Thursday, February 2, 2017

Dawn of the 29th Day: Top 10 Unsettling Moments in Zelda

For games that are largely rated E, The Legend of Zelda has certainly contained some creepy or unsettling moments that can affect the player even when rendered in 64 bit graphics.  While Zelda is largely about adventure, sometimes those adventures take Link to some very odd and dark places.  These are the moments or themes that stuck out.

10.  Arbiter's Grounds (Twilight Princess)

Out of this entire dungeon in Twilight Princess, there are several chill inducing aspects that I've wrapped all into one spot on this list.  First off, you have the invisible rats.  Link will be running around in Wolf mode, only to start taking random damage and find himself slowed way down.  The first time this happened to me, I remember not being able to figure out what was causing it, until I turned on my Wolf senses and found the cause; dozens of ghost rats clinging to my body!  Another unsettling part about this dungeon are the Poes, which unlike their toonish design from the 64 games, have elongated humanoid mouths, dead eyes, and long grasping arms.  And when you find them, they seem to whisper some nondescript words before coming at you.  Wrap up this entire dungeon with the fact that it's Hyrule's prison and torture chamber, along with the other terrifying enemies like Stalkins and Redeads, and you have level that won't easily leave the player's mind.

9.  Elegy of Emptiness (Majora's Mask)

This is the song used to create a statue replica of yourself in order to weigh down switches in Stone Tower Temple.  Sounds fine on paper.  Except for the replica of Link looks like something out of a child's nightmare.  I won't go into too much description; I'll let the picture below speak more fluently than I ever could.












8.  The Shadow Temple (Ocarina of Time)

The music.  The atmosphere.  The enemies.  And something about sailing across a boat to the land of the dead is quite thematic.  I always loved how much the Lens of Truth is used in this dungeon as well.  I already mentioned its one of my favorite items, and the Shadow temple is a large reason why.  I love the sense of mystery and knowing that there are always secrets, even if you can't see them.

7.  Shadow Link (Ocarina of Time)

This isn't really an inherently unsettling moment for a lot of Zelda fans, but the Water Temple in its entirety always gave me the creeps.  The most intriguing aspect of it would certainly be the moment you walk into a room that's unlike anything you've seen up to that point.  Suddenly, you're surrounded by a white clear lake and you seem to have no problem walking across it.  The only objects that stand out are the doorway out and an island with a single tree.  You pass the island and walk to the end of the room, not noting any way forward.  As you turn back, you notice your own reflection is no longer cast on the water, and a shadowy figure stands against the tree, waiting for your return.  Your own shadow has escaped to fight you.  This could be a horror film concept in its own right.

6.  The Moon (Majora's Mask)

Yup...












5.  Giant Eels (Majora's Mask)

I'll admit that I have a slight case of thalassophobia (the fear of open waters) and giant sea creatures are a reason why.  Being out of your element, helpless in the water, up against a threat much larger than you that you can't even see... the thought never fails to send chills down my spine.  The giant eels in Majora's Mask managed to tick all of those boxes, and staring into their glowing eyes as they lunge from their hideouts towards you always made this section of the game a nightmare.

4.  The Happy Mask Salesman (Majora's Mask)

The man sells masks... that's all you need to know.

3.  Wallmasters (Ocarina of Time, Majora's Mask)

The Forest Temple itself is already quite a creepy area.  The ambiance of the music and the dark lighting makes the place feel ancient and haunted.  The first time you walk into a certain room, you hear the sound of the wind rushing louder and louder.  You see Link's shadow grow bigger and bigger until a monstrous severed hand drops to the ground to attack.  What's worse is that grabbing you will bring you back to the opening room.  These enemies aren't just terrifying to look at, but they also threaten all of the progress you've made up until that point.  A true sense of dread.

2.  ReDead Scream (Ocarina of Time, Majora's Mask, Wind Waker)

A terrifying scream at an unexpected moment can be a good shock.  Ocarina's ReDeads in Castle Town always scared me as a kid, but nowadays, the scream they use sounds like a re-used soundbite from a 60's Horror Schlock film.  Wind Waker, however, brought back a bit of terror to the ReDead scream.

1.  Dead Hands (Ocarina of Time)

The Dead Hand was an obvious pick for this list, especially at the top spot.  The oddly shaped pale body and it's grotesque movement only set the stage for this abomination.  It's own severed hands reach up from the ground to hold you in place while it presses its attack.  Once it leans its head down, you see the clownish smile and the unhinged jaw; this is more alien than monster and no Zelda game has conjured up a creepier image.

Wednesday, February 1, 2017

Dawn of the 30th Day: Top 10 Items in Zelda

This countdown focuses on my favorite items throughout the Zelda games.  I'll admit that the 3D Zelda seem to have a bias on this list, but that's mostly because I feel the 3D perspective makes the use of these items far more dynamic and involved.  The items tend to be staples of a dungeon or area and have made many reappearances throughout the series.  Whether they're on this list for nostalgia, iconic value, or how fun they are to use, Zelda has some of the most crazy items across video games, giving Link an undeniable arsenal.

10.  The Empty Bottle (various)

No Zelda game ever makes the Empty Bottle feel like the throwaway item it should be.  A bottle is your container for potions and other healing drinks.  It is your extra life, as captured fairies will bring you back to life if you fall.  In Majora's Mask, a game which gives you 7 Bottles, you need them for transporting Zora Eggs or carrying Deku Princesses around.  In Ocarina of Time you can even swing a bottle to send projectiles back at Ganondorf during the boss fight.  It's a versatile tool that gets points for its simplicity and intuitiveness.

9.  The Deku Leaf (Wind Waker)

This item never outlives its usefulness in the Wind Waker.  Having a way to glide from platform to platform, especially so early in the game, is quite handy.  Plus, flying around is just plain fun.  As a preteen, I spent hours on Windfall Island, jumping off of cliffs and trying to find new interesting buildings to soar to.  I have a soft spot for items that allow such a sense of discovery.

8.  The Ball and Chain (Twilight Princess)

Wait.  You're telling me I actually get to keep this thing?  There isn't much to say about the ball and chain; it's exactly as advertised.  You get to swing around a giant spiky iron ball on a chain and send it flying towards enemies.  Once you get it, it can almost replace your bombs as you can use it to smash through huge boulders.  It's not overly useful outside of the Snowpeak Manor dungeon, but it certainly earns its place for being unique in the Zelda universe

7. The Ocarina (Ocarina of Time, Majora's Mask)

Making sweet, sweet music is always cool.  I don't really count the Ocarina from A Link to the Past, since you didn't have control over the songs you played.  And Majora's Mask earns some extra credit for having your instrument change depending on if you're a Goron, Zora, or Deku.  And having a magical instrument that can change the weather, warp you around the world, or even send you back in time makes for a unique game experience.

6.  Lens of Truth (Ocarina of Time, Majora's Mask)

Another item that enhances the player's feeling that there is always more to be discovered.  I just enjoy the prospect that there are hidden secrets throughout a world and that each area is much bigger than it lets on.

5.  Magnetic Gloves (Oracle of Seasons)

Flying around via magnetism has to be the coolest concept I've seen in a Zelda game.  I would love to see them bring back this item to a 3D Zelda.  Using the polarity of the gloves to push and pull objects or to push and pull yourself around a room creates for some fun puzzles and scenarios.

4.  The Beetle (Skyward Sword)

The Beetle earns its spot on this list for being purely useful, while also fun to use.  As much as I didn't care for the game's motion control, steering the beetle around while you collect different things, trigger switches, and even pick up bombs to rain death from above, was entertaining and added to the experience rather than detracted from it.  And the fact that you could upgrade it to be faster and more durable always felt like a worthwhile way to spend your cash.

3.  The Skull Hammer (Wind Waker)

If there was one weapon I could use instead of Link's sword, it would definitely be the Skull Hammer from Wind Waker.  The Magic Hammer and the Megaton Hammer from past Zelda games functioned very similarly to the Skull Hammer, but none of them really swung with the same satisfying crunch.  Either as an overhead slam or a home-run swing, the Skull Hammer is always a blast to use and send enemies flying or flatten them like pancakes.  And there isn't anything quite as brutal as freezing an enemy with an Ice Arrow and smashing their frozen body to bits.

2.  The Bow (various)

Feeling like a crack-shot with the bow is a gratifying feeling.  The Bow also has had many types of arrows to allow it to solve puzzles and interact with the world in different ways.  Fire Arrows and Ice arrows can always be used for cool effects, and Light Arrows usually make an appearance to take on the final boss.  I'd say the most welcome addition are the Bomb Arrows, which arc through the arrow thanks to their added weight, but give a much needed way to take out objects from a distance.

1.  The Hookshot and Clawshot (various)

As I mentioned when I brought up the Deku Leaf; flying is fun.  Even more fun, is zipping from wall to wall in a Spiderman like fashion.  Like the Deku Leaf, I love items that open up that sense of discovery and give you different methods to traverse the world.  In Ocarina of Time, I'd spend hours hooking from rooftops in Kakariko Village, and my jaw dropped when Twilight Princess gave you a second Clawshot to mess around with.  Skyward Sword followed this trend, but it felt far less useful than the City in the Sky made those items in Twilight Princess.  Overall, I can't help but get giddy whenever I get the hookshot as I drool at the possibilities of reaching new heights.

30 Days of Zelda

To celebrate the countdown to The Legend of Zelda: Breath of the Wild, I'll be posting 30 days worth of Zelda content.  This will mostly take the form of Top 10's; let's see if I can think of 30 Zelda topics worth listing!

Thursday, February 19, 2015

Review: New 3DS XL - Finally, My Hands Are At Peace

Oh how the times change.  After a rocky start in the west, the 3DS went from being a joke of a device with a barren wasteland of games to one of the best selling consoles of all time and a trophy display of some of Nintendo's finest titles.

I remember when I got my special edition Ocarina of Time 3DS during the holidays of 2011.  I didn't really even want the 3DS to be honest, but dammit if I was going to miss out on a chance to replay a portable version of one of my favorite games ever made with updated visuals.  And you can't deny how absolutely gorgeous that limited edition 3DS actually was.  Just look at it!

But, for over a year, the only game I actually owned on that system was Ocarina of Time, as Nintendo apparently didn't feel like releasing anything noteworthy.  Mario Kart 7 popped up and made a stir for a few days, but it quickly recessed as more pressing gaming news unfolded and the 3DS fell silently into the background.  However, 2013 (the Year of the 3DS) showered us with a downpour of exciting titles and caused me to dust the old girl off as my wallet and time quickly grew thin.  One game after another, I was picking up Fire Emblem Awakening, DK Country Returns 3D, Luigi's Mansion Dark Moon, Animal Crossing New Leaf, and Zelda: A Link Between Worlds.

Now, the 3DS is in its golden years, boasting a tremendous library of games.  So in classic Nintendo fashion, a new iteration of the system was announced with some vague upgrades and a name just confusing enough to make parents scratch their heads and force the employees of electronics departments everywhere to clear the craziness by answering the same questions daily.

So, is it too soon for a "new" 3DS?  Too late?  Has the 3DS outstayed its welcome?  Are the minor upgrades worth dropping another $200 on a system you already own?  Well, to most of those, you'll need to use your own judgement.  But, after picking up a Monster Hunter 4 Ultimate edition of the New 3DS XL, I can definitely say that I'll never be able to go back.

   

Quality of Life Changes

Let's get one thing out of the way; if you're not too fussy about your system having all the bells and whistles and just want to play 3DS games, you will probably be just as satisfied with an older system.  Hell, the 2DS (the 3DS's doorstop-shaped little brother) is at a cheap enough price to be worth it for anyone simply wanting to experience all the titles in the 3DS library.  Most of the changes implemented into the New 3DS are Quality of Life changes, and if you already own a 3DS XL, those upgrades are going to be quite minimal for you.  Let's go over the big changes.

Faster Processor

Is it noticeable?  Yes, it definitely is.  Everything is much more snappy and responsive on the N3DS.  The system boots up faster, opening up apps and jumping into games has minimal delay, and downloading (as well as simple browsing) on the e-Shop is at an all time high.  I can't speak to the actual specs, and many comparison videos have varied in their findings, but it's a nice change that makes the overall experience nicer.  This has also made in-game load times faster (very appreciative during MH4U's hunts) and a few games can load in nicer textures as well, MH4U being one of them.  I can't speak to how obvious it is, but screen-shot comparisons floating around have proven that there definitely is a difference.

Coming soon, we also have N3DS exclusive games that actually take advantage of the beefier power, the first of which is Xenoblade Chronicles 3D, a port of one of the better JRPG's from last generation.  There haven't been any other exclusives announced at this stage, so there's still a lot of uncertainty as to how much of a divide this will cause between 3DS iterations.  As a N3DS owner, however, it is nice to know that my investment could have a greater payoff in the future in the form of a few exclusives.

Super Mega Ultra Enhanced 3D

The N3DS also features an infrared camera that tracks your head movement, slightly adjusting the 3D effect based on your viewing angle.  This is quite the nice upgrade and was apparent from the get-go.  I can now play my games comfortably in 3D without worrying about keeping my arms and head frozen like a statue.  Now, I've found myself playing in 3D a little more than usual, but I'm still not that attached to it.  While it is magnitudes more impressive, I'd rather save that extra battery life for a few more hours of playtime.  If I'm home with my system plugged into the wall, sure, I'll flip on the 3D for a few minutes here and there.

Overall it's a great addition, and a much needed one at that.  The 3D is now quite stunning, but if you're someone who didn't care for it to begin with, it probably won't change your mind.  For those of you, however, that enjoy the 3D effect, you'll be glad to know that the head tracking technology works as advertised!

The Nub

I never owned a Circle Pad Pro, so even while playing MH3U I got very used to spamming the L Trigger to center the camera.  The New 3DS introduces the C-stick, a tiny nub similar to a laptop mouse button that responds to pressure.  The C-stick is a little more stiff than I would have liked; I was hoping for a miniature joystick, or at least something that had a little give to it.  But, it does work passably for things like minor camera adjustments in Monster Hunter 4 Ultimate.  I still find myself using the L Trigger out of habit, but having the nub there as an option is quite nice and I can see myself getting quite comfortable with it after a few more hours of play.

Now, anything grander than camera movements (first person shooters, aiming a reticle, etc.) I can see it being less than perfect.  Could you get used to it?  Most definitely.  But I'd much rather have a second slider pad if there was the option.  But it is nice not needing that giant CPP and having an alternate joystick in a slick portable fashion.  There are also ZR and ZL triggers.  They are placed in an odd spot and in most older games, they simply replicate the R/L triggers.  Perhaps once we get some N3DS exclusives, we'll see them get full usage.



Smaller Changes

The N3DS also has some other minor changes that don't change a whole lot about the system, but offer a little more incentive to pick one up if they suit your fancy.  The face buttons have colored font, which is a callback to the SNES controller.  Unfortunately, the entire buttons are not colored like they are in the non-US non-XL version.  The battery life is also a bit nicer than the older XL.  For me, this is quite a massive upgrade.  My original 3DS had a pathetic battery life to begin with, on top of the fact that it's over 4 years old.  The other day, I played Monster Hunter 4 Ultimate online for over 5 hours and my battery was still half full!  This definitely helps me get over the fear of bringing my portable console outside of my home; before I was always worried the thing would die after a few hours, leaving me stranded and bored.

Oh and last, the Monster Hunter 4 Ultimate edition has a sexy silvery, pseudo metallic paintjob with a snazzy MH4U logo on it.  And if that isn't sexy, I don't know what is!

Verdict

If you don't own a 3DS and want to save money, or simply want to experience the great 3DS game library, you might be better picking up a 2DS or a used 3DS for cheap.

If you don't own a 3DS and don't mind spending the money, definitely look into this version.  All of the changes make the overall 3DS experience a better one than you'll get on an original system.

If you already own a 3DS (non-XL) and are considering upgrading, I will tell you it's worth the purchase.  All of the changes, especially in terms of battery life, screen size, speed, and a second control stick option are all quite noticeable.  I couldn't be happier with it.

If you already own a 3DS XL, I'd think long and hard before taking out your wallet.  You won't get much improvement in terms of screen size or battery life and if you don't play in 3D, you can basically ignore the head tracking feature.  The C-stick is nice, but definitely not needed (or even used) for many games.  And that tiny bit of extra processing speed might not be worth the $200.

But, one thing that will definitely change is any announcements of N3DS exclusive games.  In the end, it all comes down to the games, and if Nintendo announces some mega exclusives, it'll be a hard iteration to ignore.  Until then though, I'll be happily Hunting Monsters.

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."