Showing posts with label Switch. Show all posts
Showing posts with label Switch. Show all posts

Friday, June 21, 2024

Definitely Neither E3 Nor Summer Game Fest 2024

Both Nintendo and PlayStation continue to give both E3 and Summer Game Fest the middle finger by refusing to participate in either, yet still having a Direct or State of Play within the month of June (let's be honest, PlayStation having a State of Play on May 30 is pretty a "June Eve"). At least Xbox is kind enough to play along to with Geoff Keighly and have their showcase presented in the middle of his Summer Game Fest. Nevertheless, however you want to look it, June is the month where the big 3 video game console makers compete with one another to earn your hard-earned cash through glorified commercials. Of course, the ultimate winners and losers are determined by who does indeed earn the money, but it's still fun to speculate who won and who lost based off their presentation. Although I did not plan to do this, since E3 is dead and Summer Game Fest is a sad, fake imitation, I still thought it would be fun to share what I liked and didn't like, who I thought won and lost. I will be sticking to the big 3 video game console makers, although I will give an honorable mention shout-out to Ubisoft, who still insisted on having a live event, albeit all the games presented had prerecorded footage. I will go in order presented.


 

PLAYSTATION STATE OF PLAY

PlayStation's State of Play began with Concord. Concord seems to be PlayStation's answer to Overwatch, Valiant or APEX Legends, just that it's exclusive to the PlayStation 5 (PC doesn't count). Concord also feels like it was originally meant to be Guardians of the Galaxy version of Overwatch,Valiant, or APEX Legends, for all the characters have that same vibe, but for some reason or another, Firewalk couldn't get the rights from Marvel, so they just made original characters. In fact, I would describe Concord as a tactical hero shooter with Guardians of the Galaxy-like characters. I can't see this as a hit. Overwatch, Valiant and APEX Legends don't have the limitations of a console exclusive (PC doesn't count), but Concord does. I imagine that some people will try Concord out, but they will eventually go back to Overwatch, Valiant or APEX Legends.

Second, PlayStation announced that God of War: Ragnarök was coming to PC, including all the DLC. To me, this felt too little too late. By the time God of War: Ragnarök reaches PC, it will be out on PS4 and PS5 for 1 year 10 months. I find it very hard that PC gamers have held out for 1 year 10 months for this game if they really wanted to play it. I imagine the gamers who wanted to play it have already played it on  PS4 or PS5. By bringing out God of War: Ragnarök for PC 1 year and 10 months later, PlayStation will only squeeze out a few more sales, but not a lot.

Third, PlayStation announced Dynasty Warriors: Origins. I don't know, but after having a Dynasty Warriors game with Legend of Zelda characters and Fire Emblem characters, any other Dynasty Warriors game just feels too vanilla. I fear that Dynasty Warriors: Origins falls under that category.

Fourth, PlayStation followed up with Infinity Nikki, which looked and felt like a Genshin Impact clone, which is a Legend of Zelda: Breath of the Wild rip-off. A copy of a copy never does well. I can't see anything that shakes up the formula.

Fifth, PlayStation presented Ballard of Antara. Without any actual gameplay footage, I couldn't tell you what this game supposed to be about. After doing a quick Google search, I found out it's an action RPG, but again, without gameplay footage, I can't see how it shakes up the formula.

Sixth, PlayStation presented Skydance's Behemoth. This look like a cross between Skyrim and Dark Souls. The only thing it's got going for it is that it's a PSVR2 game.

Seventh, to continue with PSVR2, PlayStation introduced Alien: Rogue Incursion. See, I think this was the better announcement for PSVR2. The Alien franchise already has a set fan base; you're now just introducing another way to enjoy the world of Alien. I could see this working well as a PSVR2 game, especially with the horror aspect.

Eighth, back to PS5, PlayStation announced Marvel Rivals. Now see, this is what Concord probably wanted but never got. Not only does Marvel Rivals include Guardians of the Galaxy, but it also includes so many more Marvel superheroes. And since it will be available on both PS5 and Xbox Series, I imagine this will do so much better than Concord.

Ninth was Where Winds Meet, another game with an ancient Japan look and feel, yet it is not Ghost of Tsushima. I feel like this is just a tease at this point. Again, we saw 2 people fighting, but without a gameplay trailer, we have no idea how this game plays.

Tenth, Until Dawn is finally making the jump from PS4 to PS5. My feelings toward this is the same as God of War: Ragnarök. This is only for sales to a really niche audience. The only ones I can imagine wanting this game would be those who skipped out on the PS4 but got the PS5. Even so, the PS5 is backwards compatible to the PS4, so it should still play Until Dawn. I imagine the PS5 version will come with graphical upgrades, but how much better can the graphics get for brutally murdering teenagers with typical horror tropes?

Eleventh, Path of Exile 2 made one of the better announcements. Those who love the Diablo series will love Path of Exile 2. On top of that, it has cross-play and cross-progression with the Xbox Series. All these are major wins for fans of the first Path of Exile game.

Twelfth, another good showing would have to be the 2024 remake of Silent Hill 2. It looks like Bloober Team made a good, faithful remake. It looks and feels like Silent Hill 2. Of course, I've been let down by these kind of promises, so we will see how it plays out in the future.

Thirteenth, Monster Hunter Wilds looks pretty, but Monster Hunter Rise is the best selling game on the Nintendo Switch that is not published by Nintendo, and that game is nowhere near as pretty, but it still sold well. My point is that PlayStation can't sell game just because it's pretty on the system. Besides, it will look just as pretty on the Xbox Series. Still, Monster Hunter fans will like it, just based off of looks alone.

Finally, PlayStation closed out its State of Play with Astro Bot 2. PlayStation did indeed save the best for last. Astro Bot 2 has to be the best game presented. Whereas the first game was a love letter to PlayStation hardware, this second game will be a love letter to PlayStation software, the franchises and series that made PlayStation fanboys. I hate to say this, but this might be as close as anybody will ever see a PlayStation All-Stars 2. This is the game I liked the most, and this is the game that got me the most excited. I hope all the PlayStation fanboys felt the same.

In recent years, it seems like PlayStation wants its games to be just interactive cinematic movies, thanks to the success of games like Heavy Rain, The Last Of Us, Detroit: Become Human, Horizon Zero Dawn and Ghost of Tsushima. The only problem is that the gameplay ends up being the same, where all these games are so focused on telling a story, that the gameplay is reduced down to combat, crafting, and the occasional puzzle solving. The drawback of this when it comes to presenting State of Plays is that all the audience gets is cinematic trailers that give no clue into how the game plays. I have no idea  Infinity Nikki, Ballad of Antara, Skydance's Behemoth or Where Winds Meet plays. I can just assume it's more combat, crafting and occasional puzzle solving. It's hard for me to get excited for a game when I don't know what I'll be doing. Even more baffling is that, if PlayStation knows its strength is in these interactive cinematic games, then why show tactical hero shooters, like Concord and Marvel Rivals? Stick to what you know! The presentation of God of War: Ragnarök for the PC and Until Dawn for PS5 also baffles me because it does little to nothing to let everybody know there's now another way to play. Surely PlayStation can do better than this.

 +Positives+: Figured out how to be concise in little over a half hour, giving PSVR2 some time in the State of Play
-Negatives-: Too many cinematic trailers and not enough gameplay trailers, relying too much on story that leaves gameplay generic, too much time spent on Concord, having both Concord and Marvel Rivals shown off at the same time seemed kind of redundant, God of War: Ragnarök for the PC and Until Dawn for PS5 introduces a small new audience to these games, less than half the games of their competitors
~Top 3 Games~:
AstroBot 2, Silent Hill 2 Remake, Path of Exile 2
*Medal*: Bronze

XBOX GAMES SHOWCASE

The Xbox Games Showcase starts off with Call of Duty: Black Ops 6.  I'm going to cheat a little bit here and include the segment directly after the Xbox Games Showcase, although it was technically not part of the Xbox Games Showcase. The entry of Black Ops section of Call of Duty takes place in the post-Cold War 90s. For the first time, players will "go rogue against the machine that created them," which a fresh take on Call of Duty franchise generally and Black Ops series specifically. Call of Duty: Black Ops 6 does an excellent job of tying together all previous Black Ops. Just like Assassin's Creed: Shadows (more on that later), Call of Duty: Black Ops 6 does an excellent job of giving the gamer the choice of playing a stealth game or action combat game, which is fitting considering the gamer is suppose to play like he or she is part of a team of rogue militants. The developers clearly put a lot of money, time, resources, effort and dedication into the single-player campaign, which is saying a lot, especially in light of the lack thereof in Call of Duty: Black Ops 4. This is probably the best looking Call of Duty game to date, paying attention down to fine details, like dirt in the nails. I like the blend of realism and hyper-realism the developers put into the game. The segment did go a lot into multiplayer, but I really didn't care for it, since I'm not much into multiplayer gaming. It sounds like the return to traditional prestige was something highly demanded by the fans. They tried to make the zombies mode of multiplayer new and improved, but it sounded like the same old zombies mode to me. In fact, I would have a hard time distinguish it from any other game that a zombies mode. All in all, I can ultimately say that I can see Call of Duty: Black Ops 6 not only the best game in the Black Ops series, but also the best game in the Call of Duty franchise.

Second, Xbox announced Doom: The Dark Ages. Apparently it's supposed to be a prequel to the 2016 Doom reboot and Doom Eternal. Ah, who cares? It looks and feels like Doom, so it's just more Doom, and that's all Doom fans care about and want.

Third, Xbox announced State of Decay 3. I will admit that in today's day and age it's hard to keep all these zombie shooters apart. To me, it looks like another zombie shooter. To the State of Decay fanboy, however, it looks like more of what they loved, so I think the State of Decay fan will appreciate this.

Fourth, Xbox announced Dragon Age: The Veilguard. I think this will have great appreciation. The last Dragon Age game came out in 2014. This series in 10 years overdue for a new game. While it's just another sequel, since the last entry has been so long ago, I think this sequel is well merited.

Fifth, Bethesda presented the Starfield Shattered Space DLC. I have a feeling that Starfield will be one of those games that's good once all the updates, expansion packs and DLC are released for it. I'm hoping this is a step in the right direction for Starfield, but as of right now, Starfield still feels like generic Bethesda game that takes place in space.

Sixth, Bethesda presented Fallout 76 Skyline Valley DLC. My feelings about Fallout 76 are the exact same as Starfield: it will be one of those games that's good once all the updates, expansion packs and DLC are released for it. Just like with Starfield, I'm hoping this is a step in the right direction for Fallout 76, but all I can do is hope, and we will wait and see. At least the old-time phone-a-thon presentation was a creative way to present the DLC.

Seventh, Xbox introduced Expedition 33. Expedition 33 describes itself as "ground-breaking turn-based RPG with unique real-time mechanics, making battles more immersive and addictive than ever." The trailer was a little deceiving. First, I though it was a direct sequel to Bioshock Infinite, then I thought it was a sequel to A Plague's Tail Requiem. I'm guessing Xbox is advertising this game to keep themselves in the RPG conversation. Xbox isn't really known for its RPGs. Expedition 33 works as an example on why Xbox can be a system for the RPG fan. I also think that the game's self description is a major help, for it should unite the turn-based RPG fans and the live-action RPG fans.

Eighth, Xbox Game Studios presented South of Midnight. I hate the stop-motion graphics. It would make more sense if the game had a claymation aesthetic, but without it, it just looks like a low frame rate, which is not what you want to see from the most powerful console on the market. At least we got to see some gameplay, so the viewer knows what they will be playing, if they choose to play this game. And if the soundtrack for the trailer is the soundtrack for the game, it fits well.

Ninth, Blizzard showed off World of Warcraft: The War Within. This was a good call on Microsoft's part. World of Warcraft is probably Blizzard's most famous IP. If any game or series made it worth the multi-million dollar purchase, it was World of Warcraft. Another expansion pack to the famous MMO will do no wrong for Microsoft. The only drawback is that this is obviously for PC only, so it really doesn't show off why a gamer needs as powerful of a console as the Xbox Series.

Tenth, Konami continues its remakes of Metal Gear Solid with Metal Gear Solid Delta: Snake Eater. This is a remake of Metal Gear Solid 3: Snake Eater. Konami has never gone wrong with a Metal Gear Solid remake, so I can't imagine anything going wrong with this one. In fact, remaking the Hideo Kojima games seems to be the safer route than making an original Metal Gear Solid game, so keep remaking these Metal Gear Solid games, Konami!

Eleventh, Xbox Game Studio continued to show its support for Sea of Thieves, announcing a new season, season 13, coming on July 25. It seems to include a new villain, a new world event, a new weapon, a new ship, and the opportunity to become the bad guy. Sea of Thieves has to be one of the most popular IPs on Xbox right now. It's a smart move to show continual support of the IP.

Twelfth, Xbox showed off Flintlock: The Siege of Dawn. Supposedly it's an action RPG. Not the best trailer because I couldn't pick that up from any of the footage.

Thirteenth, Age of Mythology: Retold is the definitive version of Age of Mythology, an entry in the Age of Empires series. RTS games don't always get a lot of coverage, so it's nice to see an RTS game here. It's beneficial to Xbox, for it lets gamers know that the Xbox Series is console for RTS gamers, too.

Fourteenth, Rare revealed a new entry in the Perfect Dark series. Apparently, this is a reboot of the original. If I understand correctly, this reveal was quite the surprise, as nobody saw it coming. I am cautiously optimistic about this game. Ever since Xbox acquired Rare, the Perfect Dark series has been lackluster, to say the least. In 2005, Rare made for the Xbox 360 Perfect Dark Zero, a prequel to Perfect Dark, which did not receive the same hype as the first game. In 2010, Xbox 360, through the Live Arcade, got a remastering of the original game, but the remaster still did not make a 5th generation game look any better on a 7th generation console. Perhaps a 14-year hiatus is what the series needed to generation enough hype for a new game, albeit a reboot of the original. Based off the trailer, it clearly has inspirations from Assassin's Creed and Mirror's Edge. Hopefully those influences will not drown out the first person shooting that made the original so popular.

Fifteenth, Blizzard presented Diablo IV: Vessel of Hatred. The graphic images warning at the beginning of the reveal trailer was kind of funny, considering other M rated games were presented before Diablo IV: Vessel of Hatred with no such warning, especially for Doom: The Dark Ages. Just like with World of Warcraft: The War Within, Microsoft made an excellent decision displaying this game, for it is probably the 2nd most famous Blizzard franchise. Unlike World of Warcraft: The War Within, however, Diablo IV: The Vessel of Hatred has the advantage because it can be played on both PC and Xbox Series. In fact, according to Xbox, Xbox Series is the most popular way to play Diablo IV. It was also a good choice to display Diablo IV: The Vessel of Darkness because it  showed off the power of the graphics chip. Diablo IV: The Vessel of Darkness looked stunningly beautiful, and that's saying a lot for a game like Diablo IV. While not exclusive to the Xbox Series, this presentation made it look the best on the Xbox Series.

Sixteenth, developed by Playground Games and published by Xbox Game Studio, it's Fable! Yes, just Fable. They dropped the IV. I'm not sure if this means it's considered a reboot of the series. It could be, for the trailer did not look or sound like anything I remember from the original game. Personally, I hope it is a sequel; it's just that they decided to drop the IV, but they haven't figured out a new subtitle for the game just yet. Besides that, it looks and feels like a Fable game, down to its sense of humor. I think the Fable fans will enjoy it, and they will like it even more if it's a true sequel, not just a reboot.

Seventeenth, Fragpunk looks like a combination of a shooter game and a card game. There's not many games that combine those two video game genres. The only two that come to mind is Amazing Eternals and Neon White. If Fragpunk believes it has something different from the shooter x card crossover, I'm willing to give it a try.

Eighteenth, to give the indie game space the time of day, Xbox showed off Winter Burrow, developed by Pine Creek Games. Xbox describes Winter Burrow as a combination of a cozy game and a survival game. Again, this is a video game genre combination that is rarely seen. In fact, I can't think of another game that has combined these two video game genre. Therefore, Winter Burrow has gotten me curious enough that I'm willing to try it.

Nineteenth, Annapurna Interactive presented Mix Tape. Mix Tape clearly has its influence from Life is Strange. Mix Tape is also heavily relying on nostalgia, more specifically nostalgia of being a teen in the summer of the 1980s and 1990s. I can't imagine how much they paid on music royalties alone. I do wonder who the target audience is. Anyone who was a teen in the 1980s is in their 50s in the 2020s, and anyone who was a teen in the 1990s is in their 40s in the 2020s. Therefore, the market Mix Tape is trying to reach is middle-aged gamers. Hey, more power to them. If there is a bigger market of middle-aged gamers than I think, Xbox made a wise decision presenting Mix Tape here.

Twentieth, Xbox continues to show off Microsoft Flight Simulator. This is almost like an annual tradition for them. Honestly, I don't blame them. To date, this is still one of the best games, if not the best game, that shows of the graphics capabilities of the Xbox Series. This presentation seemed to focus on aviation as a career, showing off being a commercial flight pilot, air ambulance pilot, aerial advertisement pilot, VIP charter service pilot, agricultural aviation pilot, search & rescue pilot, helicopter cargo transport pilot, remote cargo operations pilot and aerial firefighting pilot. This makes Microsoft Flight Simulator feel more like a game and less like a simulator. I'm all for that.

Twenty-first, Bethesda gave some time to Elder Scrolls Online for its 10th year anniversary. I really don't get the point of this, besides to congratulate Elder Scrolls Online for making it 10 years. Yes, it did announce that all DLC would be free for a limited time, but the trailer didn't really advertise that. Also, "We Belong" by Pat Benatar really didn't fit in the Elder Scrolls Online world. Yes, I get the whole point of saying "We belong in the world together" for a MMO, but it still felt out of place.

Twenty-second, Square Enix announced that Life Is Strange is getting another entry with Life Is Strange: Double Exposure. This time, it looks like Max's power is that she can explore alternative time dimensions. Therefore, it's her goal to solver her friend's murder in one time dimension by communicating with that very alive friend in another time dimension. It's more Life Is Strange, so if you liked Life Is Strange up to this point, you'll like Life Is Strange: Double Exposure.

Twenty-third, Bethesda showed off Indiana Jones and the Great Circle, and my gosh, did they show it off! Not only does Indiana Jones looks like a young Harrison Ford, he moves like a young Harrison Ford, so much so that I swear that they somehow motion captured a young Harrison Ford. Also, on a similar note, Troy Baker somehow sounds exactly like a young Harrison Ford, so much so that you swear Harrison Ford had reprised his role. Outside Indiana Jones being a perfect digital copy of a young Harrison Ford, Indiana Jones and the Great Circle looks and feels like an Indiana Jones movie, even down to the typical Indiana Jones villain. I have only two complaints. Primarily, the trailer was all cinematic trailer and no gameplay trailer. I can only assume Indiana Jones and the Great Circle plays like a Uncharted game (after all, Uncharted was originally meant to be an Indiana Jones licensed game, but it became its own thing when it could not secure the license), but that's just an assumption. For all we know, it's just an interactive movie with quick time events. Secondarily, that title sounds so lame. Yes, I understand the purpose of the title, but still, a subtitle of "Great Circle" sounds so lame. Xbox knew what they were doing here. If Xbox can't get Uncharted because it's a PlayStation exclusive, then get Bethesda to get Lucasfilms to make an Uncharted-like game using the licensed property that Uncharted was trying to get originally. Well played, Xbox, well played.

Twenty-third, Xbox showed off Mecha Break. Eh, it's a Japanese multiplayer mech fighter. Again, I understand the purpose of showing off this game. Xbox wanted to show the fans of mech fighters that they can find a game on Xbox that appeases to them, too. It's not my cup of tea, but for those who like that video game genre, they'll like this game.

Twenty-fourth, Xbox revealed Wuchang: Fallen Feathers. Again, this is another game that would have benefited more from a gameplay trailer and less from a cinematic trailer. Apparently, it's another action RPG, but I couldn't pick that up from the cinematic trailer. I also fail to see how this game differs from any other action RPG game. You're only going to like this game if you're interesting the Ming dynastic era of China's history.

Twenty-fifth, Xbox presented Avowed. I don't think this was a wise decision on Xbox's part. This game was originally announced in 2020, and the best they could do was tell us it's coming sometime the second half of 2004. We've been waiting 4 years, and the best Xbox could give us was, "Yes, this is still a thing, it still exists, and it's coming!" Furthermore, this is a back-to-back action RPG announcement. Action RPGs are starting to flood this Xbox Games Showcase. There's very little differentiating these action RPGs, and since any RPG game will take up a bunch of time, one RPG (action or not) has to show it stands out above and beyond the rest. None of these action RPG games have done this, especially Avowed.

Twenty-sixth, Xbox announced Atomfall. Once again, a gameplay trailer would have done better than a cinematic trailer, for the cinematic trailer tells me nothing about the game. Just based off the name alone, I'm guessing Atomfall is an alternative timeline when an atom bomb falls on Great Britain during World War II? Therefore, I'm guessing Atomfall is another post-apocalypse survival game, which will contain combat, crafting and exploration. If I'm correct on the premise, the premise sounds interesting, but I'm not sure if that will carry a very generic gameplay.

Twenty-seventh, Ubisoft previewed Assassin's Creed: Shadows. Of course, you learn more about the game watching Ubisoft's Forward, so I'm going to do my best pretending like I only saw the cinematic trailer from the Xbox Games Showcase. Assassin's Creed: Shadows takes place in feudal Japan, a highly requested time period for an Assassin's Creed game to take place. That already scores so many points with so many fans. By now, Ubisoft has learned that the primary entertainment value for an Assassin's Creed game is the alternative history. Some people prefer the traditional stealth gameplay of the earlier games, while other people prefer the action combat of the later games. Ubisoft has seemed to seamlessly combine the two. One assassin is a ninja, who fights stealthily as the assassins in earlier games. The other assassin is a samurai, who fights with the head-on action combat of the later games. Now the player can choose which assassin to play as, thus choosing which gameplay style they like. Wise choice, Ubisoft.

Twenty-eighth, Xbox showed off S.T.A.L.K.E.R. 2. This announcement has its pros and cons. On the pro side, this is first S.T.A.L.K.E.R. game since 2009, and the first true sequel to original in 2007. This is one of those games that has a much awaited sequel. On the con side, this game was first announced all the way back in 2012, cancelled in the same year, restarted in 2018, and it kept getting delayed. Fans may have gotten worn out waiting for this game. While it's nice to have an official release date of September 6, less than 3 months away, don't be surprised if fans have their doubts.

Twenty-ninth, Xbox introduced an all-digital Xbox Series X. I'm kind of scratching my head on this one. I thought the whole point of releasing 2 Series consoles simultaneously was that the X was meant for physical games and the S was meant for digital games. Xbox Series X all-digital sounds to me like an oxymoron or a paradox. I can't imagine anyone getting this Xbox Series X all-digital. Alongside this introduction, Xbox also introduced a Series S with a 1 TB hard drive and a Series X with a 2 TB hard drive. This hardware announcement is more worth it. With games continuing to grow in size, and with a push for digital games over physical games (unfortunately), video game home consoles need bigger hard drives, and Xbox delivers here. This does make me curious, however, about next year. Next year, Xbox Series turns 5 years old. It would be the perfect time to release a "half console" update. A bigger hard drive and an all-digital version is barely enough to qualify as a hardware update. It leaves room on the stage for a "half console" upgrade next year.

Finally, Xbox Game Studios presented Gears of War: E-Day. I will admit I have been out of touch with the Gears of War series for a long time. What I have discovered is that, apparently, Gears of War fans missed the old character and have desperately been calling for them to come back. Well, Xbox delivered with Gears of War: E-Day, a prequel. Like I said, being out of touch with the series for so long makes it hard to make an accurate judgment, but if I were a Gears of War fanboy, I imagine I would be super excited about this announcement. Way to end on a bang, Xbox!

Xbox continues to be in denial that exclusives sell consoles. Most of the games presented in the Xbox Games Showcase can be played on PlayStation 5, Nintendo Switch and/or PC. Why would a gamer than want to buy the Xbox Series? Xbox still insists because the Xbox Series can play the game better. To contrary, players take a minor hit on graphics with the PS5, or even sometimes a major hit with graphics on the Nintendo Switch, if the can play the same game here plus play PlayStation/Nintendo exclusives (and sometimes, in the case of the Switch, it's a cheaper console). Instead, what's really keeping the Xbox Series alive is Game Pass. Most, if not all, of the games presented in the Xbox Games Showcase can be played day 1 on Game Pass. For as little as $10 a month, or as much as $17 a month, Game Pass subscribers can play most, if not all, of these games day 1, instead of having to shell out $40-70 per game, which is how gamers will have to pay for playing games shown on the PlayStation State of Play and the Nintendo Direct. Besides the benefits of Game Pass, Xbox had a lot of positives for the Xbox Games Showcase. Plenty of games from Activision/Blizzard, Bethesda and Rare proved that purchase of those three publishers were money well spent. Games from Ubisoft, Square Enix, Annapurina Interactive and Konami demonstrated that Xbox continually has support from third-party publishers. The plethora of game genres covered proved that Xbox had a game for everybody (even if action RPGs got too much attention). Xbox made 30 announcements (29 software + 1 hardware) in the span of the 1 1/4 hour Xbox Games Showcase (not counting the half hour Call of Duty: Black Ops 6 segment directly after). While one can appreciate the impactful punch PlayStation and Nintendo made in such a short time, one can also appreciate how much Xbox jam packed, warranting a long play time. Not a minute was wasted.

+Positives+: Most news games available on Game Pass day 1, plenty of games from the third-party publishers they purchased, plenty of third-party publisher support, only one to have major hardware update, longest presentation yet not a minute wasted
-Negatives-: Still a lack of console exclusives, purchased third-party publishers still making games for competitors, most third-party games play on consoles with exclusives, too many cinematic trailers and not enough gameplay trailers (although not as bad as PlayStation), too many action RPGs, War of Warcraft: The War Within announcement does nothing for the Xbox Series

~Top 3 Games~:
Call of Duty: Black Ops 6, Indiana Jones and the Great Circle, Assassin's Creed: Shadows
*Medal*: Silver

NINTENDO DIRECT

The Nintendo Direct commenced with an overshot of the Mushroom Kingdom. OK, so the game has to come from the Mushroom Kingdom world. Shortly after, I see Luigi, then followed by Mario. I immediately recognize that art style! It's the Mario & Luigi art style! Sure enough, it is a Mario & Luigi game, more specifically, Mario & Luigi: Brothership. Mario & Luigi Brothership has done an amazing job retaining the art style from previous entries, yet updating it for the 1080p capabilities of the Switch. The gameplay of turned-based RPG battles with quick time events returns from prior games. I'm guessing the remakes of Super Mario RPG: Legend of the Seven Stars and Paper Mario: Thousand Year Door must have been so successful that Nintendo realized how much their audience appreciates their traditional RPGs, so much so they're willing to return to another one of their RPG series. I'm glad Nintendo decided to make a brand-new game instead of remaking a previous Mario & Luigi game. I am also happy to get a brand-new entry, considering it's been almost 9 years since the last one. I don't know why I'm so surprised. Just as recent as last year, Nintendo renewed the copyright for Mario & Luigi. I guess I supposed it was to just hold onto the copyright. I'm guessing my surprise is that I thought the Mario & Luigi series died with AlphaDream died, which makes me curious who did develop the game. Nintendo has been pretty hush about the developers. I imagine it was down in-house. I just hope whoever did it respected what AlphaDream did and kept the look and feel they created. So far, it looks like they did.

Second, Nintendo covered Nintendo World Championships: NES Edition. The decision to include this in the Nintendo Direct baffles me. Nintendo already announced Nintendo World Championships: NES Edition. Why bother covering it again? Especially considering the game comes out in a month! Apparently, there was new features announced, like survival mode, but I don't think this warrants a slot in the Nintendo Direct. Nintendo should have just given an updated trailer on YouTube and their social medias sometime in the future.

Third, Nintendo announced Fairy Tail 2. I imagine that there's a Fairy Tail fanbase out there somewhere, and they highly appreciate this. To me, it's another Japanese action RPG. The one thing I can say I appreciate about this, however, is that Nintendo displayed actual gameplay, whereas so many of the action RPGs of the Xbox Games Showcase just had cinematic trailers.

Fourth, Nintendo revealed Fantasian Neo Dimention. At first, this looked like another JRPG. Then, they revealed it was from Square Enix and more specifically, developers of Final Fantasy, which definitely and immediately gave it some more leverage.Then, they revealed that the turn-based battles will have multiple enemies, and attacks can be combined to attack multiple enemies at once. I thought this was a new take on the genre, or at least a take not often taken. Between the fact that this JRPG has developers and a publishers well known for JRPGs and the fact that it takes a new or rare spin on the JRPG, I think this game is worth a try.

Fifth, Nintendo presented basketball DLC for Nintendo Switch Sports. Basketball will have 2 vs. 2 matches and a 3-point challenge, similar to the one seen during the NBA All-Star game. Of course, 2 vs.s 2 games will have both local multiplayer and online multiplayer. And of course it's a free update, coming this summer. It better be free, as it should have been in the game originally! I enjoyed the basketball 3-point challenge in Wii Sports Resort, but I always felt like it missed a real basketball game. I like the fact that Nintendo Switch Sports rectifies that. I just hope it delivers.

Sixth, Nintendo showed off MIO: Memories in Orbit. Clearly, the artstyle is heavily inspired by the recent Legend of Zelda games, like Breath of the Wild and Tears of the Kingdom. The gameplay makes the game look like it's another one of those super hard platformers, like Super Meat Boy or Celeste. Fans of Super Meat Boy and Celeste will like MIO: Memories in Orbit just to have another challenging platformer. Besides that, the game has to do something to change up the formula to make it worthwhile.

Seventh, Nintendo announced that Disney Illusion Island will get a free update. To make things cooler, the free update was a shadow drop, promised to be released by the end of the day. Fans of the game will appreciate more content. Besides that, the DLC alone would not convince anybody who doesn't have the game to now buy the game, unless that person hesitated to buy the game because of not enough content.

Eighth, Nintendo presented Hello Kitty Adventure. It appears to be Animal Crossing, just with Hello Kitty characters. The only ones buying this game is the fans of Hello Kitty. Everybody else will go back to playing Animal Crossing. Nintendo proudly said it was a "timed exclusive," meaning to play it first, it has to be played on Nintendo Switch. I'm not sure Hello Kitty will convince anyone to buy a Switch over a PS5 or Xbox Series, though.

Ninth, Nintendo revealed Looney Tunes: Wacky World of Sports. This is an interesting choice for Nintendo to reveal in a Direct. The sports revealed in the Direct (they may be more) were basketball, tennis and soccer. Nintendo already has a Mario soccer game out and a Mario tennis game out, and they just revealed that basketball was the next update for Nintendo Switch Sports. Looney Tunes: Wacky World of Sports will have all 3 sports in 1 game, whereas to play with Nintendo characters, it would require purchasing 3 different games. That alone might be a selling point for Looney Tunes: Wacky World of Sports. I remember playing as a child a Looney Tunes basketball game on the Super Nintendo, which was not Space Jam (Space Jam had not come out at this point), but a Looney Tunes skin over NBA Live. I really enjoyed that game as a kid. The basketball game in Looney Tunes: Wacky World of Sports reminded me of the Super Nintendo Looney Tunes basketball game, so basketball alone might convince me to buy the game.

Tenth, Nintendo showed off the update for Among Us. This is very much a delayed announcement. Among Us on mobile and other platforms already has this update. The Nintendo version sounds behind with this announcement, which discourages me even further from playing on the Switch. Again, bragging it's a free update is not a legitimate brag, for again, mobile and other platforms already got it for free. It would be criminal if it wasn't free.

Eleventh, Nintendo announced Farmagia. The closest game comparison I can give to Farmagia is Monster Hunter. Farmagia seems to have more emphasis on farming gameplay on top of battling monsters. Because of this, to me, it feels like another farming simulator, just with a monster battling twist. The Switch already has too many farming simulators, but I give Farmagia props for at least trying to change up the formula with this heavy emphasis on monster battling.

Twelfth, Donkey Kong Returns returns, now to the Switch under the name Donkey Kong Returns HD. Seriously, the better name would have been "Donkey Kong Returns Returns." Donkey Kong Returns already looked good on the 480p Wii; it really didn't need the 1080p Switch treatment. I know why Nintendo did this, though. Donkey Kong Returns is one of the most, if not the most, popular Donkey Kong game. It sold successfully on the Wii, and the 3DS ports sold just as successfully, so it probably will sell just as successfully on the Switch. The Switch port seems to be a remake directly from the Wii, but they added the additional 3DS levels, which was a selling point to the 3DS port. Also another selling point from the 3DS remake that the Switch will borrow, the Switch version will not have motion controls. I say do your research before deciding what version of the Donkey Kong Return you want to play, but the Switch will make the game readily available to new players.

Thirteenth, Nintendo introduces the next game with simply, "Take a look at this." This usually indicates the next game will be a big deal. The opening cinematic shows hieroglyphs with a painting of a dark-haired girl.  She looks a lot like Hilda from The Legend of Zelda: Link Between Worlds, a 3DS game. Is this a Switch port of that game? No. It's Dragon Quest 3: HD 2D Remake. Not as impressive as a Legend of Zelda remake, but still pretty impressive. Square Enix has done an excellent job of turning 2D games into HD, and it looks like Square Enix has done an equally fanstastic job with Dragon Quest 3: HD 2D Remake. The trailer says it will be available on November 14, 2024. From there, it transitions to say that Dragon Quest 1 & 2: HD 2D Remake. At first, I found myself confused. Aren't people just going to hold off on purchasing Dragon Quest 3: HD 2D Remake in 2024 until Dragon Quest 1 & 2: HD 2D Remake come out in 2025? Fortunately, Dragon Quest creator and game designer Yuji Horii explained afterward that Dragon Quest 3 is a prequel to Dragon Quest 1 & 2, so this time they are selling the games in order of game story chronology to see if gamers experience the story differently. I can see these remakes of the first 3 Dragon Quest games becoming the definitive edition, so new players will want to pick up these games, as well as old fans looking to return to the roots of the series. (Also, for the sake of the count, I'm considering the whole Eldridge trilogy of Dragon Quest as 1 big announcement.)

Fourteenth,  FunkoFusion pops onto Nintendo Switch (their pun, not mine) on September 13, 2024. Man, this game took a big hit coming to the Switch. It's a huge graphical downgrade. It's hard to believe that can happen to Funko Pops, but it did. If you have any of the other gaming consoles, or a capable PC, play this game on there, not on the Switch.

Fifteenth, Nintendo presents Luigi's Mansion 2 HD. If the presentation of Nintendo World Sports: NES Edition was baffling, then presenting Luigi's Mansion 2 HD is very baffling. We already know about this game! Why bother covering it again? Especially considering the game comes out in 9 days! To make matters worse, it's not like they told us about any other new features. It's still just the same old 3DS game, just with HD graphical improvements for the Switch. Yes, if you never played the game, get the Switch port over the original 3DS game, but if you already played the 3DS game, there's no reason to get the Switch version.

Sixteenth, Nintendo revealed The New Dempa Men by Genius Sonority. It looks like Miitopia, just with Dempa Men. I imagine these a niche audience for this somewhere, and this reveal clearly appeals to them. It has minigames that can be played in local multiplayer. It's a free-to-play game, which means there is no loss in at least trying it out. If you are already a fan, and you need to get ahold of the game as soon as possible, then the Switch is your best option, as it is a timed exclusive. Again, Nintendo has won over a niche audience with this game.

Seventeenth, from SNK Corporation, it's Metal Slug Reloaded. Again, this is another 2D HD remake. The big added feature is online multiplayer. On top of all that, it got a shadow drop release, making it available by the end of the day. Again, we got another niche audience appeal. If you somehow could afford the SNK Neo-Geo back in the day, and you miss its games, one of its more popular games now can be played on the Switch.

Eighteenth, from Red Hook Studios, it's Darkest Dungeon II. As the name hints, it's a sequel to a gothic roguelike RPG.Therefore, if you liked Darkest Dungeon I, or you like roguelike RPGs in general, you'll like this game.

Nineteenth, Nintendo gave a slew of games coming to Nintendo Switch Online. Game Boy Advance began. To start, Legend of Zelda: A Link to the Past & Four Swords. I wished they would have ported the anniversary edition, which was limited release on the 3DS, directly to the Switch, but this is a nice consolation. I hope I can find 3 friends to team up with me, so I can try the Four Swords portion for the first time in my life. Next, Metroid: Zero Mission. I understand the delay because, ultimately, this is a remake of the NES game, which is already on NES Online. At the same time, however, this was the one and only Metroid game missing on Game Boy Advance Online, so it's a much welcomed inclusion. Moving onto the Nintendo 64, Nintendo added Turok and Perfect Dark. Now you might be thinking to yourself, "Aren't these M rated games?" Yes, they are, and Nintendo is already ahead of you. Nintendo has made a new app/channel for them, called "Nintendo 64 Online Mature 17+" I thought this was really uncalled for. Isn't there some way to put them on the regular Nintendo 64 Online app/channel and block them with parental blocks? Apparently not. Well, I'm glad Nintendo figured out a way around this. My favorite of the 2 has to be Perfect Dark. It goes perfectly with the Perfect Dark reboot coming to the Xbox Series. I guess this just Nintendo and Xbox working together again. (The 4 Nintendo Switch Online game I am also considering one giant announcement.)

Twentieth, from NIS comes Phantom Brave: The Lost Hero. This is another JRPG, but this time, it has a chibi look. I've never been a fan of the chibi look; it always looks like a downgrade to me. If JRPGs with a chibi look is your thing, go for it, but it's a pass for me.

Twenty-first, Capcom gives the Nintendo Switch Marvel vs. Capcom Fighting Collection: Arcade Classics. This collection will come with 7 games, most of which are fighting games, but it has some beat 'em ups thrown into it, too. Of course, the collection supports both local multiplayer and online multiplayer. A new feature added to all the games is a training mode. Capcom gives this collection its standard collection treatment with an artwork and music museum. This is an excellent collection for anyone looking to get into the series.

Twenty-second, Nintendo announced Mario Party Jamboree. This is a jam-packed full Mario Party game. The boards seem to have Mario Party 8 inspiration, for not all the boards have the same simple goal of trading in 20 coins for a star. On top of that, they have 2 boards returning from older Mario Party games: Mario's rainbow castle from Mario Party 1 and western land from Mario Party 2. Mario Party Jamboree will have over 110 minigames, covering both traditional controller inputs and motion controls. Personally, I missed the motion controls minigames in Mario Party Super Star. There is 20 different characters for players to play as. This is probably because Mario Party Jamboree comes with its own version of Fall Guys, called Koopathalon mode. Not to be pessimistic, but I have a feeling this was originally supposed to be DLC for Super Mario Party and Mario Party Superstars separately, but somewhere at sometime they decided to combine them and sell them a one whole game for $60 (which also probably means neither Super Mario Party nor Mario Party Super Stars will get DLC). Will that combination work out? We will have to wait and see. Still going to get it, either way.

Twenty-third, it's another "Please take a look at this" moment. The scene opens with Link, in the Link's Awakening (Switch) aesthetic, fighting his way to Ganon, who has Zelda entrapped in a purple crystal. Is Link's Awakening on the Switch getting DLC? That would be preposterous, considering the only DLC the game ever got was the color dungeon going from the Game Boy to the Game Boy Color. Is it a Link to the Past HD remake for the Switch? I don't remember Zelda ever entrapped in a purple crystal in that game, though. Is it a demake of the Legend of Zelda: Ocarina of Time? That had Zelda entrapped in a purple crystal. That game, however, has a 240p remake on the 3DS, so surely it could handle a 1080p remake on the Switch! Nope, it's none of them. It's a brand-new game. Meet The Legend of Zelda: Echoes of Wisdom. For the first time in the franchise's history, Zelda is the main, playable character. Instead of using a sword, Zelda will fight with a wand, which can duplicate items and enemies alike. Yes, the irony is not lost on me about the Wand of Gamelon. It's like Nintendo reluctantly remembered the game, and then thought to themselves, "You know, they were on the right track, let's see if we can do better." Listen, I understand that playmobile art style was a necessary evil for the Switch remake of Link's Awakening, but it's totally unnecessary for any new Legend of Zelda game, including Echoes of Wisdom. Listen, I understand what Nintendo is trying to do here. Just like they have successfully had 2D Super Mario games and 3D Super Mario games side-by-side, Nintendo wants to have 2D Legend of Zelda games and 3D Legend of Zelda games side-by-side. In the case of Super Mario, however, 2D Mario (and company) and 3D Mario (and company look very similar, almost the same. In the case of Legend of Zelda, they do not. Imagine if Pokemon made all the new Pokemon games look like Brilliant Diamond and Shining Pearl. Gamers would abhor that! So why aren't players abhoring this playmobile style in Echoes of Wisdom? I wish all future Legend of Zelda games would hold to the cel-shaded 3D models, as seen in Breath of the Wild and Tears of the Kingdom. I can appreciate, though, Nintendo attempting a different take on the Zelda formula.

Twenty-fourth, Ubisoft introduces Just Dance 2025 Edition. This is not as bad as Nintendo World Sports: NES Edition or Luigi's Mansion 2 HD because it was not previously announced, but it's pretty much expected at this point, so that's somewhat similar. Just Dance 2025 Edition comes with 40 new songs. Most of the songs I recognize, which means it's not just recent one-hit wonders, which makes me glad. I am really curious how you dance to "Basket Case" by Green Day, though. Just Dance 2025 Edition also comes with difficulties, which they clearly borrowed from Harmonix's Dance Central. Too little, too late, I say. Outside this Nintendo Direct, I discovered that the Just Dance series now has lore. A good soundtrack plus the addition of difficulties plus lore makes this game more attractive to me.

Twenty-fifth, the newest Lego game is Lego Horizon Adventures. This game makes me chuckle. Nintendo found a way to get a Horizon game on their system. Interesting enough, this game is developed and published by PlayStation for the Switch. Even more interesting, this game can be played on PS5 and Switch, but it cannot be played on any Xbox console. It looks like PlayStation is taking a play from the Xbox playbook, allowing Nintendo to have their game, believing that it plays better on a PS5. That or PlayStation hopes that Nintendo gamers will play Lego Horizon Adventures, realize how cool it is, want to play the original Horizon Zero Dawn, so they will go out and purchase a PS5. More power to you, PlayStation. Go for it.

Twenty-sixth, Annapurna Interactive delivers to Switch Stray. Just like with FunkoFusion, this game takes a major graphical hit coming to Switch. Textures are blurred badly. If you're a Nintendo fan, who only owns a Nintendo console, yet wants to see what the hype is around Stray, then get this game. Otherwise, play it on a more powerful system. Heck, you may not even get why it's a big deal playing graphically downgraded version on the Switch!

Twenty-seventh, from Private Division comes Tales of the Shire: A Lord of the Rings Game. I want to say, "Ugh, another farming and crafting game," but I know the appeal here is that this farming and crafting game from the Lord of the Rings, which gives it more appeal automatically. Therefore, I would say, if you love Lord of the Rings, pick up this game, but if not, then stick your Animal Crossing.

Twenty-eighth, Capcom re-enters the picture with Ace Attorney: Investigation Collection. This is a dream come true for Ace Attorneys. It's not just it's 2 games combined into 1 collection; it's also that 1 of the games never got released outside Japan, giving North American and European audience a brand-new game. On top of the standard collection treatment Capcom delivers, like art gallery and soundtrack, Ace Attorney: Investigation Collection allows the player to alternative between the pixel graphics and the modern graphics at the press of a button. This is a nice choice to give players. I like that Capcom continually allow for Ace Attorney to become available to a new audience by continually updating for the current generation of consoles.

Twenty-ninth, Aniplex and Tookyo Games team up to give The Hundred Line - Last Defense Academy. This game comes from the makers of the Danganropa series, and boy, you can tell, for it looks and feels like it. The big difference is that this seems like a different kind of strategy game. Hey, if they delivered for the Danganropa series, I imagine they can deliver for The Hundred Line - Last Defense Academy.

Thirtieth, Square Enix has another remake for the Nintendo Switch. This time it's Romancing SaGa 2: Revenge of the Seven. This time, however, this remake of a Super Nintendo game will get the full 3D remake, not just shining up 2D sprites. The transition from 2D to 3D can always be a little tricky. I can see this becoming a hot topic within the community. Perhaps some wish it stayed in 2D, while maybe others want it to go 3D. If done well, the remake will pay off, for both Square Enix and fans alike.

Finally, it's time for Nintendo's "one last thing" moment. The scene opens up with green text on a black screen reading, "Cosmic Year 20X9, Galactic Federation Research Facility." Nintendo fans in the know will know this is for a Metroid game. Which game will it be? Samus steps out of her ship. Nice 3D models, so it can't be a port of an older 2D game, but still no other clue. Then, it goes into a first person perspective. It's a Metroid Prime game! Is it an HD remake of Metroid Prime 2: Echoes or a brand-new game? It's Metroid Prime 4! Everybody say with a loud sigh, "IT'S ABOUT TIME!!!" Seriously, the game was started in 2017, restarted in 2019, and now 7 years from the original onset and 5 years from the restart, we finally get a subtitle, a cinematic trailer and a gameplay trailer. The game looks beautiful, so beautiful that some have speculate the game is playing on the Switch successor (but that's what they said about Tears of the Kingdom and Super Mario Wonder). Fans will have to wait a little bit longer, as it's not slated to release until 2025. I can see this game being like Legend of Zelda: Breath of the Wild - the last game on the Switch and the first game on the Switch successor. Nintendo yet again ends their Direct with a bang!

Nintendo was riding the nostalgia train pretty hard there. Of course there was all the collections, but a lot of these games were sequels to well-established franchises. Nintendo definitely has third-party support they have failed to achieve in previous years. It was nice to see games from Square Enix, Capcom, Ubisoft and Annapurna Interactive. The show was stolen, however, from their first-party games. Nintendo understands that exclusives sell console, so that's why they are always headlining. Yes, there were some questionable decisions, like the inclusion of Luigi's Mansion 2 HD, and Nintendo World Championships: NES Edition. That's when they should have announced the 5 Mega Man games coming to Game Boy Online and the release date for the second Super Mario Bros. movie, instead of doing it days before the Direct. Don't be mistaken, though. All the negatives are outweighed by the positives. If it's a pure numbers game, Nintendo made the most announcements: 31 (and I'm combining the Dragon Quest Trilogy as 1 and all Nintendo Switch Online games as 1!), opposed to Xbox's 30 and PlayStation's 14. Nintendo's Direct seemed to also be the perfect middle time-wise. At a little over 40 minutes, it was longer than PlayStation's State of play, which was a little over 30 minutes, but under the Xbox Games Showcase, coming in at a whopping 75 minutes (not including the half-hour Call of Duty: Black Ops 6 segment directly after). With the most games in the middle amount of time, if this was E3 or Summer Games Fest, Nintendo would "win."

+Positives+: Strongest opening and closing in comparison to their competitors, bringing back franchises that do not have entries on the Switch, providing a substantial update to a long awaited Switch game, collections and remakes welcome a new audience to older games, utilize nostalgia in a positive way, thinking up new ways to take old franchises, continual updated support for Nintendo Switch Online, continual updates and DLC for those who already purchased games (especially the free ones), the suspense of all the "Take a look at this" moments, most games talked about, plenty of third-party support that Nintendo has lacked in the past

-Negatives-:
time wasted by talking about 2 games coming out within a month's time, time wasted on Just Dance 2025 Edition because at this point it's assumed, only 4 games for Nintendo Switch Online, games meant for PS5 and Xbox Series taking an obvious graphical downgrade coming to Switch, too many announcements on updates and DLC that take away time from brand-new games, The Legend of Zelda: Echoes of Wisdom's art style, Super Mario Party Jamboree feels like 2 games' DLC combined as one
~Top 3 Games~: Mario & Luigi: Brothership, Metroid Prime 4: Beyond, Super Mario Party Jamboree
*Medal*: Gold

Friday, December 31, 2021

2021: The Year of Paper Mario

 After The Year of Super Mario in 2020, after playing 21 platforming games in 2020 (22 if counting Super Mario 35), I wanted a changed in video game genre. I considered changing over to the RPG (role playing game) genre. I had not played an RPG since my Pokémon days, and I thought it would be nice to get back into them. My only hesitation is that I know RPGs can be an investment in time, and going through both an adoption and a dissertation, I could not afford a game which required an investment in time. I looked for a light RPG, and I assumed that Paper Mario looked like a lighter RPG. I also found myself interested about the recent conversation about the Paper Mario series. It seems like the Paper Mario series has gone from RPG to RPG Light to RPG elements. With the recent Paper Mario games, you either love them or hate them; there is no middle ground. As somebody not blinded by nostalgia glasses, I wanted to see if these games held up by themselves, with or without embracing the RPG genre, and if one can just like Paper Mario games. Therefore, I declared 2021 the Year of Paper Mario! For the year of 2021, I aimed to finish all 6 Paper Mario games. Naturally, it only made sense to begin with the original that started it all, and then play in order of release.


On February 27, 2 months in 2021, I saved all 7 star spirits and defeated Bowser (twice!), thus finishing Paper Mario for the Nintendo 64 (via the Wii U Virtual Console)! In my playthrough, I collected 33 star pieces and 28 badges. I leveled up Mario to level 23, giving up 55 HP (maxed out), 55 FP (maxed out) and 18 badge points. I also leveled up all 8 party members to super level and 5 party members to ultra level. And I did it all in a matter of 21 hours. If familiar with the back story of Paper Mario, this game was originally supposed to be a sequel to Super Mario RPG: Legend of the Seven Stars. While Nintendo went a different direction early in development, some of the gameplay still felt reminiscent of Super Mario RPG. For example, the quick time events give the gamer something to do, besides selecting attacks and waiting. At the same time, however, the gameplay feels watered down compared to Super Mario RPG. Mario only has 1 partner to help in battle, as opposed to 2, although these partners can switch out. Only Mario can use items and the special star moves, whereas each character in Super Mario RPG can use attacks, special attacks, items and a defense stance. The level up system rewards increasing HP first and then FP, whereas Super Mario RPG rewards equally improving the characters. I think I prefer the gameplay of Super Mario RPG over Paper Mario. Nintendo had a good attempt at an RPG, but Nintendo should have left RPGs to Square (Enix), the king of RPGs. Similarly, the story of Paper Mario resonates with Super Mario RPG: Legend of the Seven Stars. Again, Mario has to collect 7 stars, but this time, the stars are alive (that is, personified), and these stars give you power (which gives the stars more importance than the McGuffin status in Super Mario RPG). The only problem is that big bad boss is Bowser again, instead of an original character like Smithy. Yes, I know Shigeru Miyamoto does not like his original property messed with, and yes, I know it will get worse, but Mario versus Bowser just feels like another Mario game. It's just that now the combat is RPG instead of platforming. And why does Mario have to face off against Bowser? To save Princess Peach, of course! Again, this feels like another Mario game. Just substitute platforming with RPG.


About 2 months later, on May 1, I defeated the Shadow Queen, thus finishing Paper Mario: The Thousand Year Door for the Nintendo GameCube (via the backwards compatibility on the Nintendo Wii). During my playthrough, not only did I collect the 7 crystal stars, I collected 73 star pieces, 48 of 85 badges (that's a majority of them!), all 42 shine sprites (thus fully upgrading all partners but the optional partner Ms. Mouz), and I also journaled 95 of 124 tattles. And I did it in 36 1/2 hours. And I have a hot take: the original Paper Mario is better than The Thousand Year Door. I felt the game had both positives and negatives. Let me get the positives worth complimenting out of the way first. Paper Mario: The Thousand Year Door has more RPG elements. I like how now Mario's health and the partner's health are separate. I also like how the quick time events give something to do as turns play out, not just a set it and forget it. I like story, for the most part. I appreciate how it wasn't Bowser trying to steal the Mushroom Kingdom from Princess Peach. As a matter of fact, both Bowser and Peach have their own subplots, which the gamer can play. My favorite were the Bowser parts, as many of them re-enacted famous levels from the first Super Mario Bros. In some regards, Paper Mario: Thousand Year Door is more of the original Super Paper Mario, with some fine tuning. Now let's get to negative. Somebody should really discipline the game developers, for at sometimes I do not think they understand good game development. It seemed like every chapter involved backtracking with no good reason. I sometimes even thought the developers included so much backtracking to pad time, which it really didn't need. The worst infringement was near the end (semi-spoiler, I guess) when the game has the player travel the entire world map to look for a character, only to find out he was at the starting point! Yes, I know that was the joke, but without any real instant quick travel, it was annoying! The puzzle segments were not always self-explanatory. I got the official Nintendo Power walkthrough packaged with my game, and without it, I would never have solved the puzzles. True to Mario, sometimes the game required platforming, and the platforming felt off. I would press A and Mario would not jump. Mario would fall short to a jump he should have made. Yes, ultimately it is a RPG, so jumping is not supposed to spot on as a platformer, but it should be manageable and not frustrating. Then came final showdown, which was like an Elite Three because it had 3 boss fights in a row, only allowing healing and saving between the second and third. I only survived the first two because I figured out a way to level up between the first and second, thus healing me. But I legitimately got stuck on the final boss. The only way I could get through was through grinding. Those past 2 sentences I should never have to say in a casual RPG, like Paper Mario. Since Mario maxes out at level 30, once the player reaches level 25, leveling up becomes grinding to its fullest definition. No matter who are Mario's opponents, Mario only gains 1 star point (Paper Mario's experience points) per battle. If you do the math, then yes, leveling up Mario to level 30 would take 500 star points or 500 random battles. I managed to get to level 27, but from then, I focused on upgrading my partners. While Thousand Year Door had fine-tuned RPG gameplay and a fresh story, it also had dully repetitious backtracking, puzzles more confusing than intriguing, off platforming and bosses requiring grinding to the right level. Nevertheless, after playing through the entire series, I looked back at this game and decied the positives outweighed the negatives. Paper Mario: The Thousand Year Door would become my favorite game of the series.


About a month later, by the end of the month of May, I beat Count Bleck and defeated Mr. L & Dimentio, thus finishing Super paper Mario for the Nintendo Wii! This is the 3rd Paper Mario game I have played and finished. In my playthrough, not only did I collect the 8 pure hearts, I also collected all 12 Pixls (which means I did do both Pixl side quests, including the Pit of 100 Trials in Flipside), 46 of 256 cards, 4 of 96 recipes and 999 coins, thus maxing out my coin counter. I earned a high score of 783,270, leveling up Mario (and team) to level 17, giving Mario (and gang) an HP of 50 and an attack of 10 (20 for Bowser). And I did it all in 18 3/4 gameplay hours over the span of roughly a month (more like 8 days because I only played Super Paper Mario on the weekends). Super Paper Mario is so controversial among Nintendo fans, not because it's a bad game, but because the gameplay shifted from a full RPG to a platformer with RPG elements. Yes, if you're looking for a full RPG, Super Paper Mario will disappoint you. If you're willing to try a platformer with RPG elements, Super Paper Mario is a good choice. They do seem to blend the two together well. For starters, some of the levels clearly have their inspiration from the first Super Mario Bros., which will give you a dose of nostalgia. Then inserting the RPG elements allows the developers to provide a new game experience to old level designs by experimenting. It was nice to take damage and not get an immediate game over. By adding elements from RPGs, which not only includes gameplay mechanics but also story mechanics, Super Paper Mario has demonstrated that platformers don't merely have to consist of reaching the end of the level. Platforming levels can have both enemies and NPCs to interact with, which can progress the story.  Platforming levels can have buildings to enter and dungeons to explore. The story does not have to be an overarching premise. It can develop in every world and in every level. It's a shame Shigeru Miyamoto tries to keep the story in a Mario game to a minimum because Super Paper Mario demonstrated that platformers can have in-depth stories, especially thanks to the RPG elements. Speaking of story, this story feels the closest to Super Mario RPG because it has Mario teaming up with Bowser and Princess Peach to fight a brand new boss, whose henchmen consist of both familiar enemies and new enemies. While criticism might come for taking Super Paper Mario far away from the RPG gameplay of Super Mario RPG (from which the Paper Mario series descended), Super Paper Mario has the closest story to Super Mario RPG yet in the series. While I lean more towards the like it than dislike it crowd, I do see it has faults. I don't understand why only Mario can flip from 2D to 3D, besides the fact it becomes Mario's special skill. If this is Paper Mario, where even enemies can flip, every team member should flip, too. Think of something else to give Mario a special skill. On a similar note, it became annoying that every team member's special skill was mapped to a different button. Since the A button has no use outside Mario (because the A button is mapped to Mario's special skill), then map all the special skills to the A button. Speaking of buttons, I also missed the feature where the player could back in dialogue if the player missed something by reading too fast. The B button remained unmapped throughout the whole game; it could've had that purpose. Sometimes the worlds felt unbalanced because one world could take a half hour and another world could take 2 hours. One could argue that the game is too easy. Coins are too easy to get. I maxed out my coin counter a couple times, despite buying 2 warp pipes. I didn't get a single game over (OK, technically I did once, but I would argue that I got softlocked because I got stuck in a place where I couldn't get out and only receive damage). This would especially include the final boss battle, but one could technically argue the final boss battle was so easy for me because I leveled Mario (and team) up so much. For my overall opinion, I will again say what I said earlier. If you're looking for a standard, typical RPG, it's a bad game. If you're looking for a platformer with RPG elements, it's a good game.


Almost a month to the date of finishing the last time, on June 27, I Defeated Bowser, thus finishing Paper Mario Sticker Star on the Nintendo 3DS. In my playthrough, I collected all 6 royal stickers, all 38 comet pieces and all 16 HP hearts, giving Mario the max HP of 100. Unfortunately, I only discovered 4/5 Luigi stickers, and I came up much shorter on secret doors. Altogether, it took me 20 gameplay hours over the span of about a month (according to my 3DS, I averaged 1 hour 57 minutes per session). And now I see why Nintendo fans and Paper Mario fans alike consider Sticker Star the worst game in the series. A little background to preface this review. When planning for Paper Mario Sticker Star, Shigeru Myamoto has 2 new rules for Paper Mario. First, since Paper Mario is a subseries of the Mario series, all characters had to come from the Mario world (i.e. Mushroom Kingdom) and no new characters could be created. Second, since Paper Mario is a subseries of the Mario series, Mario games do not have complicated stories, so the story must be simple. These 2 rules did a great disservice to the Paper Mario series. In order to keep the story short and sweet, the story downgraded to yet again Bowser kidnapping Peach to get ahold of a magical power. In order to keep the story to just Mario characters, there are no teammates for Mario. Mario works alone. Any "ally" (here defined as a non-combatant NPC) has to be a Toad, and there a lot of Toads in this game. All the enemies are familiar from the Super Mario series. Even Bowser's sidekick got downgraded from Kami Koopa to random generic magikoopa. The only original character is Kersti, a crown sticker personified, but she is the Navi of this Paper Mario game, only there to give hints and tips to Mario when lost. This lack of original characters and plot made the story quite bland. Then there's the gameplay. The "good news" (if you want to call it that) they brought back the turn-based battle system, and it even comes back with time hits. The bad news is that Mario does not gain experience points or level up from the battling. It makes you wonder, "Then what's the point of this battle system?" To make matters worse, in order to execute attacks, you must have a sticker, which can be found around the world and in shops. Without the sticker, you're out of luck. Without the experience points and leveling up, alongside needing stickers, the gamer wants to avoid battles. When caught in a battle, the player wants to run away, which he or she can, as long as he or she mashes A enough. Still sometimes, though, the even that won't allow Mario to escape. The gamer asks, "Why do I have to stay and battle?" and the game answers, "Just because." A game where the player wants to avoid the primary gameplay loop is not a good game. By the end of game and by the end of series, I joined so many others by concluding that Paper Mario: Sticker Star is the worst Paper Mario game in the series.


2 months and 1 day later, on August 28, I defeated Black Bowser (man, that sounds racist), thus finishing Paper Mario: Color Splash for the Nintendo Wii U! In my playthrough I collected all 60 basic cards, 37/72 enemy cards (that's a majority of them!), all 27 thing cards, 24/40 artwork (that's a majority of them!) and 20/33 records (that's a majority of them!). I also earned 5/6 banners, meaning I found all the cut-outs, executed over 200 excellent attacks, collected over 10,000 coins, bought over 200 cards, and beat all Roshambo temples. The only banner I did not earn was the colorization banner because I only reached 61% colorization (hey, that's 3/5!). And I did it all in 40 gameplay hours over a span of 2 months real time. Just like Thousand Year Door, Color Splash had both its positives and negatives. Let's start with the positives. Up to this point, Paper Mario: Color Splash is the most beautiful Paper Mario game, in aesthetic and graphics. Everything in the world genuinely looks like paper or carboard, especially with the white border around all the characters (I know that's a hot take, but I think the white border really sells the paper aesthetic ). Someone might even think Nintendo found a way to make a stop motion video game. Nintendo knew if they want to make the focal point of this Paper Mario game colors, they had to bring the colors. Indeed, they truly brought the colors. All the colors in the game were bright and vibrant.  I especially appreciate how they divided the game's world into 6 main colors, and the levels within the world all have shades of those colors (for example Cherry Lake & Crimson Tower in Red World and Plum Park & Violet Passage in Purple World). Also deserving praise is the soundtrack. Up to this point, Paper Mario: Color Splash has one of the most beautiful soundtracks. Koji Kondo has created one of the best soundtracks in his career. The soundtrack covers a wide array of genres, and none of them seem out of place. The game credits 29 musicians, each for their own instrument, and they deserve it. This game definitely needs to be played with television sound all the way up or wearing headphones or earbuds. Then comes the gameplay. The primary gameplay loop from Paper Mario: Sticker Star returns to Paper Mario: Color Splash. The battle sequence is turn-based, but it is not a turn-based RPG, meaning no experience points and no levels, but time hits still reappear. This time, however, it's more complicated. Instead of stickers, Color Splash uses cards. First, the gamer has to select the card on the touch screen. Nintendo must have heard the complaints about the lack of space for stickers because Color Splash has room for 99 cards, and all cards are the same size, just taking up 1 slot. Rarely will the player run out of room for cards (that only happened once or twice for me). Second, the player has to paint the card. After all, it would not be a color splash without paint. Paint increases damage and likelihood of perfectly timed attacks. Players can use cards without paint, but it will do less damage, and it will less likely lead to multiple attacks. Third, gamers have to flick the card from the Wii U Game Pad to the TV. Yes, 3 moves to execute an attack (four if including pressing A/tapping the screen for timed attacks). It felt like a lot to execute an attack, especially next to Sticker Star, in which the player had to merely tap on the sticker. Furthermore, this new primary game loop requires the gamer to have both cards and paint in inventory to execute an attack. Again, yes, technically an attack does not need paint, but it will hinder without it. And yes, some cards come already painted. Furthermore, to be honest, the game provides plenty of opportunities to collect point, as I personally only ran out of paint once or twice. Nevertheless, it complicates the primary game loop. It has come a far way from merely pressing a button to select an attack, as seen in the first 2 Paper Mario games. The complication becomes even less worth it knowing it will not give experience points or leveling up (oh, more HP comes as a result of beating a world boss and recovering a big paint star). Just like Paper Mario: Sticker Star, Paper Mario: Color Splash divides into 6 worlds. Since this Paper Mario game is subtitled Color Splash, all the worlds have color names. Furthermore, the levels within the world all  the levels within the world all have shades of those colors. For example Cherry Lake & Crimson Tower in Red World, and Plum Park & Violet Passage in Purple World. Nintendo deserves praise for that creativity. On the flip side, however, Color Splash has no good reason why the divide the game into worlds and levels. Dividing into worlds and levels made sense for Sticker Star, for the 3DS may not have the power to handle a single, open world. The original Paper Mario had a single, open world on the Nintendo 64, and Paper Mario: Thousand Year Door had a single, open world on the GameCube. Surely, the Wii U could handle a single, open world. Just like Sticker Star, Shigeru Miyamoto and Takashi Tezuka supervised Color Splash, which explains a lot. If unfamiliar with Nintendo, Shigeru Miyamoto and Takashi Tezuka supervise the Super Mario series. Super Mario games always divide into worlds and levels, so naturally, Paper Mario: Color Splash has to divide into worlds and level to feel like a Super Mario game (perhaps to attract a wider audience?). What makes worlds and level so bad is that it makes apparent the pacing of the game. I kept track how long it took me to get each big color star. It took me (in order of getting the stars) 6 1/4 hours for the red paint star, 4 3/4 hours for the yellow paint star, 5 3/4 hours for the blue paint star, 4 3/5 hours for the purple star, 5 1/2 hours for the orange star, 6 3/4 hours for the green star, 6 2/5 hours to beat Bowser, for a total of 40 hours. Paper Mario: Thousand Year Door took a little less (36 1/2 hours), and Thousand Year Door required collecting stars, but it did not feel so slow because it had a single, open world. Splitting the game into worlds and levels made apparently the slow pacing of the game. Once again, because Miyamoto and Takashi Tezuka supervised Paper Mario: Color Splash, the game has no unique characters besides the companion Hugh, a paint can (get the pun?). This companion Hugh is not to be confused with the partners of the original or Thousand Year Door (and maybe Super Paper Mario?) because Hugh does not attack. Just like Kersti in Sticker Star, Hugh merely gives hints, and to be honest, Hugh is not good at giving hints. Whenever the gamer wants a little hint, Hugh gives a big and obvious hint, pretty much saying the answer. Whenever the player needs a big hint, Hugh pretty much says, "I don't know, go ask the Hint Toad," which is all the way back at the "hub level" Prism Plaza and requires 10 coins for a vague hint! Just like Kersti in Sticker Star, Hugh is almost worthless. Also just like Sticker Star, Color Splash has a problem with puzzles that it thinks is obvious, but in reality, it is not so obvious. Similar to Sticker Star, nothing feels more annoying than needing a certain thing to solve the puzzle, but that thing is not in the inventory, so the gamer has to either find the thing again or traverse back to the "hub level" Prism Plaza to buy the thing. Also due to Shigeru Miyamoto and Takashi Tezuka supervising Color Splash, the game plot comes down to Bowser kidnapping Princess Peach. At least this time Bowser delays kidnapping Princess Peach to change things up a bit. [SPOILER ALERT!] The game tries to portray Bowser not in control, rather, controlled by the black paint, but this does not really change things up that much [/END SPOILER]. Probably also due to Miyamoto and Tezuka supervising Color Splash, each world's boss is a Koopaling. Although the first appearance of the Koopalings in the Paper Mario franchise, the oversaturation of the Koopalings in the Super Mario Bros. series makes the boss levels in Color Splash feel unoriginal. Even an oversized standard enemy, another staple of the Super Mario series, would have felt more original. While a bit tempting to mark this game as the worst, even worse than Sticker Star, I ultimately recognize this game is an improved Sticker Star, and since Nintendo improved on Sticker Star with Color Splash, Color Splash, by default, ends up higher than Sticker Star.


Once September rolled around, I started on Paper Mario: The Origami King, the most recent and last entry of the Paper Mario series. About a month and a half later, on October 16, I defeated Olly, thus finishing Paper Mario: The Origami King on the Nintendo Switch! This is the 6th Paper Mario game I have played and finished. During my playthrough, I also rescued 353 Toads. And I did it all in about 27 1/2 gameplay hours over a span of about 1 1/2 months. Aesthetically, Paper Mario: The Origami King looks just as good, if not better, than Paper Mario: Color Splash. The paper is so realistic-looking, somebody might even wonder how Nintendo made a stop-motion video game. This is especially noticeable when the game has ripped up paper and paper confetti, which both add to the aesthetic. The colors still vibe like Color Splash, although it had no reason to, which Color Splash did have a reason. New to Origami King, the water also has a paper aesthetic, and its physics work as it should. From a gameplay perspective, my favorite part of the aesthetic was that the enemies were origami, and the friendly NPC allies were flat paper. This made it easy to distinguish friend or foe, unlike past Paper Mario games, in which distinguishing friend or foe came down to past Mario experiences, and even that was sometimes unreliable. The soundtrack is good, just good. The music itself has the quality of the past 2 Paper Mario games. It just doesn't have the variety as Color Splash did. Don't get me wrong, Origami King's soundtrack isn't bad, but I would prefer the soundtracks of Sticker Star or Color Splash over Origami King (probably the only compliment I will give those 2 games). The premise of this game is that Olly, the Origami King (hence the title), wants to turn the world of Paper Mario into an Origami World and make himself king over it. He kidnaps Princess Peach and turns her into origami. He also kidnaps Princess Peach's castle by ripping it out of its foundation and wrapping it with 5 streamers. Mario must unwrap the 5 streamers to enter Princess Peach's castle and save Peach. Don't worry, though, Mario has Olly's sister, Olivia (yes, I know, how creative), to guide Mario. Finally Nintendo goes back to original characters!... well, they sort of go back to original characters. Well, technically, the only original characters are Olly and Olivia, but it at least makes the plot not a typical Mario vs. Bowser over Peach. And Olivia is tolerable as a companion. She has fun going on an adventure, and her advice actually helps. Paper Mario: The Origami wanted to focus on puzzles. Yes, as Nintendo continues to debate what genre the Paper Mario franchise will be, this time it tries a an action-adventure puzzle game. Let me tell you, though, when I say puzzle game, I mean puzzle game. Puzzles saturate this entire game, even the combat. Again, this entry in the Paper Mario series is pretty much stripped of its RPG elements. At the closest to an RPG, Mario's confetti bag increases in size after every boss battle, but that's about it when it comes to gaining experience and leveling up. Mario can gain more HP, but that comes by discovering hearts hidden in areas. Mario can increase attack and defense power, but that comes via buying items in a shop. Again, this creates the problem of encouraging gamers to avoid enemy encounters. To further discourage enemy encounters is the way battles are done. It's no longer a simple turn-based combat. Now the player has to line up enemies to create patterns, which in turn creates maximum damage. I can't count the number of times I paid off Toads to do it for me (yes, that's an option) or I just simply dealt lower damage because I gave up on the puzzle. It made me wonder just a one-worded question: Why? Why is this a thing? Why do it this way? The good news is that the gamer no longer needs stickers or cards to attack. The bad news is that upgraded weapons break, meaning the player will have to buy them again or suffice with the basic weapon, which do not break. The secondary gameplay loop is that you have to beat a vellumental creature halfway as a miniboss to gain a new, powerful attack, and then you have to defeat a boss to release the streamer. The game splits up into 5 "chapters" (besides the tutorial prologue and the final boss epilogue). 5 streamers means 5 bosses, but there is only 4 vellumentals. The vellumentals are earth, water, fire and ice. See something missing here? They could have easily made an air or wind vellumental, making 5 vellumentals and 5 bosses for 5 streamers. For the bosses, Nintendo really grasps the paper aesthetic, as they are all office supplies. Somehow Nintendo made bosses that are both very creative and lack creativity at the same time. Despite my gameplay session lasting 27 1/2 hours, I wish it would have lasted longer. They could have easily made a 6th streamer, an orange one. The miniboss before the final boss could have been the one guarding the 6th streamer, and it could have incorporated part of the final boss battle into that boss, so no need for a 6th vellumental. Yes, I know I shouldn't complain about not enough to do without fully completing the game, but fully completing the game is a collectathon: find all Toads, treasures, ? blocks and holes. That's not fun; that's boring. I would have liked some more secondary gameplay loop, but not the 1st or 3rd one. [SPOILER ALERT!] The final boss was dragged out. Yes, I know that typical Nintendo final bosses have 3 phrases, but the middle phase was unnecessary. The first phase has Olly transforming all vellumentals, and Mario has to figure out the type advantage vellumental. Technically, Mario doesn't have to face all the vellumentals. He can do it in 1 or 2 vellumentals. It all depends on how long it takes the gamer to figure it out, since Olly can replenish health. I would have preferred 1 health bar for each vellumental, instead of recharging health from Olly. The 2nd phase introduces brand new gameplay mechanics, which means it was totally unnecessary. The 3rd phase involves solving one last slide and spin puzzle, which is fair due to the primary gameplay loop, but the only problem is that is periodically is interrupted by QTEs, which can 1-hit or 2-hit kill Mario (also, this Paper Mario entry also has the problem of random 1-hit KOs throughout the game like past entries). The slide and spin puzzle is legit, but the QTEs are not. Either somehow introduce QTEs in the primary gameplay loop or do not bring into the final boss battle. [/END SPOILER]vWhile Paper Mario: The Origami King has realized that the gameplay of Sticker Star and Color Splash is not the way to go for the future of the Paper Mario franchise, it still stands far off from the RPGs of the original or Thousand Year Door. The Origami King truly does sit in the middle. If gamers still longs for the RPGs like the original and Thousand Year Door, they will feel disappointed by Origami King, but outside that, the player will enjoy a major improvement over Sticker Star and Color Splash.

And 9 1/2 months into the year, I have played and finished all 6 Paper Mario games! 🙂 Over those 9 1/2 months of the year, I played 163 3/4 hours of Paper Mario games, which means I averaged 27 2/7 hours per game. During my Year of Paper Mario, I felt the highs and lows of the Paper Mario series. I understand why the Paper Mario fanboys feel so upset. I would agree with the Paper fanboys that the first two games in the franchise rank the highest. I too would like to see them return to that form. Nintendo took the right step forward by abandoning the format used in Sticker Star and Color Splash, but I'm not sure Origami King has the right format either. I will disagree with the fanboys, however, in saying that Paper Mario should abandon their attention to the paper aesthetic. Indeed, I though Nintendo found some cool ways to incorporate it. I just don't think that paper has to take the forefront of the primary gameplay loop. I would agree with the fanboys in saying that the Paper Mario series should return to the RPG elements of the first two games. After all, Nintendo originally intended Paper Mario to succeed Super Mario RPG: Legend of the Seven Stars. I guess that still makes Super Mario: Legend of the Seven Stars the best Mario RPG, and I guess that means that if Nintendo fanboys ever want to see a truly good Mario RPG again, Nintendo must team up with Square Enix, the king of RPGs. Make it happen Nintendo and Square Enix!

Tuesday, December 31, 2019

2019: The Year of the Switch

On Christmas Morning 2018, I was surprised to find myself unwrapping a Nintendo Switch! My mentor and my best friend Louis Fritz had gifted me a Switch for Christmas, so I could complete my Year of the Kirby by playing the last remaining Kirby game Kirby Star Allies, exclusively on the Nintendo Switch. I spent the last 6 days of the year playing Kirby Star Allies, so I could finish it by the end of the year. Now with the Year of the Kirby done, I considered my gaming focus for the upcoming 2019. I could not simply let a good Switch go to waste, collecting dust, just because I wanted to play 1 Kirby game. Therefore, I declared 2019 would be the Year of the Switch! For my goal, I aimed to play and finish as many Switch games as possible. For my qualifications for these Switch games, they had to be console exclusives (only on the Switch), and they had to utilize the Switch's hardware capabilities to its maximum capacity. 365 days and 300 hours later (that's averaging 49 minutes and 20 seconds a day! Pretty good for a Ph.D. candidate!), I played 12 Switch games. Of those 12 Switch games,  8 games I finished, and 4 I did not finish. Of those 4 games I did not finish, half of them technically cannot be finished because they do not have a finish line. Here are the 12 Switch games I played for my year of the Switch. First, I will present the 8 games I did finish, in order of finishing them. Next, I will present 2 Switch that could be finished but I did not finish. Then, I will present the 2 Switch games I did not finish because I cannot finish them.

Games I Finished

Here are the 8 games I played and finished, in order that they were finished.

Mario Kart 8 Deluxe

I did not begin the Year of the Switch with Mario Kart 8 Deluxe. I actually started the Year of the Switch with Super Smash Bros. Ultimate, the Switch game I was most excited to play. Whenever I got bored, frustrated, stuck or tired with Super Smash Bros., however, I would turn to Mario Kart 8 Deluxe. As the game's subtitle hints, Mario Kart 8 Deluxe is really just an enhanced port of Mario Kart 8 on the Wii U. On the Wii U, I had already triple-star gold on all 50cc and 100cc grand prix cups, and I had gold on all 1500cc and 150cc mirror grand prix cups. Therefore, my goal was to repeat the same results on the Switch port. In a matter of about 10 gameplay hours, I had once again triple-star gold all 50cc and 100cc grand prix cups, and I had gold on all 150cc and 150cc mirror grand prix cups.

I swear Nintendo made Mario Kart 8 Deluxe easier than Mario Kart 8. It took me 70 hours of playing Mario Kart 8 on the Wii U to get triple-star gold on 50cc &100cc and gold on 150cc and Mirror, but I only spent 10 hours on Mario Kart 8 Deluxe on the Switch to get to the same place. I can think of a couple factors that may explain this. For starters, on the Wii U, I played every single cup on every single cc, whereas on the Switch I started at 100cc (since difficulties stack). I also played much more multiplayer on the Wii U, both local multiplayer and online multiplayer. That still doesn't excuse 60 hours. Remember on the Wii U I only downloaded 1 DLC pack, not both of them, meaning on the Switch it took less time to do more. I have to go back to the difficulty. I pretty much earned triple-star gold (which is 1st place on all 4 grand prix races) in my 1st attempt with most Grand Prix Cups. The only one that gave me issues was special cup and lightning cup. Then on 150cc and Mirror, I once again finished with a gold trophy on the first attempt most of them. Again, the only issues was special cup on Mirror (go figure). Either I'm getting good, or they tone down the difficulty on Mario Kart 8 Deluxe. I'm thinking the latter.

Outside the grand prix cups, I did not play the Switch game as much as I played the Wii U version. Besides the inclusion of the Wii U DLC characters and courses, the biggest and most welcome improvement was the multiplayer battle. In the original Wii U version, battle merely consisted of putting half the racers going one way, the other half of the racers going the opposite directions, and racers through items at each other in passing. In the Switch version, battles happen on courses meant for karts to freely roam, allowing more action to happen. The multiplayer mode also has a lot more options, from the classic balloon popping battle to a new cops-and-robbers battle. The variety allows for every multiplayer game to become a new experience. For the Wii U, I marked Mario Kart 8 as my favorite Wii U game. I'm not sure I would say that Mario Kart 8 Deluxe is my favorite Switch game, but I am awestruck at how Nintendo took an already great game and made it better. I really do hope Nintendo makes a Mario Kart 9 (which many, including myself, hope it is a "Super Kart Bros," or a Super Smash Bros. version of Mario Kart) uniquely for the Switch, for it can only get better.

Super Smash Bros. Ultimate

On New Year's Day 2019, I began playing Super Smash Bros. Ultimate on the Nintendo Switch. After playing it for the entire first half of 2019, I have accomplished the following-
-ON WORLD OF LIGHT ADVENTURE MODE, 100% completed on easy, clearing all the spaces, awakening all the fighters (this is how I unlocked all the fighters), reaching all the endings (including the true ending), fulling upgrading my skill tree, and I did all in a matter of 39 hours. On top of that, I also 100% completed all the Adventure Mode challenges.
-ON CLASSIC MODE, I cleared classic mode with every fighter (including DLC), with every fighter finishing with at least a minimum of a 7.0 intensity (compared to the 6.0 intensity on Super Smash Bros. 3DS). Rosalina & Luma was the only fighter I could finish on the maximum intensity of 9.9, making Rosalina & Luma my high score. On top of that, I also 100% completed all the Classic Mode challenges.
-ON ALL-STAR MOB SMASH, I defeated at least 25 characters (that's a third of them) with every single fighter (including DLC). My individual high score was 53 defeats (over two-thirds of them!) with Kirby, and my total high score with all fighters was 2,330 defeats.
-ON CENTURY MOB SMASH, I defeated all 100 Miis with half of the fighters, and with the other half of the fighters, I defeated at least 90 Miis. My individual high score was with Dark Pit, who defeated all 100 Miis in a matter of 2 1/3 minutes. My total high score was 7,457 Miis defeated. This is a huge improvement from Super Smash Bros. Wii U, where I could only defeat all the Miis with 10 fighters, and the rest of the fighters could only defeated half the Miis.
-ON HOME RUN CHALLENGE, each and every fighter launched the sandbag of a minimum 50 kilometers
-ON CHALLENGES, I 100% completed Adventure Mode Challenges, Spirit Board Challenges, Spirit Challenges, Classic Mode Challenges, Games & More Challenges, Online Challenges and Other Challenges. The only one I did not 100% complete was the Smash Challenges, but I did get a lot of them. Altogether, I achieved 116 of 124 challenges. That's over 90%!

Anyone who still says that Super Smash Bros. Ultimate is merely an enhanced port of Super Smash Bros. fo(u)r Wii U/3DS is an ignorant fool. Super Smash Bros. Ultimate has so much more to offer. As the reveal itself said, "Everyone is here!" Not since Melee has the entire cast of the prior games returned for the sequel game. As if 75 fighters weren't enough, DLC has offered even more characters from throughout video game history. And yet even with new fighters, the game stays fairly balanced. While somebody may point out that not all the stages return like the characters do, Super Smash Bros. Ultimate comes with over 100 stages, not even counting the DLC stages! On top of the over 100 unique stages, each stage comes with "battlefield form" (stationary platforms) and an omega form (no platforms), which could be considered over 300 stages. The combinations of fighters and stages are almost endless, which are made even more endless with the option to switch out stages in the middle of the Smash. Furthermore, to add even more combinations, Super Smash Bros. Ultimate allows players to customize the rules. The addition I appreciate the most (and I imagine most fighting gamers do) is that Sakuri has now added stamina battles, in which the fighters have hit points, and they lose a stock if their HP hits 0. This allows Super Smash Bros. Ultimate to feel like a tradition fighting game, if the player chooses so. Between the combinations of fights and the combinations of stages, as well as the combinations of rules, the possibilities seem truly endless!

As seen above, Super Smash Bros. has plenty for the single player to do. If anybody notices Events mode missing, then look towards Adventure mode. Adventure mode really is a misnomer. World of Light is more like a bunch of events tied together with a overworld hub map. The only story in World of Light is in the opening cutscene and the closing cutscene. While better than its absence in Super Smash Bros. fo(u)r 3DS/Wii U (and technically the original Super Smash Bros.), I personally prefer the story Adventure mode in Brawl, or even the Adventure mode in Melee, in which fighters would play on other characters' worlds. The changes in Classic mode was enough to make Classic mode new and fresh, yet it kept enough to make it look and feel like a Classic mode. All-Star mode has transformed into a mob smash, alongside century smash. Sometimes, I wish they would have kept All-Star mode the same because All-Star mode does not feel the same as a mob smash. At other times, I like the change to mob smash because it make All-Star mode the most challenging it has ever been in any Super Smash Bros game. While the All-Star mode has become harder, the century smash feels easier, lacking the challenge. Home Run Challenge did not come with the original game, but it came with a DLC update, a much desired DLC update. Spirit Board mode allows players to continue the challenge that Adventure mode's World of Light provided. Super Smash Bros. Ultimate truly deserves its subtitle of Ultimate. If Sakuri stays behind his word that this may be the last Super Smash Bros. game, I wouldn't mind if Nintendo simply ported Super Smash Bros. Ultimate to every future system. This game could almost be called Super Smash Bros. Perfect.

Splatoon 2

After playing Super Smash Bros. Ultimate for the entire first half of 2019 (with some Mario Kart 8 sprinkled in there), I decided my next game would be Splatoon 2. After Super Smash Bros. Ultimate, this was the game I was next most excited to play. I had played Splatoon 1 at the tail end of the Wii U's life, so I never got to participate in any of the Splatfest. I decided I would play the story mode, and if it went well, I would then look into the Octo Expansion. After about 10 hours of gameplay over 13 days, I beat DJ Octavio, rescued Callie and saved the Great Zapfish, thus finishing the story mode of Splatoon 2! I had now finished the story modes of both Splatoon games! This story mode took me about 10 hours to finish, compared to the 7 5/6 hours of the first Splatoon. Splatoon 2 has the exact same number of missions as Splatoon 1, so it's not any longer (as a matter of fact, I still consider it short, just like I considered Splatoon 1 short). The difference is that Splatoon 2 is more difficult. Splatoon 1 didn't get hard until the final boss. Splatoon 2 ramped up in difficulty around the halfway point of the missions. No longer could I get through the mission on the first try. I actually had to learn the mechanics and perfect them. (Ironically, I thought the final boss of Splatoon 2 was easier than the final boss of Splatoon 1.) The improvement I appreciate the most was that the story mode incorporated all the weapons of the game. Not only did it all developers to get more creative with missions and stages, but it allowed the player to gain experience with each weapon, so the player knows all the weapons before trying the multiplayer. 

Overall, I greatly enjoyed Splatoon 2, so much that I downloaded the Octo Expansion pack. July 2019 became the month of Splatoon 2 because I spent the rest of the month on the Octo Expansion pack. By the end of the month, I cleared all 80 stations, passed all 7 phases and beat Commander Tartar, thus finishing the Splatoon 2 Octo Expansion on the Nintendo Switch! Play close attention to my wording. While I cleared all 80 stations, I only passed 70 stations. The other 10 I had to hack because they were just too hard (half of which were on line J, the hardest line). Speaking of difficulty, I said that the Splatoon 2 improved on Splatoon 1 because the story mode became difficult halfway through the story, contrasting with Splatoon 1, which didn't become difficult until the final boss. If the story wasn't difficult fast enough, the Octo Expansion is for you. Once you pass the line A stations, it gets difficult. Not that I have any problem with difficulty, but what I did have a problem with was that the Octo Expansion required the Octoling to pay in-game currency to play each station, which become a bummer. If the Octoling short on payment, the Octoling has to play lower difficulty stages over and over again to farm in-game currency. If the Octoling runs out of currency, sure, the Octoling can go into debt, and [SPOILER ALERT!], clearing all 80 stations will reward you with enough funds to wipe out the debt tenfold, [/SPOILER] but it all seems unnecessary. If the developers really wanted to do this in-game currency pay to play model, they should have followed what Harmonix did for Rock Band Blitz (after the update): low cost and high reward. Personally, I would have designed the Octo Expansion pack this way-

-Each station costs as much as line. Line A stations cost 100, Line B Stations cost 200, Line C Stations cost 300, etc. This means the most expensive station is Line J at 1000. Sure, you can still combine the two costs when stations overlap (for example, F11/J08 would cost 1600 for the 600 Line F fee and 1000 Line J fee), but none of this 2000 and 3000 fees.
-I like rewarding players more in-game currency for making the station harder on them by using different weapons, but simply adding 200 more for the reward doesn't cut it. Easy difficulty should be double the cost price, intermediate difficulty should be triple the cost price, and the most advance difficulty should quadruple the reward price.
-Quit shifting the amount of lives! I hate having to pay 500 currency for 5 lives on one station, 500 for 3 lives on another and 500 for 1 life on another! Be like story mode and give 3 lives every time. Also, just like story mode, give players back a lost life if they reached a checkpoint. Nothing was more frustrating than reaching a final checkpoint for the first time with only 1 life. It leaves absolutely no room for trial and error.
-I really like how there was multiplayer map stations (like the tower defense game), but there wasn't enough of that. Most stations were harder versions of story mode levels, which wasn't bad within itself, but it was quite repetitive. Balance the two out. I would have loved to see at least one clam challenge station and at least one Turf War Station (beside [SPOILER ALERT!] the final boss battle[/SPOILER])

Not only did I play all the single player modes offered by Splatoon 2, I got to participate in the last Splatfest. By the time I purchased Splatoon 1 for the Wii U, Splatfest were already a thing of the past, and this year, I spent so much time on Super Smash Bros. Ultimate, I thought I would miss this one as well. I'm not sure if the future holds a Splatoon 3 or any future Splatfest, but at least I can I participated in 1 Splatfest. As for the last Splatfest, I joined Team Order instead of Team Chaos because my God creates order out of the chaos. Unfortunately, Team Chao ran the board, winning in popular vote, solo battles and team battles, thus claiming the final Splatfest championship. Nonetheless, I'm glad I got to experience a Splatfest. 

ARMS

On August 1, I started playing ARMS. At this time, I started doing more research into the Switch games I chose because I really wanted to make sure I played game that truly utilized the Switch's hardware. Through my research, I learned a few fun facts about ARMS. First, ARMS was originally developed for the Nintendo Wii U, but when the developers found out about Nintendo's Project NX (which would become the Nintendo Switch), which would have detachable motion controllers (which would become the joycons), the developers decided NX would be a better fit for their game, so they programmed for it instead. Second, this game was originally planned as a Mario Boxing game, as part of the Mario sports games series. As planning and development progressed, developers threw around the idea of introducing other Nintendo characters as fighters, just like Mario Kart 8 did, adding Legend of Zelda characters and Animal Crossing characters. Upon further thinking about it, however, the developers realized that a game with Nintendo characters fighting one another sounded too close to Super Smash Bros., so the idea was scrapped for original characters (developers also considered Punch Out characters, but developers realized that Punch Out characters would upset long time fans of Punch Out and confuse new fans of ARMS, so that was scrapped, too.). Third, since the game focused on the extension of the arms to insane lengths, all fighters' designs started with their arms (go figure), and the rest of the body was designed to fit with the design of the arms.

August 2019 became the month of ARMS. After playing ARMS for the whole month of August, I fought with every fighter on both Grand Prix and 1-on-100, thus finishing ARMS on the Nintendo Switch. For the Grand Prix, I won all 10 fights with each fighter on a difficulty of 2 (with the exception of Master Mummy, who I cleared with a difficulty of 4). For 1-on-100, I at least beat 67 with each fighter, even clearing all 100 with 2 of the fighters (Byte & Bark and Springtron). For the Get Arms minigame, I have record of 270 on the short timer, 1870 on the medium timer and 4340 on the longer timer. In the process, I earned 76 badges. And I did it all in a matter of about 15 gameplay hours. Also, may the record reflect I did it all with the motion controls (except the badges that required using buttons), giving me quite the arm workout (hence the title, I guess). I did all the Grand Prix fights on a difficulty of 2 because that was the sweet spot for me. A difficulty of 1 was too easy, and a difficulty of 3 was too hard. The only reason I got Master Mummy up to a 4 was because Master Mummy has the strongest throw, and his ability allows him to heal when blocking. I'm glad I did get him to a difficulty of 4 because you need to be on at least a difficulty of 4 to unlock the "true ending" with the extra fight, the credits and the epilogue card to show the fighter has reached his dream goal, not just simply winning the championship. I only got to see that once because of Master Mummy. Trust me, I tried with other characters, only to get nowhere. Part of the inability to finish only a difficulty of 4 was the motion controls. Indeed, it is a step up from boxing in Wii Sports, but it is a long way from Creed, the PSVR video game. Sometimes the game feels like it accurately know the motion of your arm, and at other times you're wildly flailing your arms. The other part of the inability to advance everyone to a 4 difficulty was the minigames in between meets. During rounds 3 and 6 of the Grand Prix, you play either volleyball, basketball or break the targets. Basketball is easy, considering all the player has to do is grab the other player, and the computer takes care of the rest. Break the targets can become easy or hard, depending on the fighter and the arms chosen. Volleyball is hard. Developers, I know you were trying to throw variety in the game besides boxing matches, but this game was made for boxing, not any other sport. The Grand Prix should have been just fights, not any other sport. Save the other sports for an extra mode.

Just like Splatoon, I congratulate Nintendo for attempting new IPs instead of recycling old IPs. Although ARMS did not have the same success as Splatoon, I hope it does not discourage Nintendo from trying new IPs. Despite my frustrations, I overall enjoyed the game, especially for how it utilized the hardware. It will definitely end up as one of my favorite games for the Switch.

Snipperclips (Plus)

If July 2019 was the month of Splatoon 2, and August 2019 was the month of ARMS, September 2019 was the month of Snipperclips (Plus). After playing Snipperclips for the entire month of September, I solved all 75 puzzles, thus finishing Snipperclips (Plus)! This is one of those games that proves photo-realistic graphics do no make a game good. All the themes - noisy notebook, retro reboot, silly science, cosmic comics & toybox tools - all fit the crafty aesthetic. I also appreciated how they remixed the theme song with each change in theme by changing up the instruments. It really tied in well. All the puzzles were straightforward on the goal, so much so that a description was not provided or needed. Solutions were neither too easy nor too hard. Personally, I only needed help on 3 of the 75 puzzles. That's only 4% of them. Between the sensible goal and the sensible solution, I would say this game is meant for kids, but I mean that in a good way. Anyone could pick it up, play it and win, even the illiterate. Even the controls help with that easy playability, but then again, it also hurts. Movement is of course the joystick, and the actions are only 3 buttons (a 4th button is added to switch for solo players). With the exception of jump, however, none of the buttons have a logical place. If the player is too focused on the actual puzzle itself, the player can easily press the wrong button, forcing him or her to start all over again. Speaking of solo players, this game was clearly meant for 2 players, each playing on 1 joycon. If playing solo, you'll constantly have to switch pieces. It's not that playing solo is harder, but it is longer. It's just easier to grab a friend and have them help you. I would have liked to see solo puzzles on top of multiplayer puzzles. Beside a confusing button layout and lack of solo puzzles, my only other complaint is that the loading screens seemed kind of long for a simple puzzle game. All in all, Snipperclips takes full advantage of the Switch's hardware capabilities. It works perfectly as a multiplayer game on the go. For the person who loves puzzle gaming, I would recommend this game for the Switch.

Cadence of Hyrule

Continuing the pattern of game of the month, October 2019 was the month of Cadence of Hyrule. Despite not really utilizing the hardware capabilities of the Switch (although the game was exclusive to the Switch), I chose to play Cadence of Hyrule because, despite not bein an official Legend of Zelda on the timeline, Cadence of Hyrule was nonetheless a Zelda spin-off game, like Link's Crossbow Training and Hyrule Warriors. Therefore, I just had to play it to stay up-to-date with the Zelda games. After playing Cadence of Hyrule for the full month of October, I beat Octavio and defeated Ganon, thus finishing Cadence of Hyrule on the Nintendo Switch! During my playthrough, I explored the entire overworld map, collected enough heart pieces for 15 total hearts, and accomplished 6 achievements. And I did it all in a matter of 9 3/5 hours. And yes, I played the whole game without turning off the beat.

Despite not being a "canonical" Legend of Zelda game, it felt like a Legend of Zelda game. The aesthetic reminded me of Legend of Zelda: A Link to the Past. The exploration of overworld reminded me of the original Legend of Zelda because I had to legitimately explore every corner of the map to find all the dungeons and all the secrets, without any guidance of hints. Both of those features would make a Zelda fanboy gleefully happy. My only complaint is that the "champions" (what this game call bosses) might have been too easy. I beat all 4 champions, Octavio and Ganon on the first try, and sometimes, I didn't know how besides, "Here's a sword; go around and hit stuff." Yes, I get they don't want to make the champions too tough or too puzzle-y because that would add another layer of complication on top of staying on the beat, but a boss or a champion should be something more a monster who has above average HP/stamina. While staying in beat helped greatly, being off the beat didn't hinder the gameplay to the point of being unplayable. Still, if I want to play a rhythm game, I would lean away from the action/adventure genre and lean more towards the simulation genre, like Guitar Hero and Rock Band.

Super Kirby Clash

Since I played Hyrule of Candance to keep with the Legend of Zelda games, I had to play Super Kirby Clash to keep up with the Kirby games from last year. After 30 hours gameplay time over 3 months real time, I beat the True Final Battle, thus finishing Super Kirby Clash on the Nintendo Switch! This is the 32nd Kirby game I have played and finished. During those 30 hours of gameplay time, I have earned 102 medals: 80 platinum medals, 17 gold medals, 4 silver medals and 1 bronze medal. I also accomplished 509 of 900 hero missions. I also got up to level 63. Most importantly, I didn't spend a single cent on this "free-to-play" (more like "free-to-start") game! I made sure I collected my daily bonuses every day, and it was enough to advance me and power me up to the true final battle and win the true final battle.

Super Kirby Clash deserves the "super" part of its title. If you think Kirby Clash Deluxe took the Kirby Clash minigame further, wait until you see Super Kirby Clash! More quests, more missions, more levels. Missions have gone from 256 to 900, and level max out, no longer at 50, but at 100. The rarity of Kirby's weapons and armor goes up to 15, and each weapon and armor has both a deluxe version and super version (of course). I think Kirby Clash Deluxe got enough complaints about the gem apples (in-game currency, which can be bought with out-of-game currency), for it felt easier to earn gem apples in this game. Not only do more hero missions mean more opportunities to earn gem apples, Nintendo provides many other ways to earn gem apples, from passwords to newsletters to even Tetris 99 event! I will admit that knowing what I was doing helped conserve gem apples. I also heard that, if you spend real money on gem apples, you get more out of it thank Kirby Clash Deluxe. Although Super Kirby Clash improved on Kirby Clash Deluxe, I would still recommend just playing the Kirby Clash minigame to get the idea. If you really love it, go for Super Kirby Clash over Kirby Clash Deluxe.

Super Mario Party

Lastly, I collected all 5 gems and declared the Superstar, thus finishing Super Mario party on the Nintendo Switch! I got the Gem of Tenacity by playing all 4 boards in Mario Party mode, I got the Gem of Love by playing all 4 boards in the Partner Party mode, I got the Gem of Courage by playing through every route in River Survival mode, I got the Gem of Spirit by finishing the Sound Stage mode on hard difficulty, and I got the Gem of Passion by completing all 80 minigames on Challenge Road mode. And I did it all in about 15 hours.

This might be my favorite Mario Party game. Nintendo finally returned Mario Party to its classic form. The main mode involved traversing a multi-route board, collecting coins to trade in for a star, and collecting stars to win the game. No more shared carts. Everyone can go their own path. Although they redid how the points system works (for example, 10 coins buys a star, not 20 coins), it all seems to work out in the end. If you enjoyed a group aspect of the 2 previous 2 Mario games, and you would like a more routes in your boards, partner party might be the game mode for you. The player is paired up with a partner, they share dice rolls and they can roam the board freely. Besides the 2 main modes of Mario Party and Partner Party, if you like the minigames but don't like the boards, there are plenty of other options. River Survival has a team of 4 traversing down a rapids river, racing to meet the finish line before time runs out, extending their time with 4-player co-op minigames. Sound stage is a series of fun rhythm based motion games. Challenge Road challenges players not only to win the minigames, but also to reach certain goals, sometimes even asking for perfection. Speaking of minigames, Super Mario Party manages to balance motion control minigames and button pressing minigames perfectly, something the previous few Mario Party games struggled to do. I didn't get to play in Toad's Rec Room because I don't know someone else locally with a Switch and Super Mario Party, but from what I've seen, it looks like mad fun.

Super Mario Party starts the player out with 16 characters, then has the player unlock another 4 characters, for a grand total of 20 characters. The most stand out character would have to be Bowser because this is first game in which Bowser is a playable character (not counting Mario Party 10 because he was still an enemy character). In this Mario Party game, players choose their character right after the home screen, unlike previous Mario Party games, in which character selection happened after mode selection. New to this version of Mario Party is that all the characters comes with special dice, which can either give you coins instead of spaces or gives a different balances of spaces moved. Now character selection is not just merely choosing a favorite character, but it now involves choosing based off their dice. Furthermore, the board game modes can give the player the option to call other characters as allies. When the player calls upon these allies, they get their dice, giving them more dice options. This gives the game a layer of complexity without overdoing it on dice, like Mario Party 4 did.

Of course, Super Mario Party's biggest weakness is the small amount of game boards. Both Mario Party and Partner Party have only 4 game boards. In all honesty, though the past few Mario Party games have suffered from this, and only the Nintendo 64 and GameCube Mario Party games escape it. Besides this glaring weakness, I can easily declare Super Mario Party my favorite Mario Party.

Games I Could Not Finish

I present to you the 2 games I could not finish, in order I first played them-

Mario Tennis Aces

Mario Tennis Aces was the first game I played with my Switch. Opening it on Christmas morning with my wife, we wanted to face in a tennis match. Upon booting up the game, however, I was thrown into the game's story mode, cutscenes and all. I had to wait for the game to give me back control to back all the way out to the main menu to start a multiplayer match. Listen, Mario Tennis Aces, I appreciate you thought about the gamers who play solo, so much so you thought up a single player campaign for them. But ultimately, however, most people get Mario Tennis Aces (or any Mario Tennis game, for that matter) for the casual multiplayer. Here is one of the few times that an opening title card leading into the main menu would suffice.

As for the story mode, Nintendo really did an excellent job forming a story. Their story did not merely consist of a tennis tournament. Each level or stage did not merely consist of beating a character in a tennis match. Each level and stage tested the player's skills. At times, these tests can be challenging. Sometimes it's not clear what the objective is. Other times the game pretty much asks for perfection, allowing little to no room to mess up. Between the unclear objectives and the desire for perfection, I got stuck constantly, and that's why I never finished the game. Despite the well thought out story campaign, I sometimes wished it was simply a tennis tournament.

Even if this game merely had free play, the game provides plenty of combinations in its variety. The game came with 16 playable characters, and then it added 14 more in updates, for a grand total of 30 playable characters. Each character has his own flair of how he plays, so choosing a character (and an opponent if playing against a computer) means more than just looks. Players can unlock up to 10 courts. Some of the courts come with additional hazards, which add another layer of complexity. Even if a single player merely played free play with computer players, the combinations would seem nearly endless.

My biggest criticism of the game is they pushed motion controls off to the side, quite literally. They do offer motion controls, but it's another mode, separate from the rest of the game. Furthermore, the motion control version of the game is very vanilla. It is your basic tennis with basic rules. No zone speed, no zone shots, no special shots. Even editing the rules has its limitations. It's quite a shame they did push this mode off to the side because it really is an improved Wii Sports Tennis. No longer can a player just waggle the controller and hit the ball. The player must carefully time his or her swing to not swing too early or too late. The player also has to be conscience of the angle of the controller because it will affect the which way the ball would go. With such great improvements in motion control, the expectation would be that Nintendo would want to show this off to everybody. Nope. It's a function off the side, but only if you want. Honestly, if the game would have allowed motion controls throughout the entire game, I might have been more invested in finishing the single player campaign.

Ring Fit Adventure

I may have chosen the wrong game for my Year of the Switch...

I had played Ring Fit Adventure for the entire month of November, on average playing every other day. I had finished 10 worlds and have gotten through half of the 11th world. My character went up to level 90. And there was no end in sight. I started doing some research on the internet. I found somebody supposedly quoting Nintendo, saying that there were over 20 worlds and over 100 levels, which, if spent a half an hour working out every day, would take several months to finish. Not looking good, but I wanted something more concrete. After Googling several different phrases with Boolean filters, I finally found someone who finished Ring Fit Adventure on YouTube. Now, to be fair, the YouTuber was playing at a 7 out of 30 difficulty (for a frame of reference, I played at 10 out of 30), and he was playing on silent mode (no jogging). But thanks to him, I found out Ring Fit Adventure has 23 worlds! I'm roughly halfway through! Furthermore, by the time he reached the end, his character reached level 211! I'm not even halfway there! As November came to a close, with other Switch games closer to the finish line,  Ring Fit Adventure to headed to the backlog.

Whoever said that Ring Fit Adventure is not a real RPG is an ignorant fool. It has everything expected for an RPG. Your character gains experience points and levels up. Every time your character levels up, the character gains attack points, defense points, experience points, and, later on in the game, skill points. Those skill points can be used to unlock extra skills on a skill tree. Players can learn new exercises/attacks, and the skill tree can unlock more slots for exercises/attacks. After world 2, enemies have weaknesses to certain exercises/attacks based on their color. Players can use ingredients collected from levels to create smoothies, which restore health and give stat boosts it battle. If players have not collected enough ingredients in levels, they can buy some for the town's general store. Also at the general store, players can buy outfits that boost stats. Heck, there's even side quests that unlock clothing, smoothies, smoothie recipes, or just extra money. Everything I mentioned are all elements of RPGs, and they can be found in Ring Fit Adventure. I don't know what the RPG fanboys were expecting to get a more "fleshed out" RPG. A complicatedly connected fetch quest? The ability to roam freely upon each world to interact with every NPC? Heck, I don't think they can't criticize Ring Fit Adventure as being too short for a RPG. Yes, it was only 8 or 9 worlds, I would consider it a watered-down RPG, but not 23 worlds.

Just like many other reviewers have criticized, it's weird that the ring can talk, but Drageux cannot. This doesn't mean I don't want the Ring to talk. In fact, I love the ring talking. He reminds me of Goku with his happy-go-lucky personality. I just wish they would have voiced Drageux. As a personal complaint, I thought the attack animations were weird. I get they were to show what muscle the player was working out, but I think the color coded would have sufficed. Did I really need to see a foot stretch for leg attacks and a flabby gut turn into six-pack abs to attack the foe? Again, I would have preferred if the ring shot color-coded energy beams instead. Maybe use those animations for a few selected attacks, like the range attacks. But don't let poor choices in animations fool you. Overall, the game has beautiful graphics with its cel-shading. Nobody usually expects a fitness game to look beautiful, but this one does.

Games I Cannot Finish

These are the 2 games I cannot finish, in order they were first played.

Tetris 99

With the hype of the  battle royale genre, you might expect more developers and publishers to attempt their own battle royale game, either by starting a new franchise or inserting battle royale into an old franchise. You would not expect for a puzzle game to enter the genre. Yet here we have Tetris 99, a battle royale version of Tetris. If you find any kind of competitive multiplayer Tetris crazy, you'll find Tetris 99 hectic. No longer do you simply face down 1 opponent. No, now you face down 98 opponents. You can choose the exact opponents to send your garbage lines to, or you can let the computer choose, based off who just sent you garbage lines, who is closer to being knocked out, who has more knock out themselves, or whoever the computer randomly chooses. At first, it will seem to hard to catch up, but once you get the hang of it, you'll get addicted. You will find yourself looking forward to the Flight of the Bumblebee because it means you're in the top 10.

Tetris 99 must've feared players would leave after the hype died down, so they added more features to keep the hype going. They added a team battle, where players are shoved into 4 teams: red fire, yellow lightning, blue water and green leaf. Not only do players strive to be the top player, the strive to be the top team. They added Tetris Invictus, where only the top Tetris players can square off against other top Tetris players. They added daily challenge goals, which can range from finishing in a certain spot, to clearing a certain amount of lines to knocking out a certain amount of opponents. Complete a goal, earn a ticket. 15 tickets can unlock a newly decorated Tetris format. Did I mention all these additions were free? They also included paid DLC. For $10, Tetris 99 players can download the single player modes everyone is familiar with, like marathon. Furthermore, Tetris 99 will have events with special themes for decoration. Score at least 100 points during those events, and you can keep the themes permanently! These events also have me keep coming back to the game. I have invested over 20 hours in the game, and I have reached over level 30 (which is just a rank) during that time period. Tetris 99 had that good, old-fashion Tetris addiction. If you like Tetris, you'll love Tetris 99. You have no excuse, as the download is free.

1-2-Switch!

I have to say, Nintendo, you really dropped the ball on this. Recently, you've been good with your demo games. Wii Sports, Wii Play, Wii Sports Resort, Wii Play Motion and Nintendo Land may not be deep and immersive, but they all are fun and challenging games within them. I expected something similar from a 1-2-Switch, a launch title. I was very disappointed. Indeed, all 24 minigames demonstrate the Switch's hardware capabilities. True, it was one of the better uses of full motion video in a game. Yes, the game allows players to face each other without looking at the screen. But that's all I have for compliments! Why is there no single player mode? You could have at least allowed a computer player to take over in place of a second player. Why is there no challenge to get a high score of a win? You should have done like those Wii demo games mentioned above and given players a way to earn medals. All these games could have been part of a Mario Party game or a Wario Ware game, in which they would have contributed to an overall game. Instead, you play this game once, and you're done. The craziest part about this whole thing is that 1-2-Switch is not packed in with the system. You have to pay a full $50 for this. Heck, even used copies never go cheaper than $40. I had to get this game for historical reasons because it is a launch title. Besides that, I see no reason to get this game.

There are so many other games I wanted to play on the Switch, from Yu-Gi-Oh: Legacy of the Duelist to Dragonball Z Xenoverse 2 to Beat Sports. Perhaps next year. Or maybe next year is time for something new... ;)