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

Jul 5, 2014

Shovel Knight: A Pristine Pixel Crown

If I asked you, what's the best 8-bit game, what would you say? Castlevania? Mega Man 2? Both are classics, no doubt. But. The best 8-bit game by far is Shovel Knight

Never heard of it? That's because the game just recently came out. A brand new 2D adventure that's guaranteed to flicker your pixelated love pump. Start rotating those thumbs, you'll need 'em to be primed.

Shovel Knight is a 2D action-platformer, made to resemble old 8-bit games of yesteryear. In an industry that rotates triple-A games like used up socks, this may seem like madness. Yet one company (Yacht Club Games) dared to dream in pixels, and launched an ultra successful Kickstarter project that has materialized the most talked-about game of 2014.

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Seeking treasure to unearth, Shovel Knight and his companion Shield Knight have entered the Tower of Faith. While exploring the tower, the two knights become spellbound by a powerful dark amulet. Moments later, Shovel Knight awakens without his comrade.

What's a noble to do, but ready his shovel and brave the challenges ahead!

The graphics are sharp and vibrant. And the sprites – while pixelated – are surprisingly clean and detailed. The colour palette mirrors Nintendo's entire range of bustling 53 colours, with about 12 colours displayed at a time. Add some solid parallax scrolling for depth, and you got a game. A game that is not about the graphics; but about depth of gameplay, and a renewed crusade for innovative play mechanics.

It's all about the soul within it the armour: remember that, all you future squires.

There are shops to visit, castles to storm, and errands to solve. Doted across the mini map are numerous locals in need of good ol' shoveling. Each castle is home to a unique knight, that must be dethroned to progress farther. But getting to the last screen is no easy task, perils are everywhere. The jumps need to be timed PERFECTLY, enemies need to be utilized as living platforms, magic needs to rationing, and bonus abilities have to be unearthed to make progress a bit easier -- this game's everywhere you wanna be.

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You're not considered a gamer until you've balanced yourself while bouncing on a moving gear, just to execute a perfectly timed vault over a chasm, while phasing through that one flying foe that's about to ram you into a pit. Luckily, there are many useful skills/items to purchase and find: fireball wand, a rustic gear platform, arcing anchors, rolling blob balls, and several armours to craft. While the game is challenging, it's never unfair, because every time you perish you only loose a portion of cash – which can be recovered, providing you make it back to reclaim it.

The game's world is filled with quirky characters, who spout offbeat lines, making you smirk every time a text box pops up. The writer has a flair for penmanship, unleashing streams of text that flood your cerebellum with goodness. Chatting with an NPC is never dull. On par with the writing, are the lovable characters: anthropomorphic horse maidens, goat scholars, frog gentlemen, twisted tree-bards, propeller wearing mice, shifty ghosts and sleepy yellow dragons! It's a strange brew of men and beasts, oh so delightful.

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The Boss Knight encounters are very a la Mega Man: with foes unleashing patterned onslaughts, which can only be quelled by practiced counter-attacks. I don't want to give away too much, but this game will demand that you remember your repertoire of moves quickly. It's quite amazing how much personality is contained within all those pixelated sprites. And since ROM is not an issue, the game contains a fair amount of lengthy content, and lots of chiptune music that will shovel its way into your groove veins.

Shovel Knight pays homage to the glorious and memorable games of your youth, and unlocks that special time and place you've stored away inside a nostalgia box. The game reanimates that perfect freeze-frame in time, where you're pulling on the controller as if it's going to extend your jump trajectory. Or that moment when you have finally managed to defeat the last boss, and you're stomping about the basement, joyous and victorious, at 2 am.

This clever title latches onto that youthful magic, and asks only to be enjoyed wholeheartedly and repeatedly. And what it gives back is totally wonderful: A continuation of the best time of your life. I tip my golden chalice, and wish for all the Lord Knights to return once more.

Shovel Knight gets five jewel-encrusted shovels out of five.

Developer: Yacht Club Games
Publisher: Yacht Club Games
Platform: 3DS, Wii U, Windows, OS X, Linux
Released: 2014
Genre: Action-Platformer

You'll Dig It!
 

Dec 24, 2013

Christmas With The Batman, an Origins Story

When I first heard that the new Batman game would focus on the masked crusader's origins, I was ecstatic. Now here's a hero with an extensive back story and lots of flying mammal skeletons in his closet. Plenty of material to choose from for a new game, I said. And patiently waited.

An origin story, almost

The creators of Batman Arkham Origins chose to stick to the well crafted formula set by Arkham Asylum and Arkham City games. The combat is still smooth and dynamic, gadgets are aplenty, and the atmosphere is galvanizing. Unfortunately, beyond that, the game does not stray out of its comfortable and preset foundation. A pity, since the title Origins states a beginning of something new in development.

Let's have a closer look under the cowl, because Arkham Origins is still a solid noteworthy title.

A relentless kingpin known as The Black Mask puts out a hit on Batman. Moments later (literally) a slew of shady foes answer the call to kill: Deathstroke, Bane, Copperhead, Deadshot, Anarky, Firefly and Penguin. Looks like there will be no Christmas dinner for Bruce Wayne. Alfred will have to feed the bats again, alone. And on his Birthday no less—OK, I made that one up.

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A night in Gotham 

Out of the cold winter night Batman descends on a criminal-infested Gotham City. Swiftly proving that the production values in this game are staggering. The large gloomy city is designed to mirror characteristics of Tim Burton's Batman flicks: many archways, domed structures, tall steeples, grimy alleyways, odd statues, and rooftops. And the best part: By using his famed grapnel gun, Batman can easily scour the entire impressively detailed Gotham City landscape.

Since the entire city is under martial law, there are lots of criminals to bust and stalk. This allows plenty of opportunities to utilize Batman's silent take-down techniques and gadgets like batarangs, explosive gel mines, smoke bombs and numerous other crime-busting devices. The majority of fights are executed using the fluid combat system established by Origins predecessors. You'll counter, dodge, and flow from one foe to the next, gain experience, unlock more abilities, and feel great about it. It's awesome. Except, it was all done in previous games.

Now you may point out—as my friend did—that this is a beat 'em up game after all. Yes, that it is. And a fine one at that. However, this is a third entry in the Batman franchise. And for a game that promises to present a “young, raw, more unrefined” Batman, it still feels like you're controlling an experienced master crime-buster we all know from the previous games.

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Opportunity cowed 

Playing through certain parts of the game, I felt like there were many opportunities for the designers to come up with something different. When the anti-authority angst-y youth, Anarky, threatens to blow up Gotham's economic centres of power, Batman is tasked with disarming the bombs. After doing so, Batman engages Anarky in combat and busts his face. I would have gotten more enjoyment trying to convince Anarky to join my side, and have him target some of my foes.

Mad Hatter makes a brief appearance, offering a brief respite from combat. He forces Batman into a 2-D dreamworld where the Dark Knight has to rely on his platforming skills. This could have been a perfect side-quest to inject more puzzle-like elements into the gameplay. I would love an opportunity to use Batman's legendary computer—you know, the one takes up half the Bat Cave. Instead, we are, once again, tasked with finding collectibles, and doing missions to unlock extra content and additional moves. Not a very creative way to extend play time.

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Diving into delights 

Fortunately there are plenty of great moments in the game: Free-gliding through all the numerous structures will give you a feeling of total immersion and non-linear progression. It's fun. It's functional. It's all about being a powerful kick-ass hero. You now have an option of setting objectives according to your priority. By doing so, a giant Bat Signal will mark the spot you need to get to. This makes navigation a breeze, and you are never left wandering astray. You can also use Batman's slick jet to move onto drop off points, providing you disable Riddler's jamming towers. Nygma!!

I really enjoyed investigating crime scenes using Batman's scanner, and seeing the entire crime in a virtual reality state, where I could rewind time to see past actions and study the area for all possible clues. In a true Batman game tradition, the original tone-setting music is simply incredible, and can easily match any big budget Hollywood score. Also, the boss battles use the foundation of the solid combat engine, and allow you to exhibit all of Batman's skills and gadgets. I especially like how Batman scavenges his foes' weapons, and converts them to his cause.

It's hard to recommend this game to a newbie. If you never played Batman: Arkham Asylum, or Arkham City, I suggest you try those out. For the price of this game you could have both. And lets face it, you'll still probably get this game to complete your collection. Most likely at a lower cost, since you'd have to blow through two Batman games before getting to this one.

Batman Origins gets four scuffed Bat-cowls out of five

Developer: Warner Bros Games Montreal
Publisher: Warner Bros Interactive Entertainment
Platform: PC, PS3, Wii U, Xbox 360
Genre: Beat-'em-up
Released: 2013

Happy Holidays, Hope It's Pure West!





















Sep 8, 2013

Super Metroid: A Revealing Look Into Samus' Suit

The most memorable year in gaming for me was 1994. Mostly due to the release of Nintendo's Super Metroid: A series known for its female protagonist bounty hunter Samus Aran and exploratory open-world gameplay.

Super Metroid is the third instalment in the Metroid series (Metroid 1 and 2 are available on NES and Game Boy). Once released, the game immediately had a lot to aspire to.

Rather than just reviewing this game, I'll discuss its overall feeling and composition. If you think a 2D game cannot instill any emotions into players, then you simply haven’t visited the alien infested, structurally massive, planet Zebes.

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Isolation

Landing on Zebes you're introduced to a rather silent environment. Several minutes pass before Samus trips the alarm system which alerts her foes to flood the many corridors and passages she must explore.

Beyond  Samus' introductory log, there's no other communique or direction on how and where to proceed. You're left to explore, alone. Not having any sort of AI or director, you can completely give yourself to the urge of exploration. And that urge naturally takes you deeper into the planet's vast world filled with secret passages, items, power-ups, and critters all too suited to the environments they're in.

The game's large and complex environments can be imposing, but they are made this way to add a certain degree of isolation. This mood is maintained throughout the entire game creating a very tight bond between the player and the silent armour-clad Samus. Each new uncovered area has clues that must be considered to progress. There's no hand holding in this title, you simply must observe the environment closely, make mental notes, and come back once you gained a new ability or weapon.     

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Bewilderment

Each section of the game is a small unique world. Each world is a piece of a greater puzzle that is planet Zebes. Majority of rooms are connected through a series of colour-coded doorways. To open those doors you'll need to fire specific weapons at them. But first you need to find those weapons. Because of this feature, progress happens in a very nonlinear fashion.

Sometimes you're able of circumvent areas by taking a hypotenuse--like turning into a ball a scurrying small spaces. Other times you'll need to find key items--such as lava resistant armour--by battling a boss. Progress gets tracked on a grid-like map that you can access anytime to get a better lay of the land. But the beauty of the game design is that the more you explore the more it gets imprinted on you memory. Once you've been around the neighbourhood, you just know your way around.

Because there's so much to explore, you'll want to backtrack often. Unlock only a portion of a stage? Come back with new abilities. See a suspect ledge? Find the Ice Beam, and try freezing an enemy to use it as a stepping stone. You'll never find everything first time. And that's ok, because this game is all about gradual pacing and being absorbed in its intricate layers. Like enjoying tasty Gelato during summer nights; or shooting a lava beast in its open mouth with a super missile.

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 Creativity 

The game's solid graphics, sci-fi inspired scenarios, and imaginative design make it a standout title. The sound fx are all fantastic, and the music is as memorable as the areas you'll discover. But that's not what I mean by creativity this time. What I want to say is that Super Metroid lets players craft his/her own adventure by giving them flexibility in how to reach certain objectives. 

While there's logic in the level design, the designers gave many opportunities to completely disregard the visible path. Having a through understanding of certain techniques, such as wall jumping, players who memorized level layouts are able to acquire ability-enhancing items early to power through the game, or completely break it.

By sequence braking,  players can skip preordained events or even glitch the game entirely. As a homage to those dedicated and crafty enough, the programmers put in different endings to reward folks who manage to clear the game under specific number of hours -- a worthy achievement.

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Legacy 

Many Metroid games have come and gone, but no other Metroid game has been as influential as this one. After two decades, Super Metroid is still considered an example in inventive stage design, tone creation, and isolation settings. Samus Aran was the first legit female hero, and through inspiring generations of fans and game designers she has become an icon in gaming. 

There are fan websites that recreate maps using in-game screen capture to show planet Zabes in incredible detail. You can even watch YouTube videos proving how Samus can shrink into a ball quarter of her original size. This game is one of a kind, and I try to play through it at least once a year, always loosing myself in its massive universe. Come and find me, I'll be near an enemy generator shooting critters that appear.

Developer: Nintendo, Intelligent Systems
Publisher: Nintendo
Platform: SNES, Wii, Wii U
Released: 1994
Genre: Action-Adventure, Sci-Fi