Earthbound

Do you like Earthbound? If you answered no, it’s because you haven’t played it.

It seems that the big thing about Earthbound is that everybody loves it for different reasons, and more often than not, they’re all little personal things. I’ve read a host of Earthbound-related stuff this week, and I recommend checking out at least Talking Tyrant Loki‘s take on it. It’s the shortest of the three links I’m posting here, and probably the easiest to swallow. Another one from a website I’ve never read before called Critical Distance gives you a sort of play-by-play of a handful of other people’s EB-related musings. The last, an absolutely mammoth review by Tim Rogers really digs into the game. It’s a long read, and it’s incredibly deep. If you don’t want to experience Earthbound after reading this, nothing will sway you.

Me, I think the thing that draws me most to Earthbound is the music. Ever since the first time I played it, the Onett theme has stuck with me. I whistle it pretty consistently, and usually when I go for a walk on a quiet day (sans iPod) I find the Twoson theme playing in my head.

More than anything, the little scene you get when waking up in a hotel and the accompanying melody are permanently ingrained on my soul. Most people miss it because you wake up and leave the room to get back to the quest, but there’s a piece of music that plays after the “good morning” melody that I’m sure is exclusive to the room after waking. Once you leave the room, it switches back to regular ol’ hotel music. I think. It’s been almost a year since I played the game, so the details are a little fuzzy.

The point is, that that one tiny moment -those ten second between when the screen fades after talking to the hotel clerk and leaving your room- makes me feel an overwhelming sense of serenity. In other RPGs, waking up after a hotel stay produces a chime and then it’s back to business. Earthbound perfectly captures that one feeling that we all get occasionally in the morning, when you wake up and everything feels absolutely perfect for a few fleeting seconds.

The little melody. The music that comes afterwards. The chirping of the birds in the background. This minor instance that is a throwaway moment in any other game has had a deeper and more lasting impact on me than any other element of any game that I can think of. You may read this, having never played the game, and think I’m nuts. Maybe you have played it, but didn’t get the same sensation. But this affected me. I can’t even describe how it works in my head. Anytime I stay at a hotel in real life, this scene invariably invades my mind.

There’s a scene in the game where you stay in a haunted hotel, and the whole process is similar, but twisted. That was when I truly realized that things were really amiss, despite the fact that the town was overrun with zombies and smelly trash can ghosts. It was emotionally distressing, to say the least.

All that, and I haven’t even gotten around to the Sound Stone Melody (called “Smiles and Tears,” apparently). This is the first song that I can remember which evoked a strong emotional response in me, and remains one of two songs and the only instrumental piece that has ever brought tears to my eyes on the merits of the music alone, the other being Queen’s “Save Me.” But while the latter brought about its response through a genuine expression of despair and loneliness, the Sound Stone Melody has a more ineffable quality to it. I don’t know how it manages to grip my consciousness so tightly, but it does. It’s one of my favourite pieces of music, and it really is beautiful.

The main quest of Earthbound is to assemble the pieces of this melody. Yes, it’s to help defeat an evil alien, but that’s besides the point. You travel the world, to these sacred places that really aren’t so extraordinary on their own. At each one, you acquire the next few bars of the tune. Once you’ve assembled them all and listen to the entire piece, you cannot help but be overcome by a wave of nostalgia, remembering all of these places, and everything you experienced on the way there. Maybe it was just a silly quest in a silly video game, but now it’s a part of you too, and that melody will bring all those feelings and memories back every time you listen to it. I used to sit on the Sound Stone screen and listen to the melody -even when incomplete- over and over, because it brought with it the absolute strangest feeling I’d ever experienced. It was like the greatest happiness and the deepest sorrow wrapped into one short, simple melody.

So yeah, Earthbound is pretty deep. I recommend playing immersing yourself in it as soon as possible. And don’t just get to the end. Walk around. Explore the world. Let it and all of its little details wash into you. Though given that everyone who writes about Earthbound in this way played it in their developmental years and is now waxing nostalgic about it, I’m not sure if an adult could properly appreciate the game. All I can say for sure is that I played plenty of video games in my youth, and none of them evoke that same warm feeling in my chest that Earthbound does.

We bless you with our mark

One of the things I really like about LEGO Rock Band is the story mode. It begins by your LEGO character seeing LEGO Queen perform on TV, and starting up a band because… well, the lack of dialogue makes the exact reason a little ambiguous, but I’m assuming that they decide the easiest way to meet Queen would be to be in a successful band.

The story rolls out in traditional LEGO video game fashion, with hilarious cutscenes punctuating your band’s tour. Most of these cutscenes happen around rock power challenges. These are special gigs where somebody needs something and you use the power of rock to make it happen. In the first one you demolish a building. Later on you’ll summon a thunderstorm to save a farmer’s crops from drought. It’s the closest a Rock Band game will ever come to having boss battles.

These are cool. I love them and would not remove them for the world. I’m not finished the tour yet, so maybe they get even better later, but I can’t help but feel like maybe there could be cooler subject matter? Look at Brutal Legend, for example, where the power of rock is used to wage wars. LEGO Rock Band is technically channeling the power of power-pop, so it’s understandable that the most awesome thing they would do is fight off a giant octopus, but imagine if the game were something more along the lines of, let’s say Dethklok Rock Band.

It’s no secret that I’ve been wishing and hoping for a Dethklok-centric guitar game since Guitar Hero: Aerosmith, but it’ll never happen. EA will find a way to make a game that gives the player candy and blowjobs before they greenlight Dethklok Rock Band. Mainly because Dethklok is not mainstream enough, and why would EA release a game that’s pretty much guaranteed to move even fewer units than Green Day Rock Band? (Ooh, burn!)

One might also argue that between both The Dethalbum and The Dethalbum II there are only 33 Dethklok songs, and that’s not enough to justify a full disc release. There is tons of music on the show that were never released on either album though, and while some are just bits of songs, I’m sure Brendon Small has complete versions of all the tracks somewhere. And really, would it not be awesome if songs like “Hamburger Time,” “Takin’ It Easy,” and “Underwater Friends” were included? While we’re at it, why not include a couple Snakes N’ Barrels tracks? Or a venue dedicated to Dr. Rockso/Zazz Blammymatazz? The point is, the official material couldn’t fill a game, but there’s more than enough supplemental stuff there to pad it out. Not to mention that fans would eat it up. With a friggin’ spoon.

Circling back to my original point here, rock power challenges would be awesome in Dethklok Rock Band. You wouldn’t even need to read lyrics to come up with cool challenge scenarios; the titles are more than enough in most cases! “Volcano” and “Comet Song” would obviously have you summoning (or maybe repelling) the named disaster with the power of metal. “The Cyborg Slayers” speaks for itself, and “Awaken” will have the band bringing a giant troll to life. You don’t even have to be creative with this stuff, it’s awesome. The challenges in LEGO Rock Band really draw you into the whole scenario, and I think it would only get better with something as intense as causing a volcano to erupt through the power of death metal.

That intensity takes us back around to why the game would never be made: it would be way too damn difficult. In Guitar Hero: Warriors of Rock, “Bloodlines” is fairly easy, but “Laser Cannon Deth Sentence” is so difficult that I can’t even star power my way to the end. “Thunderhorse” was one of my favourite tracks to play on Guitar Hero 2, even though to this day I cannot 5-star it. The Van Halen and Metallica editions of Guitar Hero have pretty steep difficulty curves (in comparison to the numbered games), but Dethklok Rock Band would be many, many times harder. You’d be a fool to expect any less from a game that’s 90% death metal, of course, but I think it would still turn away potential buyers. Yes, people could step down their difficulty level if it were spoiling their fun, but I’m pretty adamant about not toning it down. If I can’t play a song on expert, I don’t go down to hard: I just don’t play that song. Best case scenario, I play it on expert bass instead of guitar.

The really sad thing about all this is that Konami was developing a Metalocalypse game. …Only it was an action game where you play as a Klokateer for some reason, and was quickly cancelled because they realized how stupid that was. I posit that a Metalocalypse action game could work, but nobody wants to play a Metalocalypse game where you don’t get to play as Dethklok. That’s like having a Super Mario Bros where you’re forced to play as Toad. Good as the game might be, you will inevitably say “fuck this, I’m not playing Goddanm Toad.” Likewise, I do not want to play a Metalocalypse game where I can’t play as Toki or Pickles. Can I say that enough times?

Time has not been kind to single-band plastic guitar games, or even just plastic guitar games in general, so any tiny window there was for a Dethklok Rock Band has long since closed, but I still think it would kick some serious ass. No, it wouldn’t be for everybody, but Metalocalypse has been pretty well-received for what it is, and even though there’s no way it would get close to million-seller, there is certainly a niche that would play it. Maybe we should get Atlus on the case? Somebody do that. I’d be pretty pumped if there were even a Dethklok DLC pack for Rock Band someday in the near future. It doesn’t even have to be a full album, I’ll take a 3-pack (“Awaken” “Black Fire Upon Us” and “Comet Song,” please). The fact that there isn’t even one Dethklok song available yet is sad, and I hope that one day it will be remedied, but I’ll likely have to buy Rock Band 3 when that happens. Hopefully it’s $5 on that day.

Droppin’ addendums

I have a couple things to add to previous posts from this week, and no better time to do it because I don’t really have anything else to say today.

Firstly, and most importantly, you can quick turn in MegaMan Legends! While not as intuitive as the quick turn in Resident Evil games (pressing down+run), it offers more fexibility by letting you quick turn in any direction! I say less intuitive because in RE games you’re always pressing the run button anyway, but the circle button in MML is for talking to people and opening doors/chests. Now that I think about it though, MML doesn’t have a run button and the next most logical choice is the context sensitive button. So forget everything I typed here except for the “I was wrong there is quick turn” bit.

I don’t know which one it is, but I’m sure somewhere there’s a game where the quick turn is pressing both shoulder buttons? Maybe I dreamed it?

Secondly, I tallied up the amounts of songs that I like in Rock Band 2 and LEGO Rock Band. Just because I didn’t feel comfortable rounding up the amount of crappy songs in LRB to “about half.” And what I came up with is that I like 19 of the 45 songs, which means that in reality, 58% percent of the songs in LEGO Rock Band are crappy. Not really enough of a difference to justify the time it took to do the math. Whatever.

I did the same count for Rock Band 2, and amazingly I like 63% of the songs on that disc. Which is surprising to me, because when I think about RB2’s setlist, I can only think of the boring-ass garbage on it like “Float On,” “PDA” and “Feel the Pain”. So I guess if you’ve heard me dissing on RB2’s setlist, just disregard it because I apparently like it quite a bit more than I thought.

P.S. I like roughly 30% of the tracks in Band Hero. And that’s being generous.

Lace up your shoes

So Guitar Hero games are dirt cheap now. What better opportunity to pick up GH: Van Halen? I’m still angry because I should have gotten it for free, but $10 is a reasonable price to pay for a game I’ll get at least a few hours of enjoyment out of. Also I <3 Van Halen.

I can’t decide whether it’s more impressive than the GH:Van Halen being $10, but LEGO Rock Band has also plummeted down to $5, so I grabbed that too. It’s just like Rock Band except with more collectible crap! Someone knew exactly what kind of game I want to play!

The downside here is that some jackhole at… Harmonix maybe?… decided that all the music had to be kid-friendly, so 90% of my DLC does not work when playing on the LEGO RB disc. It’s not the worst thing that could happen, but some of the songs they chose to not allow bend my mind. Out of the ten Queen songs I have, only four are playable. This is double weird because the crux of story mode is that your LEGO avatar has been inspired to start a band after seeing (LEGO) Queen perform. And “The Boys are Back in Town” isn’t allowed? It was good enough for Toy Story 2, but not LEGO Rock Band? Harmonix must have brought in the most bored, angry soccer-moms they could find to make the cuts. The one upside here is that it removes almost all of the ludicrously difficult songs, so random setlists aren’t so terrifying anymore.

The setlist on the disc isn’t exactly stellar either. It’s head and shoulders above the tripe they were pushing in Band Hero, but about half of it is still crap. Really, does anybody actually like Counting Crows? Looking at it in a more positive light though, a DLC pack of three songs would cost slightly more than this disc did. Yeah, the price will double if I choose to import the songs to Rock Band 2, but it’s still way more cost-effective in the long run.

It started somewhere in my chest

Hmmm… Updates are coming fairly often these last couple weeks, aren’t they? This could be trouble. But at least I’m getting my thoughts out of my head and onto paper, unimportant though they may be. I mean, almost everything I’ve blogged over the last few months has been about video games. What happened to my ability to blog about slightly less stupid things? Not that Marshmallow Mateys or girls with fake blue eyes are much more interesting. So I’ll try to come up with more random/entertaining things to post. In the meantime, vidja games!

I bought the Bit.Trip Runner soundtrack on iTunes a while back (like… January?), and the game itself before that, but I don’t think I’ve ever mentioned them here. Which is a shame, because they’re just the best.

Well, that’s a mouthful, but Runner is definitely a solid game, and it’s a real shame that I don’t really play it. I guess that might have something to do with the steep difficulty curve, but that in and of itself might only be a problem because I have a big stupid ape brain. The game is about learning button cues and having the reflexes to execute them in different orders at different speeds. It’s laid out as a man running across various terrain, with a multitude of objects that will impede his progress. Every object requires a different action. For example, you simply jump over small obstacles like rocks and elevated ground, but there are two coloured balls that fly at you in a wave pattern. One will always end up high, which you have to slide under, and one will always go low, which requires a jump. It’s your job to remember which colour goes high and which goes low.

Really, the game is essentially a guitar (or any other kind of rhythm game, for that matter) game, except your notes are obstacles instead of a cue that literally tells you which button to press. And the rhythm game comparison goes even farther than that, because every action makes sound effect that mesh in with the music. There are two types of collectibles scattered throughout each stage: gold and powerups. The gold is just a “try to get them all” thing, so it can be safely ignored. The powerups mostly just boost your score, but they also carry the much cooler benefit of altering the background music, layering on additional melodies and instruments every time you pick one up, which is a super cool effect.

As I mentioned before, the failing here is that the game is hard. Like, I was “stuck partway through world one” hard. Only after playing that particular stage for hours did I manage to memorize it well enough to make it through. Now I’m almost to the end of the third world and hit another brick wall. It’s still a fun game, but you can only fail the same stage so many times before you move onto something you can be more successful at. The nice thing is that while even a nudge from an obstacle will halt your progress, it really only rewinds you. Commander Video is sent back very quickly to the beginning of the stage, and you’re back up and running after a short countdown. No “you lose” screens, no waiting for the level to re-load. It’s all very snappy in pace, and I love that.

Did I mention how much I love the music? I think I might have, but it bears repeating. Man I love the music in this game.

I highly recommend giving Bit.Trip Runner a shot. It’s the only Bit.Trip game that I’ve found compelling enough to try, and I’m glad I did. Even Stephanie had trouble putting it down the one time I made her play it. It’s available on WiiWare ($8) and Steam ($??), and if those are too expensive, there’s a game on the App Store called Action Hero which is a very simplified version of the same game style. I’m sure there are other ones too, but Bit.Trip Runner stands head and shoulders above the rest, if only because its music meshes in with the gameplay so nicely and transparently. Plus the bonus stages are based on Pitfall!, so that’s pretty rad.

Bass!

I complain about it sometimes, but I don’t hate my job. It’s not very challenging, and it’s often quite boring, but I get by. Lately, it seems that getting by involves reading a lot of random Wikipedia articles. Like on Thursday when I read that last year somebody thought it would be a good idea to port Tony Hawk’s Pro Skater 2 to iOS. And I think it would be a good idea to give this person a nice, long handy jay.

Needless to say, I downloaded it right away. I may not have ever mentioned this before, but like many, I was pretty obsessed with the THPS series in its formative years. These days it’s crap, but THPS2 is the cream of the crop. It was the perfect sequel for a fledgling series; basically the same game as the first but with a few gameplay improvements and loaded down with more content. By the time THPS3 rolled around it was beginning to get excessive, and I just didn’t feel 4 at all.

I lost interest by the time Tony Hawk’s Underground hit the scene, and though I think Tony Hawk’s American Wasteland is an all-around stellar game, it still doesn’t compete with my undying love for the second entry in the series. Which I am now playing on my phone.

Normally, I wouldn’t bother getting the THPS2 app, but it was two dollars and somebody lost my PSX version disc years ago, so really I had no choice in the matter. After all, this is one of the two games (with Megaman Legends) that forced me to break down and get a Playstation all those years ago. I’ve spent about two hours with the game over the course of today, and I have both good and bad news.

Firstly, the bad news. And it’s really bad. I am very upset to report that Activision replaced the entire soundtrack for the iOS port. This is a terrible thing, because the original THPS2 soundtrack was awesome. I wish I could make that awesome more bold, because I mean it more than anything ever before. The THPS2 soundtrack was such an epic thing for me that I feel it necessary to pour some beer on the curb for my lost friend. This was the time after Napster, and I was still only starting to learn about music beyond the radio’s limited and stagnant output. The 15 songs included on the THPS2 disc led me into new and exciting genres, like punk, good hip-hop, and Rage Against the Machine. The iOS port has a bunch of soulless, generic garbage by bands/rappers that I could not identify. In fact, if I hadn’t just watched the in-game music credits, I would have hypothesized that Activision just went to the closest record label and asked for their 10 (9? I forgot to count) cheapest songs. But it gets better! There is apparently a workaround that installs the original music! I haven’t tried it yet, but the fact that it claims that it can be done without jailbreaking my iPhone fills me with delicious hope. (EDIT: It works!)

The other downer is, as with many of the apps I’ve downloaded, the touch controls. You’d think I would have learned after Secret of Mana that they just don’t work well for action games. And SoM is a fairly slow action RPG. THPS2 requires much more complicated and precise inputs. The touch interface is unreliable and inaccurate, making this game in particular very difficult. With a wonderfully tactile controller and buttons, I could have achieved the SICK score in the first stage after maybe one or two warm-up runs. It took me almost all day to get it with the sloppy touch screen controls. There is an accelerometer option, but I think that would end up even worse, seeing as it doesn’t even work great with I Love Katamari, which doesn’t need button presses in addition to tilts.

The good news is that other than the inferior soundtrack, the game is represented in its entirety. Or at least as much as I can remember. It lacks create-a-skater and park editor modes, but I find those superfluous anyway. All the skaters, venues, tricks, and gaps are accounted for, though I can’t speak for any unlockable stuff. Not that far yet. Also, once you get used to the controls being more than a little wonky, the game is still awesome fun. And why wouldn’t it be? It’s the best Tony Hawk game, and now it’s portable. And it’s two dollars. Did I mention that it’s only two dollars?

Parallel Lines : Guitar Hero + MegaMan Battle Network

Quite often in the world of television games, there are set standards that will always ring true. Licensed games (based on movies, TV shows, toy lines, etc) will almost always be unplayably bad. Japanese RPGs will require hours and hours of level grinding. Madden 20XX will sell like hotcakes. Japanese and western developers will have exactly the opposite ideas of how games should be. And that last one is the important one here, because recently I’ve noticed that two completely different game series have evolved in almost the exact same pattern, and not only is one American-born and the other of Japanese heritage, but they’re of nearly opposite genres as well and come almost exclusively on different platforms.

Our first series is the “illustrious” MegaMan Battle Network. A stiflingly brilliant mash up of action and RPG, the Battle Network series was the first standout RPG series on the GameBoy Advance. It reinvented MegaMan and his world, and even cut him down to co-star, forced to share the spotlight with a rather vanilla human hero. Then we have Guitar Hero, which blew up the music game genre, and made the world embrace the art of playing a pretend guitar. Both series have come a long way, and coincidentally have shared many of the same steps along their separate paths.

MegaMan Battle Network took the idea of making MegaMan into a portable-friendly RPG, and then twisted it to make it feel like the action games that the plucky blue robot was known for. The world was re-imagined as a place where anything and everything was connected to the internet and the titular hero was but a program that answered to the back and call of the other main character, Lan Hikari. While Lan would run about around the world talking to ridiculous caricatures and completing tedious fetch quests, MegaMan’s portions were puzzle solving and virus busting. The gameplay made great use of MegaMan’s penchant for acquiring a wide array of secondary weapons, which were represented by battle chips that you could carry 20 of with you at any time. These were weapons that came in a nearly infinite variety, from shotguns to gigantic wooden spikes to flamethrowers to time bombs. They made the Mega Buster look absolutely useless in comparison, and gave the game a great deal of depth. You could battle in as many ways as you could come up with. Maybe you only wanted to use sword weapons. Maybe you’d rely mostly on using Navi chips, which summoned powerful allies to deal huge damage. Maybe you’d build a chip deck that took advantage of a special element. It was absolutely the most original MegaMan game made in years, despite the fact that there were a lot of recycled ideas from the MegaMan “continuity.”

Guitar Hero, on the other hand, was one of the PS2’s last breakout hits, and more than likely it’s best selling specialty controller game. The music genre was more or less just DDR in North America at that point, with very few music games escaping Japan, and even fewer that you’d actually hear about. But Guitar Hero was a game tailor-made for American gamers and music lovers. It took our most beloved instrument, turned it into a plastic toy, and made it so much more accessible than the real deal. The game featured 30 songs that ranged from legendary rockers to upstart Gen-Y groups, and then 17 more by bands that you’d never heard of. They were all covers, and 30 doesn’t really seem like a lot these days (the latest ones are pushing 100 on-disc tracks), but God damn the spirit of rock ‘n’ roll was alive here. You had songs by Queen, Boston, Judas Priest, Megadeth, Jimi Hendrix and the Ramones. It was challenging to learn too, but ultimately extremely satisfying to finally pull off incredible feats like a five-star performance on “Cowboys From Hell.” Guitar Hero was definitely a sleeper hit, as finding a copy of the game and guitar set within the first few months of the game’s release was like trying to find a Sasquatch; maybe you thought you saw one once, but really it was just a display box set there to fake you out.

Both games were exceptional, standout titles that represented their respective genres wonderfully. Battle Network gave people something truly entertaining to play on their GBAs besides the Mario Bros. pack-in that came with Super Mario Advance. Guitar Hero showed people that playing games for the fun of rocking out and getting high scores was just as (if not way more) fun as mindlessly running people over all day in GTA: Whatever City. And both games had their faults too. MMBN was a Japanese RPG, meaning that it would be chock full of tedious running around, and its plot was sufficiently goofy. Worming your way around the it-all-looks-the-same internet was annoying and most of the puzzles were either stupid or totally opaque. Guitar Hero couldn’t be played on a HDTV because it features no lag calibration, and even that tiny bit of lag can totally ruin the flow of a game built around the precision of the player’s input. Said input was a little unrefined too, with hammer-ons and pull-offs (HOPOs) being very difficult to execute reliably, and a rather lackluster multiplayer option. Also, Franz Ferdinand. Blech.

Capcom (who develop the MegaMan games, for those out of the loop) has a well known tradition of always making the second game in each series the absolute pinnacle. This was no different with MegaMan Battle Network 2. It was essentially the same game, but beefed up to be so much more awesome. New character customization options, nearly twice as many battle chips, a slightly less stupid plot, and even cooler boss enemies. Little did I know that Guitar Hero 2 would follow this exact same trend; bigger (and somehow even better) setlist, more unlockables, improved HOPOs, and a practice mode. Both games even got a multiplayer upgrade; GH2 now lets players play the entire song in face-off and includes a co-operative mode, while MMBN2 got a two-player net battle mode added onto the original’s somewhat pitiful trading-only multiplayer option. It should be known that the second installment in both series remains my favourite.

The third Battle Network game was equally as good as the second, much like in the original MegaMan series, but something was off. There were more chips and bosses and post-game content than ever, but the magic was starting to fade. It was starting to get the feeling of the same thing over and over again. It felt like Capcom was just going through the motions. And maybe there was even too much. The Navi customizer easily gave you the ability to tweak your playing style even more, but it also introduced a whole new set of baubles to roam around searching for. It even pushed the multiplayer envelope even farther by releasing two slightly different versions of the game, each with a few exclusive elements that made you get together with a friend to trade for.

Guitar Hero 3 upped the multiplayer ante too, but in a much more legitimate way, by including the option of online play. It was easily the best feature of the game, as the series had shifted developers, and its new handlers, Neversoft (the Tony Hawk’s Pro Skater guys) tried way too hard to take Guitar Hero and make it more extreme. They put in cutscenes and changed the HUD and spoiled the selection of unlockable tracks and gave Judy Nails a very unmistakable boob job. Also they cut Pandora, my favourite character. The main set list was still of a fairly solid selection, but the rest of the package was getting to be too much. The obnoxious and loud presentation wasn’t anywhere near as lovable as the notebook-and-doodles aesthetic of the previous entries in the series. Neversoft was taking Guitar Hero way too seriously, and while the core experience -playing great rock tunes with a plastic guitar- was as good as ever, it was starting to smell of the same been-there-done-that odor that had settled upon Battle Network 3. And it was way too hard, to boot. “Raining Blood” makes this game sooooo much less fun.

In both cases, where the fourth game in the series is concerned, the less said, the better. At this point in both series lifespans, the developers had openly admitted to wanting to milk their respective series for as much cash as they could while the games were at the peaks of their popularity. Battle Network 4 was a disaster. Not only was the main plot device a lame battle tournament, but you had to complete the asinine story three times to get everything. Each time you would play on the next difficulty, and unlock a new rank of chips and gear each time. It was awful, and I don’t believe I cared enough to make it through my second run, even though I’d stuck with both BN2 and 3 all the way to 100% completions. You don’t even get to see all the boss enemies until you’ve played through all three time. But that’s not so awful as it could be, because the bosses were starting to seem less like souped-up versions of classic MegaMan enemies, and more like big goofballs. The only nice thing I have to say is that at least here they gave the two versions very distinct differences, with a completely different set of bosses and transformations for MegaMan. It would have made playing both versions worthwhile if the game hadn’t been completely broken. And speaking of broken, I’m not even going to get into that whole Dark Chip mess.

Guitar Hero: World Tour was also a horrible abortion of a game, and hopefully remain the black sheep of the family forever. I dread the idea of a worse Guitar Hero game. Oh, no wait, that was Band Hero. But that’s not the point. World Tour was Neversoft’s attempt at competing with the stellar Rock Band. Adding vocals and drums wouldn’t have been so bad, but that was the point where the directors said that people weren’t crazy enough about Guitar Hero and figured they should branch out with the kinds of music they’d put in the game. What resulted was a overall tepid and unexciting set list that left me wishing I hadn’t wasted $60 bucks on it. Seriously, there are like six good songs in the game. And I know the selection was less than perfect in GH3, but cutting out the unlockable songs altogether? Criminals! Unlocking those tracks (as arbitrary a content block as it might have been) was always special, and that feeling was completely void in this game. The upside is that I kind of like the slider parts, as it makes sequences that I’m nowhere near good enough to play possible. And what’s the deal with making me play a whole set at a time? I never liked that part of Rock Band and I surely don’t like it here. I like to have the option, but I don’t want it forced on me.

Both Battle Network 5 and Guitar Hero 5 seemed to bring redemption to their respective franchises, at least that’s what all the pre-release media led us to believe. To say they restored their families’ good names would be a bit much, but they were certainly a step back in the right direction. Guitar Hero 5 accomplished this mainly by making a much better set list. Not only does it contain “Under Pressure” (goes up a whole letter grade for that alone), but it has two Tom Petty songs and Megadeth is back! Plus Rush! How could I be mad at a game that includes Rush? The ability to play with any combination of instruments is a monumental improvement too. The guy who gets stuck on drums is always disappointed, and eight times out of ten, people will choose not to play over having to sing, so allowing everyone to play guitar together makes the game so much more party-friendly. Speaking of which, there’s all those party modes in there too, but as someone who mostly plays solo, I really haven’t tried any of them, and I doubt they would enhance my multiplayer experience (I prefer to play co-op). And switching up the gameplay by using challenges to unlock extra content is nice, but it also kind of sucks for those of us that don’t own a drum kit and are exempt from certain challenges. It’s still saddled with some truly awful tunes (Coldplay again? Fuck guys, learn! Coldplay sucks!), and it doesn’t quite have that true Guitar Hero feel yet, but I’m much less ashamed to own this than World Tour.

Battle Network 5 on the other hand, changes things up by *SHOCK!* changing the gameplay itself. 80% of the game is still traditional Battle Network fare, alternating between running around as Lan and blasting viruses as MegaMan, but then there’s a new twist. Not only can MegaMan assume the style and powers of his ally NetNavis, but you can actually play as them in certain parts of the game! Also, there’s a cool new strategy-style game mode that shakes things up a bit. It’s a little jarring to have something so different in a game franchise that prides itself on being the same thing over and over again with minimal changes, but it’s actually a pretty sweet sub-game. It actually requires quite a bit of planning and strategy, and the later instances can get incredibly hard, though it never feels like an unfair fight. They also dropped the lame “play it three times!” schtick, which in itself is a major improvement. The overarching plot is actually kind of good too, even if it has the usual MegaMan stupidness and plot holes mixed in. The ally characters aren’t really the coolest ones they could have chosen, but it’s nice to see some fresh faces in Mega’s place. And this one takes the version split even farther, developing two parallel but very different stories.

Battle Network 6 scaled itself back down a bit in terms of ambition and diversity, but it was the closest the series has come to trumping BN2. The version split isn’t quite as huge as in the last two games, but each still contains a unique set of ally characters. And MegaMan’s transformation powers have been tweaked to be so much greater than ever, giving him his allies’ forms without time limits, a super-powerful standard Beast transformation, and nearly unstoppable Beast versions of each of the other forms. While BN6 drops the strategy sub-game, it allows you to play as the ally characters much more freely and all but removes the horrible, game-breaking Dark Chips. The story ends here, officially putting the series to bed, and I honestly was happy that it ended on such a good note. Had Battle Network 4 been the last one, it would have left a bad taste in my mouth that might have fouled my love for the older games in the series. But things got much better from there on in, and while 4 is best avoided and 5 is skippable, Battle Network 6 is definitely a chapter in the series that fans will enjoy. I know I was very pleased that I enjoyed the game to stick with it long enough to almost hit %100 completion again. I let a few of the higher-class chips go, but I essentially saw all that the game had to offer, and that’s way more than I got from 4 and 5.

Guitar Hero: Warriors of Rock is still about a month away from release, but eveyrthing that has been said about it to this point shows that Neversoft is finally going back to what made Guitar Hero so great in the first place. The track list is looking to be about 90% metal and rock ‘n’ roll, with the other 10% made up of punk and alternative music. This is great. They finally understand that we play Guitar Hero because we love guitar songs, not just to play popular music. Rush is basically the face band for the game, and if I was ecstatic that GH5 had one Rush song in it, imagine how I felt when Neversoft announced that the entire “2112” suite will be in Warriors of Rock. The fact that Dave Mustaine and Gene Simmons are both involved in the game also boosts its rock credibility quite a bit. Say what you want about how refined Rock Band is getting, but it most certainly lacks the star power that Guitar Hero boasts. I like that the “quest mode” is focused on completing challenges again, but I hope this time they level the playing field for the rest of us and allow all content to be unlocked by one person on guitar. I don’t want to be exempt from parts of my game because I don’t know three other people who play at Expert level. Still, it looks like it’s going to be a fantastic game, and I have a good feeling that it’s going to bring back that love I felt for the Guitar Hero franchise way back in GH2.

While the MegaMan Battle Network series is technically dead (the MegaMan Star Force games were flashy sequels masquerading as a new series), Guitar Hero lives on, but is going to be developed by a new team after Warriors of Rock, so who knows what’s in store for it. But if you look at the parallels between the two, we can see that the next Guitar Hero will parade around under a flimsy mask pretending it’s a new series, when it’s really just a sequel with fancier graphics and less interesting gameplay. After that it will spawn two sequels and then Activision will finally realize than nobody really cares about it anymore and then remake the first game with some extra content culled from the “new series” but nobody will care because they’re content to play GH2 and Warriors of Rock until the end of time. It’s a bold prediction, but look at the signs, man!

I like Ke$ha. Whatever.

NB: This article was originally withheld due to barrel-bottom quality. Read at your own risk.

I’m fairly sure that my first encounter with new pop sensation Ke$ha was in a mall store. Probably Garage or something. But anyway, it was a somewhat obscured listening to her first big single “TiK ToK.” I was at first mildly annoyed by the song, writing it off as yet another one-hit wonder with yet another lame song about clubbing. It left a bit of an imprint in my mind though, because I caught myself humming it one day completely randomly, despite the fact that I hadn’t even heard the entire song.

And then I stated hearing it all the time. On the radio. In the clubs. On the woman’s iPod. As a music snob, my first instinct upon hearing a new song by an artist I’m not familiar with is to listen carefully to the lyrics so as to assess their artistic merit and pass final judgement on that song on that single aspect. Noting that the lyrics to “TiK ToK” were basically garbage (a hypothesis confirmed when I looked them up online), I decided that I did not like the song. I like my fair share of crappy songs, but the lyrics in this one really turned me off.

The thing that bothered me even more than the questionable lyrics was the fact that Ke$ha’s gimmick was apparently to slur her lyrics as if singing drunk. Singing about alcohol or being a drunk is one thing, but singing as if you are drunk is another thing entirely. I was unhappy to learn that it was in fact a recurring device in her music when the second single, “Blah Blah Blah,” hit. I found this song even more offensive, and at this point Stephanie became annoyed at me constantly voicing my annoyance at Ke$ha, since she had taking a liking to the songs, the latter possibly even moreso than the former.

It was a phenomenon that I was hoping would simply go away, like every other slutty pop tart eventually has. I decided to just try to suffer through it as quietly as possible, for Steph’s sake, but then it went up to the next level. We ended up hanging out at our friend’s place one night, and for a reason that I could not fathom at the time, Ke$ha’s album, Animal, had somehow found its way onto his iPod, which happened to be providing the background music for the evening. I suppressed as many negative comments as I could (of course not all could be contained), and tried to listen to a handful of other songs from the album. I was hard though, because we were talking over it, and for some reason “Blah Blah Blah” kept playing. I theorize that Steph had a hand in it in an attempt to annoy the crap out of me in a place where she knew I would hold in most of my criticism (and I wouldn’t blame her at all, I’m really fucking annoying when it comes to complaining about music I don’t like).

Not long after that night, I looked up Ke$ha’s Wikipedia entry to shed some light on the subject. Know thy enemy and all. And that’s when all my hate processes came to halt. Well, not a complete stop. But after following up with the reference pages, I was shocked to learn that not only was she actually really smart, as opposed to an idiot blonde whore (listen to the lyrics. Who wouldn’t come to that conclusion?), but the lyrics aren’t serious and are in fact supposed to be somewhat satiric. This made my head spin. And then she lists Queen and Beck (both of whose music I deeply respect) as inspirations. I’d never been less sure of what to think.

The very next day I was playing pool with Edwin, and completely randomly he mentioned that he’d listened to the entirety of Animal and that aside from the two singles, he found it an incredibly appealing album. Now, Edwin’s tastes in music and my own almost constantly conflict, but he doesn’t immediately buy into everything the Top 40 tells him to like, so I’m inclined to at least listen to and make a fair assessment of his recommendations. He stated that the beats and techno sounds had really won him over, being heavily reminiscent of chiptunes. I’m a man who loves his chiptunes, so I guess it was on that note that I decided that I would have to give the album a listen and see what he was going on about.

God damn it, he was right. They were all right.

I don’t listen to much music which could be cast into the pop genre without argument. Basically there’s Freezepop and that’s about it. The Ouendan soundtracks too, but J-Pop is a different beast entirely. I will irregularly tune into a bit of synth- or techno-pop, but never does the genre make itself a recurring theme in my music library. And now Ke$ha has gone and turned everything upside-down. I listened to Animal, although it started as an experiment in hopes of separating the parts I wanted to hear from those I didn’t. Before the album had finished downloading, I was well into my hunt for a program to remove the vocal tracks from MP3s. I tried a plugin for WinAmp first, and I didn’t even turn it on right away because when I loaded “Your Love is My Drug” I was instantly smitten.

Maybe it was the bleep-bloopy sounds playing softly in the background, or maybe it’s just a good song. I even played the song again right away because I was a bit confused about what I had just heard. Yup. Edwin was definitely right. A few more tracks in, I had noted that most of them did have succulent 8-bit sounds going on all over the place, and if there’s any one surefire way to get me interested in your product, it’s to play the nostalgia card. The music had me drowning in aural goodness that sounded like it had been composed on a good old grey brick Game Boy. Of course, a fair amount of the instruments (synthed instruments, whatever) had been upscaled because nobody but nerds like me are going to listen to songs that could have been made entirely with the Game Boy’s sound chip. I was a little disheartened to learn that none of the programs I’d downloaded could isolate those sounds, but I found solace in the fact that I really liked most of the album anyway.

The first track, “Your Love is My Drug,” as mentioned before, caught me right away. It’s just so infectious! The little end note always makes me laugh too. “Kiss N Tell” has some more of that chiptune-esque goodness that I looked into the album for in the first place, but I quite enjoy the rest of the song too. The aforementioned 8-bit sounds here for some reason reminds me of the music in Yogi Bear for Game Boy. I don’t know why, as the music isn’t really that similar. “Stephen” I swear could be on a Katamari soundtrack if it was in Japanese. That’s all I can think about when I listen to (and invariably sing along with) the song, especially during the slow verse. And “Animal”, oh how I love it! How did a song so in line with my tastes end up here? I don’t know!

I’m somewhat less excited about the rest of the album, and “TiK ToK” still rubs me the wrong way, but I’m warming up to it through familiarity. Though that stupid power-loss effect on the “shut us down-ow-ow-owwwnnn” part that’s on every second club song these days annoys me to no end. I never liked it, and I never will. I still don’t care for “Blah Blah Blah” on the whole however. There are a lot of songs on the album that I like that have fairly dirty lyrics, but “Blah Blah Blah” takes it just a little too far out of my comfort zone. Show a little restraint, woman! I try to tell myself that it’s satirical, but it provides little comfort.

The best thing I can say about Animal is that it provides a commendable amount of diversity. No two songs sound the same, and I was blown away by that, having judged the book by its cover again and whatnot. While Ke$ha’s supposed “war on pretension” theme doesn’t really come across without a little outside knowledge, it does make for a good party album, and some sweet driving tunes too! Being a man whose tastes cater mostly to 70’s rock, it’s not really socially acceptable for me to be enjoying this album as much as I am (at least in music snob circles), but then that’s actually the entire point. In fact, that fact that I’m picking this album apart means I’m doing it wrong. I still wish she’d picked a better genre to get into (punk would have suited the theme perfectly), because I just know I just fell a few rungs in the eyes of metal-heads everywhere. I really hate that I’m leaving the metal-heads unimpressed.

But in the end I’m happy. I don’t really think that my musical tastes will change as a result of this radically different introduction into my music library (and my iPhone!), and I don’t think that I’m going to be any less snobby about music either. But I feel like I have grown a little bit inside, expanding my horizons just enough to let a little bit of new experience trickle in, but not so much as to really change anything. It’s also quite a relief to get a little bit of hate out of my system. I mean, that hate and cynicism mostly defines how I look at music, but liking things makes life a lot easier. Also it pisses off my girlfriend a lot less. Speaking of which, I’m going to get so I-told-you-so’d when she reads this. That or she’s going to beat me with a sack of doorknobs for being so Goddamn annoying in my hated for Ke$ha and then turning around and saying how great she is. I think I’m just gonna hide out somewhere for a few days maybe…

The 23 Days of Materialism 2009

Hey kiddies! Unless it’s the far future and you’re new readers, you probably read most of this on the blog during December. But now it’s in article form! And backwards. I really can’t be arsed to switch them all around.

If you don’t know the history of this project, for every day in December up until the 24th (it tragically petered out on the 23rd this year) I write about one thing I think people should buy. To convey the true spirit of Christmas. Which, of course, is spending all your money buying too much shit for people who probably already have too much stuff. If you want to make it more positive, think of these as gift ideas. Aaaanyway…

Day Twenty-three – Phantasy Star

Phantasy Star is yet another game I received as a birthday gift which I hadn’t started playing until I decided to include it in this feature. Only this time, it was a gift from my youngest brother, as for every birthday and Christmas, he sends me a (seemingly) random Virtual Console or WiiWare game.

I’ll admit that at the time, I wasn’t overly thrilled that I got Phantasy Star over say, Excitebike or Ninja Gaiden, but a free game is a free game. I also wasn’t too thrilled that when I started playing the game, I dicovered I needed to save after every encounter because it’s brutal.

Over time, though, I learned to go heal after every second fight, and eventually made a little headway into the game. Admittedly, I don’t think I’m very far yet, as I’ve only assembled most of my party (one of those characters being nearly useless in combat), and haven’t even seen one boss yet. I really did want to finish the game by now, but other things got in the way (New Super Mario Bros., and RE: The Darkside Chronicles being the main culprits).

Anyway, Phantasy Star is a fairly decent RPG, if a little tough. But most RPGs of that era are, so that’s a little moot. It’s a lot quicker than Final Fantasy though, which is very good. The downside being that every enemy makes a terribly annoying buzzing noise when they attack. It’s definitely a game best played with the sound off and a CD/iPod on.

The really cool part is that the dungeons are all 3D-esque, a little like Etrian Odyssey, only you have to supply your own graph paper if you want to make maps. And the map-making aspect is my favourite part of the game. It’s what I loved about Etrian Odyssey (when I’d mapped every floor, I felt I was done with the game, grinding and FOEs be damned), and it’s a little less convenient in Phantasy Star, but still really fun. Also it makes each and every one look exactly the same, which is why it’s absolutely essential to keep maps.

So yeah, chances are good that I’ll never finish it (I’ll likely be playing Silent Hill: Shattered Memories over and over until the end of time if it’s as good as Tomm says), but I do quite like Phantasy Star. Maybe I’ll try to get back into it though. I really do like the urgency that the 3D dungeons create, making drawing maps into an essential gameplay element. But that’s probably the only reason I’ll go back. The gameplay otherwise is pretty dated, and despite the space travel element, the story hasn’t really captured my interest. Not the worst way to spend your five bucks though.

Day Twenty-two – GameSpite Quarterly Vol. 3

Look what came in the mail yesterday! YAAAAAY!

A few of the articles are online over at you-should-know-where-by-now and more are dribbling onto the site day by day, but I’ll have burned through this baby by the end of the year. End of the week if I’m really good.

Though I take issue with the sweet extra-money-costing hardcover deluxe edition bearing the Dragon Warrior cover. Not that I dislike Dragon Warrior or anything, but I think Mario should have graced the cover of the premium edition. Oh well. This is well and truly the first time in my life that the saying “You can’t jusdge a book by its cover” has applied to me literally.

Day Twenty-one – A Boy and His Blob

It probably was about a month ago that A Boy and His Blob was released on Virtual Console. It struck me as odd, because I remember that game being pretty popular back in the day, but maybe I’m just crazy. Maybe it was just one Nintendo Power article that I read over and over.

Anyway, since I’ve always wanted to really play the game, I downloaded the game right away, and only then did it hit me that I actually had played it already. I think. My memory normally isn’t so sketchy when it comes to whether I’ve played a game or not, but I can’t for the life of me remember if I’d actually rented the game once or again, if the Nintendo Power artcile is messing with my mind.

In any case, it turns out that A Boy and His Blob is quite difficult. I don’t imagine that I would have had as much trouble with it is a child, but in an age where we’re accustomed to having in-game maps or some sort of navigational help, I just can’t manage without any kind of reference as to where I’m going and where I’ve been. Also I have no tolerance for the limited and sluggish movement of our heroes.

The point remains, however, that it is a really neat game wherein you feed a white blob jellybeans to make it transform into objects that will help you navigate the world. And it’s quite possibly the first of its kind. Tons of games gave you a large inventory of tools to solve the puzzles that the world presented, but I can’t think of even one other that gives all of it to you at the beginning of the game and leaves you on your own to figure out what it is you need to do and how to do it.

Very luckily for me, however, that someone out there was thinking of me, and decided to give the formula a bit of a tune-up.

I picked up the new Wii version of A Boy and His Blob back in October, a week or two after its release, and I’m so so so so happy that I did. The idea is the same, gameplay-wise, but changes a couple key elements that simultaneously make it more approachable and enjoyable.

The most obvious change is that the world is no longer one big map to explore, but rather segmented into many normal-sized levels. Also, lives are gone and now the boy just respawns nearby when he’s viciously murdered or you drop him into a bottomless pit.

Another change that’s a little detrimental to the formula is that to go with the bite-sized levels, you’re only given a certain number of jellybeans in each stage. This makes the challenges the game presents you with much easier to solve, as at any time, you only have so many options, and you can never run out of jellybeans, so you never have to worry that you don’t have the right transformation for the job. While this does make the game a little friendlier to those who aren’t hardcore explorers, it doesn’t mean that the challenge is gone. No, in fact I think I’ve spent far more lives in this game than even in New Super Mario Bros Wii, and in that game, there are usually other players who make it their life’s goal to see me die.

The new A Boy and His Blob is quite a pleasant game, actually. The challenge level is just right (though some of the bonus levels are downright evil), and the only real complaint I can lobby against it is that there aren’t really any puzzles that have multiple solutions. I would very much like to see a sequel where you have more options and can make your own way rather than follow the path the developers paved. And while the new one is head and shoulders above it’s ancient predecessor, the original A Boy and His Blob still has its charms (even though it lacks a “hug” button). It’s just too damn hard though! I do intend to finish it one day, but there will be legions of lives lost and game overs suffered before that ever happens.

Day Twenty – Matthew Good : Live at Massey Hall

If I have to explain this one, you haven’t been paying enough attention.

Matthew Good. Live. Nuff’ said.

Day Nineteen – Scott Pilgrim

The internet has been abuzz about Bryan Lee O’Malley’s Scott Pilgrim comics for years now, and I’ve kind of stayed outside the loop up until recently. See, I knew people loved them, but I didn’t know why (lack of research). But then I was reading about the upcoming movie adaptation and heard that there were all sorts of video game references. Guess which books I went out and bought as soon as I could?

Yeah, after I read a couple articles about the movie, I decided that it was definitely something I was, or at least should be, interested in. And because I’m impatient, I decided I needed to read the comics to get a really good feel for what I was getting into. It was a very good move on my part, because the internet is not wrong, Scott Pilgrim is awesome.

I only bought Scott Pilgrim 1 and 2 to start off with, and I read them both that day. It’s a perfect story for everyone, blending growing-up issues with romance and rock n roll and video games, and I was instantly hooked. Not hooked enough, mind you, to remember that I needed to buy the rest of them, but hooked enough that I’m making seeing the movie a very high priority.

I have been negligent in my duties of picking up and reading the remaining issues, but I am hoping to get at least one more for Christmas, and worst case scenario, I’ll just go out an buy them myself with the mall gift cards I’ll inevitably receive. Very much looking forward to how the story pans out, and all the gags and video game references that still await me. Huge mistake on my part for waiting so long to see what Scott Pilgrim was all about.

Day Eighteen – Resident Evil : The Darkside Chronicles

When Resident Evil: The Umbrella Chronicles was released near the beginning of the Wii’s lifespan, I picked it up with cautious optimism. Also I wanted something else to use my zapper on. It was so much more fun that I’d ever had with a rail shooter, and I’ll admit I was shocked. Turns out it was even super awesomer to play with someone else, and it even ended up being one of my girlfriend’s favourite games.

The only issue I had with it is that it was a re-telling of pre-RE4 games, but while it went through Resident Evil 0, Resident Evil, and Resident Evil 3 as well as a whole slew of new material, it never touched on my favourite game in the series, Resident Evil 2.

That’s where The Darkside Chronicles comes into play. When it was first announced, I only ever heard anything about RE2 being covered in it, so I was pretty ecstatic that the next shooter would be dedicated to my favourite classic RE game. And then as more news trickled out, nobody said anything else about RE2, but focused on the new announcement that Code: Veronica was now involved. I was a little sad that nobody was giving any attention to RE2, but whatever.

It all worked out alright though, because The Darkside Chronicles is even better than its predecessor! Mixing RE2, Code: Veronica and more new material. The new stuff shines a little light on Leon’s relation ship with Krauser (from RE4), and delves a little further into the effects of the Veronica virus. It’s a really good new story, very different from anything we’ve seen in Resident Evil up to this point.

The past games are represented pretty faithfully, too. The RE2 segments stick really close to the source material, outside of the fact that Leon and Claire are together the whole time. The fact that they made sure the licker flew by that first window in the police station is great, because for some reason that is the definitive moment of RE2 for me. I’ve never played through the entirety of Code: Veronica, but it seems fairly faithful to what I have seen of the game.

The most important thing to note about The Darkside Chronicles is that unlike its big brother, it’s more about the experience than the shooting. The camera moves around a lot more, as characters look around, and they seldomly stop for long to take out approaching enemies, opting instead to have someone shout “There’s no time!” or something of the like and press on, leaving more zombies alive than I’d usually like.

It’s still really fun though! If not for Super Mario Bros Wii and Silent Hill: Shattered Memories I would say that this was my most desired Wii game of 2009. Of course, I can’t rememeber what came out this year before October, so it’s kinda moot. Definitely recommended, and despite its relative brevity, I’ll be playing it for a long time to come.

Day Seventeen – Joe Satriani : Professor Satchafunkilus and the Musterion of Rock

So here’s another CD I’ve bought recently. It’s Joe Satriani, and that means that it’s gonna be harder to review than most albums because it’s (almost) entirely instrumental. That makes it hard because really, I’m no music scholar. I just know I love his stuff.

The strange part is that the sticker on the shrink wrap said that it included the new hit single “I Just Wanna Rock”, which is odd because I’ve never heard Joe played on any radio station ever, so how could he have a single? Then again, I only listen to local radio, so maybe there are (non-classical) stations out there who aren’t aftraid to play instrumental music.

Professor Satchafunkilus is a terrific album, containing the same kind of music you expect from Satch, music that rocks hard and really moves you. It’s deep without having to say a word, and I think that the poignancy of the music says a lot, because like I said before, I’ve never heard a completely instrumental piece on the radio in all my life, and the fact that there are still people out there who can express themselves without having to resort to lyrics is comforting in some way.

The big killer to this wholly positive post is that I still kinda prefer Super Colossal overall. On a track-by-track basis, “Asik Vaysel” and “Andalusia” blow my mind and I’d choose one them over any single song on Super Colossal, though. “Andalusia” in particular is amazing, starting with an arrangement I can only describe as “deserty” because it reminds me of the Gerudo Desert music from Ocarina of Time, and then blows up and rocks your face off. Easily my favourite track on the album.

It’s a great album though! Not enough people get the understated beauty of instrumental rock. They’re all worried about the stupid overused love song lyrics, and don’t think about the real soul of the song anymore. And with the current club music craze, true feeling in popular music is essentially nonexistent. Boo on that.

Hm. Guess I could write a full post about it. Who knew?

Day Sixteen – GameSpite Quarterly Vol. 2

Well you must have guessed that this one would be down the pipe somewhere, right? To be honest, I probably should have just put these two together in the same day, because there isn’t nearly as much to say for Quarterly 2 without repeating most of what I said for Q1.

Anyway, the theme of this second book is the greatest games of all time. That is to say, Parish asked everyone on Talking Time and these are the 48 games that got the most votes (40 if you cheaped out and bought the paperback). Of course, all the articles are available directly on GameSpite.net, but there’s something heartwarming about having a tangible version of something so wonderful.

Most of the games featured in this one will shock no-one, as the lion’s share are all quite high-profile titles. There are a few that surprised me, like Dragon Quarter and Civilization, and the order is sometimes a little unexpected, but the real attention grabber is that Final Fantasy VII is nowhere to be seen. And that’s a good thing. That means that the part of the internet I live in has taste. Yay!

Like Q1, this is a wonderful read, and I couldn’t recommend it more (you should definitely buy a copy to support the site and writers! don’t just read it online!). The problem is that it makes me want to play all the games within! I bought Dragon Quarter and Final Fantasy XII based on the articles contained in this book despite the fact that I most definitely do not have the time to play through two of the most time-consuming RPGs on the PS2. Yeah.

Day Fifteen – Garry’s Mod

Along with Zombie Shooter, Edwin had sent me Half-Life 2 and Garry’s Mod for my birthday earlier this year. Being the awful friend I am, I had barely thoughed either of them until just recently. Thank God I finally cracked open Garry’s Mod though, as it is so much fun. Did I use enough italics there to sell my excitement?

It’s one of those things that in retrospect, I had heard of but never realized just what it was. Garry’s Mod, or GMod, as I will herein refer to it, is some sort of modification of Valve’s Source engine, and is mostly just a big toybox. You’re given all the assets of either Half-Life 2 or whatever Source engine game you have installed to to screw around with, and create whatever your little heart desires.

There are tons and tons of options in this game, and I’ve just barely scraped the surface of what I can do with it. That’s probably mostly because I’ve just been creating ragdolls and attaching bunches of balloons to them to make them float up into the sky (note the balloon fetishism above). Other than that, I haven’t done much more than spawning legions of zombies and watching them tear through a bunch of civilians an Alyxes.

Really, the best thing about GMod isn’t that it’s a ton of fun, but rather that you can do almost anything you can dream of with it. Obviously the more complicated your plans are, the more you’ll have to figure out to actually make it work (I’m still working on building the basic crate/sawblade car from the tutorial), but the payoff is totally worth it. Seeing the towering monument of randomly welded-on crap that I made once was oddly satisfying. Far more than it should have been, actually. Attaching a baby to a pole with an elastic and slingshotting it back and forth? That definitely shouldn’t have been as entertaining as it was.

Obviously, I give GMod the big two thumbs up of approval. It’s absolutely worth every penny Valve is charging for it. Not that I was the one paid for it or anything. But you get what I mean. I think tonight I’ll make a pen for my zombie slaughter, so they can’t come after me once they’ve murdered all everyone else. Or maybe I’ll try to build a little shack! Who knows…

Day Fourteen – The Office season 5

So here’s some Office things. Um. I don’t know. I don’t feel like writing today. Getting tired of this stupid blog thing. Blah.

Anyway, The Office. It’s a TV show, and season 5 is the most recently released on DVD. We watch it pretty religiously. As soon as the DVDs come out, anyway. Far too busy to bother trying to remember when it’s on and if it’s a new episode or not. Whatever. We usually have a set done within the week we start watching.

It’s a really great show. Quite funny, but also a little uncomfortable at times. The main character, Steve Carrell’s character, is so oblivious and naive and at times incredibly racist (by accident). It’s almost painful to watch him make an ass out of himself sometimes, but still hilarious. The rest of the characters are pretty great too. I noted that this season that Pam was by far the most prominent secondary character, which is good because she’s sassy and likable and Jim’s schtick is getting old. Definitely need more Andy/Dwight craziness though.

All in all, though my apathy here might imply otherwise, I’m just not in the mood for writing. Season 5 of The Office has quite possibly been the best yet (I really loved the Michael Scott Paper Company episodes), and I can’t wait for 6. Yeah, I could try to watch it on TV, but bleh. Too much effort. I’ll just buy the DVD.

Day Thirteen – Rock Band Queen DLC

It’s been nearly two years since Rock Band was first released, and every week since then, Harminix has added new songs onto the various console shops to play in the game. For a long time, I would eagerly bounce out of bed every Tuesday morning, eager to see if they’d added anythign I would like to play, and for the most part, the early stuff was really good. Lately they’ve been branching out a little more, even adding country into the mix, and it’s not very oftne that I check the music store these days.

Only in early September, there was a humongous announcement that there would finally be a Queen track pack released for the game. Queen being my favourite band ever, I was giddy. I had two wait nearly two months until it hit, but damn was I pumped.

Then it came and I’ve literally played Rock Band three times since I downloaded it. All three to play said Queen tracks, but still. To be completely honest, I think I’ve finally lost my lust for pretend guitaring. I mean, yeah, I still really enjoy playing the games, but they’re very low on my to-do list. Below reading, if you can believe that.

Anyway, the Queen track pack is pretty awesome. It’s got ten tracks in all, and they’re obviously all the band’s biggest hits. “I Want it All” and “Crazy Little Thing Called Love” are pretty fun to play, but “One Vision” sits high at the top of my list. We’ve already played the Hell out of “Killer Queen” and “Under Pressure” in Guitar Hero, but they’re still great to come back to. A couple songs, “Another One Bites the Dust” in particular, are retarded easy to play on the guitar side of things, but at the very least, the solos are always fun and challenging. Maybe you didn’t notice, but it’s definitely more of a pack for those vocalists out there, because hey, Freddie Mercury.

The only qualms I have is that “Tie Your Mother Down” makes my hand hurt, and where the fuck is “Bohemian Rhapsody”? Seriously. Unless Harmonix is holding it back for Rock Band 3, it’s a pretty heavy omission. But hey, it’s still Queen in Rock Band, which is suuuuper awesome no matter which way you slice it.

Day Twelve – GameSpite Quarterly Vol. 1

This whole feature is really focusing quite a bit on video games, isn’t it? I guess I should have used the same media type schedule that I did last year to mix things up a little better. Oh well, live and learn, I guess. So let’s talk about a book today! It’s a book about video games, but whatever. Deal with it.

Gamespite Volume 1 is the first direct-to-print venture by the writers at GameSpite.net, quite possibly the only wesite I talk about with other people. I’ve been reading the site for years now, and obviously I jumped when Parish said he was contracting his writers to make an actual book (that isn’t just a collection of already-posted content, which I also bought), and hopped on that badwagon as soon as I could.

It helped that the first issue was dedicated to Game Boy, which was my object of affection for many, many years. Me and my many Game Boys have been through everything together, and I will always cherish my big grey brick, as well as it’s few cousins that still remain in my posession. It was a sad day for me, the day that the Game Boy brand died and was replaced with the soulless, mass-market appeal DS brand, but that’s the way she goes. DS and I still have a long way to before we forge a bond similar to what I had with Game Boy, but it’ll never be the same. You never forget your first love.

But anyway! The book! It’s not really a book per se, even thoguh it looks like a book, and feels like a book, and tastes like a book. It does not, however, read like a book. That is because, despite its hardcover appearance, Gamespite Quarterly is essentially a magazine. It is filled with little articles, rather than a single long story. Though to be fair, there is a little segue between each section of the book that details the life and times of Game Boy, so there is kind of an overarching plot. But that’s besides the point!

The book is mainly filled with articles about Game Boy’s best games. You know, the obvious ones like Tetris and Link’s Awakening and Donkey Kong ’94. There’s also a few articles about competing hadheld devices, and even a few that have nothing to do with Game Boy at all. It’s a rather large book, being that it’s a magazine with zero advertisements. Also, it’s awesome. The writers at GameSpite are incredibly talented; the best ill make you want to go out and play a game having barely said anything about the game at all. I think they’ve influenced my on writing a bit, and I kind of dream of eventually writing a piece for a future issue, but as it stands I don’t think I’ve got what it takes quite yet.

The best part, though, is that Parish always includes a teaser image at the end of each issue, hinting at the theme for the next, and I find the suspense very entertaining in and of itself. It’s a tiny thing, but yeah. Awesome book. Go get a copy and support the site.

Day Eleven – Dead Space : Extraction

When Stephanie and I play video games together, there’s usually three categories what we’re playing falls under: Mario games, Rock Band (occasionally Guitar Hero), and Wii rail shooters. The first two are pretty obvious, but I was quite shocked at how quickly she took to Resident Evil: The Umbrella Chronicles. I wasn’t one to complain about my girlfriend liking games, so I took it and ran with it, buying House of the Dead: Overkill and more recently, Dead Space: Extraction.

House of the Dead was fun, and really over-the-top, but wasn’t something that really stuck with us. Dead Space, on the other hand, was soooooo cool. It’s a little strange that in two player mode, both players are technically the same person, but lack of a P2 character is a trifle.

I’ve never played the original Dead Space (I bought it recently, but haven’t had a chance to play it yet), but I was very intrigued by the idea of “strategic dismemberment.” It was a real system shock, trying to get used to the fact that I wanted to shoot my enemies in the limbs and not the head. The drawback here though, is that there are only about five enemy types, so there isn’t really much strategy involved after level three or so. You’ve seen all there is to see, and all you’ve gotta do is focus on choppin’ those limbs off.

But! The game is still a ton of fun, especially in two player mode. The competition isn’t too fierce, but in every game we play together, I usually get hit once or twice a session for taking all the items because she hadn’t noticed them or was too slow. Blasting the crap out of monsters as a team is great though, and since it’s a horror-themed game, I really enjoy how every time an enemy pops out she screams and jumps while I proceed to explode its legs.

As much as I enjoy the game though, no one thing stands out for me as something I really love about it. Which is sad, because it’s hard to write a piece according to new games journalism standards without a feature to focus on. I guess maybe the unlockables are really great? Each level gives you a rank in stars, and when you get enough stars, your guy levels up. As far as I can tell, it’s only extra life, but still neat. Weapons have upgrades hidden throughout the game as well, but I never noticed any difference after picking them up…

oh! Wait, it doesn’t warrant a whole review, but the unlockable comics are really cool. All the panels are narrated, and they shead a lot of light on the backstory of the game, which in itself is a prequel, so… Goin’ really far back then. And yeah. Those are the things I like about Dead Space: Extraction. It’s not as perfect as the Resident Evil rail shooters on the Wii, but it’s still a good time.

Day Ten – Pontypool

Today’s entry continues down the zombie path. Well, sort of. We recently rented this movie called Pontypool, whose trailer had been advertised in theaters, but never actually made its way there. I was quite disappointed because I really wanted to see it. But it did eventually show up at the local Blockbuster, and I pounced!

Pontypool is not your everyday horror movie. The film centers around two main characters, and they are in the same room for a good 80% of the movie’s length. This makes most of the action take place over the radio, and it’s great.

The most prominent thing about Pontypool is that it plays up the suspense by never showing you exactly what’s going on. Up until about three quarters of the way through, I was on the edge of my seat wondering what was going to happen next, and what the Hell was going on. This is the first movie I’ve seen in a long time that has wrangled 100% of my attention and held onto it until the very end.

The only thing that I didn’t like is the last leg of the movie, wherein a new character was introduced and started explaining it all. It was just conjecture, but since it all sort of worked out, it was dumb because the scariest things are the things you can’t understand. Also the explaination was kinda stupid and nonsensical, but at the very least it was original. I would have preferred it if there had been about half the exposition, if it was absolutely necessary. It’s like how Silent Hill is such a wonderfully frightening series because you’re never told exactly what is going on.

While I was a bit disappointed with the ending, I still think Pontypool is a fantastic movie, and I fully intend to add it to my DVD collection after Christmas, unless by some miracle it appears under my Christmas Tree. I also hope to read the novel, in hopes that like most, it is superior to the film version.

Day Nine – Zombie Shooter

Waaaaay way back in September, Edwin sent me a few games over Steam for my birthday (what a swell chap!), and one of those games was called Zombie Shooter.

This game is exactly what it sounds like. You’re a little woman (or man) in an isometric world, and you run around blasting the shit out of hordes and hordes of zombies. And when I say hordes of zombies, I mean hordes. The fist thing you’ll notice about Zombie Shooter is that there are boat loads of zombies. I think it goes so far as to have around 100 zombies on the screen at a time, though I wouldn’t be surprised if the number was actually double or more. I never stopped to count them.

The second thing you will notice is that the bloody remains of your slain foes stays there. No matter how long you wait, no matter how many more corpses you explode, the mess will stay until you leave the level. Click on the screencap below for a bigger sample of the carnage left behind after a wave of undead have met their end.

The gameplay here is really simple, and I think that the reason I enjoyed it so much (besides the zombie motif, obviously) is because it reminds me of a game I only had the shareware version of way back in the day: Cyberdogs. I played that demo over and over and over, and all I ever wanted was the full version. Basically the game was about running through simple little levels, killing everything that moved, and collecting money to upgrade your character between levels. Yes, this formula is used for many other games on the market, but Cyberdogs was my first. I’ve downloaded it many times, but since it’s a DOS game and I’m far too lazy to install and figure out how to use DOSbox, it’ll never happen. Zombie Shooter fills that void though, and it’s even a little more refined. Also better graphics. But no multiplayer, which is boo.

Zombie Shooter is really fun though! And for the low, low price of $4.99, worth every penny! I’m even considering buying the sequel, which apparently has a lot more content and is only $10. They really need to add some multiplayer support if there ends up being a third though. That would make it really awesome. Also less (or at least less obvious) grammatical errors. I have complete this entry.

Day Eight – G.I. Joe : The Rise of Cobra

To continue my train of thought from yesterday, let’s chat about the recently-released live action G.I. Joe movie for a while!

I may have mentioned it briefly on the blog when it was new in theaters, but I was incredibly surprised at how G.I. Joe: The Rise of Cobra turned out. From the day I saw the first screencaps up until the day I went to see it, I was completely convinced that it would be an awful bludgeoning of a beloved childhood franchise. Surprise! It wasn’t!

I think the most poignant thing I can say about the movie is that it was undeniably better than 1986’s G.I. Joe The Movie, which was not bad overall, but has the most ridiculous story and plot twists ever. Not to say that The Rise of Cobra‘s plot is airtight or anything, but it beats the Hell out of taking over the world by turning everyone into mutants with funky alien spores.

The Rise of Cobra is not a groundbreaking film. It’s just another effects-bloated summer blockbuster. But it is really fun! And better than Transformers! You know the scene in the trailer when Duke and Ripcord are running down the street and dodging missiles in those super suit things? I thought that looked really stupid in the trailer, but the entire scene is actually really enjoyable.

Where the movie really shines though, is in the final battle scene, which I like to describe as “Star Wars under the sea”. It’s got a huge ship battle outside the base, a shocking relationship revelation, and a fight to the death between two ninja masters. How does that not resemble the makings of a great Star Wars film? Or a great film otherwise?

Yes, truly the only real downside to The Rise of Cobra is Channing Tatums’s stale acting. Hopefully the next movie mimics the progression of the cartoon and kind of gives Duke the backseat in favour of Flint. I mean, there are a lot of other things you could gripe about, but it’s a shallow Hollywood blockbuster. So just sit back and watch the fun action scenes.

Oh, also, it doesn’t have Shipwreck. Boo-urns. But that’s what sequels are for.

Day Seven – G.I. Joe : A Real American Hero

I never had too much opportunity to watch the G.I. Joe cartoon when I was young. I just never knew when it was on. Maybe we didn’t have the right channel. I’m not sure why. I know my brother once got a VHS with a single episode on it packed in with an action figure or something, and we watched that tape until it died. I loved G.I. Joe, not quite as much as my brother did, but I did have a ton of those little guys.

Of course, when television-producing comapnies learned that they could make bucketloads of money by showing their shows on DVDs, G.I. Joe, as the theme song goes, was there. The issue being that they were charging $100 (give or take) for half-season sets. So I skipped on those, despite that it was something that I was itching badly to have.

Finally though, Hasbro (or Shout Factory or whoever made the decision) has wisened up and re-released the show on new half-season sets that only run $25, which is not only acceptable, but awesome! Awesome because as it turns out, G.I. Joe is just as great as I had always imagined it was!

I’ve burned through the first half of season one at this point, and I’m truly loving it. A little miffed that Shipwreck isn’t the main character in every episode, but that’s really asking too much. Um, also the theme song is fantastic, if a little cheesy. Sticks in my head for days at a time.

The only thing that I’v found is that I liked the big, long 5-part miniseries episodes a lot longer than the singles. Maybe it’s because they allowed slightly more complicated stories, or more characters. Maybe it’s because they’re very video-gamey in the “collect X number of superweapon parts before the enemy” plots. I don’t know, but they were somehow noticably more satifying.

But seriously guys! The animation quality is really good for an 80’s kiddie cartoon, and it doesn’t rely on pop-culture to sell itself, so it hasn’t gotten all stale and crusty like the original Ninja Turtles cartoon. The voice acting isn’t always totally convincing, mostly in Duke’s case, but like any failings you might find with the series, Shipwreck alone makes up for it.

Case in point: Shipwreck is awesome. Especially when working with Snake Eyes. And I guess it’s pretty entertaining whenever Alpine and Bazooka get paired up too.

Day Six – Matthew Good : Vancouver

Did I mention Hospital Music last year? Because it was far and away the greatest album Matthew Good has ever ever released. It was so deep and full of love and emotion and it was completely eccentric and I loved every second of it. Even “Girl Wedged Under the Front of a Firebird” which was not so much a song, but the looped ramblings of a homeless man. Anyway!

Vancouver, sadly, cannot compete with the prior album’s brilliance. When judged by its own merits, however, it is truly fascinating. It’s like how Chase This Light was to Futures for Jimmy Eat World, if you need a comparison. Or anything Led Zeppelin releaed after IV.

Matthew Good, as you may have heard, is a very politically aware person. Which makes it easy to understand why he might write a concept album about his hometown of Vancouver. The songs reflect many social issues surrounding the city. Pretty much none of this comes through to me. I’ll admit, I live a life of luxurious bliss and tend to block out a lot of the unpleasant stuff that this album was made to make me more aware of.

While it hasn’t made me decide to go out and try to change the world for the better, I very much do respect the man for caring so much and writing about something that matters so strongly to him. This makes sense. Unlike deciding that from now on all your songs will be about Bush, which is just lame (ahem).

So yeah. The music is pretty sweet too. It’s exactly what you’d expect from Matthew Good: an album full of deep and wildly varied music. It’s all completely original sounding, but it sounds exactly like Mathew Good. After listening to his work for a while, you get to understand that he will try many different things, but in the end, it’s all immediately recognizable. His faster songs are catchy without being too sweet, and his slow songs will chill you right down to the bone.

I don’t know if I’ve said anything that would be at all useful to anyone trying to decide whether or not to buy the album, but just know that the bottom line is if you like Matthew Good, you’ll be in heaven. The man is a genius, and let’s all buy his music.

Day Five – New Super Mario Bros. Wii

So this one was inevitable, right? I mean, it’s Mario. On a console. In a side-scroller. Moving in two dimensions. Awesome

Um, anyway. New Super Mario Bros Wii is quite likely the most fun I’ve had in ever. See, Mario games are great and all, and this one is no exception, but one player really doesn’t even register once you’ve experienced the utter chaos of multiplayer Mario.

I’ve nearly finished the game 100% (SPOILER! I still have a few levels in the secret world to go), and while I did a little adventuring on my own, I had my girlfriend in tow playing as Luigi. It is a fucking riot. You cannot play Mario well with more than one person, but it is so so so so so much fun. You’ll be murdering each other left and right, stealing power-up and lives, and causing a huge headache for anyone who wants to play legitimately. We never got a third party in, but playing two players was pandemonium enough.

In this game, when you hit a power-up block, the game gives items according to how many players there are, so everyone has a chance to be more than regular-sized. Time after time, one of us would jump on top of a power-up block just as the other hit it from below, snagging both items in the process. There were even more instances of one player trying to make a jump, but then the other comes out of nowhere, and the first player hits them from below and is sent careening into a pit. But what’s worst is when somebody picks you up, and throws you into a bottomless hole. Or a goomba. Or lava. Or a giant studded death dong. It sounds more frustrating than anything, but everytime we played, I would end up with a hoarse throat from laughing so much.

The game itself is fantastic too. The propeller hat and penguin suit are great power-ups that offer plenty of versatility without breaking the game (see: cape). The levels are fairly long, and nearly every single one has some sort of gimmick. One might be a gauntlet of gigantic gears, or a boat that stops moving if too many bodies are on it, or physics-breaking free-floating water orbs. It’s vastly superior in every way to the DS New Super Mario Bros, and I thought that was pretty spiffy when it came out. Plus Koopa Kids apparently. I don’t know what the deal is with them, but they’re fan favourites I guess. Don’t see the appeal myself. The final boss is awesome in every way though, and nearly impossible to beat on multiplayer.

So, um, yeah. Game of the Year. It’s a totally sweet ride to play alone, but you should most definitely try to get at least one other person in there at all times. I’m willing to declare that it may even be too much fun.

Day Four – Pokémon Rumble (demo)

If there’s any one thing that Nintendo’s WiiWare service is sorely lacking, it’s that it doesn’t provide game demos for people who’d like to try before they buy. People have been complaining about that since Virtual Console, nd yet for some reason, only now has Nintendo begun to remerdy the situation. And even now, they’re only offering demos for a select handful of WiiWare titles. Even worse, they’re only going to be up there for a limited time.

On the upside, what they did put demos for is mostly great, and will likely spur some actual sales. The five demos are offer are for NyxQuest, World of Goo, Pokémon Rumble, FF Crystal Chronicles: My Life as a Darklord, and Bit.Trip Beat. I downloaded the first three (having already owned Darklord and no interest in Bit.Trip Beat), and two were definite winners.

NyxQuest seems like it has potential hidden in the latter parts of the game, but what’s in the demo is far too basic and slow for me to care about. World of Goo is really really cool, and seems like a pretty solid game, but it doesn’t seem like a $15 investment to me. If it were $10, I would own it.

Pokémon Rumble, on the other hand, I have frothing demand for. It’s a really simple 3D brawler, but for some reason, it makes my soul yearn for more. Probably because of the collection aspect.

The game is about toy Pokémon who battle each other in hopes of becoming the top Pokémon in the battle royale. But of course, it’s not just as easy as hopping in and beating the shit out of everyone else. The game starts you with only a pitifully weak Rattata, who stands no chance in teh Battle Royale (and in fact, only gets in because somebody didn’t close the door all the way).

From there, it’s a matter of wandering through a few levels and slaughtering millions of other Pokémon in an effort to recruit stronger monsters into your team. You can only play as one Pokémon at a time, but you have a huge roster (unlimited maybe? I haven’t hit a cap) from which you can swap out monsters whenever you like.

Each pocket monster has at least most of their personal attack repertoire, but can only know two attacks at a time. When recruited, they’ll have one set as a default, and then any additonal skills much be bought from a move roulette. And as you may have guessed, I used the word “roulette” because additonal moves are handed out at random. It’s a bit inconvenient, to tell the truth. Also a bit strange is that your toy Pokémon never level up or evolve. So if you want to buff up a certain monster, you’ll have to grind its level until you find one that meets your needs. Which is a little lame, but I’ll let it slide. This time.

I haven’t played the Battle Royale yet because the demo cuts out just before you’re allowed in, but playing levels is pretty repetitive, and really only enjoyable after about three levels because of the OCD of finding and collecting stronger monsters. Also because massacring hordes of Pokémon is unnervingly satisfying. I’m definitely getting the full version, but not soon because I’m trying to hint to my brother that i want him to gift it to me for Christmas. So until then, I’m stuck playing the demo over and over. Fortunately it’s fun!

Day Three – Paramore : Brand New Eyes

I know it’s not cool if you’re not a fourteen-year-old girl, but I like Paramore. Particularly their newest CD, Brand New Eyes. It’s really quite good! Don’t let “That’s What You Get” sour you on the idea of the band, because they’re really quite capable of much higher quality music. And this album would be the conclusive evidence to back up that claim.

Now, I liked Riot!. It isn’t the deepest album in my collection, but it’s a fun disc, and has a few stand-out tracks. Their first album, All We Know is Falling is worlds different, sounding very much like a first album from an alt-rock band, not relying on poppy hooks and saccharine lyrics to lure in the mindless radio drones. I was very worried, in fact, that since Paramore had gained a considerable amount of popularity after Riot! that Brand New Eyes would just be more of the same. My fears were completely unfounded, however, as the new album is much closer in spirit to their first.

This is awesome for many reasons. The one I like the most is because it shows that Paramore is not just another sellout fad that ends up playing the same music over and over because that’s what the radio stations want. Riot!, as far as I can tell, was a bit of a compromise. It seems like the album they made to get their name out there. And now, Brand New Eyesgoes back to their grittier, alternative sound, which makes music snobs like me very happy.

The lyrics on display are far more poetic, offering far more imagery and metaphor as opposed to most of the songs on Riot!, which are comparatively shallow and aren’t too far off from your dime-a-dozen “I wasn’t popular in high school so I’m going to write a million songs about it” band. They aren’t Matthew Good deep, but the writers evidently have a penchant for the craft and their ability is clearly maturing. The accompanying music doesn’t slouch either, and can easily be described as everywhere from energetic to experimental to haunting. Each track is undeniably individual, and most provide a wonderful range of riffs and melodies.

I bought this one for the woman because I was unsure of how it would turn out, but now that I know I can trust Paramore not be be a big pile of sellout, I’m most definitely going to be getting their next disc on day one.

Day Two – Turtles in Time : Re-Shelled

Ha ha! I told you we weren’t done with those Ninja Turtles yet! But we will be after this post, so just sit tight, okay?

Turtles in Time was a HUGE game. Not necessarily in scope, but in the fact that at the time, it was the number one most sought-out SNES brawler out there. Actually, that’s probably still the case. All the guys I worked with at Toys R Us who regularly play video games were pretty into this one, so I can only assume the rest of the world agrees. Take into account though, that the arcade version, while prettier, was not quite as well loved. It was shorter, had fewer bosses, and would eat up your small stack of quarters fairly quickly.

You can imagine how I was both excited and let down when I learned that there was a remake of the game to be released on Xbox Live Arcade, then.

The bad news is that it’s a port of the arcade version, which is balls, but it’s not a deal breaker. The music also suffers, like all the ports of TMNT arcade games, because the rights to that music appears to have vanished into the ether. So we get some bland upbeat poppy business. Oh well.

The good news is that the game is otherwise the same! Or better! The biggest (and only, as far as I can tell) gameplay change is that you can now attack in eight directions, rather than just left and right, making defending yourself a bit easier. Otherwise, it’s the same old “walk to the right and beat the shit out of everyhitng that moves” formula that made the original such a winner. Or was it the fact that it was Ninja Turtles? There are a huge number of games that are exactly the same but with different graphics that aren’t anywhere near as appealing, so it’s probably the license that sells it.

The graphics have also obviously been redone, and the Turtles’ voices have been updated to be the same as those from the 2000’s TV series. Which is good. One of the most important lessons I’ve learned in the last few years is that people don’t love the surfer-talking TMNT nearly as much as they did 20 years ago. The graphics are really nice too, being almost perfectly true to the original spite-based game, but splashed up in fany-pants 3D. It’s every bit as colourful as the original, and all the personality stays intact as well.

Of course, what would all this mean if the game wasn’t fun? It is, but you didn’t need me to tell you that. You’ve played Turtles in Time. Everyone has. So grab a couple friends and a Microsoft points card, and go out and kick some shell already!

Day One – Teenage Mutant Ninja Turtles Smash-Up

I can hear everyone groaning already. Yeah, more Ninja Turtles, but deal with it, okay? (This isn’t the last time you’ll see them!) You may have heard of this one, as there was actually quite a bit of hype leading up to it. Which is both comforting and strange at the same time. Comforting, because it means at best, there are a few people out there besides me that still love the Turtles. Strange, because it’s a Ubisoft game, and as we well know, most of those are garbage.

But alas! Impressions were good going in, which helped the cause greatly, and also apprently most of the team that worked on Super Smash Brothers Brawl were behind this game, giving it a pretty stellar leg up. I think that without that team’s experience, Smash-Up might have suffered a much more disappointing fate, but that is not the case.

The most important thing I can say about Smash-Up is that like its older cousin, it is incredibly fun. As a party game, mind you. Single player is a bit light, and there isn’t anywhere near as much variety as in Brawl to keep a single person occupied for too long, but it serves well enough. Playing with others is a blast and a half though. The controls are fairly similar to Smash Bros, so vets of that game can get into the TMNT groove quickly, and that also means they’re simple enough for a novice to jump in and be able to hold their own.

Now the downside here is that immediately after release, a lot of fans were pissed. The character roster is minimalistic, and annoyingly padded with Ubisoft’s Rabbid characters (whose appeal had worn off after the second Rayman Raving Rabbids game), featuring only 13 TMNT characters and 3 Rabbid varieties. It’s not something that breaks the game, but Ubisoft made some promises about a more robust roster, and declined saying anything of the sort as soon as the game found its way to store shelves. I myself don’t particularly mind, as the only people I care to play as are Raphael and Shredder anyway. The stage selection is a bit short too, with only 14 arenas. All but one have at least one gimmick, and some take place over multiple screens. This I’m a little more uneasy about, because none of them click with me, and I really love having a huge stage variety. I know it’s really snobby of me, but even Brawl‘s massive selection of stages barely slakes my thirst for an endless variety of battlegrounds. Stage creator equals win, though. Sadly, Smash-Up offers no such feature.

You’ll notice that I’ve spent almost all my time here comparing Smash-Up to Brawl, and honestly, if you played both games for yourself, you’d have a hard time not doing the same. They are extremely similar in many, many ways. In fact, I’d go so far as to say that Smash-Up is a slightly beefed-up reskinning of the first Smash Brothers. It’s lower on content than people expect these days, and it works ever-so-slightly differently, but really, both games are tons of fun to play with others. They’re also alike in that playing online sucks nuts. Local multiplayer is really the only way to go here. You’ve gotta have the other person/people in the room right there with you or it’s just not the same.

We all live downtown

So a while ago I discovered that somebody ripped the entire soundtrack from Super Smash Bros Brawl, made it all into MP3s and put it in a torrent. I can only assume this happened ages ago, but HOT DAMN I am excited. Whatever noble soul is behind this triumph of goodwill is my new hero. I seriously looooove the Brawl soundtrack. I wish Nintendo would release a 20-disc compilation of it. I love having physical copies of things. And we’ll talk even more about that later into the month. But I do have some other music to get all smooshy over tonight though! Avast!