Monday, December 15, 2014

Review - Mario Kart 8: DLC Pack 1

It's as if Nintendo is trying to compete with itself over which disc stays in my Wii U longer; Mario Kart 8 or Super Smash Bros. for Wii U.  Just when I thought I was finally done with the stellar MK8 and could move onto a new party game for my roommates and I to enjoy, Nintendo ropes me back in with a very well-done and inexpensive piece of DLC for their famous racing romp.

Instead of giving this review a long, but fluid approach, I think I'll keep things light and fluffy this time around and review each bit of content one by one.

Characters

Tanooki Mario:  When Tanooki Mario was revealed as one of the DLC characters, I'll admit I was pretty disappointed.  We already have so many iterations of Mario to select from; do we really need another one?  Especially an iteration that shares the exact same weight class as vanilla Mario?  I remember a few years ago, fans were begging for a return to the Tanooki suit.  And after it's long awaited comeback in Super Mario 3D Land, the fabled powerup has since appeared in Super Mario 3D World, Mario Kart 7, and even the new Smash Bros.  And now I have to admit; I've grown a bit tired of seeing that Super Leaf everywhere I look, especially when Nintendo continues to treat it like something new and fresh that we should be excited for.

But, after seeing Tanooki Mario pose and leap through his new animations, I couldn't help but smile.  The new costume suits him well, I just really wish they would have at least placed him in a different weight class.  The Light or Feather weight class would be perfect, given that the suit lets mario glide gracefully through the air.  Missed opportunity, in my opinion.  Overall though, it's a fun addition.

Catsuit Peach:  Now this is a costume I could do without.  I get it; the Catsuit was a pretty cool and item introduced in Super Mario 3D World and I hope it makes a return in a future game someday.  But my opening statement about Tanooki Mario rings once again; why do we need another iteration of Peach?  We are still missing some iconic characters from previous Mario Kart games like Diddy Kong and Dry Bones; there was no need to add another Peach (as well as make her the same weight class as regular Peach).

And unfortunately, where Tanooki Mario can at least redeem itself through nostalgia, there simply isn't any attached to the Catsuit at this point.  If Nintendo was so set on including a Catsuit character in the game, why not Catsuit Toad or Luigi instead?  They, at least, aren't bogged down by multiple iterations (unless you count Baby Luigi and Toadette).

Link:  Easily the highlight of the character additions is the Hero of Time himself, Link.  Link sits at Cruiser weight, which is probably most suitable for him, though I'm sure I'll be sick of seeing yet another Cruiser combo racing around online.  Link's design is vibrant and clean, his unique animations are all excellent ranging from him holding a Triforce to jetting his sword into the air, and the sounds effects are...well exactly what you'd expect from Link (a lot of "Hwaah!" and "Siyaah!")

The bold colors on Link allow him to blend perfectly into the roster.  Seeing as neither Link, or any Zelda homage for that matter, has ever appeared in a Mario Kart game, this was a welcome feature.  Just be prepared to look at a sea of Link players online.  He'll definitely be a top pick.

Verdict:  Link gets a "Hell yes!" while Tanooki Mario gets a golf clap.  Catsuit Peach, on the other hand, is a disappointment, especially when there are so many that could have taken her place.  So overall the character selection falls in at the top of the Bell Curve.

Kart Pieces

Triforce Tires:  Let's get the boring stuff out of the way first.  One of the new Kart parts you get with the DLC is a set of Triforce tires.  They look fine.  Thin with dark blue tread, golden rims, and a nice Triforce in the center.  However, they share stats with the Slims and Crimson Slims tire sets, so if you were looking for a new way to change your driving, you won't get it here.  Aesthetically cool, but again, like the character weight classes, it's a missed opportunity to add in some new stat possibilities to your custom kart.

Hylian Kite:  Boasting the royal family's crest from The Legend of Zelda series, this new glider is sexy.  Unfortunately, like the Triforce Tires, they share stats with plenty of existing items.  But, if you're looking for a new lightweight glider and want to glide in style, the Hylian Kite is certainly the way to go.

B Dasher:  This sucker looks like a bobsled with exhaust pipes, and I'll admit, the 80's look makes me like it that much more.  Not to sound like a broken record, but it shares stats with a few other karts (of the high weight, high speed class), but since that's a popular kart choice, it's nice to have another option to choose from.

Tanooki Kart:  I like it.  I'm not in love with the look, but I can see the resemblance it gives.  The hood has the same eyes as the Super Leaf, the color scheme is spice orange and brown, and there's even a Tanooki tail in the back.  But what I really enjoy about this kart is (you guessed it) the unique stats.  That was exactly what I was hoping to get from the DLC; more kart options that could change the way you play so we could finally shake up the same kart combos we see day after day online.  The Tanooki Kart, while not my personal preference, is a good start.

The Blue Falcon:  It's perfect.  From the sleek, shiny body to the jet boosters in the back, I was extremely ready for this kart and racing around with it makes for a fun, nostalgic time.  On top of that, it features it's own stat set and is probably the fastest kart in its weight class.  Stat-nitpickers will probably say that it's lacking in other stats and there are more impressive choices out there, but aesthetically, I couldn't be happier, and I'll continue to use it regardless.

The Master Cycle:  You can tell the designers had a blast with this one.  This bike is meant to be Link's steed (even down to the horse head at the mount).  Complete with the same color scheme as the Master Sword itself and the Hylian Shields strapped to the sides, it's a ride fit for a hero.  It also comes with unique bike stats, giving bike users more choices.  It seems to have a gnarly top speed for a bike as well.  The only downside I can think of is that while the name "Master Cycle" is pretty cool, it has absolutely nothing on the name they gave it in Germany; "The Eponator"...

Verdict:  Overall, I'm very pleased.  While the new wheels, B Dasher body, and Hylian glider look nice, they don't offer anything new, which is a shame.  However, three new karts with unique stats is a great start and I really hope to see more unique options come from the next DLC Pack.  Aesthetically, everything is downright fantastic.

Tracks

Yoshi Circuit:  Now we've moved to the real meat of the game, and the portion that is going to give the DLC the most replayability; the courses.  Kicking it off is the first track in the Egg Cup, Yoshi Circuit.  This raceway has actually appeared twice before, being introduced in Mario Kart Double Dash and also appearing as a classic on Mario Kart DS.  The course, overall is a blast if you're an MK veteran, but an absolute pain if you're a newcomer (or just happened to choose a bad kart combo!)

The many winds and turns of this course make drifting either a buttery dream or a guardrail smacking nightmare.  With the right kart and enough experience, you'll be power sliding across Yoshi's stupid head without a problem and having the time of your life.  But if you're new to the series (or, god forbid, you select a bike for this course), you might not enjoy it so much.  The many weaves and otherwise flat terrain allows this course to separate the pros from the newbies, and sometimes you might not be too thrilled to find out which side you belong to.

Excitebike Arena:  I like the idea of this course on paper.  Make a course out of an NES racing classic, give it plenty of jumps, make parts of the course randomly generated each time you play, throw in some chiptune music and you have a recipe for fun!  In practice, however, it's kind of boring to be honest.

The course is a perfect oval.  Think Baby Park from Double Dash but with ramps and mud.  And like Baby Park, it has the problem of letting first place get really far ahead of the competition while the middle places kill each other with items.  There simply aren't enough ways to outmaneuver your opponents or tricky shortcuts to take to get back ahead.  On top of that, the randomly generated jumps and mud hazards seem pretty limited.  And you feel like once you've played the course once, you get the idea.  All of that being said, however, it's still a fun course.  The loads of ramps make it fun to constantly pull of stunts and boosts and it's nice to have a simple "oval" track added to the ranks among all the crazy upsidedown courses filled with hazards and ridiculous turns.  While the simple courses aren't my favorite, I think more diversity in a racing game is always a good thing.

Dragon Driftway:  I thought this course would be one of the more memorable courses, but unfortunately, it's pretty forgettable.  It's really cool, don't get me wrong.  You're literally weaving around on the back of a twisting dragon.  But I think this track's downfall is that it's just extremely short.  It seems like you take a few turns and the lap is finished.

Thematically it's nice; the dim lighting, paper lanterns, on top of the crimson, green, and gold color scheme make for a neat visual experience.  From a strictly racing perspective, however, it's not as impressive as I had hoped.  It does have a lot of edgeless turns and curvature that can throw off your game, but there's little else that gives this course the excitement I expected it to deliver.

Mute City:  Amazing.  Simply amazing.  Everything about this track is incredible; the new jazz ensemble of the iconic Mute City theme song, the neon lights, the cityscape in the background, and the fact that this course urges you to go as fast as possible.  It all screams F-ZERO.  I also love that there are no coins on this track; if you want to build up your coin count, you need to drive in the purple streams on select places around the course (which would build up your Energy meter in the F-ZERO games).

The only downside of this course is that it makes me wish I had an F-ZERO Wii U this instant.

Wario's Gold Mine:  Bringing back one of my favorites from Mario Kart Wii, Wario's Gold Mine feels more like a roller coaster than a racetrack, and I mean that in the best way possible.  The track starts you off with a steep drop downwards followed by a handful of U-shaped sharp turns upon which you enter the familiar mine cart cave.

Mario Kart Wii lovers will recognize some of the shortcuts and the familiar tune, while also noticing the new Anti-gravity additions.  Overall there isn't much else to say.  It's fun, it's fast, and it's a nice new take on a very well loved classic.

Rainbow Road (SNES):  Did Mario Kart 8 need a third Rainbow Road?  Well considering how much I loved Mario Kart 8's new Rainbow Road (blasphemy, I know), I'll allow it.  But this wasn't exactly the Rainbow Road I had hoped for.  I'd much rather have had MK7's Rainbow Road make a return.  But instead we get the Rainbow Road from the SNES, which has already made appearances in Super Circuit for the Gameboy Advance and Mario Kart 7.

The course is alright, I suppose, unlike the SNES and Super Circuit versions, the draw distance on the Wii U at least makes driving this course a little more pleasant than sticking your hand in a blender.  The Thwomps throwing waves out into the otherwise completely flat course also gives the race a nice spin.  And I won't complain about the look; everything is bright, colorful and pasted over a really neat skybox, complete with a full moon.  But, if you hated this course before (as I have) your opinion will be hard to change.  It's still just annoying and kind of boring all at once and usually when this track appears, you'll be waiting for the moment the race is done.

Ice Ice Outpost:  While I'm not crazy about this track, I'll give it a thumbs up for its unique premise.  The appeal of this course is its two paths that continuously split up and rejoin as the race goes on, which can actually be a lifesaver when it comes to avoiding Red/Green shells.  The luge theme is pretty fun too, though I wish more was down with it (there aren't any steep drop offs or ridiculous turns).

This track definitely has the most secret areas to drive on out of the DLC pack, though I can't really comment on how much faster they are.  In fact, for hard they are to hit consistently, they don't seem to offer any measurable boost to your track times.  But that'll need more experimentation before I can say that with confidence.  Ice Ice Outpost is a cool little track, though as far as the winter themed courses go, it can't hold a candle to Wario Mountain.  But maybe that's an unfair comparison.

Hyrule Circuit:  The track everyone has been waiting for; a course based on Hyrule Castle from the Zelda series.  I'll definitely say first off that, thematically, the track does not disappoint.  Rupees replace the coins, there are Deku Babas instead of Piranha Plants, Keese swoop down instead of bats, and to top it all off, item blocks and switches play familiar Zelda jingles.  There's even a nice little hidden ramp that lets you jump the mastersword for a nice boost if you hit all the switches when entering the temple of time.  And of course, the triumphant Zelda theme booms in the background.

But, while the course makes me smile every time I play it, it's also extremely short.  Maybe it's just all the excitement that causes it, but I feel that whenever I play this course, it's over in the blink of an eye.  You know what would be amazing, another Wario Mountain esque course that's one long stretch instead of a loop.  I would have loved to see how much Zelda they could pack in a course like that.  Having you start in Kokiri Forest, make your way through the Lost Woods, out into Hyrule Field, through the Castle and end up in the Temple of Time.  But that's just my wishful thinking.

Verdict:  The pack of courses is solid as a whole.  The real all-stars are Mute City, Wario's Gold Mine, and Hyrule Circuit.  The others are welcome additions to the game, but feel a little on the short side or simply don't offer any unique gameplay moments.  But, adding more courses to the roulette wheel is rarely a bad thing and if DLC pack 2 gives us the same quality of courses, I'll be very pleased.  There is plenty of room for improvement though.

I'm being fairly critical because this is a review afterall, but I do need to mention that you can get both DLC packs for $12.00 total.  That's it.  I don't exaggerate when I say I would have paid a good $10-$15 for Pack 1 alone, considering how many more hours its going to lengthen my Mario Kart 8 experience by.  Pack 1 has an insane amount of content by itself; 8 tracks, 3 characters, 4 kart bodies, a set of wheels, and a glider.  And the Zelda/F-ZERO nostalgia factor could have given Nintendo free reign to charge whatever the hell they wanted for this content.

Overall, it's a great deal, and while preordering DLC may not be your preferred approach to spending money, think of it as spending $12 for an amazing amount of Mario Kart goodness right now, with the added benefit of receiving even more for free in May.  And while the exact contents of Pack 2 still hasn't been revealed, you just can't go wrong with more Mario Kart.

Thursday, August 7, 2014

Review: Metal Gear Solid V - Ground Zeroes

Let's get this out of the way, since it's been fueling internet fires ever since its discovery; yes, Ground Zeroes costs $30.  And yes, no matter which way you slice it, that's a lot to be asking for what really amounts to a prologue chapters merely a few hours in length.  If you bolt through the main mission on Normal and run every side mission once, you'll probably be sitting at around 4-5 hours of play.  If this is the kind of game that you want to play only once to get a taste of the story, then yes, you'll most likely leave disappointed and wishing you'd held onto your cash and watched a stream viewing instead.

But, I do not consider this to be a game that you should sprint through a single time and lock in a cupboard for the rest of your console's life cycle.  In fact, with Metal Gear Solid being one of my favorite series since its creation, I don't think any of the MGS entries should be played that way.  If you're a fan of the series, then you know that each game is packed with intricacies and secrets that are easily overlooked on the first, second, even third playthrough, and Ground Zeroes is no different.  Ground Zeroes is a small sandbox, yet it contains more than enough depth to provide dozens of hours of entertainment for those who are willing to sink into it.

I'm aware that I'm breaching into the "No True Scotsman" fallacy a bit; I'm not saying that you're only a proper Metal Gear connoisseur if you squeeze every ounce of juice you can get out of each game.  But, I am trying to at least suggest that Hideo Kojima always supplies plenty of hidden content and timeless fun if you have the determination to take your time with the game; to play around, tinker, explore, try new things, and attempt to push the AI as far as it can go.  Do so, and you'll likely find some neat surprises.  I've played through the main mission three times now and each instance has been incredibly different from the last, because my growing knowledge of the landscape allowed me to test different approaches, experiment with other methods of combat, and seek alternate paths to my goal.

This leads to some irreplaceable "Ah, ha!" moments as you impressively outsmart the enemy and test the limits of the controls and intuitive mechanics.  How will you enter the facility where they are holding Paz?  At first glance, there are clearly a few doors you can enter that would lead right to where you want to go.  But you can also discover drainage grates that provide a sneakier side entry, or you can take the more vertical approach, climbing up over buildings near the watch towers and over the pesky security cameras.  You can use a tranquilizer gun to take down everyone in your path, or interrogate a soldier to uncover the location of a Sniper Rifle to eliminate the opposition at long-range.  If you're patient, you can track the movement of one of the trucks and hop in back as the driver steps out for a smoke, letting them take you right through the front gate before you leap out of your impromptu Trojan Horse.  Whether you want to run and gun or carefully slide past all threats, Ground Zeroes provides a way to cater to your playstyle and give you dozens of options when looking for the path of least resistance.

And this all works so well because the control scheme holds everything together like glue.  Controlling Snake is buttery smooth; sprinting and diving makes the player aware of Snake's heavy weighted gear and the crawling animation demonstrates a noticeable friction as Snake scrapes along the terrain.  The gun play is an ultimately satisfying experience; each shot sounds with a pop and elicits the expected amount of recoil.  You can switch between using the over-the-shoulder aim or using the sight rails for a first person option.  Within the options you can set the aiming schemes to toggle so that even if you exit aiming, you'll snap right back to your preferred viewpoint if you raise your weapon again.  And with plenty of control layouts to try and sensitivities to tweak, Snake will play in a way that's most comfortable to you.

The big question for me (and many others, certainly) concerning MGSV Ground Zeroes and The Phantom Pain is centered on the new voice direction Kojima went with for Snake.  So, does Kiefer Sutherland fill the deep shoes left behind by David Hayter?  So far, I'd say that the answer hasn't quite made itself apparent yet.  The truth is, Ground Zeroes is very light on the cutscenes (just now, a gasp was heard from Metal Gear fans around the world), and its even lighter on the lines Big Boss gets to deliver.  But, the words that were spoken by Sutherland are definitely solid.  Big Boss has a more reserved demeanor this time around, but you really feel the rage and tension building from within, especially during the final moments of the main mission.  As a longtime player of the series, it's quite difficult to separate Solid Snake and Big Boss from Hayter's gruff, iconic voice, and in some ways, the differences will always stand out.  But, I do think that Sutherland is the right man for the job and certainly offers a wider range in Snake's emotions than we've previously heard from the character's admittedly monotonous tune.  There is still a lack of material, however, to give proper judgement, so we'll just need to wait (patiently, I suppose) for The Phantom Pain.

And that seems to be the common theme here; Ground Zeroes serves as a small, exquisite appetizer that symbolizes the promise of an even bigger, more satisfying meal to come.  Don't get me wrong, the appetizer was phenomenal and enjoyed every bite; but I'm still sitting at the table, hungry.

Friday, June 20, 2014

Review: Mario Kart 8

Mario Kart 8 is an injection of adrenaline right into the Wii U's quivering heart.  Now the console has had a rocky start and despite a fairly solid lineup of games currently available for the system, gamers are still reluctant to make the purchase, as if there will be "perfect time to buy" during some unforeseen golden harvest of Nintendo titles.  Well, though we may still be waiting on a few titles, I'm willing to say confidently that now is indeed the time to pick up a Wii U.  Mario Kart 8 comes powersliding onto the scene and though there are minor shortcomings and a few missed opportunities, this is one power house of a title that will draw you in with its comfortable controls, multiplayer madness, and gorgeous graphics.

Visuals are crisp and each detail pops impressively as Luigi's mustache flutters gracefully in the breeze and Bowser's shell shines after being submerged in water.  This is the most beautiful looking game on the Wii U to-date and, dare I say it, topples over many of the "next-gen" titles we've seen so far thanks to the unique art design.  And what's most noteworthy is the game functions with this level of graphical fidelity at a buttery smooth 60 FPS, a benchmark that is commonly pushed to the wayside these days in favor of higher resolution and packing the screen with textures.  Mario Kart 8 definitely proves that games can have their cake and eat it too if developers are willing to plunge into a bit of creativity with the art style.

The sound design is spot on from the diverse rumble of each kart's engine to the noisy green shell nipping at your heels.  Each course features memorable music, both reimagined from older games and original compositions that you'll joyfully hum long after the Wii U has powered down.  Dolphin Shoals, for example, features a dynamic soundtrack that changes depending on where you are in the course, delivering a sense of triumph as a jazz saxophones blares while your kart rockets out of the depths of the sea and straight into the sunlight.

There were features implemented in Mario Kart 7 to change up the races; a glider for soaring through the air and driving completely submerged in water.  Those both return on top of a new mechanic acutely advertised with MK8; anti-gravity sections.  Certain points of the course flip the kart's wheels on their side and let you stick to the track as it twists and turns like a roller coaster.  And despite its initial simplicity, this adds multitudes of depth to the racing; as alternate routes open up underwater, through the air, or up the sides of walls, players are presented with plenty of viable options in which path to take to sneakily overtake the competition.

I've never seen better course design in a Mario Kart game and I think it's due to how neatly anti-gravity pulls everything together and allowed the developers to stretch their creativity.  Even remakes of courses have their own updated spin and each new course dips its toes into the new mechanics, keeping every part of the race fresh and exciting, but never distracting.  In fact, the camera operates so smoothly behind your character that you'd be hard pressed to notice which was is up as you casually stroll along ceilings like a lunatic.  During many races, it wasn't until I noted the impressive course backgrounds flipped around that my brain clicked and I realized I had been driving upside down for the last stretch of the road.

Each Grand Prix offers a set of courses that are unique and diversified.  There will certainly be some crowd favorites, such as Wario Mountain, a single lap track that starts at the back of a cargo plane oin top of the snowy peaks and ends at the bottom of a slaloming ski slope.  Others like Sweets Canyon will aggravate many players with its tight curves threatening to plunge you into an offroad terrain of sticky chocolate, but regardless of personal opinion, each track has been crafted with care and showcases each racing mechanic in a beautiful, balanced way.

Though if there are going to be complaints about the races, it will be concerning item balance.  I personally think the item distribution is better than it's ever been.  Blue Shells and Lightning are rare this time around, so much in fact that sometimes you're gifted with several races in which you don't encounter one or the other.  But now racers can no longer stack items by dragging their current item behind their kart, so 1st place is left with less impenetrable defenses to compensate for the minimized amount of little blue devils.  The Coin (returning to MK8 as a method of reaching your top speed) is a pretty common item in 1st as well, meaning not every item you gather can be used as an effective shield.  Of course, the RNG can and will play you for a fool.  2nd or 3rd place can hit the jackpot with Triple Red Shells and become a whirlwind of force and you'll cuss as you get your sixth Coin in a row as players behind you fire shells at your exposed ass.  But despite some frustrating "Of all the luck..." instances, the balance is generally fair and the most skilled player will win 9/10 times.

A few new items make their debut, but there isn't too much to say about them.  The Boomerang can be thrown forward or backward and returns to you after reaching its max distance.  A potted Piranha Plant chomps around you, gobbling up bananas, coins, shells, road hazards, and anything else that might be in your way, including other racers.  Crazy 8 appears in the form of 8 items circling around your character, which you can time your button presses to use them in sync (though I just mash and fire everything at once). The two most talked about items will be the Fire Flower, which gives you the ability to spray a flood of fireballs around the course and the Super Horn, a single use shockwave that destroys anything around you, including the almighty Blue Shell.

On the driving front, I will claim as a long-time Mario Kart player that the physics have never felt better.  There's a sense of power to behold as you drift around a series of corners, building up a boost that slingshots you past someone else.  Whether you're landing trick shots with green shells or drafting behind your buddy to gain enough speed to pull ahead as you cross the finish line, each race becomes a series of "Did you see that?!" moments, making local multiplayer the true meat of the experience.

Mario Kart 8 supports up to 4 player splitscreen, maintaining its impressive 60 FPS when racing a second player, but dropping to 30 FPS after adding a 3rd and 4th participant.  The drop in framerate is noticeable-- especially if you played a few races in smooth 60 FPS before your buddies joined-- but after a match or two, it fades into the background as the typical fun and frustration of a night filled with Mario Kart creeps in its place.

But even though Nintendo offers a wonderful splitscreen experience that cannot be found in other current gen platforms, there are still a few missed opportunities that could have brought the game up a notch or two in terms of functionality.  For instance, an option for a 5th player, allowing one player to use the Gamepad screen, would have been a welcome touch and is something we've already seen in other games such as Nintendo Land and the upcoming Mario Party 10.  Or at the very least, they could have given one player the option to strictly use the Gamepad screen.  As it stands, if you switch to the touch screen during multiplayer, it still displays a splitscreen view.  More screen options would free up some TV space for the other drivers and it could have been a clever method for head-to-head Battle Mode as "screen peeking" would be removed from the equation.

My other major disappointment is the severely mundane character roster, which is packed with enough palette swaps and babies to make you wonder if Nintendo is completely blind to the 30 years worth of interesting, diverse Mario characters to draw from.  It's an absolute shame when Baby Daisy, Baby Rosalina, and Pink Gold Peach make the cut over favorites like Petey Piranha, Dry Bones, King Boo, and Diddy Kong.  As I stare at the screen full of Koopalings, I'm left wondering if there was a rush to get the roster to a certain number before the game went out the door.  I never thought I'd say this, but I'd even prefer Birdo to be in if it meant a more diverse cast.  I'm hoping that DLC can spice things up a bit.

But Minor complaints aside, this is one solid racing experience and one of the must-own multiplayer games of the last five years.  The online mode is sturdy with minimal lag and fast lobbies, offering tons of longevity to the game.  My only wish is for some DLC courses, karts, and characters to keep things interesting.  As much as I love each of the 32 courses, after pouring hours and hours into them and memorizing each and every curve, I'm already ready for something fresh to keep me coming back.  If you're a Wii U owner, this game deserves to be on your shelf.  If you're not a Wii U owner, the Wii U deserves to be on your shelf, for now really is "the perfect time to buy."

Wednesday, June 18, 2014

The Monster Hunter Experience

Well, after a long week, the waves of E3 2014 are finally settling and through the murky, dark waters that were the beginning of a new console era we're finally beginning to see a silhouette of better things to come.  A full year since the announcement of the PS4 and Xbox One and at last there is a meaty list of games bubbling their way to the surface.  Unfortunately, most of these titles won't even arrive until next year, so overall the entire convention felt more like a preview for E3 2015 than a promise of anything tangible gamers can plan on sinking their teeth into any time soon.

I won't say that E3 was a disappointment; we got everything I pretty much expected.  But that's just the problem; everything announced was expected.  The only real surprises I felt we got were on Nintendo's end in the form of Splatoon, Mario Maker, and Project STEAM.  But otherwise, it felt as though each press conference was just going through the motions, dangling short CG trailers in front of us, hoping the internet hype will blind us from the fact that there still aren't many reasons to plop down cash for their console.

But if there was anything that really got me excited, it was the showcase of Monster Hunter 4 Ultimate for the 3DS.  Monster Hunter 4 has been out in Japan since September 2013, but it was only a few months ago that a western release for early 2015 was announced, and not just a straight up translation, but an explosive Ultimate edition, jam packed with more features, armor, weapons, and of course, monsters.  The footage shown last week was enough for me to blissfully reminisce on the days when I used to play the Monster Hunter games (sadly, I hadn't touched one since Freedom Unite around 6 years ago during the PSP days) and the anticipation forced me into a MH3 Ultimate impulse buy on my Wii U's e-Shop a few nights ago.


Youtuber Pro Jared gives an incredibly enthusiastic first impression of MH4U in this video here.  Now, if you're like me, you probably watched it, nodding along with clenched fists and wide eyes, murmuring "I have no idea what half these words are, but dammit it sounds amazing!"  Props to Pro Jared for paving the way for the hype train; he obviously knows his Monster Hunter and hearing him speak very highly of the upcoming release means the wait for next year is only going to be that much longer.

But, as I mentioned above, the other day I picked up Monster Hunter 3 Ultimate for the Wii U and though you can basically treat the first two and a half hours of the game as a lengthy tutorial, the action-packed, beast slaying gameplay has honestly never been better.  Every button press matters during combat and virtues such as patience, situational awareness, and persistence are rewarded.

There is so much more, though, that makes up the entire Monster Hunter experience, and it truly is one of the most unique series out on the market.  Conquering the world, which basically becomes a string of boss battles, each bigger and tougher than the last, is as rewarding as it is challenging. Though you'll feel an endless sense of growing stronger, wiser, and faster, the monsters only grow larger and more ferocious.  This is difficulty scaling truly at its finest; a steady climb uphill that is just doable enough to give you hope while still turning your legs to noodles and making you suffer.

And we need something different like Monster Hunter.  The market needs to see some creativity, even if its in the form of a series that's been around for 10 years.  You fight monsters, you use their bones, scales, hides, and horns to make badass armor and weapons, which you use to fight bigger monsters, which give you the materials for even stronger weapons.  It's a cycle of progression that keeps you engaged and is supported by deep, satisfying combat that tests your reflexes and patience.

Three of my most cherished games of the past generation were Demon's Souls, Dark Souls, and Dark Souls II, all which challenge the player with tight and punishing combat.  And after going back to MH3U, it wouldn't surprise me if these under appreciated Capcom titles were a source of inspiration for the Souls games.  Both offer fighting mechanics that are careful and deliberate, hailing the player that bides their time and learns from their enemy rather than swings wildly into the fray.

While a Wii U release for MH4U would be incredible, having a fully online capable Monster Hunter experience on the go is always welcome.  And since the total package is looking to be one massive improvement for the series, I'm more than ready to upgrade my old 3DS to a 3DS XL.  And to anyone reading, asking themselves, "What the hell are these games?" I do hope you find out soon and give in to the addiction (though, I prefer the term "lifestyle choice") that is Monster Hunter.

Thursday, May 1, 2014

Back From a Break

I wanted to make an update post to get back into a nice writing routine.  Taking some time off from this blog was tough; I took a contributor position for a gaming magazine that was starting to get its footing.  Overall, it was a fantastic experience, but part of the contract prevented me from posting any of my articles on my personal site until a few months after they were published.

And that's just fine; I was happy to put a free time hobby aside for a little while in order to help an outlet get a foundation.  But, now we are on a hiatus and writing for my own entertainment has been sorely missed.

So, it's time to get to it!