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?

A generation born in denial

I may have forgotten to mention one particular game the other day. A game which I don’t play too often, but when I do I really get dragged in… Minecraft.

Of course, Minecraft. Everyone’s playing that gosh darned Minecraft. Like I said, I don’t log on often, though if I do I end up trapped in that world of crafting and mining for hours on end, much to the dismay of Morning Ryan. Getting up for work is a real bitch when you were up most of the night digging a really big virtual hole.

And last weekend, my little brother-in-law (to-be, if you want to pick) showed me a gun mod for the game that he’d downloaded and installed. I wasn’t super impressed with the idea of putting guns in Minecraft. And then I was given a demonstration of the high explosives. He put down approximately 100 blocks of the so-called “nuke” in a small shaft near the bottom of the map, and then climbed to the top of said shaft (with a super-awesome grappling hook, by the way). He then proceeded to fire a rocket down the shaft.

That’s when the laptop froze.

For a few seconds there was nothing but silence and a frozen screen. Then things started moving again, and we looked down the hole. Inside was the most gigantic hollowed-out cavern I’ve ever seen. It was bigger than probably all the caves I dug in my first world combined. It was amazing. I’ll admit that I took my time getting home, because there are some things that even exploding the fuck out of Minecraft cannot top. But when I got home, I was on that mod like jam on toast!

This is a small island just east of my sand castle in my second offline world. As you can see, I have strung a series of nukes around the perimeter of the island, and even buried a few in random spots around the sand. This island was infested with zombies at the time, and I was hoping to get an image of them on the island, but I wasn’t able to slip away without them following me. There’s one in the water, and a creeper swam over to the island after I left, but it’s not the same. Now, behold, as I make this entire island disappear! And it’s not going to disappear into time or something silly like that. It’s going to vanish forever.

I will admit, that as cool as the nukes are, unless they’re in an enclosed space, they don’t work all that great. A single box won’t make a much bigger divot than a regular TNT. They also have a fuse, no matter what sets them off, so a nuke set off by a nearby explosion will bounce away and tick for a second or two before it goes off. This makes careful planning important for clearing away large above ground areas.

Voila! As I said, nukes will bounce away from other explosions, so it wasn’t a perfect detonation (it took 4 missiles to set it all off). I would have liked the crater to have been a little deeper too, but the end result is super satisfying. Just look at that wonderful destruction! I also waited until daytime so it was easier to see.

Now, despite the display of awesomeness, you may feel like the gun mod still violates the spirit of Minecraft. And I don’t disagree with you. I don’t see myself using the bulk of the mod items for anything other than explodinating entire islands (or mountains!) at a time. Of course, that grappling hook, which can be thrown to create a rope that goes down until it hits a block, is something that should absolutely be a legitimate Minecraft item. Ladders are neat and all, but the grappling hook is a spelunker’s best friend.

And sometimes it can be so satisfying to pop a cap in a creeper’s ass. Teach those fuckers to explode my library.

Live the rebound

As you might have expected, I’ve been as busy as I can be with video games over the past few months, and honestly, I’ve been playing far more of them than I could have possibly kept up with when I was unemployed and single. So many have become one-week affairs, while others are destined to be played, dropped, and picked up again repeatedly, and others still I haven’t even booted up once. I’d kind of like to get things in order and start finishing a few of them, so I’m going to start a preliminary list of games I’ve been into lately that are fighting for my precious free time. And this list will cover only games that I’ve come in contact with for the first time over the last year. I have so many Gamecube and PS2 games I need to get around to playing, that this list would take forever if I counted all them too. Old stuff I’ll catch up on once the new stuff thins out.

Games I’m playing regularly

Despite all the games I’ve played once or twice and forgotten about, there are many that I continually find time to spend on. Pokémon White is the newest and most obvious example. I’ve been playing the shit out of this one over the month or so it’s been out, and I can’t get enough of it. Those little monsters always find a way to worm their way into my heart. Though admittedly, I would have been even happier with it had it excluded all of the old monsters in favor of the new ones. What are we at, 600 or something now? Guitar Hero: Warriors of Rock has been spinning a lot inside of my Xbox, despite the fact that I’ve likely gotten all of the achievements that I can and I’m playing it just for fun instead of progress at this point. Which, actually, is kind of the point, but whatever. I’ve 100%-ed Castlevania: Lords of Shadow, but I still hold out hope that someday they will actually release the DLC we were originally promised to have in February. Being that it’s the only 3DS game I own, Super Street Fighter IV: 3D Edition is getting plenty of play, but I think this will end up being a once-in-a-while game once I get the “beat arcade with all characters” medal. Dissidia: Final Fantasy is far more fun that it should be, but really, I want to forget about it and go get the sequel. Good thing new games aren’t in my budget.

Games I play sometimes

I’ve begun working my way through Brutal Legend, and while I love it to pieces, it’s getting less play than SSFIV3D, and how does that make sense? Picross 3D, which would have benefited greatly by being held back for 3DS, is not as fun as regular picross. But I’ve been picking away at the puzzles since it came out and am almost finished! I’m sitting at about 350 completed. Final Fantasy IV DS is brutally difficult, and is definitely not the breezy, nostalgic joyride I assumed it would be. But I’m soldiering through it anyway, getting stuck, slowly power-leveling my way though, and then dropping it for weeks at a time. Shadow Complex I could quit anytime, but I only need the Level 50 achievement and sadly, that’s essentially just a time-eating cheevo dressed up in a deceptively fancy hat. Secret of Mana seemed like a great idea for an iPhone game, and it could have been, but I just cannot bear the touch controls. And Donkey Kong Country Returns is such a great game, but it’s soooooo hard. And not great for two-player. I don’t imagine I’ll ever finish Tales of the World: Radiant Mythology even though I pick it up and log a decent number of hours each summer.

Games I played for a week and forgot about

I really wanted to play more of Fallout 3, but it’s so huge! I’ll never finish that monster. Not without power-gaming it for about a month straight, anyway. Final Fantasy XII is the same way, but I do pick that one up for a week or two every few months in a vain effort to make a little progress. I wanted to say my goal was to finish all the mark hunts, but I think I’ll have to settle for all Espers after reading about Yiazmat (he has more than 50 Million HPs).Arc Rise Fantasia is a different story. It’s a fairly fresh JRPG, with a not-entirely-cliche story and a battle system that is both fun and speedy, but the voice acting is so, so awful. It’s not so much that I don’t want to ever finish the game, but it’s enough that I would be okay if I didn’t. Alone in the Dark, the 2008 one, is another mixed bag. It’s got a lot of neat ideas, but gameplay is pretty much balls. It seems like 100%ing the cheevos would be easy if I could struggle my way to the end. Crackdown 2 was fun at first, and I like the in-game help for finding all those orbs, but near the end I gave up because it really just wasn’t as fun as the original, no matter how hard I tried to pretend it was. With Epic Mickey, I knew I was playing more for the atmosphere than the gameplay, but it (the gameplay) was just so mediocre that I’m having trouble pulling myself back in for the good stuff (presentation). Little King’s Story, on the other hand, has fairly good gameplay and presentation, but I can’t play it because I’m at the point where the enemies are actually dangerous, and I can’t bear to send my beloved villagers to their dooms. They all have names! And families! I’m not a monster! And speaking of which, I was completely obsessed with Monster Hunter Tri and Monster Hunter Freedom Unite last summer, but they have dropped completely off my radar, despite the fact that I really want to set aside some time for even one of them.

Games I own but haven’t stared

Why haven’t I played Dead Rising 2 yet? Honestly, it’s because I loved the original so much, I’m afraid the sequel won’t be as good. Loved Case Zero though. Deadly Premonition I got because despite the fact that he said it was awful, Steve’s description of the game (and its easy cheevos) made it sound like a game I wanted to play. So did the Gamespite Quarterly 6 review. The Incredible Hulk (360) will sit on my shelf and collect dust forever. It was better off in the Wal-Mart bargain bin. Technically I’ve beaten New Play Control! Pikmin like a dozen times, but I suppose I should play it at least once to justify the $30 expense. And if you want to pick, I have played the first two levels of Dawn of Mana, but that was so long ago I can’t even remember the experience. Eternal Sonata I hear is not so great, but how can I resist a JRPG that co-stars Frédéric Chopin? By leaving it on the shelf next to The Incredible Hulk, I suppose.

Oh good gravy. And these are just the games that spring to mind. Even if I don’t write an article at all this year, I hope to make use of this webspace to help keep track of how I’m progressing through my backlog of games. I didn’t even consider WiiWare/virtual console games. Or PC games. Or Shantae: Risky’s Revenge! That one really deserves to be finished. Ugh. I’ll have to come up with some sort of system to keep track of what I’m playing and what I need to accomplish in each game. I tried using The Backloggery some time ago, but… I don’t know why I stopped updating it. Maybe because I play too many damn games. Oops.

Now I’m fine

Huh, it turns out that I almost get more hits when I don’t post. Take a look at this graph of site traffic over the last four months.

Crazy stuff, there. Anyway, back to the task at hand. Remember last June, when I posted links to a handful of my favourite articles on the site? No? Refresh your memory then. I had planned on making a second list of favorites, but it never really panned out. Like most of the things I try to do. But here I am, almost a year later, come to finally post the rest of my choices. Of course, I’d long since lost the list I had selected, but I think these ones are particularly memorable, even if I’m the only one who does.

Cap’n Crunch’s Choco Donuts – Present me loves the Cap’n cereals more than anything, but for some reason back in the day I guess I was inferring that he was a pedophile? Regardless, this was the first article that a lot of my friends complimented me on, so it sticks out pretty prominently in my memory.

Top 12 Reasons MegaMan Rules – My goodness, was I really this bad? I realize now that basically every word I typed here makes me look like a retarded fanboy now, but I suppose at that point I was. Oh well. I remember working really hard on this one, especially on the (now obviously) shitty, shitty banners.

The Squirrel Game – Board game fan fiction. For most people that’s enough reason to leave the site entirely, but I refute that that’s exactly why you should read this article. If only to get a good grasp on why I spend most of my writing time blogging and reviewing as opposed to creative fiction.

The Cup – It’s not about bras, or their contents, sadly. It is about a drinking cup, which is adorable. And speaking of adorable, look at 18-year-old me! He’s pretty hot! And young. Oh, how I wish I could be so young and carefree again…

Hachiemon – I really don’t know how to explain this one. There’s a huge language and cultural gap separating me and the understanding of this game. But I like the article! It kind of makes me want to go back and actually play Hachiemon. At least for a couple levels.

I Hate Socks – Sho ’nuff.

The Ramen Fiasco – It’s hardly a fiasco, but I have a soft spot for any articles I’d written about food. This one is short, but I think it chronicles my cooking prowess pretty well. On an interesting side note, said cooking skills have not developed at all in the 5 years since I wrote this!

Feeling a little better

So, I’m not really feeling like getting back into this, but at least while the site is still live, I don’t want that kind of negativity festering on it, so I’ve removed my grim post of grimness. Here’s a replacement paragraph.

It’s sad that I took so long to remove it too, because the dark times didn’t last for long; three days, more or less. I guess sometimes people just gotta get their shit together, and it’s just too bad that sometimes it involves hurting the people closest to you. Anyway, happier news!

There’s this Mario Bros. level creator see, and over at Talking Time, they’re making a whole game with it. Interested in the project, I downloaded the editor just to play around, and quickly found myself deeply entrenched in it because let’s face it, making your own levels for a game you grew up with is a pretty great power trip.

I decided that I’d make my very own Super Mario Bros. game, and while “development” was going smoothly and I was very proud of my work, I quickly came to the realization that all my hard work would never be appreciated by anyone but myself. And while self-satisfaction is great and all, I wanted at least someone to critique a little of my work, so I submitted a stage to the Super TT Bros thread, and not only was it accepted into the game, but was given fairly high praise! So yay me. If you want to see what I made (and it’s really not that great), download the SMBX program and then put this level in the Worlds folder somewhere. It’s most easily accessed by booting it up in the editor and choosing “test level.”

So yeah. I’m very happy about this. Maybe Super TT Bros. will only ever be played by a few dozen forum patrons, but dammit, I made a contribution to a real goddamn game. Fan-game maybe, but a game no less. I can now die happy. How many times have I typed that over the lifespan of this site?

Everything’s gonna be alright

The saddest part is that this is the second time. I knew it was inevitable, and that all 360s succumb to the RROD at some point in their lifetime, but I hadn’t realized that having it repaired would only last so long. Maybe it was just me being naive, but I really, truly believed that once it came back from Microsoft’s Xbox Resuscitation Centre it would live on until it literally fell apart.

But nope. Hardware’s failed again, and this time it’s gonna cost me to get it repaired. So I was thinking about just waiting out my lack of Xbox until I can scrounge up enough pocket change to pick up one of those “more reliable” Slim models. I was needing a hard drive upgrade anyway, so I figure I might as well bite the bullet. If the one I have is just going to keep suiciding forever, why not spare myself the agony and pony up for a new one?

I just really don’t have $300 to fritter away on a game console I already own. Only now do I realize why I shouldn’t have bought each new iteration of the DS (excepting the XL of course, even I’m not that bad with money). It’s not like ol’ Phatty there is going to kick the bucket anytime soon.

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!

Money’s not an issue

So I got me a new compy, and it’s quite slick. Not a a top-of-the-line model, mind you, but more than good enough to suit my needs. Those needs being running a crap-ass blog and playing Borderlands. Also Portal sometimes, but mostly Borderlands.

The (very temporary) downside to all this is that not everything is quite in place yet and I currently do not have access to my old hard drive. This means it’s gonna be about a week or so until I’m back at peak efficiency. Of course peak efficiency isn’t much more than what I’ve got going now, it basically just means I have my entire music library to listen to whilst I blog, as opposed to the… (let me see here)… three CDs I’ve bothered to rip again.

In any case, here’s a picture of the new beast. Though really, it’s less than half the size of the last machine, so “beast” probably isn’t the right word. Also it’s a jillion times quieter too, so I can leave it on and stuff downloading overnight. Uh, nothing that I’m not supposed to be downloading, of course.

Look at all that space! I actually have a desk now! Also I can move my mouse! Hooray!

But cheering aside, I was going to go to work on moving more old articles over from the Angelfire mess, but then realized I no longer had access to the files! Silly me. Oh well, I’ll be uploading flashy new versions of stuff in less than a week’s time, so stay tuned. Also, that Dove deodorant is totally not mine. I use the manly stuff. For men.

Sometimes we might fall

I know that it’s been a while since Metroid Prime 3: Corruption, but it’s a real testament to how poorly the Metroid Prime Trilogy sold that Samus has had to resort to selling condoms to make ends meet. At least Metroid: Other M comes out soon and her regular cash flow will pick up.

Interesting tidbit: While typing the two sentences above, I missed typing nearly half of the o’s. Weird.

Super Mario Galaxy 2 Loves Bein’ Green

About two and a half years ago, a wonderous little thing called Super Mario Galaxy happened. It was magical, and I hastily labeled it my very favourite Wii game. That title had not fallen, even though I’ve finished the game but once, until now. Super Mario Galaxy 2 is quite possibly the most direct sequel that Nintendo has ever made. It’s the exact same game, just crammed with boatloads of new ideas. All the fat has been trimmed, leaving a very polished, very intense gaming experience behind.

But maybe there’s something you didn’t know about Mario Galaxy 2. It’s got a thing about colours. To this you might say “Oh of course, Ryan. Both Mario Galaxy games have very vibrant and extensive colour palettes. They are indeed quite colourful!” But I’m not talking about the graphics, or the art style. What I’ve noticed, is that many of the outstanding elements in the game are all tied around a single colour, and it’s ain’t Mario Cap Red. Nope, the little bro gets his dues here because this game is all about green.

That’s right. It’s called Super Mario Galaxy, but the recurring theme of green in the game is undeniable and screams Luigi. And there’s no better way to present this theory than with the element of gameplay that Nintendo is pushing more than anything: Yoshi.

Now me and Yoshi have had a very turbulent relationship. In the beginning, things were peachy. He first showed up in Super Mario World, where not only was he just slightly less useful than the cape power-up, but he would also selflessly hurtle himself into the void in hopes of giving Mario a big enough boost to make that jump that was just a little too long. Now that’s friendship! Back then, getting Yoshi was something to be very happy about. There was absolutely no reason not to saddle up the dino. He was great. His starring role in Super Mario World 2: Yoshi’s Island brought us even closer, as that is undoubtedly one of the best platform games ever crafted.

Things took a turn for the worse when Yoshi’s Story came out though. It wasn’t a terrible game, but it suffered from a few odd design choices, like the game being six levels long, even though it contained 24 in total. And the baby Yoshi voice. It could have been a one-time annoyance, but no. Nintendo somehow decided to make the grating Baby Yoshi voice the de facto standard for any time noise might slip out of a Yoshi. Maybe it was to annoy people out of buying their games, maybe it was because they wanted people to hate Yoshi. I don’t know why, but it happened.

Add in the fact here that in the Super Smash Bros. series, Yoshi is nigh unplayable, and you’ve got yourself a real stinker of a character. Super Mario Sunshine seemed poised to make Yoshi a desirable companion, but in the end, it just got worse. As you played through that game, you quickly learned that anytime you saw a Yoshi egg, it was pretty much guaranteed that you were about to be forced through an either extremely annoying or difficult (often both!) challenge. Not to mention that it was an unnecessary hassle to find Yoshi a particular kind of fruit for each challenge, and there would usually be only one on the level and it would be quite far from your goal.

Super Mario Galaxy has turned it all around though. Yoshi is back, and while his voice is still a pain in the ears, he has definitely earned back his place as a worthy sidekick. Not only is Mario once again able to jettison Yoshi to his doom to save himself from a deadly fall, but unlike Sunshine, finding a Yoshi egg inspires hope, because levels with Yoshi in them are fun here. For example, there is a flower that Yoshi can grapple with his tongue and use to swing back and forth like some sort of bionic commando, and just flipping around on these flowers is worth hours of fun! Yoshi’s flutter jump will also save your ass countless times as you work your way through Galaxy 2, and every single time he shows up, you will be grateful.

As an aside, Yoshi has fruit-activated abilities again. Besides the mostly uninteresting Bulb Berry, they seem to be based on Sunshine’s FLUDD backpack. The Dash Pepper, for instance, will make Yoshi run at a high velocity, allowing him to run up walls and, more notably, dash across the surface of water. Sound familiar? And the Blimp Fruit is used to propel the duo into the air, allowing them to reach great hights or hover around for a while. Again, I’m feeling a little deja vu. Whether this was on purpose or a very sly nod to Sunshine, I don’t know, but I think it’s neat either way.

To continue with my green theory, we’ll also have a look at one-up mushrooms. They are an iconic Mario item, and they are not at all lacking in Super Mario Galaxy 2. In fact, there may be too many. The first Galaxy easily provided more than enough lives to get by, but Galaxy 2 takes it to the extreme. Not only are the bright green ‘shrooms just laying around everywhere, but there are countless opportunities to earn more.

In nearly every galaxy, there is a teleport pad that will take Mario to a small arena, where if he is able to defeat a handful of enemies quickly, he is rewarded with not one, but three 1-up mushrooms. On Starship Mario there is a die you can hit that will either release a 1-up or a star bit, and later on you can enter a pipe on the ship that allows you to buy five more die that can yield up to five 1-up mushrooms each. That’s a possible twenty-five lives. It’s not likely that you’ll get the yahtzee, but the possibility is there.

Last but not least (probably not even last, I just can’t think of any more examples) just like in the first Galaxy, every time you boot up the game, there is a mailtoad who will give you five free one-ups. Excessive? Yes. In a prolonged play session, it wouldn’t be out of the ordinary to reach the 50-life mark. In my longest session, I far surpassed the 99-life cap. Of course, there are some hidden terms here, the most notable being that every time you turn the game off, your stock of extra lives goes back to a measly four. And also, once you get to the latter parts of the game, you’ll probably need all of those lives. Why? The green stars are a pretty good reason.

And what exactly do I mean by green stars? Firstly, I’ll ask you to stop reading if you haven’t finished the game and don’t want to be spoiled. Now that I’ve warned you, I’ll tell you this: the green stars are both a blessing and a curse. Once you’ve acquired all 120 gold/yellow stars and trounced Bowser, the game will unleash another 120 stars into the galaxies. They are green, and they will give you headaches.

The bad news is that these headaches will likely come from annoyance and monotony. The green stars are not 120 new challenges, but rather they are simply placed into the galaxies you’ve already cleaned out. Just hanging out there. It turns the back half of the game into something that comes eerily close to a collectathon. However! There is a better side to this.

Obviously, you want to play these levels again. Or at least most of them. The game is so big and full of great ideas that it’s still fun to just run around like an idiot in the many galaxies searching for the green stars. And while a few are a bit uninspired, the worst of them being situated right beside a regular star, the majority of them require some serious skills. Or at least serious accuracy. At least half of the green stars that I’ve collected to this point (currently counting a measly 31) have been floating out in the middle of nowhere, meaning that you’re making a big jump, and if you miss, you die.

Until I embarked on the hunt for green stars, I had no idea why Nintendo had created so gosh darn many opportunities to reap massive amounts of extra lives. The answer being that most of those green stars are literally death traps, and they demand that you be perfect. They are brutal, and if you have any trouble getting through the front half of the game, you’d best be prepared to either step it up a notch or just give up while you’re ahead. Did I mention that most of them are just a little bit farther than Mario can jump comfortably? Yeah, that makes the need for precision even more dire. Well, precision or someone who can jump higher and farther.

And that’s when we come back around to the man in green himself: Luigi. Luigi initially appears fairly early in the game, urging Mario to let him help collect some of the many power stars. And from that point, Luigi will appear at the beginning of certain missions, asking you to let him take over for a while. Using Luigi for that particular star will usually unlock a Luigi ghost, who will in turn lead you to a hidden star on your next run through that stage. It’s not the most logical event, but it happens.

Other than the few scripted appearances, once you’ve defeated Bowser in World 6 for the first time, you can freely switch between bros on Starship Mario, allowing you to take control of the L-Man whenever you desire. He still inexplicably lacks friction, but he does jump higher, making jump-based challenges easier, and many green stars a lot less deadly. Of course, this is kind of a step down for Weegie, who got an entire game mode to himself in the first Galaxy, but I suppose it’s nice for people who don’t want to play with him, as now he isn’t a mandatory step in reaching the very end.

It’s a little sad that Luigi has been demoted from second quest material to a common beggar, especially since someone on staff saw it fit to make so much of the game revolve around his trademark colour of green. But what can we do except take it as it is and simply make that choice to play as Luigi. His place in the galaxy may not be as glamorous as it was in years past, but at least we can still see from this recurring theme that he is loved, even though it’s a total pain in the ass to try to control him on the ground. Like seriously, do his shoes secrete oil or something?