Everything is better when I’m not around

So I think I’m dying. Or really malnourished. I’m not too sure. Anyway, time for more important matters.

The new New Super Mario Bros video is up. It’s really looking good, but upon closer inspection of the bottom screen, the levels seem to be a little short. Let’s just hope it ends up being as good as Super Mario Bros 3 and Super Mario World.

I shouldn’t have to remind you, but E3 starts in a week. It’s gonna be an awesome show, because we’re finally going to see some Revolution Wii games. Hearing all this talk about Red Steel and Madden 2007 (which sounds like it’s going to be really sweet) is all well and good, but I need something I can really sink my teeth into. Like maybe a video or two of the new Super Smash Bros game. Anything from Nintendo would be nice, really. This is going to be even better than the E3 where they showed off all the Gamecube stuff. It’s bringing back memories of the time before the GC was released, where my friend and I would just sit at IGN and refresh every minute in hopes that some new screenshots or videos would be added. Ah, good times. Good times.

In other news, I may have an article tomorrow. I may not. Depends on how I feel today. And also if I spend the whole day sleeping, like I have been for the last 4 days. Damn overnight shift broke me good. Thank God it’s almost over.

They bought and sold you

It’ll still be a couple days before I try to get back into the swing of things, but I figured that in the meantime, I’d distract you with a little blog rambling. To tell the truth though, I’ve got nothing. Nope, nothing to say. Nothing new anyway. Well, I did find the soundtracks for Baten Kaitos 1 and 2 on eBay about half an hour ago, and it’s taking every ounce of willpower in my body (and then some) to keep from blowing my hosting money on them and having to wait another eight days for new hosting funds to transfer over.

They’ve begun posting weekly videos over at the New Super Mario Bros site. So if you’re interested in that, then you might want to click my little link there.

I’m going to see Silent Hill tonight. As a gigantic fan of the games, I’ll have a very biased blog review tomorrow, assuming nothing gets in my way.

For the Tetris lover in all of us.

I’m a little surprised at how much people seem to hate the PSP. I’m starting to feel bad for the little guy. Did I really just type that?

Lastly, I feel the need to mention that Planet MegaMan is back up after what seems like forever. It’s still slowly recovering piece-by-piece, but it certainly looks spiffy.

Then I’ll start a commotion

I used to think I was pretty good at Super Mario 64. I could get all 120 stars without breaking a sweat and I’ve even beat the big penguin race a couple times. But my dreams have suddenly been shattered. Turns out some dude can get to the end in 21 minutes. Now anyone who knows the game knows that such a feat is impossible, and it’s true, he does glitch it out on at least three occasions. Still, the video left me with my jaw on the floor. His technique is nearly flawless, and there are so many shortcuts that I’d never have thought of. I thought I was pretty good, but it seems that I still have a lot to learn.

From Ryan with love

Woah. Did you know there’s a Super Mario Bros soundboard? This is awesome. Now I can listen to the underwater music indefinitely.

But to get back on track (actually, that was the whole reason I’m posting), I have some news. I recently rented the newest James Bond game, From Russia With Love. Yes, it’s made by Electronic Arts, and yes, it’s third-person. But you know what? It’s not half-bad. I was as surprised as you, my friend. I’m not going to go on about it, but it has turned out to ba a half-decent shooter. The last handful of EA Bond games didn’t even convince me to play more than the first level (Hell, I didn’t even try Everything or Nothing), but while I didn’t finish it, From Russia With Love is definitely more enjoyable than the last few. While shooting takes the forefront, there are also plenty of bonus objectives to accomplish and goodies to find. The game has a pretty good upgrade system, and there are plenty of things to unlock. Didn’t try multiplayer, but it seems a bit half-hearted, as you can only play as villains. From the time I spent with the game, I’d say it’s worth the seven bucks I spent to rent it. Not as worth it as POP:T2T was, but good enough. I’m satisfied, and that’s all I ask.

If you don’t feel like trying it out, go play with sand instead. Eerily enough, it’s just about as fun. Oh, and the Steve articles and Chat Radio have all been moved over.

TE Top 10: Video Games of 2005

It’s that time of year again. The time when we look back and pick out our favourites of everything and anything that happened during the year. Most people do their “top whatever” lists in early December, but I like to hold off until the first week of January so as not to miss anything that might just squeak by. Oh, and my list is one of video games. Just in case.

There are a few rules that certainly have big effects on my list. First and foremost, I don’t include any re-releases, no matter how much of an update they’ve gotten. Also, it is comprised only of games I’ve played. It would be kind of ruin the integrity of the list if I just threw any old game on it. The little problem with this is that I didn’t play a whole lot of games this year. Sure, compared to some people, I may have played a lot, but there wasn’t a whole lot of variety. I probably only rented like five or six games total this year. But oh well. That’s what you get.

That’s pretty much the whole intro. What else is there really to say? I’m gonna be doing enough reflection in the bajillion words below, so I don’t really need any of that here. So yeah. Go.

~ #11 (honourable mention) ~

Trauma Center: Under The Knife

Let me start by explaining the honourable mention. See, I haven’t really played Trauma Center. I have played the demo version, which was in Japanese, but I haven’t played the whole game. And since I haven’t actually played the whole game, I can’t in good faith give it a real spot on the list. But rest assured that if had, it would totally be there. What I did play of Trauma Center was really cool, and somewhat challenging as well. The game has topped my “most wanted” list since long before it came out, but alas, I’ve yet to find it anywhere. The local Electronics Boutiques have both informed me that they won’t be getting any more, and if EB isn’t getting any more, nuts to all the other stores. The only hope I have left is… eBay? Maybe I’m gonna have to investigate the Microplay scene. If anyone ever sees it, there’s a very generous bounty to be claimed… *hint hint*

EDIT: By the time this was posted, I got the game. As expected, it r0x0rz my b0x0rz.

~ #10 ~

Lost in Blue

Lost is Blue is lucky. Lucky that I haven’t gotten my hands on a copy of Trauma Center. It’s also lucky that Metal Gear Solid 3 was just a little too complicated and silly for my tastes. Actually, there are a lot of games I considered for this position, but Lost in Blue is just so neat that I couldn’t deny it.

A sequel to the underappreciated Survival Kids for the Game Boy Colour, Lost in Blue is a sim of a different persuasion. The idea of the game is that you’re stranded on an island with a girl, and you have to survive and find a way off the island. Or just survive. You don’t have to escape if you don’t want to. There are plenty of thins to do on the island, like rummage for food, collect stuff, make that stuff into tools, build furniture, hunt animals, explore, and more. The island provides a ton of stuff to do, and it’s up to you when you want to do it and if you even want to do it at all. the only thing you have to do (if you don’t want to lose) is to keep yourself and the girl alive. Otherwise, it’s all up to you. You’re even provided with the chance to play through as the girl once you complete the game, which offers an entirely different way to play the game.

Such open-ended gameplay usually has one of two effects on people: it either sucks you in completely, or you get bored right away. The only big difference between this and similar games like The Sims or Animal Crossing is that in Lost in Blue you do actually have an objective, so there is something compelling you to move forward. Not to mention that there are like a jillion different endings, based on your actions and relationship with the opposite character. The only real complaint I have to lodge against the game is that animals only appear in one area, and it takes a lot to get up there. Plus, hunting is really hard/requires luck more than anything.

~ #9 ~

Castlevania: Dawn of Sorrow

This is the game I’d been waiting for since the DS was released. Aria of Sorrow is my favourite GBA game, and things could only get better with a sequel, right? Right. While it seems kind of harsh to give Dawn of Sorrow 9th place, it’s not so bad on the grand scale. 9th best of all the games I’ve played this year? Not too bad at all.

Castelvania: Dawn of Sorrow is the continued adventure of Soma Cruz, a regular-type guy who just happened to inherit Dracula’s powers by some cruel twist of fate. In Aria of Sorrow, he had to escape Dracula’s castle and keep from being corrupted by his powers. This time around, he’s in pretty deep, as some crazy cult is out to get him and his powers. The story is of the least importance, however, as the game itself is a testament to what beauty can be created on the DS. The game plays out in two dimensions, but every now and then there’s a 3D background that will just blow you away. The touch screen itself is used rather sparsely, but the fact that there are two screens is the single best improvement in a Castelvania game ever. See, the top screen can be used as a map screen, and that in itself is one capital reason to champion the DS. In any game with a map, especially Castelvania, it’s always a hassle to stop to check the map every few steps/rooms, and Dawn of Sorrow eliminates this issue completely by having the map ready for you at all times.

Even without the pretty graphics and cool features, the gameplay itself is more than noteworthy. Like its predecessor, Dawn of Sorrow uses a system of powerups fueled by the souls of your enemies. Every monster in the game has a soul which you can extract and use to your advantage. Some are simple abilities, like gaining throwing knives or summoning familiars, but others so some really cool stuff like letting you do a super jump or regenerating life. The game is pretty balanced, giving you a challenge while never being overly frustrating. Some bosses might drive you nuts, but a couple level-ups or the right soul combination could remedy the problem easily. There are a few different endings, a lackluster “enemy set” mode that you can challenge your friends to, and a handful of unlockables. Those unlockables include a sound test, a boss rush mode, hard mode, and a special mode that’s almost an entirely different game.

~ #8 ~

The Incredible Hulk: Ultimate Destruction

While I’d love to go on and on about this one, it seems I already have. I’d give you a link straight to it, but I’m feeling far too lazy at the moment to figure out the URL and all that shit you need to go through to make a link. So I’ll just type some stuff about the game instead.

Ultimate Destruction is more or less my dream free-roaming game. Of course, my overall dream game would contain many elements of UD, but it would be entirely different, and most likely 2D. Anyway, why do I love this game so much? For one, it’s all about destroying shit. There’s no stealth, no items, no rules. Just pure, unadulterated smashing. The game is basically split up into three categories (all rolled into one, but you won’t be doing one at the same time as another): free-roaming, missions, and sub-missions. The free-roaming is pretty obvious. You traipse around town as the Hulk, breaking whatever you see fit, jumping erratically, and basically just having a great time. The world is your oyster, and you may smash it as you please. Sadly, most of the buildings in the game are indestructible, but it’s still plenty of fun to destroy what can be destroyed. Heck, even my dad was impressed my this game, and the only interaction he has with any video game besides Pitfall is making fun of them.

The missions are pretty straight-forward as well. You’re usually either out to catch or destroy something, sometimes both. Pretty much any mission that strays from that formula has you high-tailing a piece of technology back to your church base. While these missions may not be geared toward destruction, they’re usually rather tricky, and that can provide much fun and frustration. Sub-missions are usually normal things like “race to here so fast” or “save pedestrians from the burning building”. Some however, are completely off-the-wall and have you batting soldiers falling from a helicopter or playing golf with an oil pump and a huge ball of steel. You’re ranked on the sub-missions, and getting gold on the better part of them is really friggin’ hard.

I think the thing that really ties the game together and takes it from good to great, is the freedom is gives you. You’ve all played on iteration of GTA or another, and I can’t help but feel that all of these games feel stuffy and that the controls don’t really flow. Hulk, however, has a very natural feel to it, and once you get down the controls, it’s a very nice feeling you get when you realize you didn’t even have to thing about that insanely complex string of jumps or beatdowns you just launched. It has the same feeling of freedom that Super Mario 64 had, where you feel almost completely unrestrained, allowed to do whatever you please. That’s precisely the reason why Super Mario 64 is my favourite game of all-time, and that’s why I treasure Hulk: Ultimate Destruction as much as I do.

~ #7 ~

Mario & Luigi: Partners in Time

I made fun of Metal Gear Solid 3 a few paragraphs back for being silly, so why on earth does Mario & Luigi: Partners in Time rank so highly on my list? Simple: Mario & Luigi is based around silliness. The first game, Superstar Saga, set a good rhythm of intuitive gameplay and hilarious dialogue, and Partners in Time is in perfect step with it’s older brother.

The best part of the Mario & Luigi series thus far is the story aspect. And I’m not just talking about plot here. The dialogue is written with more than a pinch of humour, the characters are all extremely lively and often outrageous, and yeah, even the plot is pretty good. While in most RPGs, you’ll spend a lot of time fooling around and making sure you don’t miss anything, in Partners in Time you’ll be heading pretty much straightforward the whole time. Yes, you might go back to play some mini-games over or level a bit (it’s not that necessary), but most of the time you’ll just be moving forward. While it’s somewhat due to the fact that you’ll always want to see what’s going to happen next, I have to admit that the game is pretty linear. There are no sidequests to speak of, which is sad, and no bonuses after you beat the final boss, but chances are that you’ll be having so much fun you won’t miss those things.

The gameplay itself is unique to the series (and in a way, to the entire line of Mario RPGs), in that battles take both real-time and turn-based elements. In this game, you have play not only as Mario and Luigi, but the baby-sized bros as well. This situation has you playing as four characters at once, with each bro assigned to his own face button. Luckily, the only time you have to use all four buttons in tandem in four-bro battles, and this can lead to some hairy situations if you haven’t memorized your buttons. A lot of the time, the pairs will split up and do their own thing, and then you only have to look after two bros at once. Action commands liven up the battles, helping you max out your damage potential and avoid enemy attacks entirely, sometimes ever scoring a counterattack. While the action commands in the Paper Mario games would only serve to ease battles a little bit, in the Mario & Luigi games, if you’re really good, you could probably finish the game without getting hit once.

All in all, the game is as good or slightly better than the first. While the battling can sometimes get overly complex, it’s always fun and keeps you interested and involved, unlike traditional RPGS. If you want some more details, go check out the (very) short review in the 2005 Christmas article.

~ #6 ~

We <3 Katamari

What? What’s not fun about rolling a ball? Balls are like the first things we play with as babies, and even as we grow up, they still play a big roll (punny!) in our lives (at least for those of us who aren’t afraid of sports). So why not make a game that’s key feature is that you get to roll around a ball? Namco took up the challenge, and after the super-niche hit Katamari Damacy took the world by storm, what else could they do but appease the fans and roll out the Katamari for another go?

Katamari Damacy was the main reason I purchased my PS2. Yeah. That’s right, I got it mostly for a single game. A game I hadn’t even played at the time. Call me what you will, but it was money well spent. For hours I rolled around that katamari, and never yearned for more. The game didn’t offer a ton of gameplay outside rolling up as much crap as you could, but it was good enough. Like how people could play Space Invaders or Pac-Man obsessively. But Namco decided that we were worth it, and they put their best minds to the test and released We <3 Katamari sometime in mid-2005. What I got, I never would have expected. The game had been expanded with so many new stages, challenges, features, objects, and playable characters. They even managed to build in a cooperative mode that puts two people at the reins of a single Katamari.

The object of the game is to appeal to the fans of the King of All Cosmos, and roll around your Katamari. No big difference, right? Well this time, it’s not just a challenge to get your Katamari as big as you can within a time limit. No, there are stages that have you collect so many objects, roll a Katamari as fast as you can, keep a fire burning, and even one stage where you have to build a snowman. The wealth of new challenges is very pleasing, and it only gets better. In the first game, you could roll up presents for your character to wear, and cousins to be used in Battle mode. This time, there are a ton more of each, and the various characters can be used in single player as well (though they make no more than an aesthetic difference). Even the “select meadow”, the game’s hub of sorts, is fun to play around in. The only part that drags the game down is that Namco didn’t include any “eternal” stages, so you’re always working on a time limit. While I do miss them, it’s safe to say the game is of no lesser value because they’re gone.

What else do I need to say to get you to play this game? Do I need to tell you that it’ll fellate you as you play? Because I’m ready to tell you whatever you need to hear. If there’s one game you need to play on this list, it’s We <3 Katamari. The quirky graphics, abundant humour, and stellar yet simple gameplay are more than a match for you, so I want you to give this one a shot. I can’t guarantee you’ll love it like I do, but the odds of having fun are stacked heavily in your favour.

~ #5 ~

MegaMan Zero 4

I’m probably going to include the newest MegaMan Zero game somewhere on every future list like this, as long as they keep up the excellent trend. While MegaMan games usually peak in goodness around the second or third game, the Zero series gets better every time. And in leaps and bounds to boot.

MegaMan Zero had the core gamplay down. It was full of action, and was one of the few games of its day that could give you a real headache. Zero 2 didn’t add many features, but lengthened the game and pumped up the difficulty to near-impossible. Zero 3, which earned a spot on last year’s list, toned down the difficulty to a “gifted-human” level, added a handful of new features and tweaked some old ones to make them more user-friendly. The latest game, aptly titled MegaMan Zero 4, is again tweaking and adding whatever it can. Most notably, the tedium of earning and arranging Cyber-Elves is gone. You now have a single elf which you can level up and customize to give you whatever boost you might need. This game’s new weapon, the Z-Knuckle, lets you rip enemies apart and take their weapons for yourself. Some are offensive, some are devensive. Some have ammo limits, some you can blast away with forever. Some are guns, some fit in more with the club family. All in all, the Z-Knuckle provides you with a huge assortment of options and makes for a great addition to Zero’s personal weapons cache.

The upgrade chip system from the previous game returns, although this time you have to make the chips, not find them. You make these chips by picking of parts from defeated enemies and mashing them together. The only flaw here is that the game provides very few chip recipes, so you’ll have to figure out most of them by trial and error or a trip to GameFAQs. Another new feature is the weather changing system. Each stage can be affected by two types of weather, one is a little rougher and gives the boss an advantage, and the other will likely make your jaunt through the stage a lot easier. Obviously, you’ll need to play with the harder weather to get a good rank, but it also serves as the only way to procure the boss’ EX Skills, which is a lot easier than keeping up an A or S rank. Zero 4 also has its own share of unlockable mini-games, and the requirements for most of them are not nearly as obscenely difficult as those in Zero 3.

Overall, it’s a very satisfying game. There hasn’t been such a well-balanced MegaMan game since MegaMan X, and that one didn’t even have all the cool features that Zero 4 boasts. The downside is that… Hmmm… SPOILERS! (Sort of.) Highlight the text to read! The downside is that the ending really wraps everything up. And I mean really wraps everything up. Most of the events that play out near the end and during the final scenes point towards this being the last of the series, and that’s not cool. Though Capcom has pulled many stuns like this in the past (especially with MegaMan), so I doubt things are as grave as they want you to think.

~ #4 ~

The Legend of Zelda: The Minish Cap

Honestly, I’m gonna come out and say it: This is the best Zelda game since A Link to the Past. It’s not that I didn’t like the games in between, but Ocarina of Time is way overhyped, and Majora’s Mask and The Wind Waker were still missing something. Link’s Awakening was my favourite Zelda game before this (though I think LttP is a better game on the whole. Professional and personal preference are two very different things), I never really got to play the Oracle games, and Four Swords is really in a category of its own. And even if you don’t agree that it’s the best Zelda game, it’s got no competition when you’re asking about the best GBA game ever.

Some people are complaining about the declining number of dungeons in Zelda games. But really, that number was never set in stone. The first game has nine, Link’s Adventure has six, LttP has at least 12, and Link’s Awakening has eight. There are about 11 in OoT, five or six in MM, and the Wind Waker is kind of ambiguous, because some things seem like dungeons, but half the population says no and half says yes. The Minish Cap tops in with five official dungeons, but that’s not really a big deal. The game in itself is huge, with a fully fleshed-out Hyrule to explore, as well as the many little bits that make up the Minish World. There are tons and tons of caves, grottoes, attics, and temples to explore, as well as a smaller world in the sky. The game itself is full of life, overflowing with personality and Zelda charm. Hyrule town is easily the liveliest and most colourful Zelda town ever, and there are characters spread out to even the furthest reaches of the land.

The graphics are a huge part of the game, as they’re unbelievably rich and detailed. Everywhere you go, you’ll be treated to beautiful scenery and extensively animated characters and enemies. The soundtrack is also worthy of note, being of uber-high quality and composed of new tunes and classic themes alike. I swear, this is the first Zelda game since the first to properly utilize the Legend of Zelda theme. The big cave in the graveyard also has a magnificent theme, though to tell the truth, I can’t remember what theme it is. Voices are strewn about pretty liberally, but never manage to get annoying. The difficulty of the game is maybe a bit lacking (it’s no Zelda 2), but it’s certainly not an easy quest to complete.

I’d love to ramble on some more about the Minish Cap, but I already did it once. Go back and check the January 2005 archive page. It’s got an even more long-winded spiel than I’ve put out here, so the inquisitive should definitely check that out. No bones about it, if you have a GBA/DS and you don’t own this game, you’re seriously depriving yourself.

~ #3 ~

Mario Kart DS

Mario Kart has always been the kart racing game that all the other kart racing games want to be. It’s easy to see why, too. Mario Kart has always had the two essential ingredients for a great game: fun and simplicity. Racing sims are way too hard for those of us who are no so hardcore, and we need something to satiate our needs for speed. Mario Kart does just the trick, as just about anyone can pick it up and get halfway good within a matter of minutes.

While the game itself is excellent, there is only one reason that Mario Kart DS got as high a ranking as it did: the Nintendo Wi-Fi Connection. You may think me a bit pompous when I say that Mario Kart DS is an extremely important game. For a company that went a good five years or so saying that online play is unimportant, Nintendo sure did build some massive hype over the launch of the Nintendo WFC. Not only were people buying into it, but that fact that Mario Kart, a universally loved game, would be the first Nintendo game to enter the good graces of online play. Of course, this went over huge, and the whole world is abuzz with Mario Kart fever. While there are a few limits on what you can do online, it’s still an excellent diversion from trying to find people to play with locally.

But the online play isn’t the only saving grace of Mario Kart DS. No, the single player experience is full of greatness, jam-packed with more features that your tiny little brain could imagine. Most notably is the fact that there are twice as many courses as Mario Kart usually presents. Sure, half of them are taken from the past games in the series (four each), but that still adds up to an amazing amount of racing. There are also missions this time around, some of them strange, some of them mind-bendingly difficult. To top that off, you’ve got actual bosses. That’s right. Diddy Kong Racing tried and failed, but Mario Kart DS has successfully mixed bosses into the kart racing world. Battle mode, while not available online, has been extended to include eight players rather than the normal four. This may not seem like a huge change, but the games are way more frantic when you’ve got eight people launching shells and bananas at once.

For the hard sell, look at it this way: I’m not a fan at all of racing games, but Mario Kart has always been so accessible that even a guy like me can really get into it. I’d say that Mario Kart DS is the DS game to own, but It’d be pretty redundant, as anyone in their right mind who owns a Nintendo DS has this game. Especially now that it comes bundled with the hot red DS.

~ #2 ~

Killer7

Killer7, how much do I love thee? Let me count the ways.

I made a conscious decision when Killer7 was released that I wouldn’t buy it. To this day, I’ve kept that vow, but not a day goes by that I don’t regret it. I would trade all the half-baked Mario spin-offs and impulse buys in my GC library for this single game. Ever since I returned it to Blockbuster video, I wish I’d bought Killer7. I’m probably the last guy on Earth to know anything about love, but I’m pretty sure that when you think about something every day, there’s something pretty significant there.

Killer7 is easily one of the most off-the-wall games ever created. The story is deeper than the Grand Canyon, and intricate enough to confuse even the rocketingest of scientists. Many little bits of the plot are omitted, and the information they do give you is all out of order, so just understanding the story is challenge enough. Then they add a thick layer of highly stylized graphics on top and flesh it all out with some excellent audio, and you’ve definitely got the whole package. Oh, and did I mention that the gameplay rocks too? Yeah, it does. While the game places you on a rail, and only lets you travel backwards and forwards (and change direction at junctions of course), there is still a huge sense of exploration, as the stages are impressively large and contain a great many paths to travel. The core gameplay is shooting, and the fact that your enemies are naturally invisible just makes it that much more exhilarating. A quick scan will bring them into the visible realm, however, and then it’s just a quick draw competition to see if you can cap their weak points before they get to close and make your head a splode.

Killer7 Really has everything a great game needs. It presents fantastic production values, has a story solid enough to compare to Donny Darko, and is just a blast to play. Not to mention that it’s pretty tough, and gets insane on Hard mode. There are a couple unlockable modes too, if the regular game isn’t enough to quench your thirst for excellent gameplay. But there’s no way you’ll walk away from this one disappointed. If you do, you’re lame. And I really need to go pick this one up.

~ #1 ~

Resident Evil 4

Obvious? Yes. Deserving? Totally. If you didn’t see this one coming a mile away, you need to get your eyes checked. Resident Evil 4 brings so many upgrades to the series that it’s almost an entirely different game. You know what? Scratch that. It is an entirely different game.

The original Resident Evil might have been harder than adamantium, but it was a breath of fresh air for those of use who needed something a little different. Nearly every sequel improved on the formula, with the only exceptions being the Gun Survivor spin-offs (which sucked) and the online games (which I can’t judge, cause I haven’t played either). While other sequels and remakes made small improvements here and there, RE4 takes the idea and completely re-moulds it. Tying in only loosely with older games through a couple characters and some mention of previous events, RE4 literally takes you out of the Resident Evil world. No longer are you fighting for survival against zombies in Raccoon city. Now, you’re thrown into a rural European village, where the locals have been consumed by parasites and are out for blood. The static camera is gone, and now you can aim in more directions than straight, up and down. The inventory system is totally reinvented, letting you carry as many items as you can squeeze into your attache case, rather than having to try to get by with 6-8 item slots. Typewriters are still your saving tool, but item boxes are gone, and you’re no longer forced to find seven billion different keys. Bullets are more plentiful than ever now that enemies drop items, but you’ll still manage to run out now and then.

The game all comes together under what might be the best graphics ever and some seriously spooky tunes, and some top-tier voice work. There are plenty of things to keep you occupied should you become tired of the main game, and of course, there’s a hard mode that will have you ripping your hair out. The game was originally released exclusively for the GameCube, but due to it’s immense success (this game most definitely sold more than a few GameCubes), it’s recently been ported to the PS2. One might expect that on a technologically inferior console, Capcom would have had to make some concessions in the graphics department, but as far as I’ve heard it’s as pretty as ever and doesn’t even suffer from slowdown (like the PS2 Killer7 apparently does). Add on a handful of significant extras, and you’re set to impress.


There’s one thing that I have to get through before I finish. Sadly, the list became out-of-date even before I finished it. See, I had it written out to about number seven, and let it fall to the wayside for a couple weeks before I finished up. In that time, I was able to find and obtain Trauma Center, and I played a couple games that I definitely would have put on the list had it not already been decided, namely Prince of Persia: the Two Thrones and Tony Hawk’s American Wasteland. But alas, the list was intended for games I played in 2005, and those two didn’t come to my attention until 2006. Oh well. Also, it’s really hard to remember all the games I played over the course of the year, so I’m sure there’s at least one deserving title I forgot.

And speaking of deserving titles, some that come immediately to mind include: Jump Superstars (DS), Metal Gear Solid 3 (PS2), Meteos (DS), Kirby Canvas Curse (DS), and shadow of the Colossus (PS2). While many skeptics thought it would die off quickly and made fun of its “small” launch lineup, the DS has had an absolutely mind-blowing year, pumping out all sorts of great games. And with my acquisition of my own PS2, I’ve certainly been exposed to many more games that I would have if I’d stuck it out with only my Nintendos by my side. The more the merrier, you know?

I feel kind of bad that there wasn’t a little more variety on the list, but that’s kind of what you get for playing mostly the same kinds of games, I guess. you’re thinking it, but you should know that I didn’t rate the games on fanboyism alone. No. If that had been the case, there would have been a lot more Ninja Turtles 3: Mutant Nightmare on it. I picked my games based on either how much time I spent with them, and how much I want to play them when I’m doing something else. Heck, on that latter note alone, Killer7 should have taken first, but I’ve gotta be fair. Seriously. I think about Killer7 and how much I love it all the time. I really should have bought it… In any case, I’ll be keeping a list of games that I play in 2006 so that I’ll have an easier time coming up with the ten best when December rolls around.

Spread the Wi-Fi

Picked up my Nintendo Wi-Fi USB adapter yesterday. Been playing Mario Kart too much. I probably should have waited until after exams, but what are you gonna do? Anyhow, it turns out that I’m not the worst player in the world, as I had previously assumed, because I’ve won a bunch more races than I’ve lost. The thing that strikes me the most is the fact that I’ve waited this long to finally get into this online play business. It’s not the greatest thing ever, but it does have some kind of mysterious appeal to it that I can’t possibly hope to explain. Now if only they would implement it in more games I actually want to play. Or more games overall. Whatever. Mario Kart rocks, and I’ll be adding my friend codes to the sidebar as they come along. You know, just in case.

Today, I would like to send a plug out to the always hilariously odd White Ninja Comics. The comics aren’t very run-of-the-mill, but they always manage to have some sort of hilarious gag or punchline thrown in. Sometimes it’s horribly violent, sometimes it’s incredibly stupid. But like I said, always funny. I decided to plug White Ninja because I found today’s comic to be absolutely priceless. And also because my White Ninja t-shirt commands me to.

Three thousand

It’s coming up soon. Not much else to say about it, but I am going to put up a new banner to celebrate. Some of you may have already even seen it…

On a video game related topic, I was standing pretty strong for… four days. Today I couldn’t restrain myself, and bought Dance Dance Revolution: Mario Mix. But it’s not as bad as all that. I’ve wanted a DDR game for the longest time, and this was the perfect excuse. Now I just need to sucker someone in my family to buy another dance pad thing. While the game is all you can expect from DDR (assuming you have prior knowledge of the Dance Dance Revolution series), the songs are quite an odd bunch. It’s mostly remixed Mario music, as you would assume, and all the other songs are remixed classical songs. No popular music to be seen. Not that I’m complaining. The one thing that does bug me is that the “story mode” is the most ridiculous thing ever, but it’s not a big issue. There are actually quite a few mini-games too, but most of them are boring and not worthy of mention. There really isn’t much more to say, so that’s all for now.

Yoshi Touch & Go

The closest thing to a true to sequel to Super Mario World 2: Yoshi’s Island is still rather far from what the gamers of the world were expecting. While Yoshi Touch & Go still keeps the fundamental ideas of Yoshi’s Island, like the Yoshis trying desperately to get Baby Mario back to the stork while Kamek and his toadies constantly try to kidnap the kid, the gameplay has taken a huge turn in a different direction. True, you meander along as Yoshi and huck eggs at stuff, but that’s just the half of it. And maybe even less.

Yoshi’s first game on the DS is the next in the string of games that utilize only the handheld’s touch screen (Feel the Magic XY/XX, WarioWare: Touched!, Pokémon Dash) and microphone for input. And the way the game is designed, it’s all you’ll really need. But I guess that was kind of obvious. Even if you could use buttons for the game, you’d probably just ignore them. I’ll tell you now, that unless you’re old-school , you’ll probably think this game is stupid and give up on it right away. It’s a very different spin on platforming, so it’s certainly not going to appeal to everyone.

As soon as you boot up the game, you’ll notice that something is amiss. No intro scene, and just a selection of modes to play, including Score Attack, Endless, and Vs. modes. What? No story mode? You’ll be surprised to find out (I know I was) that the game isn’t structured like a game of these days. No, you have to start from the beginning each time, and your only goal is to get high scores. There are no levels, no bosses, no story, no end. It’s just the kind of game you pick up and go at for a while. Keep in mind that this helps replay value immensely, as you’re always going to be going back to best your high scores, like in most puzzle games. So if regular gaming conventions are thrown out the window, how does the game work? Let me explain.

The game is cut up into two parts. Firstly, you have Baby Mario falling from the sky. He’s got some balloons to give him some slack, so it’s not like he’s gonna go splat or anything. So anywho, you’re using the touch screen to make a cloudy path to guide the baby through the sky and out of the way of enemies, collecting as many coins as you can. You can draw circles around enemies to encase them in bubbles and turn them into coins to throw at Baby Mario. You can bubble normal coins too, but that’s kind of a waste of time unless you can circle a bunch at once to make a combo. You’ve really gotta be on your game to do well in this part of the game, because there’s a lot going on, and unless you forgo bubbling enemies, it can be tricky to guide Mario exactly where you want him to go. and it’s important to score big in this part, because your score at the end will determine which colour Yoshi you get when you reach the ground. Different coloured Yoshis move faster and can carry more eggs, so it helps to get a good score here.

The next part of the game is where Yoshi comes into the picture. You’re now on the ground, and Yoshi is plodding along on his way to the stork. It’s your job to help him get there. Everything is basically the same as in the sky, as you can draw clouds and make bubbles around stuff. But here you can also make Yoshi jump and flutter by poking him, and have him throw eggs by tapping elsewhere on the screen. Oh, and I should have mentioned earlier that you can blow into the microphone to have a gust of wind blow away all your clouds, should you ever need to remove them. This part of the game requires even more concentration than before, as Yoshi can only take one hit as opposed to Baby Mario’s three, and you’ve got enemies on both screens and pits to avoid. That, and you’ll have to take care to keep a supply of eggs stocked at all times, because a lot of enemies are impervious to bubblification here. This area also changes depending on which game mode you’re playing.

Score Attack is the most basic mode, and also the easiest. It’s basically what I described above, but your game will end after you’ve walked 1000 meters with Yoshi. Your goal here is simply to pick up as many coins and take out as many enemies as possible. Make it our with the top score, and you’ll unlock Time Attack. Endless mode however, changes it up a bit. The falling part is the same, but the Yoshi stage will go on until you’re taken down. Rather than the end, when you reach 1000 meters, you’ll get to switch off to the next-ranked Yoshi, and then again for each 1000 meters you last. Besting the top score in this mode will net you challenge mode. Oh, and getting 100 points in Endless will make a Power Star drop, turning Baby Mario into Super Baby Mario for a while, who will run right through anything and toss an infinite amount of stars (as opposed to Yoshi’s eggs).

I haven’t really played much of the other two modes, so I’m not sure exactly how they go down, but I hear Time Attack has you racing to save Baby Luigi, and Challenge mode is a desperate attempt to stay two steps ahead of Kamek. Word on the street is that beating the top scores in all four modes will unlock some kind of bonus mini-game. The trial is certainly not an easy one, as it took me a while to simply unlock Time Attack and Challenge, and I doubt those two will be any easier.

From a graphical standpoint, the game has few rivals. The graphics are very similar to those of Yoshi’s Island, with the picture book style and pastel backgrounds. Animation is smooth and abundant. The music is excellent, particularly through headphones, and mostly remixes tunes from games of Yoshi’s past. Sounds are what you’d expect, with the standard “baby” Yoshi noises originating from Yoshi’s Story, and plus ten points for the removal of Baby Mario’s horribly annoying cries. Controls are, well, up to you. If you can’t figure out how to drag the stylus along the touch screen, you should probably be developing some motor skills rather than playing Nintendo.

Let’s see… Other things… Ooh, one cool thing is that you can pick avatars for your high scores, so that in case more than one person plays on the same game card, you know who got what score. I haven’t tried multiplayer, but it’s supposed to be a 1000 meter dash between two players. And there’s a built in Picto-chat detector too, but I think that it might sap the batteries a little faster when it’s enabled. Neat idea though.

Personally, I find the game to be a refreshing change from the usual level-hopping action of standard platformers, but as I said earlier, not everyone’s gonna like this. People who held Yoshi’s Island in high regard and are not open to change will most likely detest this game. Hell, people who don’t like different things in general probably won’t like it. But than again, those people probably won’t be playing the DS anyway. The ones who will like it however, are probably the old-schoolers. Those who grew up in the age of arcades and high scores. And of course, people like me who will enjoy pretty much anything you present them with. I’d give this game an unwavering A+. While it’s not really what most gamers look for these days, there isn’t anything wrong with it. It’s fun, it lasts, it plays well, and the superficial stuff is all good.

The Good Stuff:
  • Great sound and brilliant graphics
  • Unlockable modes
  • Plenty of replay value
  • Stylus/mic control is perfect
  • The Bad Stuff:
  • Not the Yoshi’s Island sequel I expected
  • Can be frustratingly hard
  • Multiplayer is less than fantastic
  • April whine

    I started writing an article today, but got bored and quit. Sorry to tease you and stuff. It’ll be done tomorrow. Won’t say what it’s about, but I’ll tell you this: it’s a sequel. Exciting.

    In other news, I had a kickass weekend. We went out to the cottage and I pretty much played Timesplitters: Future Perfect and Mario Party 6 the entire time. I also got to play with my grandpa’s air rifle. We even taped a flashlight onto the end so we could use it at night. Ah fun. But the beautiful tapestry that was the weekend did have one small stain on it. You see, my parents decided that It’d be a good idea to rent Garfield: the Movie.

    What’s even worse than the fact that they based a movie on a comic strip that is always the same boring crap over and over is that they went and pretty much messed it up as bad as they could have. I’m not a fan of Garfield by any measure, but I hate when a moive tears apart its source material, be it a comic, a game, a TV show or whatever. Firstly, they made Jon a character you don’t hate. They actually moulded him into the kind of person I would love to be. The worst part is that while in the comic, he utterly repulses women, in the movie, he doesn’t seem to have any trouble at all getting lucky. Then there’s the fact that Garfield is animated, while no other animal is. Odie, at the very least, should have gotten the CG treatment. Oh, and the actors really could have used some sort of reference object for when they had to interact with Garfield, as it looks really bad most of the time, particularly when someone’s supposed to be holding him. And to add the finishing blow, the movie was just plain bad. It was even more predictable than most crappy movies, and wasn’t entertaining at all. I would have rather watched Open Water again. Oh. Wait. I did. I told them not to rent it, but nobody listens to Ryan.

    Final score: A for “At least Jennifer Love Hewitt is hot”. (but really I’d give it an F–)