A short review of the Mega Man X series

Capcom recently revealed that they’re working on Mega Man 11, which is due out late next year. I have a lot of different opinions about that game, but that actually wasn’t the thing that I was most excited about. Capcom is also finally going to be bringing the two Mega Man Anniversary Collections to Switch, as well as every Mega Man X series game. That’s nineteen Mega Man games on Switch next year. I’m going to be so happy.

All that said, I think what pleases me most is that I’ll be able to get all of the X games together in one spot. Oh sure, I have the X collection on GameCube, but a) that’s not portable and b) it’s missing X7 and X8. Probably something about bad porting quality too? I don’t know. The point is, today I want to talk exclusively about the Mega Man X series and what makes each game special.

Before I start, I’d also like to point out that I haven’t played most of these games in a decade or more, so I’m coasting on memories here. Some facts may be mixed up or flat-out wrong. Enjoy!

Continue reading A short review of the Mega Man X series

Again with the Xenoblades

Many, many years ago, there was a little-know game released on the Wii. That game was called Xenoblade. It released in both Japan and Europe to little fanfare, but really got noticed because Nintendo of America decided to pass on it until years later they finally caved to the pressure of a bunch of nerds on the internet and the slightly-renamed Xenoblade Chronicles became a pretty solid hit in North America. Personally, I loved the game. Maybe not one of my all-time favourites, but I liked it enough to buy the New 3DS port that came out a few years after.

Then in 2015, Xenoblade Chronicles X was released. It fine-tuned the combat system from the first game, cut down the amount of story (while retaining the completely insane twists), and gave you one massive, seamless world to explore. Most importantly, not only did it let you go wherever you wanted whenever you wanted, it let you do that while piloting giant flying mechs. Also, those giant flying mechs could be painted to look like the Teenage Mutant Ninja Turtles. Basically what I’m saying here is that XCX is absolutely one of my favourite video games. But a lot of other people didn’t like it because it wasn’t focused on story. Weirdos. Go figure.

Despite having truly adored the first two games, I felt a sense of unease about Xenoblade Chronicles 2. As Nintendo revealed more and more about the game, it became clear that they were dialing back all the things that I felt made XCX more enjoyable than the original game. It was going to be more story-driven; the world would be divided between distinct areas again; no more flying mechs! As much as I liked XC1, there was no question that I liked XCX’s direction for the Xenoblade series a heck of a lot more.

But now XC2 has been out for two weeks, and I almost literally cannot stop playing it (I took a break to play a few hours of Yooka-Laylee). So I guess everything turned out for the best!

The thing about Xenoblade Chronicles 2 is that while it lost a lot of what I enjoyed about XCX, it does an amazing job of improving everything that was great about XC1. The combat system is significantly better, character customization is incredibly deep, the environments are a joy to explore, and the graphics are just… holy cow does this world ever look amazing! So yes, while I was wary of the game at first, it has absolutely won me over and carved out a place in my heart.

I want to say that the story is better too, and it was pretty good up until Chapter 4 when it decided to crank the “anime tropes” dial up to eleven.

XC2 is an incredibly complicated game, layered with systems upon systems that will turn your brain to mush if you try to figure them all out at once. Thankfully, the game does a really nice job of integrating features in slowly, so that you have time to learn about any given feature before the next one becomes a factor. And despite the overwhelming complexity, it all operates surprisingly smoothly. All the different combat systems flow together so nicely. I especially like how the Town Development system rewards you with not only better buying/selling prices, but fun little permanent character upgrades. It’s a very enticing reward for the low, low price of completing quests and talking to townsfolk. Much more satisfying than a handful of gold or some garbage item that you’d turn around and sell right away (though they still give those out as well).

As far as I can tell, one of the most controversial parts of XC2 so far is how you go about acquiring Blades. These are essentially your weapons, though they are personified with their own skills, element, and… weapon. You create new Blades by using core crystals, which come in common and rare varieties. Regardless of which kind you use, you’ll most often be getting generic robot-looking Common Blades who have generic personalities and little in the way of abilities. What you really want are the Rare Blades, each one uniquely designed and bursting with character and helpful skills. Sadly, they are actually very rare, and you might burn through dozens of crystals before you get one. Completionists hate the random aspect of it, but I actually quite like the idea that it makes every game somewhat unique. Almost like Pokémon, although they won’t change your battle strategy quite that much. The only truly frustrating part is when you need a specific skill but you can’t roll a Blade that knows it to save your life.

I have to say that there is one major (non mech-related) flaw with the game though: you can no longer play dress-up with your characters. LAME. What is the point of anything, if I can’t have Rex running around in boxer shorts? Both previous games have tons of clothing/armor options. The latest Zelda, Mario, and Pokémon games all give your characters massive wardrobes. Why did it get cut here?

Anyway, I am maybe halfway through the main plot of this massive game, and I can’t wait to spend every minute of my free time for the next few weeks really digging deep into it. Will I feel quite as positive about it by the end? Or will it lose its lustre two-thirds of the way through like many RPGs? Most importantly, will the story up the ante for stupidly wonderful/wonderfully stupid story twists? That’s what I really want to know. It’s like I always say: the dumber the better!

Wherein I played a video game demo

Ever since the fall of the Xbox 360, I barely play game demos any more. Mostly because they just don’t seem to put out as many as before. Or maybe I’m just crazy. It seemed like every XBLA game had a demo, which I really miss now. Though if every indie game on Switch had a demo, and I played them all, I’d no longer have any time for full games. (The implication is that there are lots of indies on Switch)

I did download and play a demo for a new indie game on Switch last night, though. It’s called Nine Parchments, made by the same guys who did the Trine games. Which I never played. Anyway, I decided to give Nine Parchments a shot because it looked a whole lot like Gauntlet Legends. As you may or may not recall, Gauntlet Legends has a very special place in my heart and I am constantly on the lookout for more modern games that fill that same niche.

Sadly, I find myself stuck on the fence about whether or not Nine Parchments is for me. There are a lot of things about it that I like! But something about it doesn’t feel quite right, you know? It’s hard to pinpoint exactly what, but I’ll circle back around to that later.

Starting up the demo was a hard first strike for the game. You’re given two character options, both of which are unattractive. You either pick doofy wizard boy, or wizard girl with a way-too-poofy cloak. I ended up going with the girl because her spell loadout seemed better. She got a Death Beam, a Lightning Blast, and a Healing Circle. I don’t know if those are the actual names, but I’m pretty sure my names at least make it clear what each one does.

After you pick a character, you also get to choose a hat and a staff. Being the demo, I wasn’t allowed to use any of either, but there are tons of options for each. I won’t lie, the idea of collecting them all got me a little hard. Then you have to go through a boring tutorial stage that is literally just walking forward for two minutes and hitting four targets with a magic spell. You can look at some books to make little tips appear, but meeeeeeh.

Once you get into the actual demo stage, things take a turn for the better. It’s a lush beach world with all sorts of vividly-coloured plants and corals, and it’s just beautiful. The character design may be off-putting, but the backgrounds are gorgeous. Being the demo, this stage is also pretty straightforward. You hop down a couple ledges, but mostly it’s just walking to the right as you kill off any monsters in your way. Apparently there were hidden treasures and baubles that I missed, so there are likely some well-hidden paths somewhere. Anyway, given that characters can jump and warp-dash, I’m expecting that later levels will have some more complex layouts and possibly even platforming challenges.

Following the main stage, you’re treated to a boss encounter, and I’ve got to say that it was a heck of a lot less annoying than the bosses in Gauntlet Legends. It was not overpowered, it didn’t have way too much HP, and I didn’t need a special item to hack off a third of its life. Actually, if anything, it was too easy. It alternated between two attacks, which were easy enough to dodge on their own, but made the field a little harder to navigate because their effects lingered for a while. So it was a pretty decent boss while I played solo, though it likely would have gone down in about five seconds flat with four players blasting it all at once.

What I don’t like about Nine Parchments is that its combat is entirely magic-based, and you have a mana limit for each spell. So instead of just attacking forever, you’ll attack until your mana is depleted, swap to your next spell, fire that off until it’s empty, and then repeat. Mana refills automatically, but it’s still a bit of an annoyance that you have attack limits. Especially since regular monsters seem to have about twice as much HP as they should. I should mention that your guy does have a weak little punch attack too, but it’s basically worthless.

Now, I think what really turns me off about the game, and it’s probably the most subjective part of this whole spiel, is the enemy distribution. What I liked about Gauntlet Legends is that you’re one man against screenfuls of monsters. You chop through them all in one or two hits, but there are so many, and they spawn forever until you find and explode the hole they’re pouring out of. It’s generally mindless, but I find that it’s a great way to kick back and have some good old-fashioned arcade-style fun. Nine Parchments, however, sees fit to just toss two or three monsters in at a time, each of them with the previously mentioned twice as much health as necessary. And by twice as much, I mean roughly seven seconds of a sustained Death Beam, whatever that equals out to. And that’s just the measly little goblin guys. Yeah, that problem will be mitigated by having even one other player, but it’s still just not as fun to blast your way through the monster hordes when said “horde” is three monsters at a time.

So I’m squarely on the fence about this one. Nine Parchments seems like a fine game, but it’s not quite what I’m looking for. I can see myself enjoying it, but on the other hand, Hammerwatch comes out on Switch tomorrow, and that game is exactly what I’m looking for. I think I enjoyed playing Hammerwatch on PC even more than I did the 2014 Gauntlet reboot. Nine Parchments is also a whopping $25 to Hammerwatch’s much more appealing $12, so. Maybe I’ll eventually give Nine Parchments a go, but it’s not going to be in 2017. Having people to play with would be nice too, but hey, we all know that I don’t really do the whole “friends” thing.

Monthend Video Game Wrap-Up – November 2017

Another course done, back to spending all my time playing video games, hurrah!

(And just in time, because Xenoblade Chronicles 2 comes out today.)

~ Game Over ~

DOOM (PS4) – I love this game. I try to limit use of the L word to describe my feelings for not-people, but holy mother of Hell, do I ever love this game! It is exactly what I want in an FPS.

Fire Emblem Warriors (Switch) – The story mode is complete. Unlike Hyrule Warriors, it looks like I could actually finish this game’s secondary mode as well. But we will just have to see…

Yono and the Celestial Elephants (Switch) – It was a cute ride that I was able to conclude in an extended afternoon. Lots of existential monologues made it stand out from other Zelda-esqes.

Star Fox (SNES) – For all the time I’ve put into this game, apparently I’ve only ever played the Easy path. Because when I did a Normal run, every stage after Corneria was new to me!

Donkey Kong Country (SNES) – Rolled from start to finish in a single sitting. I didn’t literally roll the whole way, though. That’s a technique for speedrunners only.

Doki Doki Literature Club (PC) – A game that masquerades as a visual novel until… yeah, let’s not spoil it. It’s no Frog Fractions, but it does a nice job of twisting into something else.

Deep Space Waifu (PC) – A unique and interesting shoot-’em-up. Unfortunately, its defining mechanic is built around shooting the clothes off of giant anime girl stereotypes. So… yeah.

Continue reading Monthend Video Game Wrap-Up – November 2017

Pokémon Ultra Sun : Day One Impressions

Okay, so technically it’s Day Six, because the game launched on the 17th. But my copy only arrived last night! And even then I only had like an hour to play after class.

Those little issues aside, things are looking good for Pokémon Ultra Sun. Mostly because it’s Pokémon Sun again, but with a few tweaks here and there. If you don’t recall, I was really into Pokémon Sun.

I think the only real changes to the game in the first hour are how you get your first Pokémon, and that there are some new weirdos (the Ultra Recon Squad) bumbling around and speaking in vague, cryptic terms. So nothing that really makes any difference. I’m not going to lie, I’m fully aware that almost all of the new content is mashed into the post-game.

I have had two issues with the game so far. Firstly, it locked up as soon as I chose my starter. So that was a pain in the butt because I had to go through the intro sequence twice. Blah.

Secondly, you’re locked into certain times of day until you hit a certain plot trigger, regardless of what time of day it actually is (the in-game time reflects real-world time). This was only a pain because I wanted to catch a Spinarak right away, which only appears at night, and the game demanded it be daytime until X event happened. Not actually a problem, but annoying no less.

And that’s about it so far! Probably not even really worth writing about!

My Organ Harvesting Diary: Day Three

Forget Me Not: My Organic Garden continues to plod along. Only partly because the game itself is slow. I am also to blame because I’m not making an effort to make time to play it more. Though that does keep me from having to do these write-ups too often, so I suppose there’s a bit of a bright side there.

I don’t remember if it was the ending of chapter two or the beginning of chapter three when I was told about tree sap. It seems that on a quality tree, sap will sometimes appear and will have varying effects. It took damn near forever for a sap to actually show up. Pretty sure it was after my kidney tree hit level 30. Anyway, I saw a total of three saps that session, the first and third made all my trees bloom organs immediately, but the second one did the little raining sap animation and then… nothing. At least nothing that was perceptible at the time. Sap seems to be too rare and too unpredictable to be of any strategic use. Maybe just a nice bonus once in a while.

I also received a pickling pot, into which I can place organs to… pickle them. I think it had a more fantastical name, but I didn’t bother to learn it because “pickling pot” is just so much more fun to say. From a story perspective, the process of pickling magical organs removes the soul from them. So then you’re free to stuff multiple magical organs into the same thing without the problem of their souls clashing and tearing space-time to pieces. Or some nonsense like that.

After what felt like forever (even longer than finding a sap), i finally managed to grow an excellent heart. I think the problem was that the trees need to be a certain level to grow better organs. And then the creepy woman in black from chapter two came back and took it from me before I had a chance to turn in a quest for it and earn a fistful of worthless money. Easy come, easy go. *shrug*

Speaking of money, I also unlocked another animal. This time it’s butterflies, and they are crazy expensive. Like, even having turned in what felt like a million pointless “grow X number of Y organ” quests, I could only afford one. However, the butterflies apparently cause organs to ripen faster, which is nice in theory, but I think they only work on a single organ at a time, rather than affecting all organs on a tree. So, not sure if they’re actually all that helpful in the long run.

As far as story goes, the creepy doll returned, asking for more organs to be more human-like. So we pickled a stomach for her, because like I was saying before, apparently having more than one fresh magic organ in the same being is a major no-no. There was also a witch that came by, who revealed that we are growing “Seraphim Fruit” which is a pretty fitting name for magic organs, I’d say. Only then the shop owner admitted that we actually only grow fakes. Fake magic organs. What the heck is even supposed to be happening in this story. And that same witch bought a wheelbarrow full of mincemeat to craft homuncluli. This cannot end well.

The chapter ended on a scene of the shopkeeper and her friend (I cannot be bothered to remember their names) having a existential conversation about pets. The shopkeeper is a cat person and her friend a dog person. I’d like to switch employers, please.

When will I play this again next? Will anything start to make sense? Is this story and/or the gameplay actually going anywhere? I sure as heck don’t have any of the answers!

So long, Best Social Media

Miiverse is dead, long live… well, I guess that’s just the end of it.

Today, Nintendo shut down Miiverse forever. It was a wonderful little social media experiment that let Wii U and 3DS users share thoughts, drawings, and screenshots of games. Nintendo also used it for special promotional events, and it was a valuable avenue for communicating with smaller game developers.

Of course, Twitter does all that, and from your phone, so.

Miiverse wasn’t perfect, but it did add a lot to Nintendo and video games culture. It gave rise to many memes, like “Y Can’t Metroid Crawl?” It provided us with one of the best Twitter accounts ever, @BadMiivesePost. And of course, there were the completely mind-boggling things on there like the always delightful Miiverse Water Guy.

If you were so inclined,  Nintendo offered a download of all your Miiverse posts up until last night, but I didn’t opt in. I felt it was better to just let it all go, rather than have another meaningless file to stick in a folder somewhere and forget about. It’s not like I had any especially insightful or funny posts, anyhow.

Honestly, I think the memories of how exciting Miiverse was at first are more important than the actual posts. It was a cool new feature to a cool new game console (which ended up being a dud for most), and I’m sure that I’ve spent much more time scrolling through Miivese posts than I ever will spend with the Twitter app. Oh well! It was a fun ride, but nothing lasts forever.

I think most of all, I’ll miss all the dick drawings that pop up after a game in Nintendo Land.

Let’s do the Odyssey!

Nearly all of last weekend was spent playing Super Mario Odyssey. I also took a few breaks to mash in two-thirds of Stranger Things season 2, and I was forced to sleep a little bit here and there. But mostly I just played Super Mario Odyssey.

AND WHAT A GREAT WEEKEND IT WAS!

Super Mario Odyssey is just packed – PACKED – with content and charm and fun and surprises. To the point where I think that its biggest shortcoming is how in the world is Nintendo ever going to make a worthy follow-up to this? But that concern is for like ten to fifteen years from now. Until that time, we can just bask in the perfection of the game we have.

For as much content as Nintendo showed off in various trailers over the year (that’s right, it was less than a year from reveal to release), there were still so many wonderful surprises in store that I was constantly grinning and constantly experiencing something new. There were so many unexpected gameplay twists in the assorted kingdoms that I cannot even begin to list out the best of them.

What struck me the most, however, is that once you collect enough Power Moons to get to the end of the story and defeat Bowser (which is a mind-blowing sequence of events, starting from the moment you set foot in the “final” kingdom), you’ve really only experienced like half the game. Maybe even less, if other accounts are to be believed. In fact, as soon as you boot up the post-game, you’re plonked into a new kingdom that I love to death. Absolutely wonderful and even better than the Throwback Galaxy that I adored from Super Mario Galaxy 2. I spent hours bopping around in this new kingdom alone, and there was still tons of other new content that I had unlocked that I had yet to start exploring. Really, I have no idea how many more massive secrets this game has yet to reveal.

One of the more questionable elements is that Super Mario Odyssey has honest-to-God achievements. Which is fine in and of itself; I don’t even mind that they count towards your in-game completion rate. What irks me is how they’re handled. Unlike system-level achievements on other game machines, you don’t just get them as you go. You need to beat the game to access them in the first place, and then you need to talk to Toadette, who will dole out a Power Moon for each one you’ve earned. And she hands them out one-by one. It’s a tedious process no matter which way you approach it.

As I said before, there is still plenty of game left for me to absorb. I have roughly 300 Power Moons out of… I think the official number is 905 or so? But then you can also collect up to 999 of them, so that’s a thing. Anyway, there’s a lot of game left! I’m excited! And I’m excited to see if this one is as timeless as Super Mario 64. In 2007 I thought that Super Mario Galaxy would overtake it as my favourite Mario, but I still haven’t ever replayed that game even as far as the credits, whereas I’ve 100%ed Mario 64 many times over those years.

But enough rambling. Super Mario Odyssey is really, really good! I’m probably going to spend most of this weekend playing it, too.

Monthend Video Game Wrap-Up – October 2017

It was a rough month, because I had to make hard decisions about whether to spend my precious free time playing the hottest new releases, or the spookiest games in my library (because Halloween, you see). In the end, I just played like an hour each of all the games.

~ Game Over ~

Super Mario Odyssey (Switch) – Duh-doy.

Kirby Super Star (SNES) – The first thing I played on the SNES Classic, because I will always replay Kirby Super Star. I need to get someone else in on it though, as the AI allies are so dumb.

Magikarp Jump! (iOS) – I did it! I reached the end! Also, this is an idle game that actually has an end! ….Of course, there’s post-game content, but it’s not really worth exploring too deeply.

Onechanbara: Bikini Zombie Slayers (Wii) – Stop judging me!

Star Fox (SNES) – Ran through the easy route as a refresher before trying out Star Fox 2.

Picross S (Switch) – It’s hard to focus on scary games for the Halloween season when there’s a new picross game out…

Death Road to Canada (PC) – More roguelikes need to be funny (and multiplayer). That’s why I have so much trouble getting into them. This is what I’ve decided, and why I’ll play this game forever.

Silent Hill: Downpour (360) – Surprisingly, this is only my first replay of what is maybe my second-favourite Silent Hill game.

Silent Hill: Shattered Memories (Wii) – It’s that time of year!

Continue reading Monthend Video Game Wrap-Up – October 2017

The longest week ever

It’s finally here! Today marks the day of Super Mario Odyssey‘s release! Wa-hoo!

Making it to Friday has been a bit of a trial, however. First and foremost, I have been having some severe issues with sleeping this week, so I am crazy overtired. Having to spend three hours in a statistics class last night did not help the situation.

Actually, the whole lack of sleep thing is really about the only thing that’s really causing me problems. It started snowing yesterday and now the world is coated in a thin and very slippery sheet of ice, but that’s minimal. I don’t go outside all that often anyway, and I’m good about dressing warmly to deal with the sub-zero temperatures.

Of note is that I also had a mid-term exam in the aforementioned statistics class on Tuesday. Which was a great source of anxiety in the days prior, and probably contributed some to my restlessness on the Sunday night. Monday night I would have slept like a baby if not for the jerkhole what lives below me that has seen fit to start very loud phone/Skype conversations every night at midnight this week. And he won’t stop or talk more quietly no matter how much I stomp on my floor. T_T

I am not completely innocent in my sleep deprivation, either. While I have been kept awake by outside sources (namely that loud-talking downstairs neighbour) for the other nights this week, I went with my brother to the midnight Mario launch at a local retailer last night, which may have not been the wisest course of action. On the plus side, they opened at 11 instead of 12, so with a quick transaction and a short drive, I was home in time to get to bed about the same time as usual. Except for I couldn’t resist cracking open the game case right away and playing a little bit, so my tiredness today is entirely my own fault.

Was it worth it? Meh. The opening scenes and tutorial stage aren’t terribly exciting, so it’s not like I got a whole lot out of that first ten minutes. But at least it’s out of the way and when I start playing in earnest after work, it’s going to be amaaaaaaazing.

Though in reality, I’m probably going to just pass out five minutes in.

(Also important: Ninja Sex Party’s Under The Covers: Volume 2 is out today, and season 2 of Stranger Things is up on Netflix. I really should have taken the day off!)