Archive for January, 2010

Bonus Points Ep. 3: 20 Questions

Monday, January 25th, 2010

I was unable to finish a game for review this week so instead I posted 20 questions.  In episode 3, I give my answers to my own questions.

1. What’s your favorite game in your collection?

2. What’s one game you wished you owned but don’t?

3. What’s the worst game you’ve ever played?

4. Is there a game that you hate that everyone else seems to love? What is it?

5. What’s your favorite movie of all time?

6. What song best describes you?

7. What’s your favorite gaming genre?

8. What is your guilty pleasure?

9. What is the greatest console of all time?

10. 360, PS3, or Wii? Which do you play the most?

11. What’s your longest gaming session?

12. What game would you turn into a movie or TV show?

13. What’s the best gaming enemy of all time?

14. Who’s the best dressed gaming character?

15. Would you like to see Pixar make a video game?

16. Which developer would you like to work for?

17. What’s the first game you ever played?

18. Which blogger would you like to meet most?

19. Booth babes: yay or nay?

20. Which game have you played the most?

 
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Bonus Points Ep. 2: Mario & Luigi: Bowser’s Inside Story

Wednesday, January 20th, 2010

Epic storylines, menu-based gameplay, and deep characters; these are the hallmarks of the Japanese RPG. Mario & Luigi: Bowser’s Inside Story has none of those and I couldn’t be happier. The Mario & Luigi series makes sure to never take itself seriously and goes for that humorous tone much more than an epic one. If anything, it makes a great starter RPG that even genre veterans can still enjoy. Bowser’s Inside Story continues this trend by perhaps being the best of the series. It’s a funny claim to make since it’s Bowser that makes this one shine.

A disease known as the Blorbs have struck the Mushroom Kingdom. Citizens are ballooning up to enormous sizes and are unable to move. Meanwhile, Bowser is offered a mysterious mushroom that is supposed to increase his power. Instead, he inhales Mario, Luigi, Peach, and many Toads before losing his abilities. It turns out series villain Fawful is behind it all and quickly takes over Bowser’s and Peach’s castles. It’s now up to Mario and Luigi to explore Bowser’s body and power him up while he attempts to reclaim his castle and get revenge on Fawful. The story is ludicrous fun and serves to set up many of the new gameplay elements of Bowser’s Inside Story. It’s great to see Fawful finally be promoted to Main Boss status and get a full dose of his unique humor. He stands out from all the other characters just because of his crazy dialog. Bowser and Luigi also steal the show as the game progresses. Bowser comes across as a lovable dumb brute with an evil streak and Luigi livens up dull moments with his physical comedy. The best thing I can say about the story is that it’s guaranteed to make you smile.

If you’ve played any of the past Mario & Luigi games, you’ll know what to expect from Bowser’s Inside Story. Both brothers are controlled at the same time with Mario’s actions mapped to the A-button and Luigi’s to the B-button. Surprisingly, a full three-quarters of the time spent as Mario and Luigi is in 2D. It’s a refreshing perspective for the series though the battles are still handled the same. Players can get the jump (literally) on enemies for an opening attack although the reverse is true. Unlike other RPGs where you could push buttons in your sleep and still do well, Mario & Luigi is an active experience. Proper timing on your attacks yield damage bonuses, and it’s entirely possible to dodge every enemy attack or even counterattack them. The battle system works as well as ever, but there aren’t any significant changes until you play as Bowser.

Bowser should not be as entertaining as he is. His battles are handled the same way as Mario and Luigi. He’s played from the overhead perspective, but he is the most invigorating part of the game. He’s filled with new abilities while the Mario Bros. stayed the same. Bowser also handles the DS better than Mario and Luigi ever did in their previous DS effort, Partners in Time. All of his special attacks are handled with the stylus, which is used in a variety of ways. And then there are the moments when Bowser grows to Godzilla-sized proportions. There’s only a handful of times when this happens but when they do, they are some of the best moments in the game. The DS is turned vertically to accommodate Bowser’s size and the stylus is used to control his punches while blowing into the mic controls his fire breath. The game would be nowhere near as fun without Bowser.

Beyond the basic gameplay, there are quite a few side missions that can be taken. Mario and Luigi have challenge rooms where they can challenge harder versions of bosses to earn extra coins. There’s also beans hidden underground all over which can increase their stats along with ten Attack Blocks that are scattered around certain areas which will grant the brothers new special attacks. Bowser has his own share of sidequests which net him extra coins, equipment, and attacks. While none of these are absolutely necessary to beating the game, they will increase your playtime and make the main quest easier.

However, the game does have its share of problems. The most glaring one is that there’s just too many tutorials. Every new action that is learned has a tutorial to go along with it. There’s a lot of moves in the first place but when you add the multitude of minigames that Mario and Luigi do to power up Bowser, it gets a little ridiculous. The first five or so hours felt like an extended tutorial mission. Now, they are all skippable but I couldn’t do that after a while because I was missing clues on the timing of attacks. That length carries over to the story as well. Conversations can keep going well after the vital information is said. Some jokes are pushed too far and stop being funny, but it also makes the game ill-suited for quick bursts of playtime. With save points spread out and story segments that could take upwards of fifteen minutes, it’s doubtful you’ll be able to go from save point to save point in a commute. Bowser’s Inside Story demands your attention and, unlike other Mario games, is perfectly willing to talk your ear off.

The world of Mario is one of the most colorful in all of gaming. That continues to hold true as everything in Mario & Luigi just pops. It’s very much a Saturday morning cartoon aesthetic but it fits perfectly. Everything is simple yet vibrant and easily distinguishable. The developers were also able to get creative with Bowser’s body. It’s definitely not like any other body you’ve seen but it provides unique areas and enemies to keep you engaged. The graphics don’t push the DS, but they don’t need to. The same can be said of the sound design. Everyone knows the classic Mario songs, and Nintendo isn’t shy about reusing or remixing them. That said, they are actually quite judicious about what songs were used. The game isn’t loaded with the classic tunes, instead using them in fitting moments including a tune I never expected to hear. All the other music is original and fits well with the settings. There’s nothing especially memorable, but it’s certainly enjoyable. The gibberish that Mario and Luigi speak is somehow always fun to listen to. It’s charmingly funny and interlaced with some phrases that continue the conversations. Bowser and Fawful also have some sounds associated with them but nothing like Mario and Luigi. The sound design is a good mix of new and classic but there’s nothing here that will blow you away.

Bowser’s Inside Story is as good as if not better than the original Mario & Luigi: Superstar Saga. The Mario and Luigi segments have been perfected and Bowser brought many new ideas to the table to keep the series from getting stale. There’s nothing outright amazing about the game but it comes together to create an entertaining package. It’s hard not to find even a little fun in it and at 20-25 hours of gameplay, you’ll get your money’s worth. Come for Mario and Luigi, stay for the awesomeness that is Bowser.

8.8/10

 
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Bonus Points Ep. 1: Ratchet & Clank Future: A Crack in Time

Monday, January 11th, 2010

Hello and welcome to the first episode of Bonus Points.  Now you’re probably wondering what Bonus Points is, and it’s actually pretty simple.  Each week I will be critiquing a video game and posting my written review.  Bonus Points is a podcast where I go more in-depth with my thoughts and answer any questions or comments you may have on the game.  It’s a way to really get a feel for my review.

With all that said, let’s get to my first review:

Ratchet & Clank Future: A Crack in Time

Insomniac had an incredibly difficult task ahead of them when they set out to make A Crack in Time. It is the seventh game in the Ratchet & Clank series in eight years and, unlike Quest for Booty, had to live up to the bar set by Tools of Destruction, which is arguably the best game to date. Unfortunately, it seems Insomniac stretched itself too thin over projects and the quality has taken a dip. A Crack in Time is still an amazingly fun game, but it uses too many resources from the previous Playstation 3 releases for my taste.

The story of the final chapter of the Future trilogy picks up directly after the end of Quest for Booty with Clank captured by Dr. Nefarious. He quickly escapes and learns that he is the new caretaker of the Great Clock, a space station that’s home to the Zoni. Meanwhile, Ratchet and Captain Qwark have narrowed their search for Clank and must contend with Nefarious’s forces. The strength of the Future trilogy over the original games continues to be its stories. Where there used to be the thinnest of excuses to save a galaxy, the Future games give Ratchet and Clank more personal journeys where they discover more about their pasts that directly affect their future. The plots aren’t masterpieces by any means, but they are on par with movies like Ice Age and Shrek.

It’s amazing to me how, seven games in, the gameplay of Ratchet & Clank is still as fun as ever. You still start out with one or two basic weapons and slowly build up an arsenal of inventive instruments of destruction. This is the series greatest strength and potentially greatest weakness as is the case for A Crack in Time. The only real standouts are the Spiral of Death, the Rift Inducer, and the Sonic Eruptor. Five weapons return from Tools of Destruction, two of which have been upgraded from items to full-on weapons (the lovable Mr. Zurkon and the awesome Groovitron). As I played through the game, I couldn’t help but notice how much cooler most of the old weapons were compared to the new ones. Unfortunately, the older ones received virtually no upgrades to make them unique.

Insomniac tried to add more variety with the Constructo weapons, which could be customized with hidden kits. None were that exciting though as they followed the pistol, grenade, and shotgun mold. I know it seems like I’m harping on this but three standouts among seventeen is not a good average and fails to match the brilliance of past designs. However I was pleasantly surprised at how much fun the Hover Boots were. You can blast through completed areas so much more quickly and, best of all, are the source of much of the platforming. It’s thrilling to boost along panels, jump over pits, and grind along rails in a single section. The boots are also used in a particularly exciting boss battle. They would be the best addition to the game if it wasn’t for Clank.

In the past times you played as Clank, it would consist of either simplistic squad-based gameplay or Giant Clank taking on giant monsters. Neither of these comes close to Clank’s time-based abilities. He can now throw time spheres that slow down everything inside and has a staff that can repair objects by rewinding time. Most of Clank’s gameplay is based around puzzles where he must use recording pads to create copies of himself to stand on switches and make it through a door. It starts out simple enough but later puzzles really make you think about each move you make. I still haven’t beaten all the challenge rooms yet, each of which are especially devious. Clank’s puzzles are some of the most satisfying moments in the game.

The final new element to A Crack in Time is explorable space and moons. This is actually the first return of the spherical moons since Going Commando in 2003, and they are handled much better in this iteration. Before it was mostly an excuse to shoehorn Giant Clank into the gameplay, now the moons provide Ratchet with platforming and enemy challenges. Admittedly, the platforming is the more fun of the two but it the moons still gave a nice distraction with some actual purpose to it as you were always rewarded for completing a planet’s mission. Exploring space is okay but nothing great. There are a modest amount of missions to do and space battles had their charm, but I wouldn’t call this a great leap forward. I just merely enjoyed it.

One aspect that Ratchet & Clank has always nailed is the graphics. The game is absolutely gorgeous. There’s constantly something going on in the background and the creature designs are fantastic. The frame rate never falters, even when there could be up to thirty enemies all attack at once while you fire back with a rapid-fire weapon and bolts are flying everywhere. It’s extremely impressive. The only graphical hitch I ever noticed was that characters’ feet sometimes disappeared on uneven surfaces. Really it’s just the smallest of nit picks. The biggest problem though is the lack of variety. In past games, each planet had its own enemy set with a few carryovers from time to time. A Crack in Time had between ten and fifteen different enemies with varying weapons compared to previous games 30 to 40 enemies. It’s still not a major deal but a little disappointing nonetheless.

The graphics may draw attention to the game but the sound will keep you hooked. Every character, from the main ones to the NPCs to the cameos, is fantastically done with the standouts being Captain Qwark and Dr. Nefarious. Nefarious is better here than he ever was in Up Your Arsenal and strikes a perfect balance between being funny and legitimately threatening. The music is also quite good and never intrusive to what’s happening on-screen. The added radio stations while traveling through space is a nice touch and has a little something for most tastes as well as humorous commercials and cameos from past games. Finally, each weapon feels satisfying to use thanks to the topnotch sound effects, especially the buzzsaw whir of the Spiral of Death and the musical accompaniment of the RYNO V. The only real problem I had was when the radio chatter would sometimes fight with the mission chatter and make both unrecognizable. It never bothered me that much, but it’s worth noting.

In the end, A Crack in Time is a fun game that doesn’t quite live up to Tools of Destruction. More development time would have fleshed out the gameplay ideas and made each weapon unique. I’m not saying the game was bad by any means and it’s an enjoyable experience right until the end, but I just think it could have been so much more with time.

9.0/10

 
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