Images obtained from: Biased Video Game Blog, giantbomb.com
Monday, November 30, 2020
Dragon Age: Origins - Thoughts
Images obtained from: Biased Video Game Blog, giantbomb.com
Saturday, November 28, 2020
Super Mario Bros. - Thoughts
... But this isn't an irrefutable conclusion, unless one spends plenty of time playing and adapting to Super Mario Bros's physics. Compared to Mega Man or Contra, Mario is as stiff and unwieldy as a mustachio'd van, taking too long to accelerate and dangerously too long to stop. To complicate this, certain jumps in the game are downright malicious, requiring a full sprint to cross safely or sporting a single block to land on—and in one instance in 8-2, both at once. The potbelly plumber might not feel natural to control, but mastery lurks within your fingertips—so long as you learn where and when to pump the brakes.
I've never thought of the original Super Mario Bros. as a difficult game (especially compared to the rest of the NES library), but it can definitely be challenging at times. Later stages not only demand precision from your leaps but will also starve the player of resources, reinforcing the importance—and advantage—of a strong start. Sniffing out fire flowers and preserving your 1-ups will help get you to the end faster than having sharp reflexes will... though those don't hurt either. And even when you lose to the likes of World 7 & 8 (the game's real run-enders), you're only ~30 minutes away from reaching your last checkpoint. Throw in some super obvious-to-find warp-pipes and the game can be conquered in 10 minutes by even the most lax speedrunner.
Saturday, October 31, 2020
Super Mario Bros. 35 - Thoughts
Super Mario Bros. 35 is a fantastic game that stumbles over its own short legs. Its premise is my dream battle royale: make 35 players compete in randomly selected Super Mario Bros. levels, where defeated foes from bowser's army are sent to other players' games to hassle them. This keeps the single player experience intact while offering a competitive twist that makes the game feel tense but never mean-spirited. However—like with any multiplayer game—an optimal way to play bubbles to the surface, and boy howdy is it boring.
Friday, October 30, 2020
Heavy Barrel - Thoughts
Friday, October 23, 2020
Jackal - Thoughts
Konami's Jackal is an unaged, heartwarming polaroid of the NES era. It is exemplary of the good games of its time, although inventive it is not—you probably won't find the game listed on too many "hidden gems" lists. But what Jackal offers is Konami's trademark forte: action. And not just action, but fairly tight, difficult, reaction-based action that has you skirting around bullets like an insta-death slalom. Don't let its age fool you—this old war jeep's got plenty of kick once you start it up.
Wednesday, September 30, 2020
The Curse of Issyos - Thoughts
Althouuuugh that statement comes with a dirty little asterisk. My only real gripe with Curse of Issyos is that reaching its true ending requires a lot of flawless playing, thanks to a notably cruel design decision: you don't get healed after boss fights. I don't think it's a monumental task to beat the game without using continues, but one poor boss encounter can quickly throw a wrench into that plan, especially if you happen to lose your spear. Throw in a couple convoluted tasks required to reach said ending, and I recommend that most people just play the game without worrying about a replay.
Monday, September 21, 2020
Metroid Super Zero Mission - Thoughts
Metroid Super Zero Mission is a hack of staggering ambition. Crafting a unique rom hack out of Super Metroid's mold is difficult enough, but to throw Metroid: Zero Mission's blueprint in there as well—a game which itself is a reinterpretation of the original Metroid—is a mind-boggling task. The original Zero Mission acts as a sort-of interquel between the two Metroid titles, so I wasn't sure what Super Zero Mission was going to bring to the table. Plus most Super Metroid rom hacks are already "remixes" of the base game (aptly deemed "halfhacks"), and those are typically so lazily cobbled together that I prefer a hack that's wildly new and fresh (like Super Metroid Phazon). But SBniconico's take on the formula blew me away; Super Zero Mission is not only a stunning game in its own right, but its old school design is so meticulous that it becomes downright terrifying at times.
While Super Zero Mission is unarguably tricky, it never becomes insurmountable or cruel—not once did I need to revert to save states or backtrack to find e-tanks and missiles. But Super Zero Mission relentlessly tests your dexterity, observation skills, and memory of the older games. Even the bosses have undergone meaningful changes, their room layout altered and health buffed. There are two noticeable difficulty spikes in the game (Pirate Ship & Chozodia), but as long as you keep your wits about you and press on, you won't be stymied beyond a couple of painful deaths. I'd personally label the game "beatable" in the same way that I would tell anyone that Dark Souls or Contra is "beatable"; those unable to rise to Super Zero Mission's expectations will find it unfair, confusing, and ultimately frustrating.
Though the game is nowhere near impossible to finish, 100%ing it is a different matter. A couple power-ups are tucked away in such mystifying, nonsensical spots that finding out how to access them is akin to reverse-engineering a programming puzzle. For instance, speed booster blocks will taunt the player in a location far from flat land, and there's a constant use of foreground tiles that hide tiny morphball-sized paths. The presence of these ultra-hard power-ups don't ruin the game—I was definitely comfortable with my arsenal by the end—but it will be extremely vexing to completionists. Don't be surprised if Super Zero Mission reveals just how little of Super Metroid you truly understand.
Thursday, September 10, 2020
XCOM 2 - Thoughts
My first playthrough of XCOM 2 did... not go well. Having completed the previous game on Normal Ironman mode (where character deaths are permanent), I thought I was more than properly equipped for the sequel when it came out in 2016. But when several members of my A-Team bit the big one during a risky mission, I knew I was on a death spiral to annihilation. Rather than push on with my last living sniper and her squad of wide-eyed rookies, I hung up my hat and didn't return until four years later. Which is a huge shame because only now do I understand that XCOM 2 is a fantastic, well-balanced experience.
My failure in 2016 didn't make me dislike XCOM 2, but my perception of the game had always been warped due to being bullied into a corner. Since I've been making a conscious effort to wrap-up any half-played games in 2020, I was determined to liberate humanity from its xeno-dystopia with a brand new playthrough—Ironman mode still intact. I wasn't sure how to avoid making the same mistakes this time around, but that wouldn't matter because my second shot at saving Earth was a resounding success. My A-Team was so implacable that had the final mission thrown twice as many enemies at me, it would've been no sweat to come out on top. Finally, it was the aliens cowering in a corner, not I!
Even though it boasts a meaty playtime, what helps to keep XCOM 2 a smooth, fast-paced experience is its repeated use of timers. From extraction missions to ADVENT retaliations, XCOM 2 cares more about you being bold than being safe. As much as I adored the vanilla version of the previous game, its gradual overwatch crawl is its most glaring flaw, transforming otherwise tense missions into endurance marathons. Thankfully, you can't get away with that tactic here. If anything, a couple of the timers are probably a bit over-tuned, since on more than one occasion my squad escaped without a single turn to spare. But having to make tough decisions with the clock always on your mind trumps playing it safe and losing units only when complacency sets in.
While I'm not upset that my initial failure kept me away from XCOM 2 for so long, I am very glad I returned to finish the fight. My first squad had been precious to me, but the struggles of Smokey, Paladin, Hat Trick, and Earth's MVP Sarah "Lockdown" Becker was one for the ages. We were a finely tuned alien-disposal unit that blew up robots and headshot officers from across the damn world with 110% accuracy. And while Classic Ironman sounds like a headache to play for vanilla XCOM, I'm more than willing to jump into Commander Ironman for XCOM 2, excited to face a stronger adversary. Where a Terror from the Deep clone would've sufficed, Firaxis went above and beyond for XCOM 2, crafting what is probably my favorite strategy game released in the last twenty years.
Wednesday, August 26, 2020
Terraria - Thoughts
[contains minor spoilers]
With Re-Logic having finished their last major update for Terraria, my brother and I figured it was time to jump back in. We had previously gotten about halfway through it several years ago, but this time we were in it for the long haul, determined to start fresh with mediumcore characters and really sink our teeth into this cute, 2D Minecraftian adventure. It took a while—a lengthy 44 hours to be exact—but our journey was fun and thrilling, containing some really wild ups and downs. The critical thing I did not expect (and really should've in retrospect) was that the Terraria wiki would be an essential contributor in our victory over the game.
I suppose you could finish Terraria with nothing more than experimental mindset and some elbow grease, but hardmode will undoubtedly test that theory. For those that don't know, after descending into a literal hell to slay a fleshy monstrosity, new monsters, items, and features are added to the world to bring this once-explored land back to life—lovingly called "hardmode". I'm fairly certain I stopped here the last time I played because I definitely would've remembered the ass-whooping Terraria handed me had I tried to continue. Resilient enemies prowled the landscape, safe houses were frequently invaded, and the number of corpse runs I undertook had more than quadrupled.
Terraria does a decent job at directing you where to go by suggesting what your next achievement should be, but its mostly a breadcrumb of bosses to kill rather than gear to acquire. And once in hardmode you'll find your gear woefully underleveled, especially if you try to tackle one of the nasty mechanical bosses that can assault your base at night. Looking up how to spawn better ore, what enemies drop what components, and how to acquire wings and/or mounts are the first steps toward surviving—and the game does an abysmal job at telling you this. Hell, I'm not even sure if it tells you how to properly build a house that villagers can live in, let alone what triggers NPCs to finally sell pylons (which are the best way to travel across the overworld for like 90% of the game).
I sympathize a bit with Re-Logic on this issue; nearly every crafting-oriented game becomes so bloated with information and options that it's irresponsible to add a text box simply suggesting, "Player should make X armor and Y weapon". But this diminishes your sense of discovery since you're forced to stumble across most of the secrets on a wiki, instead of experiencing them yourself within the game's world. If you stubbornly refuse to do outside research, you'll find yourself staring slack-jawed at your inventory, oblivious that "soul of light" can be crafted into a boss-summoning totem at an anvil made from mythril, the second ore generated from every triplicate of altars destroyed. For the record, the first NPC that arrives does share a crafting list when you show him an item, but good luck learning where how to locate the other reagents (ah yes, to get an avenger emblem I have to farm an earlier boss I previously had zero reason to fight! Of course!)
There are definitely worse aspects in Terraria than having to do some wiki sifting, like its occasionally abysmal drop rate and the unwieldy UI that gets exponentially more cumbersome with mediumcore deaths. But at no point are any these bad enough to dissuade you from further playing. One of the coolest things that Terraria possesses that other games like Minecraft don't is an urge to evolve. You'll start the game deceptively humble, happy to craft an iron sword to replace your old copper one. But by the end your final state will be practically unrecognizable from how you started, a whirlwind of rockets and magic and spears and yo-yos flinging from your fingertips. Terraria explodes outwards in options as you progress through it, showering you in items that are as cool as they are delightfully stupid. The lack of self-seriousness gives the game a lot of charm, reminiscent of media melting pots that middle-schoolers often brew together. So what if you have orcs, martians, pirates, pixies, and disembodied lovecraftian eyes existing alongside one another? They're all cool! Bring on the pirate jacket and eyeball helmet!
I never really minded hardmode's dramatic ramp in difficulty, mainly because the sense of getting stronger is so well done in Terraria. Every play session starts and ends with you ruminating on your next objective. Slowly you'll work from point A to B to C, crafting a new armor set, grabbing extra health crystals, and discovering new equipment that makes you audibly "ooooh!" Blood moon events that once left you shaking in your boots become minor nuisances, and when the final boss falls you'll feel practically immortal, able to fend off literal armies while bathing in lava. If anything, the game will probably get a little too crazy by the end, transforming into a nonsensical shmup that's tremendously hard to parse. But you don't come to Terraria for its finely-tuned combat—you play it to learn its secrets and then slowly conquer it, biome by biome, boss by boss.
Similar to Destiny 2, another obfuscated game I adore, your experience will be significantly smoother playing with someone that knows what they're doing. When you're first stepping out into the unknown forests of Terraria's wilds, it can be a truly captivating journey—until you run into a wall and have no idea how to proceed. But check out the wiki and stick with it, because Terraria is about the ascension from a simple lumberjack to a gaudy deity capable of summoning unicorns, dragons, and UFOs to their aid, armed with Excalibur in one hand and a gun that shoots bees in the other. It's ludicrous, but reaching that level of absurdity is absurdly fun.
(Also there's a ton of mods and they look pretty cool.)
Thursday, August 20, 2020
Destiny 2 - Thoughts
Saturday, August 8, 2020
Super Metroid Phazon - Thoughts
It is nearly impossible to re-capture what made the original Super Metroid so special. So much of the game is immersed in nostalgia, and what isn't is difficult to quantify and explain. There's a je ne sais quoi to its world and atmosphere—familiarity and alienation are masterfully blended together, forming a curious stew that you can never quite identify the ingredients of. And for the most part, a lot of Super Metroid rom hacks approach this untouchable recipe with strict reverence: weapon progression is similar, zones feel roughly the same, and your journey will always end with the player blasting Mother Brain to bits. But Super Metroid Phazon eschews with the formal, seeking to hone in on something that Metroid fans love but don't frequently emulate:
Weirdness.
Now, of course there's a lot of ugly, oddball hacks out there, but what those fail to understand is that Metroid has always had a sort of... dignified weirdness. The fauna is unnatural (if not a bit quirky) and the zones are colorful, but nothing is mismatched, nonsensical, or garish; a bright pink mossy almost makes sense coexisting next to a ruddy stone shaft. Metroid unnerves but never repels, and Super Metroid Phazon respectfully understands this concept. Not only does it shake up the typical Super Metroid item and boss progression, but it tugs at player expectations with its eerie alien ambition.
First, you'll awake as Dark Samus inside of a malfunctioning capsule, mere steps away from a free energy tank and an empty red door on the ceiling. Rather than run across the surface of an alien planet in search of the morph ball, you'll dive through underwater passageways, climb frozen cliffsides, and dart past a boss for your first missile pack. Soon you'll uncover a big room that displays a picture of all the areas in the game, your next destination indicated by a small flashing dot. You won't find maps to download, a ship to recharge at, or item hints on the minimap. And as you collect beam powerups, you'll find your arm cannon gets slower—rather than stronger—when the beams are stacked. While Super Metroid Phazon may look familiar, it doesn't feel familiar in the slightest.
What really helps differentiate it from a lot of other Metroid hacks is the visual presentation. Super Metroid Phazon brings with it a massive graphical overhaul, changing nearly every enemy, every zone, and even the UI itself. Caverns, phazon groves, and underwater trenches look realistic and beautiful at times, while the massive complexes of Tetrafuse are unsettling and inexplicable. The entire world of SR217 is infested with snakelike piping, protected by strange machinery that rarely resembles anything humanoid. The bosses themselves have really excellent sprites (Kraid in particular), their attack patterns the only indicator of what they once were. In fact, if there's one thing from Phazon I'm likely to remember, it's how bizarrely rectangular most of its enemies were.
Besides the new coat of paint, the most memorable aspect of Super Metroid Phazon is how massive the world is. My run-time clocked in at a total of 7:24 with only 77% of the items obtained, and (at least I thought) I was pretty thorough. A good chunk of time was spent hunting down the Prime-esque collectibles required to reach the final area (an interesting addition), as well as traversing the land since the screens themselves are also gargantuan. The Tetrafuse towers are mechanical mountains to explore, and the lower depths of the Sewers is one of the coolest journeys: it goes on forever and is mostly empty. "Vacancy" may not sound like much of a compliment, but plunging down to its dark, aquatic depths will make you feel insignificant and alone, eager to find signs of life (or missiles!) amidst the coral.
There's really not much criticism I have to offer for Super Metroid Phazon, as I really dug its aesthetic and direction. If anything, I feel the first half of the game where you're brilliantly strung along from powerup to powerup is the strongest, and sniffing out the Prime-collectibles in the second half not only lacks difficulty but is a bit too aimless (I accidentally missed the final beam powerup). I wouldn't say Phazon overstayed its welcome, but for as cool as the long trek through cavernous rooms are the first time, they're plainly exhausting on revisit. Warp points thankfully mitigate this issue, but you should still prepare your legs for a hefty workout.
If Super Metroid is one of your favorite games, I implore you to give Super Metroid Phazon a try. It's not a major overhaul that retools enemy AI or adds cool new items, but it deftly transcends the typical "second quest" trope a lot of hacks fall into. From the great new visuals to the completely new world, Phazon feels like an alternate dimension parallel to Super Metroid—or maybe more aptly, a third party stand alone sequel. It plays around with the Metroid formula and succeeds, creating a tantalizing soup to Super Metroid's special stew.