Pokémon Battle Trozei

It’s been many years, and many generations of Pokémon now, that I’ve said that all I want from the franchise is one Pokémon game where you can catch them all. Of course, by that, I mean where every single monster lives in that game, and you don’t have to worry about trading up from previous games or Nintendo’s event hullabaloo to get them all.

Well, I got what I wished for, though it’s not exactly the way I imagined it would be.

Pokémon Battle Trozei is a Pokémon game where you can, in fact, catch every existing species of Pokémon without having to jump through a bunch of silly hoops. But also it’s not really a Pokémon game in the traditional sense. It’s a block-matching game in the vein of Puzzle & Dragons or Puzzlecraft.

Unlike other popular mobile block-matching games, PBT is pretty simplistic. Other games have crafting and town-building and monster-fusing and all sorts of other fancy features that serve mostly to keep you addicted. PBT whittles it down to the basic puzzle game, where you drag the little Pokémon-shaped blocks around to match them up and clear them from the field. Outside of that, the only thing you’re doing is filling up your pokédex.

It’s not just a simple Bejeweled-alike though. Granted, it does seem to be when you first start playing, but gradually, more features will open up that make Pokémon Battle Trozei stand out in the sea of samey block-matchers.

Throughout the game’s many, many levels, your goal is to catch the Pokémon that inhabit each of them. Doing this is accomplished by matching blocks, which will deal damage to the target Pokémon’s HP. Combos of successive matches with add up more damage onto an attack, and when the target’s HP is depleted, they’re caught and added to your roster.

The Pokémon don’t just sit back and take it though. They will launch an attack of their own every once in a while, depleting your HP. Stronger Pokémon can even break through into your playfield, and they’ll zoom around in there, decreasing the space that you have to play in, and knocking out any blocks that they come in contact with. When you battle a strong Pokémon, or play a level that features a larg number of the creatures, things get frantic quickly and can really come down to the wire.

Being a Pokémon game, there are a few familiar gameplay features that make their way into this puzzle game. Type-matching is still a thing that happens, and you can score super-effective hits against your foes if you use the right type. If you use a type that isn’t very effective though, damage will be decreased. Once you progress a few stages into the game, it’ll let you choose a helper Pokémon from your roster of captured monsters to bring into a stage with you. Normally, the Pokémon blocks that appear in a stage are a random selection, but the ‘mon you choose as your helper is guaranteed to show up.

Some Pokémon also have a special ability that will activate when you match them, but these seem to be very few and far between so far. About a dozen stages in, I’ve only caught three: Serperior, Emboar, and Samurott; all of which have the same ability to deal more damage when your HP is low. The tutorial also shows that matching Chanseys will heal you instead of attacking, but I haven’t seen Chansey in regular play yet.

Ditto is a special block, in that it doesn’t invoke an ability, but you can use it as a wild card. It can be matched with any other block, and even multiple different blocks at once, but they only drop in under special conditions. What those conditions are, I’m not totally certain. All I can say for sure is that they seem to show up exactly when you need them.

To keep you playing even after you’ve caught every Pokémon in a stage, your performance is ranked by how many points you earn. Getting the elusive S Rank is deceptively tough, requiring some really top-notch skills to earn. To even dream of S Ranks, you’re going to have to get good at Trozei Chance, which is activated when you match 4 blocks, and then 3 other blocks right afterward. When you’re in Trozei Chance mode, the screen gets all flashy and you only need two like blocks to get a match. If you’re good, you can clear out the entire playfield, and earn big points as well as continue your combo chain.

The game world is divided into zones, with a handful of stages within each. Burning through each stage as quickly as possible isn’t the best way to proceed though, as extra stages with special Pokémon in them will open up if you complete certain requirements. So far, those requirements seem to be exclusively “catch all the Pokémon in the previous stages,” but they might grow more diverse later on.

Early on, you unlock a special zone known as the Safari Jungle. The Pokémon in these stages change daily, and they’re much longer than any of the regular stages. Simply getting to the end of these stages before the wild Pokémon deplete your HP can be a trial in itself, but it’s a quick way to fill out your Pokémon roster.

Pokémon Battle Trozei falls into the same trap that any block puzzle game does: it’s very repetitive and can get really boring if you’re just playing to get to the end. If you’re in it more to hone your skills and earn higher scores and better ranks, it can be just as addictive as any good puzzler. What’s even nicer is that it doesn’t have all the weird features of a mobile puzzle game that distract your from the core game. Also there’s no arbitrary play limit built in to soak more cash out of you. Once you pony up the $8 to download the game, Nintendo isn’t going to hit you up for a cent more.

Year of N64 – March: Jet Force Gemini

Jet Force Gemini and I have a unique relationship. I sort of glossed over the coverage in Nintendo Power back in the day, and I did rent it once. However, while I didn’t have any immediate problems with the game, my friends held a negative opinion of it (though why that was never came up), and I didn’t spend very much time with it because of peer pressure. As it stands, I think it’s still the only video game I haven’t played for that reason.

But now I have played it, and to be perfectly honest, I didn’t miss all that much.

That’s a pretty blunt way to put it though. The fact of the matter is that JFG is an alright game, but it certainly doesn’t dazzle the way that it should. Mostly because it’s got a handful of minor-to-infuriating issues that bog it down, but also because pretty much everything else that Rare did on the Nintendo 64 is a much better way to spend your time. If Mickey’s Speedway USA weren’t so mediocre and Donkey Kong 64 wasn’t a minigame-focused mess, JFG would be the worst N64 game developed by Rare.

Though, again, that’s harsher than it actually sounds. I appreciate Rare’s efforts with JFG, but it’s one of those games that could greatly benefit from a complete overhaul. A remake isn’t something I’d buy an Xbox One for, but I’d certainly plunk down $15 if it were remade as an XBLA game. But that’s for an actual remake. I wouldn’t pay a dime for a simple HD edition, and you’ll find out why soon enough.

The absolute worst problem with Jet Force Gemini is controlling the game. It has a control scheme reminiscent of a platformer mixed with a first-person shooter – that is to say that the control stick moves your guy in the direction you press it, and the left and right C buttons are used to strafe. The controls themselves are solid in theory, and they work for similar games, so what’s the problem here?

First of all, the characters feel very slippery. It’s hard to explain, but they don’t have that nice tight feeling that you expect to get from a high-profile 3rd-person action game. Precision movements are very difficult to make. It’s very common that your character won’t quite move the way that you want them to, and I’ve lost many, many lives by accidentally overshooting a ledge and plummeting into the void. Trying to move backward is also way more trouble that it ought to be.

The strafing is also super-weird. Maybe it’s a third-person thing, but the characters don’t simply move to either side the way you think they would. They seem to sort of randomly drift forwards or backwards a bit as well, and that can really throw you off in the middle of an intense firefight. Holding the R button to enter aim mode fixes this, but trying to aim while dodging the enemies’ unbelieveably accurate shots is its own little chanllenge.

When mixed with the slippery character movements, jumping is just not something you ever want to have to do. Just trying to line up your character for a jump is difficult, and landing where you want to is even harder. Fortunately, precision platforming isn’t something that the game asks you to do very often, but it’s a huge pain it the butt when it does come up.

The other issue I have with the game is how it handles collectibles. Rare games are well-known for requiring you to pick up a metric ton of silly baubles, and JFG alleviates that by making half of the pickups character upgrades (health/ammo expansions and new weapons) and keys, but it’s the other half of the collectibles that bug me.

The Tribals are a teddy bear-like race of friendly creatures who have been captured and enslaved by the space-bug bad guys. Throughout each stage, a handful of Tribals are scattered around, and it’s your job to find and save each one of them. They’re literally just standing around waiting to be saved, and all you have to do to save one is to run up to it, which will teleport it to safety.

What makes them annoying is that you have to rescue all of them to get to the end of the game. Already that’s kind of dumb because they aren’t handed out as challenge rewards like jiggies and power stars in Banjo-Kazooie or Super Mario 64, they’re just standing around. It doesn’t feel like you’re actually doing anything to earn your ending. It stings even more that you need certain upgrades before you can rescue some Tribals, so you have to backtrack if you’re going to get them all. The thing that makes me really irate about this is that when you return to a level, you have to rescue all the Tribals in it. Ones you’ve found already aren’t recorded, meaning that you’ve got to get them all in one go.

This basically means that you should ignore the Tribals until you’ve got all the upgrades and weapons, and then go through all the stages again. It would have been really nice of the game to tell you this in advance, but it doesn’t. So the first-time player will waste a ton of time getting all but that one inaccessible Tribal in each stage, and then return only to learn that he/she has to get them all again.

The one saving grace of this system is that since you and the enemies can straight-up murder the Tribals, so if you mess up and get one killed, you don’t have to reset the game. But really, that’s just alleviating one annoyance by susbstituting it with another, slightly less annoying one.

Jet Force Gemini’s redeeming qualities are pretty much all in the combat. It’s a third-person blast’-em-up, and firefights are good fun. Once you get a grip on the wonky controls, that is. The really fun thing is that it’s a cover-based shooter before cover-based shooters existed. The space-bugs have really great aim, and while you can’t snap to cover like you can in modern games, you’ll have to learn to strafe in and out from behind trees, crates, and the like if you want to make it very far. Simply trying to barrel through stages like a crazy person will not work at all.

The game also gives you a rather huge arsenal of guns and other weapons to play around with. After only a few stages, you’ll be equipped with a pistol, machine gun, plasma shotgun, sniper rifle, tri-rocket launcher, two types of grenades, and remote mines. There are even more guns and gadgets to collect, and enough different enemy types that pretty much all of them get a chance to shine. I’m the kind of guy who tends to favour one weapon, but JFG had the rare quality of making me comfortable with regularly rotating through my entire arsenal.

I’m also a fan of the cartoony space setting. It’s not a thing you see all that often in video games. Generally things of the sci-fi variety are super-serious, but JFG likes to goof it up whenever it gets a chance. From the adorable little Tribal coos and the gooey splatters that bugs make when you shoot them, to groan-worthy puns and jokes in the dialogue and the doofy-looking nervous system displays on the character select screen. And of course, since it’s a Rare game, at one point you have to find an NPC’s missing underwear.

I would be remiss to omit that you can also unlock special game modifiers by collecting the severed heads of your enemies. The special unlockables include: making blood rainbow-coloured, turning yuor main characters into kid versions of themselves, and changing all the basic enemies into Mr. Pants. That, my friends, is some sweet, sweet irony.

However, Jet Force Gemini does its absolute best to destroy any goodwill it’s earned once you get to the second act. Here, you’re given the task of collecting 12 spaceship parts (one of which is awarded for finding all the Tribals) before you can face the final boss. Most parts are found in new areas, so it’s not the worst fetch quest of all time. However, two of the ship parts are nearly impossible to win.

To get one of the pieces, you need to win a racing minigame. This is the absolute worst racing sequence that I’ve ever played, and it’s so viciously difficult that I almost turned off the system and called the game done after spending more than an hour over two evenings trying to win. I thought the Goron race minigame in Majora’s Mask was bad, but it’s got nothing on the JFG race.

What makes the race bad is mostly in the controls. Despite the N64 controller having an analog stick, moving your racer left or right is not a precise affair. Rather, you move the stick and it basically just flings itself in that direction. It’s basically impossible to control, and if you so much as gaze the wall, your speed is immediately cut in half (at least!). The AI is also brutal. The racer that starts next to you has a one-way rubber band effect; if you’re behind, it’s extremely difficult to catch up, but if you’re ahead, he will find a way to pass you. I don’t know how I passed this race, but I did it, and I felt the biggest relief, as I assumed that the worst was now behind me.

Enter Floyd. Over the course of the game, you recruit a little flying robot buddy who you can control to play little obstacle course mini-games for multiplayer unlockables. Except that one of these courses actually has a mission-critical item as its top prize, and it’s retarded hard to win.

The idea is simple: fly through a course of pipes, collect 8 doodads, and shoot 4 targets. Super easy. I completed it like nothing, but I wasn’t awarded the prize. What the game doesn’t tell you is that you have to do all this in under a minute. Also, the controls while playing as Floyd are even worse than the racer controls. Aiming is a bit sloppy in JFG on the whole, but trying to shoot something acurately while under a strict time limit? Nearly impossible. That and the collectibles have a hitbox that is much smaller than they are, so you basically have to fly right through the middle of them or you’ll miss and have to start over.

I came close twice, both times hitting the finish line less than a half-second too late. The fact remains that the other hundred or so attempts (I’m not exaggerating, either…) ended somewhere between 1:07 and 1:22. I’ve come close enough that obviously I think it’s something that I could accomplish, but not without channeling a lifetime’s worth of luck.

So I gave up. I invoked the Fuck It Adjustment, watched the final boss battle and ending on YouTube, and moved on with my life. This stupid mini-game was so infuriating that I nearly destroyed my N64 controller; clearly I wasn’t having fun anymore, and at that point it’s just not worth it. I think that by choosing to give up on Jet Force Gemini, I’ve grown a little bit as a person.

And so, my journey with the Jet Force came to an abrupt end. I got everything else required to beat the game, so I came close enough, but this one’s gonna remain incomplete. I suffered through a lot of crap just to get to the end, and that stupid Floyd course was the straw that broke the camel’s back. I want to be more positive about the game overall, but the fact of the matter is that the entire second half seems designed to make you hate it. It’s too bad, because there’s something decent buried under all that crud.

Lightning Returns: Final Fantasy XIII

You all know that I’m one of those weirdos who really liked Final Fantasy XIII, right? I just wanted to make sure we got that out of the way first. It’s definitely not a game that everyone can appreciate, but I found a lot to like about it. Most of the characters were well developed, the setting was really unique, and the music was absolutely wonderful.

One of the few things that FFXIII fans and not-fans agree on is that the story is bad. I don’t agree with this. I think that FFXIII had a fine story (not great, but I found it interesting enough), the big problem is that it was told very poorly. The storytelling was disjointed, looped in on itself several times, and even omitted a bunch of details. Most of the key points could be found in the optional in-game datalogs, but if players have to read a bunch of supplemental material to understand your story, you’re doing it wrong.

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Year of N64 – February: Body Harvest

If GoldenEye 007 was one of my most played Nintendo 64 games, I suppose it makes sense to follow it up with one that I have never played and know virtually nothing about. For the sake of contrast, you see.

Indeed, I had never played Body Harvest before The Year of Our Lord 2014. I had barely even ever heard anything about the game. I remember reading an early preview of it Nintendo Power, but I don’t recall ever seeing any actual coverage of it in the magazine. Googling seems to confirm there was never full coverage of the game, just a few hints stuffed into the Classified Information section.

On top of that, Nintendo really gave Body Harvest the shaft. The game was originally supposed to be a launch title for the N64, with Nintendo as the publisher. But they didn’t like it, and dropped it, leaving the game sitting in limbo for a little over two years before it was finally picked up and released. The developer, DMA Design, later became the studio that people know much better as Rockstar North.

So if you think about it, if Nintendo had played nicer with DMA, maybe Grand Theft Auto would have been a Nintendo game, or at least multiplatform thing instead of a big hit for the Playstation. Maybe.

Continue reading Year of N64 – February: Body Harvest

The Top 6 Things in my Field of Vision (office edition)

The average working stiff spends between 35 to 40 hours a week at work. Some people aren’t “lucky” enough to be able to work so many hours, and some fools decide they want to work even more than that. What I’m getting at here, is that folks spend a whole lotta time at work.

Now that can be a good and a bad thing. On the good side, you’ve gotta pay your bills, and working a lot will help you to do just that. On the other hand, it can be kind of boring to go to the same place and do the same thing every day. Especially if you’ve got one a them desk jobs.

I have one of those desk jobs, and the complete lack of scenery and variety doesn’t matter much to me in the long run, but it does get a little bit boring staring at the same old cubicle walls day in and day out. So I like to have things that entertain me at my desk. Now come with me, as we look at my six favourite things that I can see when sitting in front of my computer at work.

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Picross e3 – Soul-crushing Satisfaction

Picross e3 came out at the very beginning of October last year, and despite my so-called “addiction” to picross, I didn’t actually play it until early last month. Maybe it’s because I was already knee-deep in another, cheaper picross game on my iPhone, or maybe it’s because I wasn’t completely blown away by the first two Picross e games. Most likely it has something more to do with me having played way too much picross last year. What kind of piss-poor picromaniac am I, anyway?

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Year of N64 – January: GoldenEye 007

Let’s not beat around the bush here; everybody’s played Goldeneye 007 for the Nintendo 64. Everyone. It’s that one game that was a must-have if you owned an N64, and if you didn’t own an N64, you probably bought one so that you didn’t look like a fool when your friends came over and asked why you weren’t playing GoldenEye. So you probably don’t really need me to tell you all that much about what it is.

Being the first game in TE’s Year of Nintendo 64 though, I’ve made a paper-thin commitment to write something about it. And now that I think about it, I guess that it’s old enough now that there are kids who are so young that they’ve never played it. That’s a little spooky, and makes me feel very old. But then, a lot of things make me feel old, so let’s not dwell on that.

Today, I want to take a look at GoldenEye from the perspective of someone who hasn’t played the game in over ten years, and see how the real deal holds up against the GoldenEye that is perched upon a pedestal in my memories.

Continue reading Year of N64 – January: GoldenEye 007

Top 13 Games I Played in 2013

Hey look, another year’s passed, so you know the drill. Let’s look at a selection of the games I played throughout 2013 that I thought stood out from the rest.

This year, the only criterion that I’m going by is that I have to have beaten the game in question for the first time in 2013. Anything that fits into that criterion is fair game. So, for example, there are a few games that weren’t released in 2013, but that I only finally played last year.

There were just over 50 eligible titles, but I found that whittling that number down to 13 was actually very easy. The ones that I picked were just so much better than the ones I left behind. You can check out a full list of the games I beat in 2013 (including replays) here.

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X-Mas Gift Roundup: 2013 Edition

Hey, so Christmas happened a while back. Maybe you’d noticed? I sure did, because I got a freakin’ amazing haul of gift this year, and you know how much I treasure material possessions. So obviously I want to brag talk about them on the internet.

I don’t really have any sort of screed to come in on, I just wanted to note that I haven’t done an X-Mas gift round up since… 2007!? Holy cow! That’s even farther back than I’d thought! Man… that was a pretty great Christmas. Looking back on those pics, I can even remember it pretty well. Yeah, I was so excited that morning that after The Unwrappening was over I fell asleep while watching Bender’s Big Score.

So, uh, let’s just get started then, yes?

Continue reading X-Mas Gift Roundup: 2013 Edition

Monster Hunter 3 Ultimate

You’re going to have to bear with me, internet. I want to talk about Monster Hunter again.

Let’s begin with the basics. The Monster Hunter series is all about fighting giant beasts, and is pretty much a game built around hectic, exciting boss battles. Yes, it includes some smaller enemies too, but they’re like the basil on the tomato soup that is the rest of the game: they add a little flavour, but aren’t what you came for. You’re there to bring down huge, fearsome beasts and then turn them into pants. It’s even more fun when you’re doing it with your friends, so much so that it’s the only video game that I actually have a desire to play with people online.

Victory in Monster Hunter requires what I call the Three P’s: preparation, patience, and practice. It’s not a game for people who can’t be arsed to earn their victory. There is no coasting in Monster Hunter, and there is no easy mode. If you’re going to win, you need to make sure you know what you’re doing. Triple-checking your supplies before you head out on a hunt isn’t just helpful, it’s nearly required. You need to study your enemy’s movement and attack patterns to find weaknesses and openings. Familiarity with the terrain in each map is just as important as being familiar with the strengths and weaknesses of your chosen weapon. Long story short: Monster Hunter requires a huge investment of time and effort on the player’s part, and that’s what I love most about it.

Most games, especially those of the current generation, you can just turn on and play if you’ve got even a basic knowledge of video games. Monster Hunter is not at all like that. If you boot up a Monster Hunter game and expect to get just another action game, you’ll be eating a healthy serving of humble pie in no time. These are complicated games, and you need to take the time to learn them before you’ll get anywhere. Each game starts with a rather lengthy tutorial in your basic survival skills like item gathering, meat cooking, and small monster slaughter before you even get a whiff of a real hunt. While these might seem like boring little subsystems that aren’t so important that they need to be forced on you, it turns out that they are absolutely essential.

Continue reading Monster Hunter 3 Ultimate