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Jan 30th, 2007 at 19:42:22 - Super Smash Brothers (N64) |
Characters
As long as iconic video game characters have existed, the question of who would win in an all-out grudge match has been well-rooted – at least in my mind. Super Smash Brothers on the N64 is the first official title to shoot at reconciling this question. The Mario brothers, Donkey Kong, Samus Aran, Kirby, Pokèmon, an others all debut in a communal combative role. With a cast of twelve characters (4 of which are unlocked through gameplay) each with a unique set of moves based upon simple 2-button combinations, the game is simple enough to pick up, yet possesses enough variety to maintain interest.
For my play session, I select Kirby. You need nothing more when you’re “one tough cream puff.”
Story
The game is itself a diversion from eight separate “stories” from which the characters are drawn. It possesses none of its own, following a linear fighting-game pattern of attacking each of the other fighters in turn with a final min-boss and boss (Metal Mario and Master Hand, respectively). This is not a game for the person who requires a deep story, although may be the perfect follow-up for someone who has completed the represented titles, each of which is well-established in the industry.
Gameplay
In an ingenious method of pressing either A (physical attack) or B (special attack), the game develops an immense database of possibilities. These two buttons combined with a direction from the movement stick each produce a unique way to maim your opponents. For example, my choice character Kirby has these attacks:
(B) Inhale
?+(B) Final Cutter
?+(B) Stone
(A) Punch
(A)(A)(A) Flurry Punch
?+(A) Flip Kick
?+(A) Split Kick
?+(A) Strong Kick
in air
?+(A) Spin Kick
?+(A) Drill Kick (down)
?+(A) Drill Kick (side)
In addition, maneuvers available to every character include:
2D Movement (Left, Right, Multi-Jump)
Shield (blocks damage and effects from attacks but decays over time)
The game itself pits 2-4 characters (controlled by human players or the computer AI) in any combination on one of a number of interactive map levels that give tribute to the characters’ origins (such as Zelda’s Castle or Kirby’s Dreamland). The maps, despite simple features of interactivity as minor as a light wind or as great as shifting platforms an intermittent spaceships, each provide a unique arena and affect the strategies available during each match.
Furthermore, the game possesses an amazing variety of randomly spawning power-ups to further diversify individual matches, each of which hails of the included game characters. Examples include Mushrooms, Hammers, and Fire Flowers from Mario Bros., Pokèballs with a random assortment of pokèmon, as well as lasers, swords and landmines, oh my!
Even my brief gameplay experience for purposes of this log was enough time to run through the story mode of the game once and engage in a number of matches against computer opponents.
Innovation
As noted, this game is the first to bring it all together, as it were. Never before have game licenses been mixed and the protagonists (and villains) of such varied games (platformer, racing, rpg, shmup) been brought together under a single system and the result is amazing.
Design Elements (and Reward Structure)
Four characters are unlocked during gameplay to complement the initial eight: Captain Falcon (F-Zero), Jigglypuff (Pokèmon), Ness (Earthbound), and Luigi (Super Mario Bros.). Additionally, there is an unlockable stage (Mushroom Kingdom) that references the NES Mario Bros. title.
Adding an additional element to both the story mode and the versus matches is a point reward system that grants varying positive or negative score modifiers at the end of a match based upon your actions during the match. These include a massive bonus for Pacifist (win without using a physical attack) and penalty for being a Coward (for spending too much time out of the action).
Interest
The game, by its nature, draws interest from any and every player who has enjoyed one of the 8 game licenses represented by the playable characters as well as fans of fighting games.
Proposed Change
I would propose the addition of additional characters, levels, items, and a rebalancing of the existing but it has already been done in the game’s sequel on the Game Cube and will be done again with the next evolution upcoming for the Nintendo Wii. The second installment of the game also included a rather involved challenge mode that introduced additional elements tied to each character.
Perhaps, it would be interesting to include variations of the original game licenses from which the characters are drawn using the enhanced rendered avatars of the game to be included within the combat system. Well, it would be interesting, but not feasible.
Ah yes, one specific character to be represented in a future iteration of the game: King Dedede (the primary villain of the Kirby series) – although I am happy to see that the Kirby license will be expanded in the Wii release to include Meta-Knight (the archetypal villain-turned ally).
Emergence
While not emergent in and of itself, the game does allow deeper bonding with each of the characters that enhance the experience of the respective licenses. Having commanded Kirby to fling Yoshi mercilessly to his peril time and again, my game experience in other license titles such as Kirby’s Dreamland and Kirby Pinball are somehow enhanced through the deeper bond we have formed. Don’t mess with the cream puff.
Flow
The game transitions quickly and smoothly from character select to battle to results screen and back again, with no notable downtime.
The battles themselves flow well with a respectable (but not tedious) number of attacks required to increase your enemies’ Knock % culminating in a one of three variations of a ring-out. Respawn time in instantaneous after a such ring out (I select 3 or 5 lives as a play option, although others, including Time are available). When lives are depleted you get to watch any remaining players duke it out until the next round starts. It is all extremely well-paced.
Conclusion
Play it. Play its successors. Kirby > All. How can you possibly lose when your special ability is sucking?
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Jan 11th, 2007 at 00:53:23 - Neverwinter Nights 2 (PC) |
Note: I am attempting to format this post with some coding to see if and how it works so I apologize beforehand if (when?) it comes out less-than-legible.
[Follow-up]
As I noted in the previous (perhaps overzealous) Neverwinter Log, I was going to fiddle with the level editor in the game for the follow-up.
Level Editor
In short, the editor is rather fantastic - speaking from a DM's point of view (that's Dungeon Master to the layman, which I believe is Klingon for King of Nerds). As a video game tool, restricted to the parameters of the Neverwinter's bastardized d20 system (as if it wasn't bad enough to begin with), it is only so strong as the engine, and generally weaker due to the human factor.
The interface is...daunting. In my mind, "daunting" is a good thing. No, I'll likely never exert enough effort to make use of every feature (or even nearly every feature - but the options are all there. It can allow for everything from basic map editing cut-and-paste to a complete retexturing of models and geography and likely a number of features I'd never think to seek. I restricted myself to an hour of fiddling and bear no fruit from that but an awe of the possibilities at reformatting nearly every aspect of the game for a custom campaign, from character design at the greater level to the fine details of creating fully customized classes and races (and additional possibilities are readily available online to expand the features.
In truth, I know I scarcely scratched the surface. I was infatuated with the number of menus and submenus and all sorts of pretty things that simultaneously infatuate and appall the ADHD and Obsessive Compulsive aspects of my personality. The interface takes some getting used to but I'd reckon the curve is a great deal less restrictive than the Unreal editor or Morrowind's editor - even if the features don't allow quite so many possibilities in the 2d level design (a flaw of the system, not the editor).
In light of the length of my previous posts and the attempt at formatting in this one, I am cutting this short as I go to fiddle some more with editor and hopefully generate something functional - even if only as a gaming aid for a tabletop roleplay session.
I am presentently looking for a roleplay group, by the way. < /plug>
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Jan 10th, 2007 at 23:39:39 - Pirates of the Caribbean: Dead Man's Chest (DS) |
[Part III]
Proposed Change
In light, put Sora and some Heartless into the game, maybe a hidden level. I can guarentee word of it would boost sales tenfold.
In seriousness, including situations and opponents in the game requiring the use of the many nifty combos already in the game would help greatly in improving the game. Likewise, more variety amongst weapons beyond the aesthetic and three levels of damage would diversify the play experience. (Now, I'm not certain, but the parasol wielded as a weapon may have a random chance of stunning the foes but I cant be certain that it is the cause - if it is, kudos to the game designers on making it the best weapon in the game.)
Brainstorming
A lackluster game overall, and laden with everything movie-license games stand for - because license abuse is superior to gameplay. I'm not terribly surprised. I imagine companies have generic game programming already set up and simply insert license settings and avatars when they win the bid. Smart marketing, actually.
Emergence
Movie license games don’t need emergence. It happens occasionally. I can’t think of anything offhand but I’ll give the industry the benefit of the doubt. Theoretically, one could say that additional Pirates of the Caribbean story is "emerging" from the gameplay, but once you break it down the scenarios neither add nor reveal anything relevant.
Flow
The levels follow the course the course of the movie, filling in the gaps as they woud have occurred and moving geographically as well as as chronologically. After playing the first three levels, I believe I've seen everything the game has to offer as far as gameplay variety (outside of themed locales and villains) and if I continue to play it will be be out of a drive to see Davy Jones' avatar and how he attacks in the undeniably emminent boss battle. A level feels like an eternity, however the ability to restart from the last checkpoint (5-10 per level) helps break the game into shorter sessions.
Social Interactions
Hear is where the game shows potential I have not yet tapped. There is a cooperative mode tied to the DS wireless which just might make the game more interesting. Then again, one character fighting three incompetent foes may not be that much less interesting than two players fight six incompetent foes. Then again, the minigames might be promising. What could be more fun than a bunch of guys sitting around shooting the monkey? I'll spare you all from further elaboration
Cut Scenes
They exist... not so much as scenes as Cut Dialogue Boxes. There is some good humor in character with the movie and I believe I mentioned the levels opening and closing with movie dialogue. The witty repartee displays with a nice character portrait to show who is talking and utilizes the DS second screen so you can still glance at the paused action.
Conclusion
Avast ye scurvy bilge rats, best ye enjoy the game with rum in yer rotten gut! [Disclaimer: Underage or irresponsible drinking is in no way condoned by the author of this review.] Drink up me 'earties, yo ho!!
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Jan 10th, 2007 at 23:39:22 - Pirates of the Caribbean: Dead Man's Chest (DS) |
[Part II]
Design Elements (and Reward Structure)
The money accrued through blind violence and wanton destruction is utilized to purchase unlockable features such as concept art, characters, and weapons which are ingeniously listed and visible at any time so that you *know* you are just 5 bags of gold away from being able to see Will Turner in his oh-so-sexy wedding suit. I'm straight and I'm still drooling at the thought~ although it was the aforementioned Johnny Depp in tribal attire that was my first priority.
"Replay value" is also emulated in the unlockable features as the special characeters can only be attained by finding a statue in each level - which is only avaiable if you've defeated the boss for that level at least once. This is actually rather obnxious. I've unlocked the Mortician who's statue was rather obvious, but located in the very last part of the first level, requiring a great deal of repetitive piracy to access. He doesn't have a special attack, by the way -- but is extra slow and has less health than the other characters to make up fo it... Yeah.
I must admit, as a movie-license game, it provides far more entertainment than I was expecting even despite its simplicity. Y, Y, Y perfectly accompanies a Neverwinter Nights II loading screen or a World of Warcraft gryphon ride.
The cartridge also sports three minigames which are no less intelligent, but take advantage of the DS stylus and provide a nice reprieve when they pop up. 'Shoot the Monkey' has Jack (Barabosa named the monkey Jack, remember) popping up behind crates and rigging on ship deck with a pair of suicidal pirates and you (as Jack... Captain Jack, not monkey Jack) race against Mr. Gibbs (who, judging by his reaction speed, has been reacquainted with his trusty flask) to shoot the monkey the most times before time is expired. You get a point when you click the monkey with the stylus and and lose one if you shoot the crew.
The other minigames are far less entertaining and logical (I can understand wanting to shoot the monkey). 'Boom Barge' pits you in a cannon fight, but you can only shoot the flotsam between to two ships (using the stylus to angle the cannon) attempting to float it into the enemy hull. 'Walk the Plank' pits Sparrow in a duel against a generic pirate-y foe accross a cross-spar of the ship's sail. By quickly repeating the pattern of coloured dots that light up in sequence, you maneuver your foe off the far side to plunge to a water grave. Yarr! Nothing says "Pirate" quite like blue, white, white, red, white, green.
Level Design
The first level is the dungeon level. The second level is the city level. The third level is the jungle. The dungeon has nifty things like cages to destroy and random cannons to fire and barred portcullis that only open when you clear the room of ill-trained guards. The city has debris and torches to encourage pyromania while elizabeth (in her wedding dress) chugs rum and the English forces determinedly continue to poke her. I read no innuendo in that statement... none whatsoever. The jungle... has more things to light on fire and plenty of pagan natives to introduce to the brimstone.
Conflict
What could be more conflicted than a young girl forced to decide between Orlando Bloom and Johnny Depp? The game provides wave after wave of unskilled swordsmen supplemented with Englishmen who favor the bayonet over actually firing their rifles. It would make a much more difficult game if Jack had to swerve off waves of fangirls - more sense too, in many cases. They have the numbers and the blind fanatcism.
Interest
It's Pirate's of the Caribbean. Therein the interest lies. Curiosity over which character will star the next level and which hole in the movie will be filled with bloodthirsty (and rum-thirsty) warfare drive me to play further into the game... during commercial break.
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Amehdaus has been with GameLog for 17 years, 10 months, and 13 days |
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