist trophy in previous Smash titles but he’s so much more than that little forced push thing you saw there. Issac is Golden Sun’s equivalent to an earth bender, using a variety of landscape and plantlike magic to defeat his foes.
      There’s lots of potential for unique attacks here to be explored outside of the traditional R.P.G offerings. We’ve seen so many other elemental’s in Smash already with fire, Electricity and even Water; why not earth? 
   Golden Sun is a series that needs more love and Smash is no exception. I also wouldn't mind a new Golden Sun on the Switch but we can’t have everything now can we? 
    5. Takamaru; The mysterious Murasame Castle 
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    I’m always a sucker for old school choices; I call them the 8-bit Ambassadors. You know the ones, Ice Climbers, Duck Hunt, R.O.B, Pit, Little Mac and so forth. There’s always one in each addition of Smash and my list is no exception and while choices like balloon Fighter or the Excite Bike Racer were tempting, I just had to include this guy.
   The final member of the Famicom 4 and an assist trophy in Smash 4, Takamaru could have a lot of potential evidence for his inclusion. Sakurai has actually considered him for the roster numerous times, dating as far back as melee. The biggest reason for his exclusion before was his lack of presence outside of Japan. Nowadays he’s more well known namely for said Smash appearance but in addition his game was featured in Nintendo Land on the Wii U and his original game was released on the 3DS’s virtual console, so there’s that. 
   Again some may grimace at yet another sword user but he’s a Samurai; A bloody Samurai. I don’t think anyone should complain on that subject alone. From his one game they could easily pull a satisfying move set and even then they can get get creative. Also have I mentioned yet;  He’s a fricken Samurai. I think I made my point.    
  4. Another Kirby Rep. 
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    Much like Zelda and Donkey Kong, I think Kirby is do for another character spot. There are just so many possibilities that it can be difficult to pick just one and let’s face it, the recent Star Allies isn’t making it any easier. Favorite choices include Bandanna Dee, Knuckle Joe, Marx, Magolor, Gooey, Adeline, Susie, The Robobot armor and the list continues. But I have my own Ideas 
    I want to see Kirby’s Animal Friends Rick the hamster,Coo the Owl and Kine the fish as a collective one piece character. I don’t necessarily see them as a tag team but rather you would primarily play as Rick, Coo and Kine would assist in various moves. Examples include Coo being used in a up B special, as well as with aerial attacks and Kine being used for stronger smash attacks and a down B special; Kine would also allow Rick to swim and never drown in water areas in certain stages.
   As far as moves, simple. Thanks to Kirby they can perform a variety of moves that could be implemented quite easily into their respective move set. Rick can breath fire and produce spikes. Coo can throw Talons, be turned into a feather duster and produce lightning. And Kine could be thrown around like a weight, make shock waves and bust light bulbs. That’s just the tip of the iceberg. That’s my idea anyway. 
   In addition I also wan’t to highlight Marx for a moment. I think he would be the perfect villain to represent the Kirby series (even though he’s only been in one game) and I think they could have a lot of fun designing a move set around him. Though that’s just the Kirby fan in me coming out and saying “Hi”.
 3. Dr.Eggman
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  My last 3rd party pic.
    Admittedly I’m not the biggest Sonic fan but I’m of the belief that at some point, in some way; Sonic is getting a second rep. I would much rather have another Sega franchise represented; we know that's not gonna happen but I would love to be proven wrong.
     That being said as to which character; many would love Knuckles or tails and many sonic fans suggest Shadow but as for my choice, Why not Dr. Eggman himself. Like K.Rool, Smash needs more villains, Smash needs more heavy weights and Eggman fits that criteria to a T. 
    Eggman or Dr. Robotnik I think would be a worthy addition to the roster. He would fight in a mech, much like Bowser Junior and would have the raw horsepower rivaling that of Bowser or Donkey Kong. As far as moves you would have a plethora of boss battles spanning nearly thirty years of Sonic games to choose from.
          Like King Dedede and his Waddle Dees in brawl, Eggman could summon his robot minions to do his dirty work in many instances and ranged projectiles like missiles and bombs are a given. Honestly I think this could work, fighting in a mech would not be out of the ordinary for him, just look at Sonic Adventure 2 or that Sonic arcade fighter. Shoot! I’m kinda getting giddy over this.
  2. Dillon; Dillon’s rolling western
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    A personal pic more than anything else.
       As a causal fan of the downloadable 3DS series I think Dillon would be a fun addition to the roster. However I don’t really see it happening unfortunately, many would complain that he would be to similar to Sonic and personally I think Dillon could easily differentiate himself from the blue hedgehog by showcasing various weapons and other game play mechanics the series is known for but at the end of the day this one is really a pie in the sky choice.
   Although Dillon is a Nintendo IP and lets face it Nintendo is running out of options when it comes to newer franchises, We got the Splatoon Inklings and I’m sure an Arms fighter is on the way but then what? No matter the case I’m positive the Smash team has something planned up their sleeves. 
    I don’t know maybe it’s just me but I really like the western setting. We have fantasy and Sci fi represented in smash already and I think of the idea of having a cowboy in the line up and the thought just makes me smile for some reason. So yeah, maybe it’s just me.
1. Waluigi; Mario
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   Whiter it be out of sheer stubbornness or innocent curiosity; I kinda want to see the purple clad mischief maker finally make his Smash debut. Much like Fire Emblem many would rather not have another Mario character make the cut after getting what? Three reps in the last installment and I can defiantly understand where you come from by that logic.
    However to end of this list I wanted to include a popular fan pic and it was a coin toss between him or Ridley so, there ya go. But to be frank I think a move set for this guy would be really interesting, to say the least. Like Wario his moves would be weird and Sporadic; Waluigi could even take inspiration from the sports and party games he calls home; utilizing various sporting equipment and referencing classic Mario Party Mini games. 
      Hell! in some games Waluigi’s proven himself to be a certified water bender and I’m not making that up. And if you’ve played Mario Golf on the 3DS or if you've seen him in action in the latest Mario Tennis coming to the switch; you know very well what his Final Smash has to be.  
   Also a Waluigi Pinball stage needs to be a thing. And let’s not forget his taunts; you know what I’m talking bout’ Strikers fans.
  Bonus. Poochy; Yoshi’s Island 
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     Okay here me out on this. I want Poochy in Smash for one reason. His Final Smash, now hear me out on this; 
     His final smash would be Touch Fuzzy get Dizzy. He shakes the Fuzzies out of his fur like fleas and they would bounce around the stage until they’ve made direct contact with the player. Poochy’s final smash would be a remake of Luigi’s final smash in brawl; the negative zone. 
    Tell me that’s not a great idea, I NEED THAT.  
   And that concludes my Smash for Switch wish list. I hope you enjoyed this; do you agree or disagree with my choices? Who do you wan’t for the next smash? The hype train is once again leaving the station and it’s time for us Smash fans to rejoice. It’s going to be a short but wild ride, so let’s enjoy it while it lasts. 
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