We both get carried away

Obviously, I picked up Pokémon Pearl when it came out on Sunday. I loves me some Pokémons, so obviously I’m enjoying it. Haven’t sunk a ton of time into it, as I’m trying to concentrate on finishing up Super Paper Mario (or at least the story) for the time being. One really cool thing about the game though, (aside from the WiFi battling and trading) is that there are parts where a computer-controlled character will team up and battle with you for a short time. I’m only so far in that I’ve seen it happen twice (and one was only for a single scripted encounter), but I’m sure it’ll happen again. I’ve always been a fan of double battles, which is probably why I hold Pokémon Colosseum in such high esteem, and it’s nice to see the formula play into the game more than it did in Ruby and Sapphire. The 3D maps never fail to impress me either. Don’t know why, but they do.

As far as Super Paper Mario goes, I’ve been making semi-steady progress. Trying to balance it with Pokémon, Dead Rising, and drawing comics has been a nightmare, but it’s getting done. Nearly finished the story (which just keeps getting better), and it would appear that there are boatloads of things to do once you’ve finished the game. Remember the “Pit of 100 Trials” from The Thousand-Year Door? The one I failed on floor 100? Yeah. There are two of them here. And word on the street is that you’ve gotta finish the second one twice. Passing the first one was a time-consuming breeze, but I got owned on floor 55 of the second. I may actually finish filling out the recipe book in this one, and collecting all the enemy/character cards will be the most expensive task in a video game ever, next to getting the Post Office Model in Animal Crossing. And those are just a couple things that are going to need completing. Let’s just forget about the treasure maps and Sammer Guys for now. Brrrrr. There’s a lot to complete in that damn game.

It’s a good thing I’ve got next week off. I have a lot of games that need finishing (starting in some cases). To list a few: Super Paper Mario, Pokémon Pearl, Guitar Hero II 360, Dead Rising, Yoshi’s Island DS, Puzzle Quest, Magical Starsign, Children of Mana, TMNT(Wii), Beyond Oasis, God of War, Baten Kaitos, Baten Kaitos Origins, Tales of Eternia, LEGO Star Wars II, Me & My Katamari, Okami, Tales of the Abyss, Stubbs the Zombie, Pikmin II and truckloads more. Thank God there aren’t any games I want coming out in the forseeable future, aside from Guitar Hero 80’s Edition (and that’s in June!). My wallet’s happy about that too!

You’re dead

And your doubts about how awesome Super Paper Mario is are now gone.

So anyhow, ummm… I dunno. I finally bought The Black Parade. I still don’t like “Welcome To The Black Parade”, but the album as a whole is pretty darn good. In fact, all the other songs are good. Figures though. Singles these days seem to often be the weakest songs a band has to offer. Also, you know, Wikipedia telling me the thing was majorly influenced by Queen (favourite band ever) was really the deciding factor there. Certainly wins a lot of points for that one.

I got some deformed Peeps. don’t know what to say. Better deforemd than retarded though, right?

One shot is all I’ve got

Like the rest of the internet, I really have to vent about how angry I am at the way Activision is handling the downloadable content for Guitar Hero 2. It’s just ridiculous. Chris Kohler complained mostly about the fact that the songs come in packs of three, and while it’s not the biggest issue for me, I do agree. Each song should be independently available, rather than packed in with two more you probably don’t want. And then Tycho really hit the money (pun intended) on how the things are way too expensive. I could see charging a dollar’s worth of Microsoft Points for one, but they average out to about $2.13, and at that point if you want them all, you’re paying way more than a game disc would cost you. Guitar Hero had 47 songs, so if they were all available in the Marketplace, it would average 7500 points, equating to around $98. RIDICULOUS. I’m not buying shit for that price. At least, not tracks from the first game. If they release some decent new content, I may briefly consider it.

On the other hand, Super Paper Mario is fantastic in every way. I figured it would mostly be a platformer, but it really is just a regular ol’ Paper Mario with some gimmickry and no separate battles. The whole 2D-to-3D business will really, really screw with your head. The first lesson you’ll learn when you start it up is that perception is not always truth. All you think you know about platformers, about Super Mario, even about video games in general, all that and more will be challenged. And if the gameplay alone wasn’t awesome enough, the game is probably funnier than the two previous Paper Mario games combined. Chapter 3-4 is hysterical, as it’s a huge jab at the internet and geek/otaku culture, best of all being that the first half of the Chapter 3 boss is a Japanese dating sim pardoy. It’s almost too much. I nearly hurt myself laughing as soon as I realized what was happening. Oh yes, and Luigi is a major-ish part of the plot, and a playable character! Super Paper Mario is without a doubt the best game currently on the Wii anything, and Nintendo has a long road ahead of them if they expect to top this. Ever. I AM ERROR!

Speaking of screwing with your head, if you plan on playing Super Paper Mario and feel like your brain needs a little warm-up for thinking outside the box, try out this little doozy. Basically what it is is a really impossible brain teaser. You’ve gotta put blocks in a grid to match shapes/patterns at different angles, but you’re only allowed to use so many. At first it seems like something that’s simple enough, but when you get down to it, it actually requires a lot of thinking. I spent like half an hour on the first puzzle and still couldn’t get it. I managed to figure out number 2, but that’s about it. Oh, I guess number 10 is really easy. I got it right away.

Lastly, I stumbled upon what might be the death fo my free time as I know it. Normally, I’m pretty addicted to Wikipedia. It’s like informational crack, and I’m known to spend entire nights just reading articles about characters, games, places, you name it. But now… I found this page. It combines my addiction to Wikipedia with my infatuation with cryptozoology to create some kind of horrible Ryan-destroying force of death and words and chupacabras. Also, after some light reading of a couple of the articles contained within the master list I linked, I’ve discovered that I need to head down to Churubusco, Indiana one of these Julys so that I can take in what must undoubtedly be the most wonderful festival ever: Turtle Days. From now on, that will be my life’s ambition.

Who’ll be the lonely one

There have been a lot of little thoughts bouncing around inside my skull lately, and I’ll probably end up getting around to blogging about most of them sometime soon. So the blog will probably continue to be active for a while to come. But maybe not. You see, today was a very good day to have Wii Points, as two really awesome games have landed, and I may very well be absorbed in those for a while.

I’ve been waiting for it since the day I got my Wii, and finally finally StarFox 64 is available on the Virtual Console. It’s like the second best StarFox game ever (I like Command only slightly more), and goddamn I loves loves loves StarFox. Pretty much anyone who knows me can attest to that. The real challenge here will be tricking people into playing multiplayer with me. Though really, I’m not that great at StarFox where playing against me isn’t worth the trouble. Also the NES classic Teenage Mutant Ninja Turtles showed up as a complete surprise to me. I must have logged a hojillion hours into that game in my youth and never gotten past that one really hard jump in level three. I downloaded it mostly out of nostalgia but also because I’ve made a promise to myself to finally beat it. That may, of course, be easier said than done, because the game is really flippin’ hard. April’s continued support means nothing!

To make matters worse, Guitar Hero 2 for the 360 lands in two days, and while I may have been able to resist the call otherwise, I cannot just turn away from the chance to play “Rock And Roll Hoochie Koo”. Oh yeah, I guess I forgot to mention that me and the tall one bought an Xbox 360 last Monday. I’ve pretty much been playing Dead Rising, Gears of War and Hexic all week, but failed to even mention them even once. Oops. Making my bank account even less happy with me, Super Paper Mario is a requisite purchase for anyone with a Wii and common sense, and that happens on the 9th, or so my sticky note of important releases tells me. Thank God I still have a small wad of tax return money, or else there’s no way in Hell that even I could justify spending so much in such a small period of time. And I pretty much hate money, so that says a lot.

Top Ten: Greatest Games of 2006

Really, I don’t know what to write as an intro. I’ve done this twice before, so go back and read those intros if you really need a preface. Just a couple notes before we begin:

1. I broke down. While I was compiling my list, I kind of forgot that I wasn’t supposed to have ports on it, but they were there, and I just love the included games so much that I couldn’t boot them. Oh well.

2.There are three special awards mixed in between the regular list, just so you don’t get confused. I was going to have them all before the actual list, but that’s so dumb. My way is spicier!

3. I think the 10th-4th place trophies are hilarious. If you don’t agree, I am terminating our friendship right now.

Well, that should be all. So let’s get it on!


Before we really get rolling, I just want to give out some special props like I did last year. I think I’m going to include a couple special awards every year from now on. What they might be each year is impossible to say, but I know I’ll keep the “Special Mention” (the award for the game I wanted to play most, but never got a chance to) award kicking around. It’s a good award.

2006’s “Special Mention” goes without a doubt to Final Fantasy XII. Because there were so many other games that I had planned on purchasing (and when I set my mind to something, I never go back), I never got around to playing FFXII. It just came out at a really bad time. Had it been released in the summer lull, I would have definitely picked it up right away. Sadly, Square-Enix didn’t have it ready until November, and that month was just so chock-full of games that were higher on the priority list that it got passed by.

The reason I put it here is because I do have a genuine interest in it. It’s the first Final Fantasy since IX that I’ve cared at all about (and even that was only because at that time I was still a Squaresoft sheep), and I really do hope to get around to playing it someday. The way the game plays, with it’s neat little character programming system interests me to no ends, and even the story, which I usually have zero interest in, fascinates me. And let’s not forget that so many reviewers are saying that it’s the best FF to grace a console since God-knows-when. And that’s a pretty strong point, because let’s face it, most of the gaming world thinks FFVII is good.

So in conclusion, I declare Final Fantasy XII to be the best game I never played last year. However much sense that makes.

Hey, what can I say? I’ve been waiting for a new Mario side-scroller for a while now. God knows why Nintendo didn’t make one on the GBA. Oh, right. They had all those old games to rehash. Must have saved them a ton on, you know, work. Can’t win ’em all though, am I right?

Past grievances aside, I really enjoyed New Super Mario Bros. Like everyone else on the damn planet, I flew through it pretty quickly because it was real easy, but it was impressively fun. I even played through it a second time right away. Of course, while getting to the end of the game presented little more than a suggestion of difficulty, clearing the game 100% did require a bit of skill. The big coins, finding all the extra paths and warp cannons, that kind of stuff. It wasn’t as tricky as some of SMW’s rough bits, but all the extras really helped to flesh out the game. The new power-ups were pretty unnecessary too. Unless they were needed for getting somewhere, I much preferred good ol’ Firey Mario. Why did they axe fireballs in the 3D games? Firey Mario would have been so much totally better than FLUDD. Maybe.

I don’t know. NSMB was such a big deal that everyone and their mom wrote about it, and everyone’s read something about it too. I doubt I could add anything original at this point. I guess if there’s anything that really stuck out for me, it was the final boss fight. It wasn’t terribly difficult or long, but it was pretty epic. For a Mario game. Hey! You know what would have been great? If there had been some Yoshi. Yeah. Especially if he had all his Koopa shell powers like in SMW. And there should have been a Top Secret Zone where you could go after every level to gather power-ups. Sigh. It’s going to be quite a feat if Nintendo ever expects to outdo Super Mario World. That’s pretty much the definition of a perfect platformer. But New Super Mario Bros was easily good enough. Just barely good enough to beat out Rayman Raving Rabbids out of the #10 spot, but good enough no less.

I’ll be the first to point out that technically, I’m breaking my “no ports” policy, but I have many good reasons to back this up. First of all, there is a good deal of extra content. For every so many operations you finish on the main storyline, you unlock operations for a different story featuring a different doctor. Secondly, while the main story is almost a word-for-word copy of the DS game (with prettier graphics), the completely different control methods make the game seem totally new. Sure, you know what to do, but now doing it is a whole new experience in itself. Also, a couple levels have changed dramatically, specifically the bomb level.

So the game then? Well, it’s neat. The premise is that you’re a doctor (by the name of Derek Stiles) who just completed his whatevers and is getting into the real world of surgery. It starts off like any old medical drama you’d see on TV, with the new guy being uneasy and having to overcome personal obstacles and crap, and then bio-terrorism enters the picture and everything goes to shit. It’s an incredibly story-heavy game, to say the least. Some chapters don’t even contain an operation and are just really long dialogues sequences. Fortunately, it’s all skippable for those who couldn’t give two shits an’ just want to cut people open and toy with their insides. Which is awesome. The game starts you off with easy things, like suturing up cuts, removing shards of glass, and lazering the crap out of polyps. It slowly ramps up to tougher things like excising bigger tumors and removing thrombi. Less than halfway through, though, the video game part starts to come into play and you have to start removing various types of (fictional) parasites (known as GUILT), which can be real pains in the ass. Unlike the original game, however, there is a difficulty option, so getting to the end of this one isn’t such an impossible feat; you can just choose to play on easy mode!

The operations in the side-story abandon the GUILT for more traditional surgery. Though the game throws in a few new things and some curveballs like fixing broken bones, excising super tumors (which grow right back if you don’t get them all out within seconds of each other), and working in the dark with only a camera’s flash to help you see. The extra story, while much more brief than the main one, is also pretty interesting, though it’s even more obvious that it was thought up by those crazy Japanese.

All in all, even though it’s essentially a beefed-up port, Trauma Center: Second Opinion is very much its own game. While playing with the Wii Remote is slightly less accurate than the DS’ touch screen, the control scheme is very intuitive and great for switching tools fast. It’s still as challenging as the original though, so don’t expect any pulled punches, even on the easy difficulty level. While it’s no epic adventure, I still think TC:SO is a spectacular launch title for the Wii, and were it not a port, I may have even put it up closer to the top spot on the list. As it is though, number nine will have to suffice.

What’s with all the DS games, you ask? They’re pretty good man. You should invest in one. It’s definitely the greatest portable gaming thingamijig ever. Hell, I play my DS more than my GameCube and PS2 combined. We’ll have to wait a year or so to accurately measure how the little Wii does. But there are games to be ranted about! On I go! Holy crap I think I’m getting worse at writing!

So Elite Beat Agents, huh? Surely you’ve heard of the import hit Osu! Tatake! Ouendan!. Surely. I never bothered to import it (I got Jump Superstars instead), but when I heard they were making a version (sequel?) for North America, I was ready to jump all over it. And jump I did. EBA is a rhythm game, much like DDR or Guitar Hero, only instead of some cockadoodie $50 peripheral device that only works with one game, you just use the touch screen. As the music goes, beats appear on the screen. Most of the time, you just tap them with the correct timing to get by. But sometimes, you have to drag a ball across a path which spices things up a little. Well, maybe not. There’s also a spinner that you’ve gotta, well, spin. That one only shows up on the rarest of occasions though. All this happens while zany situations play out in the background, as the idea of the game is that the Elite Beat Agents motivate people through song to help get them through tough times. Well, there’s actually one scenario that’s quite sad rather than zany, and ashamed as I am to admit it, it had me weeping like a little girl. Seriously. If you can play the “You’re The Inspiration” level without shedding at least one tear, you’re made of stone, man. Fucking stone.

Like many of those other rhythm games out there, Elite Beat Agents out there is hellishly difficult. Which is odd because Nintendo stuck it in with the “Touch Generations” games, which are supposedly accessible to everyone. I guess most people could get by okay on Breezin’ (easy mode), up until the last song, “Jumpin’ Jack Flash” (a snazzy fast version too), which is like 50 times harder than all the other songs. And while I’m on the song note, the soundtrack is definitely there not for any single niche, but rather a hodegpodge of crap from all over. On the awesome hand, you’ve got kickass bands (well, covers of kickass bands) like Deep Purple (“Highway Star” FTW) and The Stray Cats, but then you’ve also gotta suffer through dreck like Cher and Goddamned “YMCA”. I mean, personally, I don’t mind too much, but I know that’s more than enough to turn off some people. And that’s sad, because EBA is a frickin’ awesome game. My only complaint is that they cut like a minute off of Hoobastank’s “Without A Fight”, wich is a stellar song.

If you’re looking for a distraction, maybe go play Magical Starsign or something. If you pick up Elite Beat Agents, you’ll likely get sucked in and lose hours upon hours trying to beat “Canned Heat”, assuming you’re as bad at this game as I am. But yes, this is a sweet game. I really shouldn’t have to say that, what with it being eighth on my list of the ten best games that came out last year and all.

Our second special award this year is the “Most Improved” award. We always had one of these back in junior high back when they still gave out little trophies and medals to all the smartest kids, so I thought it would be a neat one to have here. The “Most Improved” award is for exactly what the name implies; a game that vastly improves over the previous entry(/entries) in that series. Whether it’s because the previous game(s) stunk like ass, or the sequel is just that much better, we don’t care as long as it beats out it’s predecessor(s).

MegaMan Battle Network 6 is not here because it’s a great game. It’s not ground-breaking, it doesn’t deliver a compelling story, even the gameplay is pretty much unchanged from the first game in the series. What does make it special is that it’s the only MMBN game that’s really been worth playing since 2. And I mean that quite literally. I got into the series at 2, and I loved the game to death. I explored every nook and cranny of it, and I got everything there was to get. 3 was okay, and while I did finish it 100%, my whole heart wasn’t in it. 4 flat-out sucked, and 5 was mediocre at best. Needless to say, I didn’t come anywhere close to finishing those two. Then 6 came along, and I felt the same spark I did for 2. And I played the snap out of it.

So what makes it better than the abysmal 4 and 5? I’m not too sure. It’s basically just the same thing over again. Look at any MegaMan series, and that’s the way it is. But there are a few little tweaks that propel it above the rest. Capcom changed the power-up system just enough so that it made the game fun, and not a hassle. In the two previous chapters, your battle power-ups (Soul Unison) would only last three turns, and they were kind of useless. There were also these horrid “dark chips” that completely broke the game unless you ignored them completely. In 6, the power-ups (Cross Change) are now virtually unlimited, and most of the Crosses are useful and/or fun to use. The dark chips have pretty much been tossed away altogether as well.

Maybe it doesn’t make sense to you as an outsider, and it isn’t entirely clear to me either, but MegaMan Battle Network 6 is somehow a much better game than the last few in the series. Best of all, it’s the last game in the series, so you don’t have to hear any more about it, and I don’t have to worry about it going down the shitter again. Definitely the most improvement in a sequel I’ve seen in a while.

Yeah yeah. More MegaMan. I know, I’m weak. But this one is actually a seriously kickass game, and not just on here because of my insane fanboyism. It plays like a stronger, faster, more intense version of the MegaMan Zero games, two of which hit the chart in the past two years, so it’s really no surprise that ZX showed up.

The game is actually pretty far removed from MegaMan though. It’s MegaMan only in name, really. I mean, there are a few references to past MegaMan storylines, but aside from that, you could essentially put a different name on it and nobody would know. But it is MegaMan, and with that comes the promise of top-notch side-scrolling action. Like I said, it plays like the Zero series, so it’s fast and rather intense. The difficulty level has been toned down a bit, but most of the bosses and certain parts of the game will still give you a good run for your money. Adding to the greatness of it all, it plays like a Metroidvania title, in that the game is one big world for you to explore, rather than being cut up into levels. Of course, you can only access certain areas once you’ve got the right items, but unlike Metroid and Castlevania, those end up being more on the end of card keys rather than power-ups.

When you do get power-ups, they take form as different suits of armor for your character to wear. The game revolves around Biometals, which are basically rocks which hold the essence of various MegaMan characters. Once you gain a certain Biometal, you can use it and gain the powers of whichever robot it represents. Such powers include increased dash abilities, hovering, better water mobility, and being able to break select few walls. Half of them are pretty useless for regular combat, but there’s a secret Biometal you can earn which kicks complete and total ass. Still, playing the entire game as only the default MegaMan should be more than enough to please fans. The extra powers are just kind of for fun and finding secret stuff.

One of the coolest things about the game is that bosses regenerate themselves, so you can go back and fight any of them whenever you feel, without having to start a new game. You can even insert MegaMan Zero 3 and 4 into the GBA slot to pick fights with a few bosses from each of those games. I don’t really know what else to write about. The game is all about action, and dueling the multitude of boss robots is about as awesome as it gets. For anyone who thinks the MegaMan name should have died long ago, MegaMan ZX makes all those years of crappy X and Battle Network sequels totally worth it.

Ever taken the time to dig up the StarFox 2 ROM? Well you’d be pleasantly surprised if you haven’t already, because StarFox 2 is totally great. It’s radically different from the original, but still maintains the StarFox feel and manages to rock all over the place. StarFox Command, as I would find out, is basically an extension of the wonder of technology that is StarFox 2.

I won’t dance around the fence here, there aren’t any on-rails flying levels in StarFox Command. It’s all all-range enemy hunts. And those are the butter to the game’s bread of strategic map-conquering. Sounds awfully sketchy, I know. That’s exactly what I thought. But, because I just can’t say no to StarFox, I picked up the game anyway. It couldn’t be any worse than StarFox Adventures, anyway. Long story short, the game is awesome and I feel awful for ever doubting it. The franchise has had some rough times, but if Command is any indication of where it’s going, then the outlook is pretty damn good.

So what’s this strategy business I mentioned? Simply put, each mission takes place on a map of whatever planet/area of space you may be currently flying around. The aim is either to destroy all the enemy fighters while defending the Great Fox from attack. Sounds simple, and it really is. But things get tricky once stuff like missiles and fog of war get involved. Yeah, that’s right. Fog of War. In StarFox. it’s weird, I know, but it works. Keeps things interesting, and you on your toes. So encountering an enemy or an enemy base on the map will initiate a dogfight, where your objective is to destroy all the listed bogeys within the time limit. Yep, there’s a time limit too, but trust me when I say all the game mechanics work perfectly well together. And speaking of which, the whole game is played with the touch screen. All the buttons on the DS do are fire your blasters, except the start button, which does the usual pause. Barrel rolls, loops, bombs, it’s all touch-activated. And it’s all good.

The only complaint I have with the game is actually with the series as a whole. I hate that the fact that they continually age the characters. At this rate, two games from now, Fox McCloud won’t even be in the games anymore. That or he’ll be an old fogey handing out advice, rather than blasting space monsters and whatnot. But aside from that little complaint, the game is stellar. Tons of story paths to choose from (though the story[ies?] isn’t particularly strong), great strategy and action gameplay, and good local multiplayer (sadly, WiFi multi is kind of disappointing). This isn’t the highest-ranked DS game on the list, but it’s probably the one I’d recommend the most. I just love it to death.

Durr, more DS loving, coming right up. Castlevania: Dawn of Sorrow was granted a spot on last year’s list (#9), and now that I think about it, I really think I should have placed it higher. But it’s too late for that, so let’s just forget it and move on to this year’s contribution to the Castlevania franchise.

For everything Dawn of Sorrow did right, Portrait of Ruin comes and does it even better. Mostly. I mean, the games play essentially the same, but Portrait of Ruin is so much more refined, with so much more to it. Firstly, you get to play with two characters, Jonathan Morris and Charlotte Auldin, at the same time in PoR, which turns out really well. You have the choice to either just swap out between the two, or have the non-player character follow you around and help you out (using your MP bar as a life gauge). Either way you choose to do it, the system is great, and allows for a lot of choice in how to get around different enemies. Dawn’s Tactical Soul system is gone, replaced by subweapons and spells for Jonathan and Charlotte, respectively. While the Tactical Soul system was really great for customization purposes, I really like just having the basic subweapon/magic instead. Also, only some of your subweapons/spells are held by enemies, basically meaning you don’t have to grind every enemy in the game to have access to your full arsenal. That, and the Shuriken subweapon is insanely cheap once it’s mastered.

The castle is scaled down a bit on PoR, but that’s because there are nine other maps to explore! While the bulk of there are pretty small, it’s still the biggest Castlevania yet, as far as raw acreage goes. Sadly, the second set of four “levels” just feel like remapped copies of the first set with harder enemies. The castle itself is as great as ever though, and the ninth (optional) level is a very sweet colosseum-esque stage with some horrifically challenging battles inside. And speaking of horrifically difficult things, the bosses in PoR are crazy hard. The bulk of them will slaughter you pretty quickly on the normal difficulty. Needless to say, I’m a bit afraid to start a hard game. The final boss battle isn’t quite as rough as some of those leading up to it, but it’s quite a spectacular fight. Seriously. Fuck you, I’m spoiling it. You have to fight Dracula and Death. At the same time. And then they fuse. It’s awesome. If you look up the word “Awesome” in the dictionary, you’ll see a picture of PoR’s final boss fight.

And speaking of awesome stuff, there’s a ton to accomplish in Portrait of Ruin. Firstly, you’ve got the main game with it’s hugely long main quest, plus all the fun of fleshing out complete maps, completing all the quests, getting (and mastering) all the subweapons and spells, getting all the enemy drops and filling out the item collection. That alone took me over 25 hours. Then you unlock a whole whackload of shit. Not only one, but three bonus game modes, plus a hard mode for all four games. Then there are three Boss Rush mini-games to play (because there are just that many bosses in PoR). To top it all off, there’s a nice little WiFi option in which you can either buy/sell items from/to other players, or join up with someone else to play a co-op Boss Rush. The co-op mode doesn’t offer much of a challenge, really, but competing for top times is always fun, and the Shop Mode is decent if you have a bunch of rare drops and need to make a little extra coin.

Holy smokes. This is going to be like the longest article ever. By me. In any case, Castlevania rules. If you still haven’t waded into the series, I would highly recommend now to do it. It’s really not going to get much better than this. Konami’s set a very high standard for themselves, and the only way to really improve upon Protrait of Ruin would be some more diverse level design, and to go back to artwork that doesn’t look like it came out of a crappy Saturday morning anime. Seriously. Dracula looks like crap in this one. Normally he looks awesome and evil, but here he just looks like Uninspired Anime Villain #43. Don’t even get me started on Death. Eeeeeewww. Fuck, Konami. We know you have talented artists. Why did you not use them?

“Wait. What?” you ask, “I could have sworn that game was for PSP.”

It’s true. I’ve been hiding a horrible, horrible secret from everyone: I broke down a bought a PSP a while ago. Under most circumstances, I’d feel pretty bad about it, but MegaMan Maverick Hunter X is just so damn awesome that I don’t care. It was worth every penny to be able to play this remake of one of my favourite games ever. As I’ve stated many times before, I’m quite a MegaMan fanboy. It’s a tough lot in life, but it’s the road I chose. And this road has led me to play nearly every MegaMan game in existence; some good, some bad, some utterly repulsive. But through it all, one thing has remained constant: my love for the original MegaMan X. I don’t know why I love it so, but that’s the way it is, and I doubt it’s ever going to change.

Maverick Hunter X is a full overhaul of MegaMan X, much like how Capcom redid Resident Evil for the GameCube. It keeps everything that made the original X great, and makes it better: the superb music, the harrowing storyline, the highway stage. Everything. Sure, they moved most of the power-ups around to throw off vets, but that’s quite alright. Incentive to fully explore the stages again is a good thing. Most of the stages do retain their original layout, but the Sigma palace levels are all completely mixed up, with some bits moved around, and some entirely new parts. It’s great. Even the transition to 3D graphics worked marvelously, beautifying the levels, and making some of the bosses look more like the animals they were modeled after (Spark Mandrill, anyone?).

Best part of the game? Hard to say. Firstly, they’ve included a 30-minute movie detailing to origin of the original Maverick outbreak, which is an absolutely awesome bonus feature. Second, you get a Hard difficulty level to play on once you’ve slaughtered the game completely, and hard it is. Bosses get new attacks, you get less life, all that good stuff. Third, Vile is a playable character! Once you’ve finished the game once with X, you can play through as Vile, who plays completely differently than X and adds a whole new layer of strategy to the game. And Vile’s game is nail-bitingly tough on the normal difficulty to boot. Hard mode with Vile is nigh impossible.

So in conclusion, this game is more than enough to warrant the purchase of a PSP for me, no matter how outrageously expensive it was. As such, MegaMan Maverick Hunter X gets the award for Best Port. Quite frankly, I wanted to place this game at Number 5 on the list, and while it does contain a gigantic deal of new and altered content, I just couldn’t bear myself to put two ports on the list. So why did Trauma Center make it? Because quite frankly, all new content aside, the core gameplay in MHX doesn’t change much at all, while Trauma Center’s is radically different from that of the original game. Still, I give Maverick Hunter X a great big recommendation, because it’s a really, really sweet game.

While Okami certainly deserves a place in the top three, I’m afraid there are just other games that I have far too much brand loyalty to to say no to. But hey, if it’s the fourth best game I’ve played all year, that’s still putting in a pretty damn good word for it.

Ever since Clover Studios (now defunct) opened their website, which had a preview page for Okami, I’d been following the game from a distance. It wasn’t something I was anxious about, but it was on my radar. Then September came around and poof! there it was, and it was getting spectacular reviews. The good reviews coupled with Clover’s high standing in my mind and the beautiful art style were more than enough reason to rush out to the store and pick it up. And pick it up I did. Okami was more than I ever expected it to be. I was thinking it would be some sort of run-of-the-mill 3D adventure starring an animal, but it turns out it’s essentially Zelda for PS2. Seriously. At first, I was kind of on the fence about how much it resembled Zelda, but then I got to the first dungeon and I couldn’t help shaking the feeling that I was retreading the Forbidden Woods level from The Wind Waker, only as a wolf. There’s even a postman who, aside from attire, I would swear is the same as the one from Ocarina Of Time.

So what makes Okami original? Well, for one, you play as a wolf. Oh, right. Twilight Princess. To tell the truth though, now that I’ve played both, I can confidently say that I much prefer the wolf play in Okami. It just feels so much more natural. There’s also the fact that half the game is based around drawing stuff. Yep. Your special power as a God-in-wolf’s-clothing is to be able to paint stuff to make things happen. Over the course to the game you’ll learn many different brush techniques, letting you do many things ranging from slicing trees to making wind blow to creating bombs out of thin air. It’s awesome and works incredibly well, no matter how odd it sounds. Even though the game pauses for you to draw, it doesn’t really mess up the pacing of the game. It’s really not that fast-paced a game anyway, aside from battles. And those are pretty nuts. The boss enemies in particular are really impressive and require some tricky brush maneuvers to defeat. It’s also worth mentioning that they’re much more difficult than any of Twilight Princess’ bosses, no matter how gargantuan those may be.

One of the neat points of Okami is the focus of the game. I’m not a big fan of nature, but since this game is influenced so much by Japanese history and lore, most of the game revolves around saving nature and using your powers to help people and restore their faith in the Gods. Leveling up is actually done not by battling, but by gaining faith by helping people, animals, and plants. It’s a very refreshing change from the usual game that takes itself too seriously and focuses on saving the world from utter destruction. Playing Okami is like taking a beautiful, relaxing vacation from normal video games, in the same way The Wind Waker was from other Zeldas. It’s just so pretty and stylish that you could just roam about and enjoy watching the scenery go by.

There’s much more to be mentioned, but there’s a better way than listening to me ramble about it: go out and buy the game. Trust me on this one. It’s fantastic. Fifty dollars is a bargain for such a fine piece of art. The only thing that really makes me wonder is why this wasn’t a DS project. I mean, it’s all about drawing after all. And Tony Hawk proved last year that cel-shading looks pretty good on the little handheld that could. Even a sequel (on either platform) would be fantastic, but I doubt that we’re going to see one, what with Clover being broken up and all. Worst decision ever, Capcom. And you’ve make some pretty big fuck-ups. Anyway, I know you own a PS2, everyone does. Go out and buy Okami. You’ll be doing yourself a huge favour.

If you read my blog, you can pretty much skip this. You already know how much I loooove Guitar Hero. Best peripheral/music game ever. And the sequel only makes everything better. Well, as better as it can get.

First off, we’ve obviously got ourselves a new soundtrack. It’s quite a bit longer than the original too. Boasting 17 more songs than the first game, Guitar Hero 2 comes full of bands that I love (though the regular songs are all covers) like Cheap Trick, KISS, The Stray Cats, and Rush. Fucking RUSH. That alone is enough to boot the game up to the top of the list. Anything that features Rush must be good. It’s science. Some other bands/artists that I’m happy to see include The Police, Dick Dale, and (the return of) Megadeth. GH2 is also a helluva lot harder than its predecessor. I’m not saying Guitar Hero was easy, but some of the songs on this one seem like they were put in there just to break even the most confident players. You ever heard All That Remains’ “Six”? Or how about Buckethead’s “Jordan”? Incidentally, while “Freebird” is the final song, it’s not nearly as bad as it might seem by ear. I’ve actually gotten rather good at it. “Thunderhorse” on the other hand, continues to wipe the floor with my sorry ass.

On the gameplay side of things, it’s exactly the same. hammer-ons and pull-offs were changed just a leetle bit to make life easier, assuming you’ve the ability to put the techniques to use. I’m learning slowly, and surprisingly enough they’re actually helping a bit, and making my game all that more impressive to passers-by. There are a couple new characters to choose from, including the frightening and poorly proportioned Lars Umlaut. All the default characters also have a second costume that you can unlock. Also, the range of guitars you can buy and use has increased exponentially, and there are plenty of different finishes for each style to boot. There are even secret guitars that can be unlocked by beating and five-starring each song on each difficulty level. Obviously, the best ones are the hardest to unlock. Finally, the unlockable songs (some mentioned above) are mostly better than the last game’s offering. A lot of awesome bands return, including Freezepop (<3  Freezepop), Drist, and the Acro-Brats. Made In Mexico still sucks though. And then there’s great new bands like The Last Vegas, Bang Camaro, and That Handsome Devil. On a related note, I’ve actually seen Every Time I Die in concert, which is kind of neat.

The new training mode, I assume, is rather useful. I’ve used it very little, but it has helped me improve a few rough spots and pass a couple songs on the expert difficulty. I might get really good at the game if I were to make better use of it, but as it is, I prefer just to play a song over and over to learn the ins and outs, even though practicing parts of a song at slower speeds sounds like a much more practical way to do it. Multiplayer is vastly improved, with better competitive options, and a spankin’ cooperative mode. Add the fact that on co-op you each play a different guitar part (lead, rhythm, bass), and you’ve got some wicked shredding going down.

It was impossible for me to decide between Tales of the Abyss and Guitar Hero 2 for second place, so I had to tie them. It’s a reasonable compromise, don’t you think? I just adore both games so much, how could I put one over the other?

If you’ll recall, I named Tales of Symphonia the best game I’d played in 2004. And Abyss doesn’t fall far from that tree. But wait, there were two Tales games released this year, and Tales of Legendia isn’t even on the list! So what gives? Quite frankly, for all the things I liked about Legendia, I could just never get into it. I found the characters lovable, the story great, and the battle system fun, but literally I had to force myself to put the game disc in and muscle through it after the first half of the game. I don’t know what it was, but somewhere the attraction waned. Fortunately, Tales of the Abyss came along a short few month later to make everything better. It might even hold a higher place in my heard than Symphonia, if it weren’t for Symphonia’s exquisite character design and writing.

If you want a basic review of Tales of the Abyss, go find the Tales of Symphonia review on the September 2004 page in the blog archive. All the great things about that game translate directly onto this one, with only a handful of real changes. Obviously, the story and characters are different, but the overall feel of the game is essentially the same. The soundtrack is (mostly) once again by genius Motoi Sakuraba, which means it’s good enough to purchase twice. The battle system is almost exactly the same as that in Symphonia, the only real differences being that you can run around freely (after acquiring a certain skill), and a slightly altered magic system. Really, if you’ve played any previous Tales game, you should have a good idea what to expect: RPG battles that play out almost like Super Smash Bros.

One of the big changes are the various stat/ability-altering systems. Capacity Cores will add to your stat increases during level-ups, allowing you to super-power your characters in whatever field(s) you have a Capacity Core for. Fon Slot Chambers allow you to attach an FSC to each of your spells/skills to add different effects, depending on the skill and FSC colour. For example, a red FSC on most skills will increase attack/healing power, while a green FSC will usually decrease TP consumption. Lastly, we’ve got Additional Skills. Your characters will all gain AD skills when they reach certain levels or increase a stat to a certain number. Some are pretty basic, like moving faster in battle, while others have awesome effects like being able to use Over Limit attacks and avoid status effects. All three systems add a far deeper level of character customization than even Symphonia did with its wacky Exsphere business.

Tales of the Abyss doesn’t stray much from the Tales mold (except for they’ve been cutting out the Summon Spirits completely lately…), and that’s exactly why I think of it as lovingly as I do. Namco has a real winning formula here, if only the general populace would free themselves from the shackles of Final Fantasy and realize that there are fun RPGs out there, the world would be a happier place for all. Again, it’s science.

It’s fucking Zelda.


Yeah I’m leaving it at that. Sometimes the point is best made with few words. In any case, I know this list might be a little harder for some to agree with than previous lists, in which I ahd a slightly higher percentage of popular games, but meh. These are the kinds of things I like to play. If you don’t like it, go back to whatever overhyped garbage you think is good. Also, blow it out your ass.

Super Princess Peach – A review

If you look at my past video game reviews, you’re well aware that I’m a man who likes to play only the manliest of manly video games. So obviously I wasn’t gonna go out and buy any of that Super Princess Peach nonsense, no matter how many positive reviews I read, and no matter how much pressure Nintendo put on me to buy it. It’s just not my style.

(Un?)forutunatley, once while I was out with a bunch of friends, I mentioned that while I would never buy the game myself, if it did manage to find its way into my posession I would play it. So a couple of those friends took it upon themselves to go and buy me the game for my birthday as a gag gift. Now, I’m something of a penny-pincher when it comes to spending money on others, so a $40 gag gift seems like a lot to me, even if split between two people. So now that I do own the game, I had to play it. After all, I’m a man of my word if nothing else.

So as I mentioned above, I had read a handful of good reviews of Super Princess Peach, so I wasn’t terribly afraid of what would await me in the game. I was a little disgusted by the fact that it’s a game clearly built and marketed for 12-year-old girls, and therefore drenched in pink and cuddlines. But then again, it wouldn’t be the first game I’ve played that suffers from that particular affliction.

Alright, all that intro-esque crap aside, let’s take a look at what this game’s all about. In true handheld Mario fashion, you start by picking a warp pipe as your save file, and are greeted by a (rather leenghty) intro scene. It gives a few details of the game’s setting, Vibe Island, and how Bowser has set up a vacation home there. He manages to unearth a treasure called the Vibe Scepter, which allows the holder to toy with people’s emotions. With it, he has Mario, Luigi, and a boatload of Toads captured. Meanwhile, Princess Peach is enjoying a leisurely stoll with Toadsworth, and when they return to see the mess left behind, Peach immdediately sets out to save Mario, the Toads, and that green guy.

Before Peach gets on her way, Toadsworth presents her with a parasol he picked up from a dirty peddler. And surprise, surprise, the parasol can talk. And his name is Perry. Wow. they could have put at least a little thought into his name, rather than just playing the super-obvious pun. to top it all off, Perry is apparently extremely knowledgeable about Vibe Island, which kind of helps to explain the conveniently placed hint blocks (just like the ones in Yoshi’s Island, but without the charming doodles).

The game is laid out like pretty much every Nintendo platformer out there. Which is to say, it starts with the nice, quiet plains area, which serves as a training ground for the basic game mechanics. Then as you progress you see all the cliché game areas, including the forest, the haunted house, the volcano, and the seaside. I’m not really complaining about that, because that’s exactly what I expect from this kind of game, but it would be nice to see at least one somewhat original area.

Gameplay is pretty simple. You run about, jumping over platforms and smacking around enemies with Perry. There are also plenty things to collect along the way, obviously. What separates Super Princess Peach from the rest is her Emotion Powers. They’re probably not really called that, but I don’t care enough to check, and that’s probably close enough. What they do, is you’ve got five emotions, all with their own abilities and whatnot. Firstly, you’ve got your normal state. You could say it doesn’t count as an emotion, but I’ll do my best to ignore you and your annoying voice. The other four are used by tapping one of the four hearts on the touch screen.

The red heart initates Rage, which makes Peach stomp about like a three-year-old having a temper tantrum, and encases her in a ball of fire. Obviously, it’s good for burning things up and killing the more durable enemies. It also helps with pressing switches and other things that need a good stomp. The yellow heart will send Peach into Joy-town, making her swirl around in a nigh-impenetrable tornado. Enemies will be blown away, and it can also spin things like windmills. Flying is also possible while Peach is Happy, so it pretty much goes wihtout saying that Joy is the most useful emotion. The green heart will make Peach Calm, which restores the life gauge at an alarmingly slow rate. I guess it’s fair enough though, since giving you a recovery ability at all is a little cheap. The last heart, the blue one, makes Peach Sad. While Sad, she’ll run around at double speed, which helps cross falling platforms. She also acts like a huge water fountain, her tears able to spin waterwheels and grow sprouts into huge beanstalks.

All of the emotions in the previous paragraph are fueled by the Vibe Gauge. Using Joy to fly will sap it the quickest, while Clam will drain it pretty fast as well. The easiest way to replenish this gauge is to pick up the various blue crystals which are pretty much all over the place. The other way is a little more… sadistic. Peach can pick up enemies with Perry and toss them around much like Wario could in his side-scrollers, but there’s more to this than just tossing bodies around. If you need a quick Vibe gauge refill, you can have Perry swallow any held enemies whole! I still find it entertaining to watch goombas get muched up one by one.

So Peach is clearly on some sort emotional rollercoaster here. Would it be inappropriate to make some kind of period joke? Distasteful perhaps, but when have I ever cared for taste before? So… Frankly I’m quite frightened that Peach’s period lasts the duration of the game. Having to deal with that kind of thing three or so days a month is bad enough, but I’m going to go ahead and assume that this littel adventure takes many, many days. Possibly even a fortnight. Makes you wonder why Mario keeps saving her. Or why Boswer keeps kidnapping her. Oh! Wait! Since you’re the one changing her mood, does that mean you’re playing as her period? What is Nintendo trying to get at here?

Ugh. I kind of wish I could take that back. I mean, thanks to the miracle of technology that is the backspace key, in theory I could. But it’s not going to be happening. Why? I unno.

Moving on, the graphics in yonder game are pretty good. They’re kind of on the line between the wackiness of the Mario & Luigi style and the cute, vibrant Yoshi’s Island style. Sadly, there aren’t any fancy-pants 3D effects, but it’s okay. The colourful worlds and baby’s-bottom smooth animations are more than enough to suffice. One nice little touch is that depending on your DS’ internal clock, the title screen can be at day or night. It’s not much, but I like little things like that. I was going to make another really unsavory joke here, but it’s too much for even me to write. Just the word period, outside of its grammatical context, is enough to give me the willies.

Sound is a mixed bag. While it’s passable and up to par with whatever it’s supposed to be measured against, it’s just not memorable at all. not once after playing the game did I catch myself humming a tune. It might have been because I mostly played the game early in the morning, and my brin isn’t on enough to register music that early, but there’s no way around it. The music is forgettable. Sound effects are Nintendo standard. There’s nothing overly offensive, but no really great menu selection sounds either. And menu seletion sounds are what make or break a game. On the upside of it all, Peach has far fewer voice samples than Mario and Link do, so that’s one less annoyance to worry about. Or at least I didn’t notice them, because her voice is so high pitched that only dogs can hear it. My dgs weren’t barking at the game either, so I think we’re okay.

I really don’t know what else to say. Suffice to say, I’ve gotten really bored with reviewing games. I think I’m evn repeating my greivances about repeating myself now. And that’s pretty damn bad. Well, I can at least guarantee this is going to be the only article or anyhitng I ever write with period jokes.

I find it sad that I’m no longer ever trying to hide the filler junk within paragraphs of semi-pertinent stuff.

It hit me around the time that I got to world 3 that playing Super Princess Peach was a very déja vu experience. And while it ook a while to figure it out, I did come to a conclusion: Super Princess Peach is the girl version of Wario Land. Seriously. the only difference is that Wario Land is one of the greatest serieses to ever grace the handheld realm of gamienessness. Yeah whatever. The point is, it’s got all the same elements: long and well-designed levels, temporary powers, lots of secrets and alternate routes, and not-overly-difficult gameplay. While they are similar in nature, SPP still can’t quite match up the the greatness of Wario Land. I mean, Wario Land 2 is (in my opinion at least) the second best original/colour GameBoy game ever released (next to Pokémn Blue), so that’s quite a bit to live up to.

I forget if I’ve mentioned it already, but Super Princess Peach is really really easy. To quote Planet GameCube‘s Jonathan Metts, “La Femme Peach and her poison-tipped umbrella take on Bowser’s army of whistling forest animals. It’s not much of a fight.” I mean, it’s not like I finished the game without dying or anything, but you don’t have any lives, and when you do die, you just get put back at the entrance to the screen you were on. The game even allows you to buy upgrades for your heart meter, and I finished it without buying any, so yeah. The only time you really need to worry about dying is at bosses, because then you have to start the fight all over. It’s still no problem though.

In addition to hearts, you can also buy Vibe Gauge extensions, mini-games, music tracks, and all sorts of other crap. In the end though, you only get a small assortment of goodies at the shop. The rest are all scattered throughout the various stages. You even have to go through each level again once you’ve finished the game, because they’ve all been relpenished with more junk. Top that off with extra stages in each world during the second playthrough, and you’ve got a pretty long game. Easy, but long. So I guess it balances itself out somewhat. Finishing every stage and collecting every item will yield a rather useless prize, an unlimited Vibe Gauge. Wow. Totally not worth it if you’re doing it for the prize rather than the satisfaction of 100% completion.

In the end, I suppose Super Princess Peach is a decent game. It’s relatively fun, and it’s certainly got the Mario platformer charm. It’s just not something you’re going to be playing over and over again. Hell, I just barely made it through the second time. I guess the best thing that could possibly come out of it is that Peach might get a better moveset in Super Smash Bros Brawl. Other than that, my impressions of Super Princess Peach are pretty meh. B+, because I’m a generous guy.

Just let me sleep

I found a great review of FFVII: Advent Children. Yeah it’s a little out-of-date, but a good read no less. Find it here.

In video game news, I’ve been enjoying two of my favourite games from the last generation, Super Mario 64 and MegaMan Legends. What this has to do with any thing, I can’t really tell you. What I do know is that I’m a little surprised at how much better those two games can hold my attention than most from the current generation. I even spent 6 straight hours playing Castlevania: Symphony of the Night some weekends ago, and I can rarely play a single game for two hours straight these days. I bought MGS3:Subsistence a few months ago, and I’m still not even halfway through it. Even the oh-so-lovable Katamari Damacy can only keep me occupied for about an hour at a time. Are games really getting less interesting? It can’t be me, because I can still sit down for hours with the classics and most handheld games. Who knows? Maybe it’s just a phase. I can very much see myself not leaving the house (my room?) for long periods of time once that Wii thing makes its way into my living space. End ramblings.

I can’t surf

They’re making a Castlevania movie. I hope it’s awesome and spawns enough sequels to get up to a Curse of Darkness story…

You know what else pleases me to no end? Mario Hoops 3-on-3. I don’t care at all for basketball, but the fact that Square-Enix is developing it just makes me giggle. Also, it looks rather pretty too.

And last for today, check this out. Neat marketing scheme, no?

TE Top 10 – Funnest Video Game Moments

I don’t know how many times I’ve started an article with this fact, but I play a lot of video games. Perhaps too many, but not nearly as many as some of the real hardcore people. Why do I play video games? Mostly because they’re fun. At least, a good 40% or so are fun. The other 60% are licensed crap and RPGs (not a typo). Most of the good ones are fun in their own special way too, and that’s why it’s good to play a large variety; you never know what’s gonna amuse you next.

I’ve clearly taken it upon myself to make up a list. And not just any list, but a list of the ten absolute most fun things to do in video games. And while my ego does like to believe that my list is absolute, it is in reality only my personal list. You may disagree on some counts (as they’re somewhat sadistic), but I’m sure you’ll agree that most of them are in fact awesome, even if you wouldn’t put them on your own list.

To slim things down a bit and keep a little less bias about than usual, I’ve weeded out any ideas that are too general. Basically, I’m going to ignore entire games and multiplayer modes in general (for the most part) because let’s face it, the list would be Super Smash Bros Melee ten times over if I didn’t. Mind you, I didn’t spend a whole lot of time coming up with the list (only about two hours), but I think I got the essentials down. You should also take note that they’re not in any particular order, because there’s no way I’d ever be able to decide. So with the intro out of the way, let’s hop to it!

Smashing Opponents Into The Electric Fence

Game: Super Mario Strikers

Platform: Nintendo GameCube

Fun Rating: 8/10

Description: While Super Mario Strikers is a ton of fun in general, there’s one thing that really brings it above any other Mario Sports title: the amount of mayhem. While a game of Mario Kart can get pretty heated, it’s nothing compared to Strikers. The explosions, the Bowser, the hitting. You could piss away entire games simply body checking any poor soul that makes the mistake of getting too close and still enjoy the game to pretty damn well near its full potential. The thing that makes this even better is that the pitch is surrounded by an invisible barrier. What’s so great about that? well when you hit an enemy into it, they find out the hard way that it’s coursing with a many million volts. If 10,000v is the maximum real world voltage for an electric fence, then this one is likely around a couple megavolts. Anyhow, I find this extremely fun not only in the fact that I’m frying my opponents good, but also because they always let out a very painful-sounding scream as the electricity courses through their bodies. I told you some of these would be a little sadistic.

Traditional Super Mario Games

Game: Super Mario Bros/Super Mario Bros 3/Super Mario World/New Super Mario Bros

Platform: NES/ARC/GBC/GBA/SNES/DS

Fun Rating: 9/10

Description: I really didn’t want to include entire games (nevermind a whole series) in this, and rather just elements of games, but it’s too damned hard not to give a mention to Mario platformers. They’ve always been the cream of the crop as far as video games go, and you can always play them over and over. Mario’s the most recognizable video game character ever, and with good reason. People all over the world were enchanted by Super Mario Bros and many still hail it as one of the best games ever, and when it isn’t mentioned, it’s usually replaced by SMB3 or Super Mario World. Not only were the games fun because of their simple and addictive gameplay, but also because they could frustrate the Hell out of even the greatest players. Not catching on? Maybe the words “Outrageous” and “Tubular” will get those synapses firing. Lastly, I won’t spoil it, but New Super Mario Bros has like the greatest final boss fight ever. At least for a side-scroller.

Being A Zombie

Game: Stubbs the Zombie: Rebel Without A Pulse

Platform: PC/XBox

Fun Rating: 7/10

Description: I knew right away when I heard about Stubbs the Zombie that I had to have it. Even though the game turned out very differently than I’d imagined while reading about it, it still pleased me to no end when I finally got down to playing it. I don’t think there’s been a video game that’s let you be a zombie before (aside from a couple power-ups or bonus-games), and my dream came true with Stubbs. Its a pretty linear game, and doesn’t afford you a lot of options (early on, anyway), but it’s incredibly fun. Stubbs can do all sorts of awesome things like eat brains and create a horde of zombies. You can even rip off people’s arms and use them to beat other bystanders to death. Nearly 100 times more fun than a boring ol’ baseball bat. Posessing humans is pretty nifty too, and I don’t think I’ll ever get bored of using Stubbs’ “unholy flatulence” move. The only thing that really brings the experience down is that the game occasionally forces you to play as a [posessed] human, and the death of that host means having to start the area over. All in all though, playing for the zombie team is about as good as it gets.

Rolling People Into A Katamari

Game: Katamari Damacy/We Love Katamari/Me & My Katamari

Platform: Playstation 2/PSP

Fun Rating: 8/10

Description: I don’t know how many times I have to reiterate this: the Katamari Damacy series is the best thing to happen since opposable thumbs. The music is insane, the graphics are hilarious, and well, the gameplay was good enough to make me buy a PS2 (and maybe even a PSP, should it get a little cheaper). You’d never think that rolling things up into a ball would be as much fun as this, but I’ll be damned if it isn’t. And while rolling up onigiris and shoes is all well and good, the really fun part (at least for me) is when you get to roll up the wandering residents of the Earth. Many games have memorable moments, but none are quite the same as the first time your katamari is large enough to roll up a child. Oh, those little guys can run. It’s a truly amazing experience, and if you hadn’t been sold on the Katamari idea up to that point, once you start hearing the screams of terror from your freshly rolled high-school basketball team, you’ll definitely realize just why this series has the following it does.

Holding Up Soldiers

Game: Metal Gear Solid: the Twin Snakes/Metal Gear Solid 2/Metal Gear Solid 3

Platform: Nintendo GameCube/Playstation 2/XBox

Fun Rating: 6/10

Description: It may not be the most exhiliarating thing on the list, but there is definitely something to be said for the hold-up tactic found in all the Metal Gear Solid games since MGS2:Sons of Liberty (though the mini-game-esque “Hold Up Mode” was only in Substance). Playing with the guards and soldiers is a huge plus for the series, especially since getting through the main games doesn’t take too long (cutscenes aside), and possibly the most entertaining thing you can do to them is the hold-up. A vital tactic for procuring dog tags in The Twin Snakes and Sons of Liberty, the hold-up is exectuted by simply sneaking up behind your target and readying your gun. Walking in front of them and using first-person mode will scare them into dropping a dog tag (or other goods), and from there, they’re yours to play with. You can proceed to shoot out their radios, injure various limbs, or just shoot them in the ass to make them jump. some are even would-be heroes and try to pull their guns on you after you hold them up. Pumping a bullet into them will put ’em back in line.

Drenching Isle Delfino Residents

Game: Super Mario Sunshine

Platform: Nintendo GameCube

Fun Rating: 5/10

Description: If the FLUDD is good for anything, it’s annoying the crap out of all the NPCs in Super Mario Sunshine. A past-time that I don’t tire of quickly, soaking anyone nearby doesn’t rank too highly on my list, but it’s still a good wad of fun. Nokis try to take that fun away by simply retreating ito their shells, but the vast majority of Piantas will get all flustered and make a huge fuss about it. If only they’d actually take action after so long (I’m thinking they could exact revenge like the cuccos in Zelda games)… And then there’s Toadsworth. While the basic Toads just screech a little and act like they’re going to melt, the mustachioed mushroom lets out the most hilarious “YAAHBLAHBLAHBLAH!!” you’ll ever hear. That yelp alone is worth the place on this list. There are a lot of fun things to do in Super Mario Sunshine, but squirting Toadsworth makes me giggle like a schoolgirl every time.

Wasting Those Other Links

Game: Zelda: Four Swords Adventures/Zelda: A Link to the Past & Four Swords

Platform: Nintendo Gamecube/GBA

Fun Rating: 10/10

Description: Four Swords isn’t exaclty Zelda as you know it. It’s pretty close, but it’s got something no other has: multiplayer. While it’s multiplayer that encourages teamwork, it also makes sure to allow for plenty of friendly fire. Adventuring through stage after stage can get a little tiring, and every now and then, you just have to let loose and start murdeing any other Links that get close. Whether you’re doing it to steal Force Gems because you’re a backstabbing traitor (me), because you feel the need to start a war between the Links (also me), or just because throwing your friend off a cliff seemed like a fun idea (me again), killing each other can be far more fun than playing through the game proper. Four Swords Adventures even includes a battle mode tailored specifically to meet your teamkilling needs. Of course, there aren’t actually teams in that mode, but you know what I mean. The weapons and items in the games provide you with endless ways to burn, slash, stab, trample, explode, pierce, and throw your friends. There’s even an item in battle mode that unleashes a cucco who will rip out an opponent’s heart. Joy!

Playing Anakin (Or Any Sith, Really)

Game: Star Wars Epidoe III: Revenge of the Sith

Platform: Playstation 2/XBox/GBA/DS

Fun Rating: 8/10

Description: I know there are tons of Star Wars games out there where you can play a Dark Side character, but for the sake of brevity, I’m going to focus on Revenge of the Sith for this article. Yes, plenty of games let you be bad guys and perform actions not sanctioned by basic human morals, but Star Wars games really hand evil to you on a platter. I get much more satisfaction from watching an alien squirm as I crush his throat than I do from pumping bullets into people. The RotS games let you choose from Obi-Wan and Anakin, and Anakin is clearly the choice if you’re playing for the fun of it. Obi-Wan tends to be easier to play, but his is a more defensive game, while Anakin’s game focuses almost entirely on offense. Watching legions of battle droids crumble beneath the might of my Dark Side Force powers is a sight that couldn’t ever get old. The console version is even better, intensifying everything with fancy effects and superior lightsaber duels. I can see why so many Jedis fall to the Dark Side… It’s just so awesome.

Running Down Pedestrians

Game: The Simpsons: Road Rage/The Simpsons: Hit & Run

Platform: Nintendo GameCube/Playstation 2/Xbox/GBA/PC

Fun Rating: 7/10

Description: Yes, you can run over pedestrians in most driving games (and shame shame double shame to those in which you can’t). I know this. I know this well. But in most games they just go splat and then you get out and take their money. In the Simpsons games, the pedestrian-smashing is a little more humorous. You see, rather than pulling a Frogger, the pedestrians in the Simpsons games will bounce into the air when they get smacked by a car, giving players the impression that they’re all made entirely of rubber. Don’t ask me why I like this way of hitting people so much more, but I do. In fact, I was originally going to use GTA3 as a headliner for this entry, but decided against it when I remebered how much more fun it is when Homer runs somebody down than when some run-of-the-mill mobster does it. The funny noise it makes helps too.

Bomberman Multiplayer!

Game: Bomberman Generation

Platform: Nintendo GameCube

Fun Rating: 10/10

Description: Yeah, okay. So multiplayer in nearly any Bomberman game is stellar (except that XBox 360 abortion they call Bomberman: Act Zero). This is a well-known fact to nearly everyone. But I come here today intent on stressing how much I love the multiplayer mode in Bomberman Generation. Sure, you could just play the regular old blast-the-other-guys mode (which is A-OK, don’t get me wrong), but I’m totally enamored with the ultra-frantic Dodge Battle. You don’t get any bombs, and neither do your opponents. Sounds weak, but there’s a catch: bombs fall from the sky! The basic idea is to avoid them and be the last one standing, and playing that way is cool, but there’s even more. Each Bomberman starts equipped with both kick and punch abilities, so you can still put your back into getting your enemies killed, even if it’s not the traditional way. There are some more special modes, but they don’t kick nearly as much ass. You can read about ’em all in my Bomberman Generation FAQ… somewhere. It’s on this site and GameFAQs, but I don’t feel like linking to either one at the moment.

So that’s it for now. I’m sure that there are some great moments that I’ve forgotten, but I’m content with my list. Surely games of the future will bring even more memorable moments, and I’m looking forward to all of them. I can’t really think of anything else that needs to be said to conclude this, so off I go!

So afraid of life

It’s been out for like ages now, and I finally got around to renting Super Mario Strikers yesterday. Long story short: best Mario sports game ever.

What we have here is a pretty basic game of soccer, only it’s been pumped full of adrenaline and awesome. The big differences between this and normal soccer games would be A) the use of items B) “super strikes” and C) the amount of hitting. As you can see by those few points, this game pushes the offense envelope farther than you might have expected. Items aren’t overly useful or varied, but they cause a lot of damage. Super strikes are basically guaranteed goals if you manage to get the timing down perfectly, and can cause some mind-bendingly high-scoring games. Lastly, there’s so much body-checking in this game that it’s nuts. Also, Bowser shows up every once in a while to royally mess up everybody’s shit.

Again, killer game. Tons of fun, and an excellent party game. It’s like the Super Smash Bros of sports titles. It’s even got some kickass robots. Highly recommended.