Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Tuesday, December 2, 2025

Wario Land: Shake It!


Wario Land: Shake It!

Developer: Good-Feel
Publisher: Nintendo
Original System: Wii
System Played On: Wii U
Rating: 3 stars 

On September 3, 2025, I defeated the Shake King, thus finishing Wario Land: Shake It for the Nintendo Wii (played via the background compatibility of my Wii U). In my playthrough, I collected 74% stages, 43% treasures and 11% missions. And I did it all in 10 2/3 gameplay hours over a span of a little over about 2 months. 

Wario Land: Shake It deserves all the praise it has received for it aesthetic. Wario Land: Shake It decided to go with an anime art style, and it's beautiful, gorgeous enough to rival a Studio Ghibli film. Even more impressive, Wario Land: Shake It uses its anime art style in both cutscenes and in gameplay, and the game smoothly transitions between the two of them. Even current gen consoles using photorealistic graphics in both their cutscenes and gameplay still have jarring noticeable differences between cutscenes and gameplay, yet a 7th gen console (and the Wii, as opposed to the PS3 or Xbox360, nonetheless!) using an anime art style can somehow do it. Seriously, this game is so stunning visually, that I sometimes forgot I was playing a video game, and I thought I was watching an anime movie or television show. For that alone, I would recommend this game to any otaku or weeb!

Although not praised as much yet still praised a lot, Wario Land: Shake It deserves all the praise it has received for its soundtrack. Seriously, I haven't hear so much music genre variety since Paper Mario: Color Splash (yeah, I know Paper Mario: Color Splash came after Wario Land: Shake It, but that's not the order I played them)! Furthermore, all the songs on the soundtrack are well orchestrated, instead of relying on some kind of computer synthesizer. My only complaint about the soundtrack is that the music did not always match the theme of the level, but unless actively listening for that incompatibility, nobody will notice. I personally did not notice until other reviews brought it up to me.

Not receiving praise yet it should, Wario Land: Shake It deserves praise for its screen use. See, Wario Land: Shake It came out in 2008, a year in which media outlets and consumers alike transitioned from the 4:3 ratio CRTVs to 16:9 ratio HDTVs. Video game designers, not knowing which TV their consumers owned, had to somehow account for owners of both types of televisions. Some developers would simply make the game only in the 4:3 ratio, leaving gamers on a 16:9 ratio HDTV with black void columns to the left and to the right (see WarioWare: Smooth Moves, for example). Likewise, some designers would add a static border, which is just a step up from the black void. Other developers would simply stretch out a 4:3 ratio to a 16:9 ratio for those using HDTVs, but that would distort the picture. Other designers would extend the visable screen for those using HDTVs, but with a game primarily made with the 4:3 ratio of CRTVs in mind, seeing extra screen adds little to no benefit to gameplay. Wario Land: Shake It solves this problem in an interesting way. The developers designed the game in 4:3 ratio for gamers still gaming on a CRTV, but for the players playing on the 16:9 ratio of HDTV, to the left and the right of the gameplay screen are borders that keep track of treasures and missions. Again, those gaming on 4:3 CRTVs miss out on nothing, and those playing on 16:9 HDTVs gain an additional benefit of a treasures and missions tracker. I thought this was pretty cool! I'm surprised more games of the time period did not do this.

Of course, as a Wii game, Wario Land: Shake It has motion controls. I have nothing against motion controls. I do not object to them at all. As a matter of fact, I firmly believe that motion controls have a crucial role in reaching true virtual reality. My only critique of motion controls, however, lies on the fact that motion control matches the motion made in real life. Following this simple principle explains why Wii Sports became such a success (outside its pack-in status with the Wii). Wii Tennis feels like swinging a tennis racket, Wii Golf feels like swinging a golf club, Wii Bowling feels like rolling a bowling ball, Wii Baseball feels like pitching & hitting, and Wii Boxing feels like throwing a punch (OK, sometimes it feels like slapping). Motion controls should never merely substitute a button press. Wario Land: Shake It is so inconsistent on this. I can comprehend shaking the Wiimote is like shaking money out of a bag. I can understanding slamming down the Wiimote to simulate punching the ground. Shaking the Wiimote to get Wario to swing on a bar does not compute. Tilting the Wiimote to change the angle of a cannon or to get a bucket car to move along the track does not make sense either (I don't equate this to tilting a joystick or leaning the body).

As with most video games (open world video games as the exception), Wario Land: Shake It progressively unveils the map. Wario Land: Shake It takes revealing the map in an interesting way. After beating each boss, Wario goes back to the Pirate Shop on Captain Syrup's ship the Sweet Stuff to find a map of the next continent available. The game never provides an explanation for this. The game never claims that defeating the boss lifted some kind of fog covering the land. The game doesn't even try to convince that Captain Syrup just so happens to find a lost map piece by accident at the same exact time Wario defeated the boss. The map piece just ends up there. Without a game explanation, it leave anyone wondering why the Pirate Shop couldn't have all the continent maps immediately available. It would not have taken that much effort to make up an in-game explanation. Of course, since these maps come from a Pirate Shop, they cost in-game currency to obtain. Naturally, the price increases as the game progresses. As a result, advancing in the game can come to a halt if failing to collect enough in-game currency. In turn, this can create unnecessary padding, forcing backtracking to replay level previously tread, just to collect more currency. Fortunately for me, I ended up 100% fully completing the first few levels (collecting all treasures and missions) just in the attempt to collect more currency to purchase the next continent map. If the developers had this in mind, good for them. If the designers did not intend for this, then they have created an example of unnecessary padding. Speaking of the map, my gameplay progress revealed that I uncovered 74% of the stages. That's because some of the levels had secret, hidden maps, which need to be discovered in the level. If playing a repeat playthrough after beating the final boss, the ground will sparkle where the secret map is buried. If playing the level for the first time, no such indicator exists, despite the fact the gamer can still dig up the hidden map if discovering, even if with some help (like a walkthrough). It was totally unnecessary to keep these maps so secret and hidden with no indicators on the first playthrough and then to give hints on repeat playthroughs. Make the hints available immediately, and then make the challenge reaching said map.

Yes, Captain Syrup makes her return for the first time since Wario Land II, and she fits in exactly where she left off as a character. She steals, she kidnaps, she deceives, she overcharges and she flirts, all in the name of making more money and getting richer. Her return never felt like a shoe-in for the sake of invoking feelings of nostalgia. She returned for the sake of fulfilling a role that fit her character, which I can appreciate. (Speaking of Captain Syrup, make I make sidebar here? Common video game knowledge will reveal that Waluigi came in existence for the sake of creating Wario a partner for sports game that played doubles, like tennis. Waluigi does indeed work as a Wario version of Luigi, but it begs the question, "Why wasn't Captain Syrup Wario's doubles partner?" After all, Captain Syrup is just a female version of Wario. It would have been nice to have Captain Syrup be Wario's doubles partner, for it would have been the first mixed gender partners.)

[SPOILER ALERT!!] The final boss the Shake King (probably a wordplay on Viking) had me intrigued at first, but then it lost my interest. At first, the Shake King attacks with a dash attack, a earthquake punch and fireballs. Minus the fireballs, the Shake King shares the same attacks as Wario, so the final boss battle at first feels like an equal and fair match between Wario and the Shake King to determine who can utilize the attacks the best. The Shake King's second phase has the same or similar attacks, just more of them, so it feels like an expected and necessary harder test. For the third and final phase, however, the Shake King starts pulling out magic that has never occurred in the entirety of the game. Some of these attacks cane one-hit KO Wario or close to it. This felt so unfair. Final boss battles should feel like a final test on how to utilize all controls and attacks. I had no way to prepare for this final boss battle. The best way way to prepare was to fight the Shake King over and over again. Doing so made phase 1 and 2 quite boring, for the gamer will learn the patterns so well, to the point of delivering all the damage while taking no damage. After all, Wario will need all the life he can get for those final phase attacks! Speaking of which, the game does allow the player to purchase a health potion at the Pirate Shop, which will automatically refill the health bar once all health runs out in battle. Actually, Wario has health potions at his disposal throughout the whole game, but not until the final boss battle does health potions feel absolutely necessary because of the unfairness of the final boss battle. Of course, health potions coming from the Pirate Shop means that they cost in-game currency. If the gamer does not have enough, it will require backtracking to previous levels to earn more currency. Let's say the player earns enough money, purchases a health potion, fights the Shake King, and then loses the final boss battle. The gamer will not get the health potion back. The player must buy another one. If Wario does not have enough money, back to grinding for coins in the prior levels! While this system rewards those who learn the Shake King's patterns, this is not fun. It should have stayed a fair fight between Wario and the Shake King over who knew and utilized the attacks the best, like in Super Mario Land 2: 6 Golden Coins (ironically) [/END SPOILERS]

In conclusion, Wario Land: Shake It is another Wario Land game that once again zooms in and focuses too much on the gimmick of its original system, which in this case, is the motion controls of the Wii. The problem with such a heavy reliance on the gimmick of the Wii's motion controls lies within the disconnect between the motion control input and the action the motion controls should represent. It is such a shame, for the game has a great music soundtrack, great art style and great screen use. Not only do motion controls mar the game's great points, questionable gameplay mechanics and a final boss battle somewhere between unfair and not fun further mar the game's great points. All in all, the highs match the lows, leaving a game somewhere between average and mediocre. That too is a shame because Wario Land: Shake It trends the Wario Land series in an upward direction. True, Wario Land: Shake It does not return the Wario Land series to the glory days of the first 4 games, especially in comparison to Wario Land 4. Wario Land: Shake It, however, does find a way to zoom in and focus on the original system's gimmick yet incorporate the elements that made Wario Land fans fall in love with Wario Land in the first place. This series looked like it could improved to its former glory days, yet Nintendo decided to cut it off, with its last entry on the Wii. That also a shame. As the Switch 1 came to the end of its life to make way for the Switch 2, the Wario Land series was one of the few franchises left untouched by the Switch 1. A Switch Wario Land game that returned to the gameplay mechanics of Wario Land 4 and incorporated elements unique to the Switch hardware would have been loved by Wario Land fans specifically and Nintendo fans in general. Unfortunately, it never came to be, but then again, maybe for good reason. Wario did continue on from the Wii in the form of WarioWare, with a Wii U game, a 3DS game and 2 Switch 1 games. In the long run and in the bigger picture, the Wario Land game really did not do that much to differentiate or to distinguish itself from the Super Mario series. Heck, some of those elements intended to make Wario Land games unique now do appear in Super Mario games. The microgames of the WarioWare games, however, do differ from the minigames of the Mario Party games. Therefore, maybe Wario does fit better as the mascot of the WarioWare microgames series than as the mascot for Wario Land platforming games. Thus, I am glad that the Wario Land series ended, and I am happy to know it ended on a more optimistic note than Wario World or Wario: Master of Disguise. I will always look forward to the next WarioWare installment, but I will also fondly reminisce on the nostalgia of a Wario Land game.

Final Ranking
1. Wario Land 4
2. Wario Land 3
3. Wario Land II
4. Wario Land (1)
5. Wario Land: Shake It!
6. Wario World
7. Wario: Master of Disguise

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!

Sunday, June 15, 2014

E3 Review and Reaction

Now that E3 is over, let's take a look at what happens and what this means for gaming. Since I only previewed and predicted for the first party developers, let's keep this review and reaction to the system presentations. I will look at the positives and negatives of each presentation, then I wil award each a medal for their performance. To be dramatic, I'll start with bronze and end with gold.

NINTENDO

First, let me start with the disappointment that Nintendo decided not to make a presentation at E3, but rather chose to do a "digital event," the Nintendo equivilent of a podcast. I would understand if none of the major Nintendo leaders could make it, but that was not the case, for Miyamoto and Fils-Aime was there (Iwata could not make it due to health complications). Just think about how Konami does not have E3 press conferences, and how that reflects on their poor games. It's easy to get that same thought about Nintendo. On the same note, I'm disappointed on the length of Nintendo's digital event. Microsoft spent 90 minutes on XBox, which is about average to present a system. Sony spent 120 minutes on PlayStation, which did seem a little long, but can be excused because they had so much to present. Nintendo spent a mere 45 minutes on both the WiiU and 3DS. If the length of the presentation reflected how much they were working on, it would feel like Nintendo is doing half the work the other companies are doing. There was so much to talk about, but they spent so little talking about it. I will talk about this more later.

The digital event begins with a warning: content rated M. I'm thinking to myself, "Woah, Nintendo is starting off with a game rated M? That's so not like Nintendo. This is going to be awesome!" But it wasn't for a game. It was a short skit provided by Robot Chicken. I appreciated the laugh it gave me. I also appreciated that Nintendo allowed it to make fun of itself. But it did take out time to present game, which as I already said, was lacking, and I will say it again later.

When Nintendo got to presenting games, the first one was, of course, Super Smash Bros. I liked the humorous sketch of Iwata and Fils-Aime fighting to announce Miis as Super Smash Bros fighters, although I will admit that it seems like the Miis will be another version of Captain Falcon (Brawler), Link (swordsman) and Samus (shooter). I'm still kind of iffy about the Amiibo. At first, it seemed like a copycat of Skylanders and Disney Infinite, which to me feels like a cheap way to nickel and dime people. But the more I heard of its capabilities, the more I was convinced. The Amiibo give the Super Smash Bros. character RPG abilities and elements. This means that if two people chose Fox, for example, it would not be an equal matchup, as it would be picking the same computer chosen player, the characters might have different strengths and weaknesses. This would make fights a whole lot more interesting. If successful, I hope the WiiU can incoporate this into more games.

Next two more games were announced. First, Nintendo announced Yoshi's Wooly World with an interview and a trailer. Yoshi's Wooly World is pretty much a gameplay sequel of Kirby's Epic Yarn. Shortly after, Nintendo announced Captain Toad: Treasure Tracker, a game where Toad becomes Indiana Jones and hunts for treasure. Now even Toad has his own game. Watching both games, I found myself constantly saying, "That's cute" or "That's adorable." That's what these games were: cute and adorable. Perfect for kids and fanboys, but not for hardcore gamers.

I accurately did predict a new Zelda game, but it wasn't exactly what I was thinking. First, Nintendo announced Hyrule Warriors. This game viritually took Dynasty Warriors and put Legend of Zelda characters in it. Therefore, both Dynasty Warriors fans and Legend of Zelda fans will love this game. Then Nintendo got to real the Legend of Zelda game. We got to see Hyrule in 1080p, and it was beautiful. Miyamoto plans to embrace this beautiful landscape by making the most open world Legend of Zelda game yet. That's all we got. We didn't even get the game's name; it was referred to as "Legend of Zelda for WiiU." Later on, we were even told the name character may not even be Link. That's it. It's better than nothing, but I would have loved to hear more. They definitely better share more next year.

As for 3rd party development, we heard about Bayonetta 2, and that was it. Not even in the EA or Ubisoft conference was Nintendo really mentioned. Later on, Ubisoft admitted that they were only making Just Dance 2015 and Watchdogs for WiiU, and that was it for the year. Not even a Raymond game. As I said before, Nintendo needs to show 3rd party support if it wants to compete in this 8th generation console war. First, EA withdrew and now Ubisoft. If Nintendo looses Bayonetta, they are in trouble. They would have to continue on focusing on Nintendo fanboys by rebooting old franchises again. As for Bayonetta, it's nice that Nintendo will package the 2 Bayonetta games together, but since the first one came out on the Wii, and the WiiU has backward compatibility with the Wii, it's really unncessary.

Other games Nintendo showed off at its digital event were Mario Maker, Pokemon Omega Ruby & Alpha Sapphire and Splatoon. Mario Maker looks fun to both create and play, even though unofficial mods like it have been on PCs for years. Pokemon Omega Ruby & Alpha Sapphire kind of scares me. What I really want is my 3rd generation of Pokemon updated to most recent handheld, but it feels like Nintendo is adding too much with things like mega evolutions. Splatoon was an interesting take on a shooter game. Most importantly, it's child friendly, which is what Nintendo always shoots for (no pun intended). The show ended with announcing a new Super Smash charachter and plans for future games. That was it.

The worst part of this press conference is what didn't happen. Throughout the week, Nintendo announced more new games. Not that this was a problem; I see what they were doing. The problem was that they were some the best games, and they did not announce them at their key presentation. Some of these games were Professor Layton vs. Phoenix Wright, Mario Party 10 and Kirby and the Rainbow Curse. Did you know about these 3 games? You probably wouldn't unless you watched the whole thing. The sad part is these are possibly the best 3 games of the week, and Nintendo kept them hidden unless you watched every instance. Furthermore, Nintendo had a demo of a generic 1080p Star Fox game for the WiiU on the E3 showcase room. The only way the gamer would know about this either playing it at the expo or hearing a reporter report on it. A Star Fox for the WiiU was the most anticipated game. There definitely should have been more coverage of it.

All Nintendo had to do show they were keeping their promise that the first made with the WiiU: good graphics, good online play and good 3rd party development. The only thing seen was the good graphics, thanks to the future Legend of Zelda WiiU game. Online capabilites were left silent. Nintendo focused more on multiplayer on the same console than on different consoles online. What was really lacking was the 3rd party development. Not only did Nintendo not show off any 3rd party games, neither EA nor Ubisoft showed off the Nintendo WiiU. This digital event would not want anyone who does not have a WiiU to want to get a WiiU. Heck, it might even make someone who has WiiU regret they choose this system for their 8th generation console. It leaves them to ponder if they want to buy a new console or become a Nintendo fanboy.

+Positives+: Robot Chicken clips were funny, future plans of new Legend of Zelda game and Star Fox game for WiiU, good graphics displayed
-Negatives-: Best games weren't announced until afterward, no 3rd party backing, silent on online capibilites, short presentation, too many cute games
~Top 3 games~: Professor Layton vs. Phoenix Wright (3DS), Mario Party 10 (WiiU), Kirby and the Rainbow Curse (WiiU).
*Medal*: Bronze

Microsoft

Microsoft did exactly what I predicted. XBox did what Nintendo usually does: stick to their first party games. During the Microsoft press conference, we heard the most about Halo: Master Chief Collection, Halo 5: Guardians, Fable Legends and Forza Horizon 2. Even if they weren't faimilar franchises, Microsoft spent a lot of time on new first party games, like Sunset Overdrive, Below and Quantam Break. This demonstrates that XBox can continue making good games on their own. The 3rd party game Microsoft did present were the ones they knew had a huge fanbase on their system, like Call of Duty: Advance Warfare and Assassin's Creed: Unity. All these games looked legit. Sunset Overdrive felt like Duke Nukem meeting Left 4 Dead. Call of Duty: Advanced Warfare looked so real, I had to take a second look to see if it was really a video game or a movie. Fable Legends made it clear that it abandoned the Kinect gameplay used in Fable: The Journey for going to back to the more true gameplay to the series. The most impressive had to be the Halo: Master Chief Collection. It has the 4 original, mainline games (this makes sense why Spartan Assualt was the Free Game with Gold on Xbox One. Halo 2 got the full update to XBox One graphics, but players can still play on the original graphics too if they want to go old school. For the lover of gamescore achievement points, a player can get 1000 points for each game, meaning they can earn a total of 4000 points. All these games, especially Halo: Master Chief Collection, showed that XBox knew its fanbase.

This did not mean Microsoft's press conference was perfect. It was far from it. The big one was the lack of Kinect. Only two games were announced for Kinect: Fantasia: Music Evolved and Dance Central Spotlight. And I emphasize that they were merely annouced. Neither gameplay nor a cinematic trailer was shown. Furthermore, neither the EA press conference nor the Ubisoft press conference really talked about Kinect either. All of this, combined with the "new" XBox system without Kinect, tells me that Kinect is on its way out the door. On another note, something I did not like was there was too much emphasis on co-op play. It seemed like XBox mentioned it with every game. Clearly XBox doesn't know its fanbase well enough to know XBox gamers don't have friends and therefore prefer single player :-P

Microsoft didn't do well enough to make up from all those years of mistakes to climb back to the top, but they did enough to not finish on the bottom and begin their climb back to the top.

+Positives+: Stuck to old first party franchises, introduced new first party games, stuck to third party franchises they knew were popular
-Negative-: Too much co-op play, not enough Kinect
~Top 3 games~: Halo: Master Chief Collection, Fable Legends, Forza Horizon 2.
*Medal*: Silver

Sony

Sony begin announcing a new color for the PlayStation: glacier white. I think I prefer the black color instead. That wasn't Sony's only new hardware introduced. You would think Sony would talk about Project Morpheus, but they did not, for they had not made more movements forward on it. That was a smart move on their part. They talked more about the PlayStation 4 camera, and how it has helped the improve the gameplay experience, although not requiring it, make a cheap shot at XBox One one more time. Then Sony moved on to more hardware improvements. Sony announced that anyone who has a Sony TV will have access to the PlayStation digital game library. PlayStation also announced a device that will allow a player to play PlayStation 4 on other TVs in the house. Most people weren't expecting hardware announcements years after the new consoles came out, but Sony shocked everyone by announcing so much hardware. The only thing they did not talk about was the PS4 and PS Vita bundle, which I would have loved to hear on how those two worked together. The other hardware left out was Move. Sony should have mentioned how good the new PlayStation camera was that it does not need Move.

What good would all this hardware be without software. Sony did a good job displaying the full line up of video games they had available. PlayStation gave equal time between 1st party games and 3rd party games, showing that PlayStation was dedicated to both their franchises and other franchises. Sony also demonstrated it targeted both hardcore gamers and casual gamers, without sacrificing one for the other. What better demonstration was demonstrating everything from Little Big Planet 3 to Uncharted 4: A Thief's End. If all these 1st party and 3rd party games weren't enough, Sony announced plans to make digital downloads of old PlayStation games from previous generations' consoles, as well as opening up a huge library for indie game developers to upload their games for download. Unlike Nintendo, Sony made its fans proud to own a PlayStation 4. But the best part is that the online digital libary is also available for PlayStation 3. Unlike XBox, Sony demonstrated that it was still loyal to the PlayStation 3 and those who haven't updated from a PS3 to a PS4. This alone should be clear why Sony won this E3.

+Positives+: New hardware, balance between 1st party and 3rd party development, huge game library, still loyal to the PS3
-Negatives-: Lack of Move, no mention of PS4/PSVita bundle, little time on PS Vita games
~Top 3 Games~: Little Big Planet 3, Uncharted 4: A Thiefs End, Grand Theft Auto V.
*Medal*: Gold

Wednesday, June 22, 2011

What happened in the 7th generation of video games

Now that E3 is all done with, and since I only gave you 4 video game reviews, I would like to get back to reviewing video games. But right now you caught me in the middle of going through the Fable series (currently a triology, but that will change within a year), and once I go through the side quests and achievements that I want, I will be ready to give them a proper review. Until then, to hold you over, I'd like to discuss an observation I made while watching E3. I was watching E3 over the Internet through GameTrailers.com. On the side of the streamming video was a chat where viewers could input comments. As XBox was introducing Kinect games, and Play Station was introducing Move games I saw comments that said, "Kinect is ruining XBox" and "Move is ruining PlayStation." The easy way to dismiss these comments is that they from fanboys of the other consoles, just wanting to get the upper hand on the fanboys of other consoles. But I did see more generic comments on how there is too much focus, maybe even the term "dependancy," on motion control. People are complaining about the new use of motion controls, crying out to go back to the 2 analog stick, 4 shoulder buttons and 4 face button method. I believe they fail to see not only the technological advances , but also the advances in gaming itself. So I'm going to spend this blog justifying motion control as an important movement in video games. Where should we start? We could technically start all the way back to the 1st generation of consoles, but we'll keep it simple for those who do not know the whole history of video games. Let's start with the last generation, the 6th generation.

But before I go into that, we're going to need to define a definition, and then separate into to categories. The term is "gamer." The term "gamer" arose when when we realized the term "nerd" no longer worked. The stereotype that people who play a lot of video gamers were nerds was simply not always true. Someone could always play video games and not be a nerd, and someone could be a nerd and not play video games, or only play video games a little. So the term "gamer" arose to describe someone who played a lot of video games (besides, it has a more positive connotation than "nerd"). But still, the term is too broad. How do we differ the guy who can play any Halo game on the highest difficulty with all the skulls from the 3-year old kid who is playing Sesame Street and Disney Land on Kinect? How do we separate the Level 85 World of Warcraft player from the middle-aged woman who plays Solitaire and Hearts on her computer during her lunch break? How do we differentiate between the person who can play all instruments on expert for both Guitar Hero and Rock Band from the elderly man who is playing Wii Sports for the "exercise" class at his retirement home? So we categorize the term "gamer" into two categories with two news terms and two new definitions. You have your "casual gamers" and your "hardcore gamers" (which I've seen shortened to "core gamers"). Your casual gamers are your the kids playing Sesame Street and Disneyland, the middle-aged playing your basic computer games during lunch break, and your elderly playing fitness games, and many other such examples. Your casual gamers are the ones who are playing merely and purely for entertainment reasons. They are not into keeping track, earning achievements/trophies, or improving. Playing video games is more of a social thing, something you do when people get together. They play video games in the "spare time of their spare time," if there is such a thing. It's not a top prioroity, and they put other hobbies before it. On the other hand, you have your hardcore gamers, or your core gamers. While they still play for entertainment, they take a more serious approach to their entertainment. They do want to improve themselves, so they can play at the highest difficulty. So they do keep track of how well they are doing, and push themselves to do their best. So it is typical of them to be concerned about achievements or trophies. Video games are the first thing they do with free time, even making free time just for video games. Because they have played so much and push themselves to do better, they will be the ones who have the highest level character(s) in RPG games, they will be the sharp-shooters and snipers in FPS games, and they will be the ones who can play any instrument on expert when it comes to Rock Band and Guitar Hero. Now that we know these terms, everything else will make sense.

Now we can take our step back to the 6th generation. The 6th generation of video game consoles began with Sega taking the lead with the Sega Dreamcast. The Sega Dreamcast set the standard for the 6th generation, display graphics and gameplay that was new for the time. But the Dreamcast's glory would be short-lived. Sony's PlayStation 2 entered soon after and overshadowed the Dreamcast. That, and Microsoft entering the video game race with the XBox, not only killed the Dreamcast, but also brought to an end Sega's long run at being a first-party, console-making developer. Nintendo, seeing this, knew they would receive the same fate if they did not keep up. Behind in the scenes, they were working on a motion-control system, which we know today as the Wii, but at the time, it wasn't ready. The Nintendo 64 was outdated compared to the XBox and PlayStation 2, and wouldn't last much. So Nintendo released the GameCube, a system with a controller similar to the other systems, but different in everything from graphics to disc size. This system was merely meant to hold Nintendo over until the production of the Wii came to fruition. Although Nintendo did later on admit this, no one needed to say it because everyone knew it. Because of this, Nintendo lost many of its core gamers. All their core gamers went to either PlayStation 2 or XBox. The only hardcore gamers that remained were Nintendo fanboys, who clinged on the Nintendo franchises of old, like Mario, Zelda, Metroid, Donkey Kong and Kirby. Nintendo would not die out, but it would fall behind in the console race, with the XBox and PlayStation 2 neck and neck for the lead.

Then came the current generation of gaming, the 7th generation. Microsoft took the lead by quickly ditching its original XBox console with a short life and introducing the XBox 360 in November 2005. Sony would respond to their archrivals in exactly a year with the PlayStation 3. The PS3 rivaled the XBox in many ways, yet had some unique features of its. Still, neither system got a tight grip on the hardcore gamer base. Each fanboy just stuck to the same first party developer of their last system. Then a week after PS3 release, Nintendo joined in the 7th generation with their new system, the Wii. Unlike the PS3, the Wii did not concentrate on matching its rivals. One could tell because a lot of aspects of the new console, from graphics capabilities to hard drive capacity, lacked greatly from the PlayStation 3 and XBox 360. Instead, it took the industry in a whole new direction. They introduced the video game world to motion controls. And then the console race went from there.

So where did go from there? Well, Nintendo was ridiculed. A lot of people, from Microsoft and Sony, to the XBox and PlayStation fanboys, from the critics and to the hardcore gamers, pointed and laughed at the Wii. Even third party developers pointed and laughed, followed by them walking out, deciding not to make their third party games for the Wii. It would seem that the Wii would fall even further behind in the console wars, even maybe dying out like the Dreamcast. So it would seem. But that wasn't the case. You have to remember that video gaems have been called everything from entertainment to art, in the end, the video game industry is ultimately a business. And as true with all businesses, it comes down to the income and the profits, in short, the money. Within 2 years, the Wii would sell more than the PlayStation 3 and XBox 360 combined. When it came the numbers, both in consoles sold and income, Wii was the leader. There were a lot of reasons for this. Probably because the new technology the Wii offered wowed everyone. It's also possible it sold so well because it was the most affordable of the 3 consoles. But I believe the biggest reason was because Nintendo knew who its target market was: the casual gamer. Nintendo knew it became first party developer for the casual gamer. So it asked itself, "What could Nintendo do to reach more casual gamers, and even make people who aren't gamers casual gamers?" The result was the Wii, and it's all thanks to the Wii motion controls. Since the motion controls were new technology and a new way to game, everyone had to learn how to use them and adapt them, even the hardcore gamers. So this put everyone, even the hardcore gamers, on an equal level. And so Nintendo strengthened its casual gamer audience by turning new gamers to casual gamers. This led to the hardcore gamers to cling to an even stronger allegiance to the other consoles.

Let me best explain this by using a metaphor. Remember high school? Remember in high school there was the popular group, the cool kids, the in-crowd? Now with the title "popular," you would think that means that this group would be the biggest group. But that's not true. In fact, it was usually the smallest group, only containing about 1-2% of the your class's student body (maybe 5% if you had a small, private school). There might have been bigger groups of friends, but they weren't the popular ones. That was that small group of cool kids, the in-crowd. They were the ones who said what was cool or not. Even if the majority of students liked it, if the in-crowd shot it down, it was uncool. Even though the popular group was the minority, they had a voice like they were the majority. That's what happened with the 7th generation gaming consoles. The hardcore gamers, both the XBox 360 fanboys and PlayStation 3 fanboys, were the cool kids/in-group/popular group. Even though there were the less XBox 360 gamers and PS3 gamers, they got control of the third party developers and became the voice of power. And they harshly ridiculed and criticized the Wii. The casual gamers of the Wii, although the majority, were picked on and pushed around, as if they were a minority. And as the Wii casual gamers grew in number, and possible strength, the XBox360 and PS3 hardcore took a harder grip on the on their power, throwing more criticisms. Even the critics joined, hardly paying attention to the Wii.

This isn't the end, though. This is where it gets interesting. What happened next was jealousy. Wii got jealous of the XBox 360 and the PlayStation 3. Although leading in hardware sales and financial income, the Wii wanted to be like the XBox360 and PS3, being popular with the critics and third party developers. XBox and PlayStation got jealous of Wii. Although having the third party developers and critics standing behind them and supporting them with power, they wanted to be like the Wii, in numbers sold and income earned. Here's a better way to look at it. Wii became jealous of XBox and PlayStation because they had the hardcore gamers, and Nintendo wanted the hardcore gamers, too. PlayStation and XBox got jealous of Wii because it had the large audience that is the casual gamers, and they wanted the casual gamers, too.

At E3 in 2010, the big 3 first party developres went out to appease the others' audience. Nintendo went to appeal to the hardcore gamers, and XBox and PlayStation went to to appeal to the casual gamers. It wasn't pretty. Both XBox and PlayStation realized that it was Wii's motion controls that pulled it in the casual gamer audience, so both made their own motion control, both the hardware and the software. And where the one excelled the other one hurted, for XBox had good hardware, but bad software, and PlayStation had good software, but bad hardware. Let me explain. XBox's Kinect clearly was the best hardware. They made a sensor with cameras and a microphone, so there was no need for a controller. Clearly a technological advance for the modern day. The software, however, lacked. Most of their games seemed to be a form of a Wii game (for example, instead of "Wii Sports," there was "Kinect Sports"). All their Kinect games did reach to the casual gamer, but in return, they neglected their hardcore gamer for them. At E3 2009, XBox did introduce hardcore games for the hardcore gamer, but they were your standard controller, with no change. XBox had accidently created a dicotomy in their company. It was either casual gamers with Kinect, or hardcore gamers with a controller, but it could never be both. There was a clear, distinctive barrier between the casual gamers and the hardcore gamers of XBox, and the decider was either the controller or the Kinect. That's what I mean when I say XBox had the hardware, but not the software. PlayStation had the opposite problem. They knew how to naturally incorporate the new Move into the software they had. On the day it was released, you could get updates to many old games to include Move. Altogether, the smartest move (no put intended) PlayStation made was making motion control in their games optional. If you want to use motion control, go ahead, but if you like the classic PlayStation controller, stick with it. Yet the hardware lacked because, let's face it, the PlayStation Move controller is virtually the Wii's controllers except with more buttons and colorful bulb at the end. Heck, I have a habit of accidently calling the PlayStation Move Navigator a Nunchuck because they look and act so much the same. With the Wii clone games, you're pretty much playing an HD Wii. Will someone be willing to $100-200 more dollars to simply play Wii with HD graphics? Probably not. But maybe we're looking at this in hindsight. Maybe if we look at it in the bigger picture, as if it were only the first small steps forward, we'd get a better idea.

At E3 2010, Nintendo didn't do any better. They wanted to reach out to the hardcore gamers, but their idea of reaching out to hardcore gamers was just reaching out to the Nintendo fanboys, whether it be strengthened their relationship to the fanboys they still had, or winning back the old fanboys they lost during the GameCube and Wii fiasco. So what did we see? We saw another Mario games, another Donkey Kong game, another Zelda game, another Metroid game, another Kirby game, another Star Fox game, and they even reached far back as Kid Icarus for the 3DS. While this would technically somewhat count for the hardcore gamer, it is really the hardcore Nintendo fanboy gamer, which is a small fraction of hardcore gamers. What Nintendo needed to do was secure the third party developers on their side (and not just Activision). But I will say it again, look at the bigger picture, instead of the hindsight of back then. This may have been a small step in the big picture.

That's why I was so psyched and excited for E3 this year. All 3 first party developers were now making the big steps to what they wanted to achieve. This year at E3, XBox shrunk the gap between hardcore gamers on controller and casual gamers on Kinect. The best examples are Mass Effect 3, Forza 4 and Tom Clancy's Ghost Recon: Future Soldier. All these games are labeled "Better with Kinect" because while they don't require Kinect, Kinect does enhance the playing experience. In Mass Effect 3, a player can choose dialogue by speaking it and a player can command his CPU allies with voice commands. In Ghost Recon: Future Soldier, weapon customization, both the creating and testing, can be done through Kinect. With Forza 4, a player still drives with a standard controller or a wheel controller, but he looks at his mirrors by turning his head, using Kinect. Maybe "Better with Kinect" is the way XBox needs to go, as PlayStation Move did. But hold on before I more onto PlayStation Move. There are games that do look promising that require Kinect. E3 showed us Dance Central 2, Kinect Star Wars, Ryse, Raving Rabbids: Alive and Kicking and Fable: The Journey. But if you look at XBox's website, there's more. Check out Rise of Nightmare and Gunstringer, both games that are Kinect-required, but look like some pretty good story, gameplay and graphics. Kinect definitely has a future, for games that both require Kinect and games that Kinect makes better. PlayStation also took a step forward by closing the gap between casual gamers and hardcore gamers with Move. With Move in their hardcore games, they are introducing more cinematic games to the casual gamer. At the same time, for the hardcore gamer, they keep their PlayStation Six-axis controller for the hardcore gamer who is not comfortable with the Move.

At E3 in 2010, Nintendo made the right step towards getting back the hardcore gamers with the Wii U. They knew they were missing the hardcore gamers, and they knew why they were missing them. First, hardcore gamers like good graphics. Nintendo's Wii U has 1080p graphic capabilities. Second, hardcore gamers like the standard controller. While at first glace we might all see the new Wii U controller as an iPad with buttons and knobs, it is virtually the same as XBox and PS's Six-axis controller, except it has a good-sized touch screen in the middle. Just like the XBox controller and PS Six-Axis, it has 2 analog sticks, 4 face buttons and 4 shoulder buttons. Third, hardcore gamers like third party games. Nintendo knew that there was too reasons the third party developers were not interested in Nintendo: the Wii lacked the graphic capabilities and the online abilities. As I said before, Nintendo's Wii U has 1080p graphics. They also did fix the online capabilites. Once all of that was said and done, Nintendo gladly showed us 10 big name third party developers behind the Wii U, and all these game developers already had game ideas. When the Wii U is released, I believe the hardcore gamers will cautiously and slowly return to Nintendo.

In conclusion, in the beginnning of the 7th generation of video games, Nintendo introduced motion control and introduced new people to gaming as casual gamers. In response, XBox and PlayStation strengthened their relationship with the hardcore gamers. A few years into the 7th generation, each console got jealous of the opposite side, wanting to expand their audience into the other gamer population. This produced XBox 360 Kinect, PlayStation 3 Move and Nintendo Wii U. While rocky at first, all 3 are learning to utilize their new technology to their audience. Kinect is not ruining XBox 360 and Move is not ruining PlayStation 3. Instead, it will improve their systems once utilized correctly. In fact, I would say that XBox 360 Kinect and PlayStation 3 Move is like a half generation, like the 7 1/2 generation. It's not a new system, but a hardware addition to the current system that brings it more up-to-date. Kinect and Move is the future of the XBox and PlayStation, respectively. In a CNN interview after E3, Sony told CNN they were committed to the PS3 to at least 2013-2014, and Microsoft said they were committed to XBox360 until 2015-2016. I think the introduction of Move and Kinect prove this. So hardcore gamers who complain about motion controls will learn to adapt with to the new controls, just like they learned to adapt to 4 analog sticks and 4 shoulder buttons. Heck, I believe if were in some alternative universe where touch screens, voice commands and motion controllers came before analog sticks and buttons, we'd hear the hardcore gamers complain, "Analog sticks and buttons are ruining gaming!" Besides, I seriously doubt these hardcore gamers will completely stop playing video games if it was all motion control. As for Nintendo's Wii U, we'll have to wait and see at E3 2012 if it is just half generation step into the 7 1/2 generation, or if it is a true next generation console for the 8th generation of gaming. That will also determine the fate of Nintendo. It will either bring back the hardcore gamer, or it will be forever branded the console of casual gamers.

Alright, back to reviews for "The Spoiler Review." As promised, we'll start the Fable series with, of course, the original Fable for the original XBox.

Saturday, June 4, 2011

Super Smash Bros. Brawl

Super Smash Bros. Brawl

Exclusively for the Nintendo Wii
Rating: 5 stars


When the Wii came out in November 2006, we know it was only a matter of time until Super Smash Bros. would becoming to the Wii. Sure enough, in March 2008, Super Smash Bros. Brawl was released for the Wii. Brawl makes the improvements that Melee failed to make, making this an excellent game.

First of all, no one could say this game wasn’t an improvement unless new characters were added, and sure enough, they were. The number of playable characters goes from the 26 in Melee to the 35 in Brawl. But it’s not just simple to say they’ve added 9 characters because Dr. Mario, Pichu, Roy, Young Link and Mewtwo don’t reappear. Is this heartbreaking? I wouldn’t say so. As I said in my review of Melee, Dr. Mario is really just regular Mario, and Pichu is just like Pikachu, so there’s nothing missing out. Truthfully, they are the only ones completely gone. Roy and Mewtwo are replaced by Ike and Lucario respectively, and they virtually have the same attacks and same powers, so it seems to be the same characters with a different look. And I truthfully think that Young Link and Toon Link look the same, act the same, so it’s not really a replacement. It’s just a different name. I liked how Nintendo picked more characters from their already used Franchises, like getting King Dedede from Kirby, Diddy Kong from Donkey Kong and Wolf from Star Fox. I really liked how they went to other franchises like Wario from Warioland and Olimar from Pikmin, but went even further back to Pit from Kid Icarus. But the most impressive was getting third party developers to agree to lease their characters to this fighting game. The headliner characters for this game were Sonic, from Sega’s Sonic the Hedgehog series and Snake, from Konami’s Metal Gear Solid series. The abundant choice of characters is enough to make every Brawl you have a new game. But that isn’t the only thing.

Brawl wouldn’t be an improvement without new stages. Brawl has a total of 41 stages. The reason it may have so many is that most of the stages from Melee have transferred over to Brawl. So you won’t be missing out on any of the old stages. A new feature added to Brawl is the stages become interactive with the characters. Some will move around, some will change between day and night, others will float, others can be destroyed, and still others can do a whole slew of things. But even if you don’t like any of those stages, Brawl offers a stage creator, and as its name suggests, you can build your own stages to have Brawls in. With 41 new stages, plus being able to make your own stages, where you battle never becomes stale.

With these new characters on these new stages, you once again have your same Brawl modes. You also have your special brawl, which in a way is the same as Melee, but is also updated. In Melee, you could only choose one special feature, but in Brawl, you can choose multiple features. So if you want a brawl where all the characters are giant, metal, on fire, with a bunny hood, go ahead. Once again, it makes Brawl fights seem newer every time you play.

Items are back in Brawl. You have all your old items returning, as well as have a bunch of new additions. I could go on and on about all the items, but the one most important to game play has to be the Final Smash Orb. This colorful orb that is in the same shape as the Super Smash logo is a slippery one to get, but worth it. Once you have it, all you have to do is press B and your character unleashes a unique attack that packs a powerful punch and is hard to evade. One last thing I will say is items and item quantity is customizable. You can choose for an item often, seldom or not at all. So if you don’t like an item, you can turn it off. But if you want to let the Final Smashes fly, you can select many of those.

But if you don’t have the friends around to play multiplayer, Brawl brings back the 3 solo modes that Melee introduced. Classic mode is back and it hasn’t changed since the original Super Smash Bros. for the Nintendo 64. All-Star mode hasn’t changed since Melee. If there is change, it’s longer because there are more characters. But the best improvement was on Adventure Mode. The Adventure Mode is a legitimate Adventure Mode. It is literally an Adventure. It has a name (“The Subspace Emissary”), a plot, cut scenes, a unique villain with unique henchmen. This is everything a true Adventure mode needs. Sure it made some characters bad guys, and sometimes it was mere platforming, and yes, you virtually have to play through it twice, but it does a good job of meshing the characters together. You do have to play as every character (or at least given the chance to play as every character). The story even provides plot twists here and there. For a story that sometimes seems thrown together, it’s pretty good.

Training mode brings back a few of the training features, updated to the Brawl, but also a new feature in it. First, Target Smash is back, and is updated for the Wii and its new characters. Once again, Home Run Contest is back to see who can hit the sandbag the furthest, now improved, such as Captain Falcon being able to swing. The Multi-Man Brawl is back, yet the characters are updated again, and for the better. In the original, it was polygons. In Melee, it was wire frames. In Brawl, it is alloys, made up of the Wii’s finest graphics. In the old game, the multi-man was limited t 10-man and 100-man. Brawl has not only those 2, but also 3-minute Brawl, 15-minute Brawl, Endless Brawl (you don’t stop until you die) and Cruel Brawl (hardest difficulty, no items). The last training is Boss Battles, taking all the main enemies from the story mode. Even Training mode is new and improved, giving another thing for the player to do.

For the gamer who needs to unlock and collect things, Brawl provides plenty of that for you. Players can unlock characters, trophies, stickers, music, stages, even Virtual Console demos. But some of this can be a pain in the neck. Only half the characters are available for play right away. Same goes with the stages. Only about half the stages are available, and the other half you have to unlock. And some of the unlocking can be crazy. To unlock the rest of the characters, you have to play the solo mode. It can simply be done in the Adventure mode, but that’s still going to a 7-10 hour play through. So you don’t want to bring this game right off the shelf to play with friends. Unlocking trophies and stickers can be found brawling in both solo and group brawls, but it can take a while. Remember how last game had the gumball machine that gave trophies instead of gumballs? In its place, Brawl has made up a minigame where you shoot your earned tokens to hit trophies and stickers to unlock. While it may sound fun, the problem is it is easy to repeat trophies and stickers. At least with the “gumball machine” you didn’t have to worry with repeats to a point. For all the others things that need to be unlocked, there are challenges to be done. Some of them are simple, like playing on a certain stage a number of times, but some of them can be downright ridiculous, such as bringing every character through All-Star mode on the hardest difficulty. This might drive the collecting gamer insane. Well, if they have to do it over time, Brawl has a nice way of sorting this out. Brawl has kept this nice and neat for the player by giving the player a trophies tracker and challenge wall.

Despite the graphics pretty much staying the same from the GameCube to the Wii, the graphical design for Brawl has seemed to improve. As I said before, the generic multi-man brawl going from wire frames to alloys demonstrates this alone. But character design is carefully drawn out. You can see everything in detail, from Zelda’s hair to Mario’s overalls. For characters that have had a continuing role in the Nintendo world, all of them kept up-to-date with their looks. The attacks and explosions can be very colorful experiences, too.

The one thing that does baffle me is the controls. Now Brawl was smart by allowing four possibilities for controllers: Wiimote alone, Wiimote with nunchuck, Wii Classic Controller, and GameCube controller, my personal favorite. They were even smart by allowing customization of buttons. But there’s one thing I don’t get. We all know the Wii for being the frontrunner for the motion controls. Yet no motion controls can be used in this game at all. Heck, you can’t even use the Wiimote pointer to run through the menus. You have to use the control pad or joystick. Yes, I know it’s probably because they wanted to allow other controls without motion censor to be used, but this can be easily fixed by replacing the motion control action with a button. Wii games have done this. The first examples that come to mind are Dragonball Z and Mario Kart Wii. I think the only thing that could have made this game better would be motion controls.

Besides that, I think this is a wonderful game. Brawl made every improvement they needed to make from Melee. This game can be played solo just as much as multiplayer. With a plethora of characters and stages, every game feels new. The avast amount of collectables not only satisfies the collector gamer, but also keeps you playing over and over. Customizations make the game your own. This game was everything Melee was, and more. One last thing I want to mention is this game fully catalogs the Nintendo games and Nintendo franchises. This game is definitely needed in the library of anyone who calls himself a Nintendo fanboy. With a new system on the horizon, it will be interesting to see what new, great improvements the next Super Smash Bros. will have.