Talk about a video game relic. Understanding Duke Nukem’s rampant popularity in the brief window of time where he was a bonafide video game celebrity was kind of a “you had to be there” type of scenario. Along with Pogs and Pauly Shore, Duke Nukem is now stamped into the era-defining pop culture staples of the mid/late 1990s that could not escape beyond the years of their initial relevance. For those who were sentient at that momentary period or are scholarly video game historians, we know that Duke Nukem’s legacy is synonymous with the vestigial early period of the burgeoning first-person shooter genre. When id Software was churning out the genre’s pioneering staples such as Wolfenstein and Doom in the early 1990s, Duke Nukem was designed as yet another 2D platformer protagonist in a time where they were as omnipresent in gaming as the mascots on name-brand cereal boxes. One quick relook at this gruff, cigar-smoking He-Man, who was already toting a soldier’s ragbag of firepower as is, gave the developers at 3D Realms some considerable clarity to refashion Duke into the nuanced spatial range of the third dimension with Duke Nukem 3D, hence the “D” following the sequential number in the title. As a result, 1996 was early enough to distinguish Duke as one of the first-person shooter’s founding fathers before a little game called Halo redefined the modern FPS standard indefinitely. Among the respected ranks of elder FPS titles, I’ve always positioned Duke Nukem 3D as the quintessential game over its primordial peers. There’s a certain element of charisma and refinement that Duke Nukem 3D exudes that earns its pinnacle placement in my mind.

One additional point to Duke Nukem 3D’s charisma is giving the titular character a voice to accentuate the personality of the muscle-bound figure behind those sunglasses so dark that the frames look like van windows. Admittedly, Duke Nukem isn’t the most dynamic or relatable character gaming has to offer. In fact, his uber-macho persona is so exaggerated that it comes across as a parody of the 1980s and 1990s action heroes that oozed pure testosterone from every sweating pore. But what a parody Duke is! If Bruce Willis, Sly Stone, Jean Claude Van Damme, and Steven Segal all ejaculated into a petri dish and the collective of hyper-masculine leading movie man semen was fertilized with an egg, the spawn conceived by this experimental breeding method still wouldn’t be as badass as Duke Nukem. Remember all of those Chuck Norris jokes that circulated around the internet in the latter half of the 2000s? All those tongue-in-cheek tributes to the Walker, Texas Ranger star and martial artist being an indestructible demigod of righteousness would have easily been just as applicable to Duke Nukem. Duke’s as rugged as a superhuman steel worker and approaches all hostility directed at him by beastly extraterrestrial invaders without flinching and quivering that clenched toothy grin of his. Duke is also a connoisseur of carnal pleasures with the ladies, and the harems he regularly coordinates would knock Wilt Chamberlain off as the supreme champion of the (sexual) scoring scoreboard. My favorite aspect of Duke Nukem as a character is that he’s a God at spewing one-liners. The game will automatically pull the Duke Nukem doll string at every other step he takes, and the bodacious single-sentenced lines of dialogue he utters with Jon St. John’s gravelly, monster truck rally radio voice providing the vocal delivery is music to my ears. Arguably, Duke Nukem’s golden quips are the aspect of this game that have been immortalized the deepest in the gaming zeitgeist thanks to their continual persistence as soundbites. I realize that since modern gaming journalism has expanded the conversation of social consciousness regarding the medium, Duke Nukem is a character commonly indicted as the epitome of a vicarious outlet to a misogynistic male-power fantasy, and I can’t deny that there is plenty of evidence to support the validity of this claim. Still, I refute this smudge to Duke’s integrity by stating that there might have been a time when gamers thought Duke Nukem was cool, but there was never a time when we all took him seriously. Duke Nukem is such an ostentatious embodiment of gaming camp that he reverts back around to actually being the coolest motherfucker ever depicted in pixels or polygons. I can’t say for certainty if the developers intended for Duke Nukem to be perceived through a lens of irony back in the 90s, however.

Despite his retrospective controversies, I still believe that Mr. Nukem is still an upstanding guy with a sense of justice in his heart. After all, the overarching objective of Duke Nukem 3D is an altruistic one, rescuing all the earthling babes that those alien bastards have abducted and reuniting them into the safe and protective arms of human warmth (his own, probably wrapped around them while they stroke his ironclad abs with their fingers). Whether it’s all human females, ones of a reproductive age bracket, or just the sexy ones aged 18-30 with supple breasts (sort of) is unclear. Regardless, Duke is willing to risk his biscuit on a valiant mission to retrieve the fairer half of Earth’s population from invading scum from outer space. Duke’s a lone wolf NSA assassin: the spitting image of J. Edgar Hoover’s wet dreams come to realization in an interactive medium. Or, Duke is not on a mission of government defense and is acting out against the alien forces as personal retribution for shooting down his ride en route to Los Angeles. Either or, the aliens have signed their death warrant by provoking the wrath of the last human they’d be able to handle.

Duke’s mission to save all the babes unceremoniously taken from Earth’s soil is divided into four chapters comprising around seven to ten individual levels. Instead of soaking up the sun’s rays in Malibu with a dozen loose, silicone-enhanced women, Duke now has to engage in a citywide firefight with the aliens in “L.A. Meltdown.” Doesn’t sound like Duke’s vacation to the City of Angels was deterred too drastically, no? The invasion at least grants him the opportunity to kick ass and chew bubblegum, which is one of many pop culture references that Duke coopts as a catchphrase. As he’s making mincemeat out of the squadron of alien forces, Duke will leave Los Angeles County to the California-spanning San Andreas fault located east in the desert. “Lunar Apocalypse” sends Duke slightly beyond the skies to a space station orbiting over the Earth, a massive headquarters operated by the alien army. Duke logically assumes that dismantling the oppressive establishment will be a critical blow to the alien opposition, but the eyesore is really a red herring that tests Duke’s gullibility. While Duke was distracted outside of Earth’s atmosphere, the aliens revved their task force to eleven back in LA, which Duke must revisit to remedy the increased rate of chaos in “Shrapnel City.” Without the pushback from Duke for a momentary period, the aliens accomplish their primary goal that coincides with the capturing of Earth’s human females. In the additional final chapter released with the “Atomic Edition” of the game, one candidate from the selection of unwilling female participants is impregnated with the seed of the alien’s queen, and “The Birth” as the chapter’s title connotes the distressful reality that they’ve succeeded. Who’s the lucky lady deemed to have such exceptional ovaries? We don’t know, but she most likely died during childbirth considering the horrifying creature that violently scratched and clawed its way out of her vagina. Because she’s the regal leader of this alien army and an overall abomination, Duke must expunge this matriarchal monstrosity from existence before her first birthday. While the four chapters align with some sort of narrative arc, the order in which the player tackles them is ultimately superfluous because they are given the option to select any chapter in the main menu. Still, what the chapter format provides is thematic cohesion between all of the individual levels. After hopping around several levels in space during the “Lunar Apocalypse” chapter, it genuinely feels as if a significant portion of progress has passed after Duke returns to civilization.

Whether the backdrop is the sunset strip or the outer limits, the levels of Duke Nukem 3D are bonded by a consistent design philosophy. Each level is technically a trek from point A to B, but that simple trajectory will be thwarted constantly by layers upon layers of circuity. A common integral aspect of the convolution is the need to find three key cards that block paths to progression exactly like in Doom. In fact, this general design philosophy reflects Doom’s methods so similarly that it’s practically like peering into a mirror image. Come to think of it, we don’t have any clear evidence that Duke Nukem isn’t the nom de guerre of “The Doom Guy” unmuffled now due to not having to protect himself with that hefty body armor from the oxygenless atmosphere of Mars or the noxious sulfur of Hell. Seeing how uncanny the levels are between the two FPS games, one could reasonably conclude that there’s only room for one king of the roost in this universe, but he’s the same person after all. While Duke Nukem 3D doesn’t make any meaningful strides of innovation to the FPS genre’s design philosophy, it avoids further accusations of cheap imitation of Doom by sprucing up the visuals. The opaque, cryptic visuals were sensible enough for Doom’s esoteric hellscape, as was the enclosed, repetitive dungeon design of Wolfenstein’s castle interior. The environments in Duke Nukem 3D, however, should have some semblance of realism because of its real-world setting, or at least a broad real-world setting for three out of four of the chapters. Hollywood Boulevard and the surrounding areas may not exude that sunny pomp the city is known for, as the invasion has apparently rendered it in nocturnal darkness. Still, the neon glow of an urban metropolis is discernible enough that the player recognizes that the environment is a concrete jungle with all of the familiar iconography. The levels in LA are packed with earthly establishments fitting for a first-world society. Duke will pass through a number of movie theaters, restaurants, office cubicles, and several assortments of bodegas to convey that sense of a lived-in environment. Duke will also find himself visiting strip clubs and the sets of pornographic films. These settings will give him ample room to flaunt his pension for shoving a couple of bucks in every surviving woman’s face, requesting them to “shake it, baby” to fan the flames of outrage. Even when they comply and show him their boobs, his critics are still going to label him as a sexist pig. A few levels in “The Birth” expound on the real-world setting theme by expanding the recurring places of interest into the length of fully-fledged levels. “Duke-Burger” is a fast food joint with the protagonist as its spokesperson, “Shop-N-Bag” is a supermarket that dwarfs the size of any Costco, and “Babeland” is a theme park that looks as if Disney acquired Hooters as one of their properties. Even when the levels in outer space can feasibly get by with minimal visuals in the foregrounds, every backdrop from the living quarters to the desolate docking bays is still beaming with pixelated detail. One recurring section in “Lunar Apocalypse” that is quite striking is the green, veiny corridors stretched over the perimeter of a wall or an entire room that stores the women deemed disposable by the aliens affixed in what look like cocoons made of mucus. Seeing their naked bodies writhing in excruciating discomfort with their feeble dialogue line of “kill me” is more disturbing than anything seen in Doom.

Naturally, the aliens will be a constant hindrance to reaching the goal point in the already convolutedly-mapped levels. While each of these imperialistic, intergalactic pests is all working under the same branch of some military, whatever planet they call home sure does house an eclectic ecosystem of species. Admittedly, the range of alien enemies is another aspect of Duke Nukem 3D that causes more comparisons with Doom. One can spot parallels between specific types of enemies between Duke Nukem 3D and Doom to strengthen the comparisons as well (ie. the Assault Troopers and the Imps and the Octobrains and Cacodemons). The array of enemies will also increase in difficulty as the game progresses. In “LA Meltdown,” Duke will blast through plenty of frail Assault Troopers and the LAPD who have been transformed into rabid boars who brandish shotguns while still wearing their blue uniforms. Some may be horrified by the sight of our boys in blue being overtaken by the aliens in this degrading fashion, but all they really did was swap the interior natures of these officers to their exteriors (this is a joke, please don’t hurt me). In the later chapters, these enemies will be joined by a legion of formidable foes that Duke needs to keep a mindful watch of around every corner. The floating, spherical Assault Commanders will blast rockets at Duke in enclosed spaces, and God help you if you encounter one of the Battlelord Sentries, who are durable enough with their hulking spike-covered armor pads and rail gun/mine launcher hybrid cannon to qualify as a miniboss. Encountering the bosses at the end of each chapter isn’t exactly a cinematic display, but their behemoth bodies will force Duke to dispense all of his ammunition into them. I especially enjoy the Overlord boss that climaxes “Lunar Apocalypse'' because Duke’s fatality maneuver that finishes off this boss for good sees him literally ripping his head off and shitting down his neck. Duke does not make idle threats, and the evidence of one of his most quoted sayings here is uproariously funny. For as extensive as Duke Nukem 3D’s enemies are, the game never overwhelms the player with an overabundance of them in one spot as a level gimmick like Doom tended to do.

Because every enemy spans a broad range of offensive and defensive attributes, Duke’s arsenal needs to match their eclecticism appropriately. Fortunately, as I’ve alluded to before, Duke’s as strapped as a Pee-Wee soccer team in a minivan. Of course, Duke’s first few weapons cover the basic firearms requisite for all FPS protagonists. The pistols, shotgun, and multispread chain gun are all effective in their own ways, but the joy of combat really kicks off after the first few levels. Grenades are great in situations where bushels of enemies in close quarters must be obliterated simultaneously, but the volatile nature of their timed impact can sometimes result in fatal cases of friendly fire. Why not take total control over the impact with pipe bombs, which always prove to be efficient and relatively more precise? Accompanying the RPG in the category of projectile explosive power is the Devastator weapon which fires several rounds of mini rockets with the fire rate of a machine gun. Laser Trip Bombs can be applied to upright surfaces to punish unobservant enemies, but sticking these to the walls while enemies are shooting at Duke isn’t exactly a practical method of combat. The special weapons that defy the laws of physics are the ones that are especially fun as one can imagine, and they’re surprisingly just as useful. The Shrinker weapon will reduce almost any common enemy to the size of a mouse, and they’ll tremble in fear before Duke pulverizes them with the crushing might of his foot. Duke’s left boot also comes into play after using the Freezethrower, the elemental opposite of a flamethrower that solidifies an enemy in solid ice before Duke shatters them into pieces. Alternately to the Shrinker, the Expander inflates an enemy to the point of bursting like a bomb that impacts all enemies directly around them. Duke Nukem may not possess something as awe-strikingly destructive as the BFG, but each weapon he carries is satisfying to use and will splatter the brains of enemies all over the streets of LA and beyond.

Duke Nukem is generally easier than the FPS games that influenced it on a fundamental level. As I’ve stated before, the pushback from enemies is relatively mild and manageable, unlike the feverish onslaught of Hell’s forces to contend with in Doom. However, the margin of error in Duke Nukem 3D is also razor thin, erasing all level progress made upon dying and making the player revert back to the beginning. This measure isn’t any less harsh here than it is in other FPS games that share the same sense of punitive discipline. On one hand, health kits of varying quantities are plentifully scattered across each level. This convenience also pertains to the array of items such as the mobile health kit and the protective resources like the boots and scuba gear to prevent Duke from harming himself with environmental hazards or drowning respectively. Duke can even restore his health by ten points by taking a whizz whenever he comes across a bathroom, and can fully restore his status by slurping the gushing pipe water upon breaking a toilet or urinal. The lethargic pace of the healing will skirt Duke’s patience, however, and it’s just kinda gross. With all of the liberties one can take to stave off the stiff death penalty, it all tends to be compromised anyway in some situations. God forbid Duke ever gets squished, and there are more cavernous pits to accidentally tumble down than there ever were on the empty planes of Mars or Hell. I understand that these levels are intended to be completed quickly, and every restart will prove quicker after every failure through familiarity. Still, I’ve always vocalized how unfair it is to send the player back to whence they started for any type of game, and the FPS genre is no exception.

As far as the oldest of the old-school FPS games are concerned, Duke Nukem 3D shines the brightest. This metaphor could include but is not limited to the scrupulous detail implemented to give the player reasonably perceptible environments or the intrepid attitude of its GigaChad protagonist that outshone the silent avatars that already flooded the genre in its early period. Duke Nukem 3D still has some jarring elements common across the early examples of the FPS genre, but I can confidently declare that its issues are the sins of the father. Some may chalk up Duke Nukem 3D’s legacy as channeling Doom under a different name, bolstering shallow attributes such as presentation and not much else: Au contraire, my skeptical friends. Duke Nukem 3D’s graphical sheen and vibrant energy make the FPS more joyous and accessible, which is certainly a stride in the genre’s evolution.

Hail to the king, baby!

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Attribution: https://erockreviews.blogspot.com

*Disclaimer: I don’t normally review compilations, but Sonic the Hedgehog 3 & Knuckles is the definitive version of the third mainline Sonic game. It is a bundle of Sonic 3 and its companion game/extension Sonic and Knuckles, released a few months after the former. All of the games, including the compilation, were released the same year on the same system, both titles are based on the same level design and story, and the main Sonic 3 game doesn’t feel finished without the Sonic & Knuckles addition. I believe Sega originally intended for the two games, but the game would’ve been too large at Sonic 3’s initial release. Because of all of this, I will sleep soundly tonight, knowing that I’ve covered the quintessential way to experience the third mainline Sonic title.

As I’ve stated countless times, the third entry to any series is the one that signals a sign that it's time to wrap things up. Three sequential games in a series seem like a minuscule number, but looking back at the first game after the third game’s release feels like seeing a middle-aged man’s photos from childhood and being astounded at how he’s grown. The second game is the adolescent wedge in between the two other cycles of life that marks the true process of growth, which is why it is usually the exemplary entry in a trilogy of games. The developers have enough leeway to learn about the franchises strengths and weaknesses in its infancy to cultivate it into its full potential upon the first sequel, garnering more critical praise and commercial success as a result. The third entry is made to reap the remaining crumbs of the previous title before its popularity peaks and ties the trilogy of games in a nice little bow. Any fourth entry would have to innovate immensely on all fronts, or else the series would become unnecessarily stagnant. Sega’s mascot franchise Sonic the Hedgehog wasn’t ready for an experimental phase, for the series hadn’t produced anything good with its basic formula to warrant a future title that takes too many risks with Sonic’s foundation. Relax, Sonic fans: I’m only half kidding. Sonic 2 was undoubtedly a vast improvement over the first game, but I’m holding Sonic to high standards after all the shit-talking they spewed about Nintendo to bolster their presence in the gaming world. To quote Omar Little from The Wire: if you come at the king, you better not miss, and Sonic 2 was still missing the polish and accessibility that made Mario the undisputed champion of the gaming medium. One silver lining about the second Sonic title slightly faltering was that the third game had the potential to break the trilogy cycle and triumph as the pinnacle of classic Sonic. To quote a more well-known idiom: the third time’s a charm, and perhaps this was the case for Sonic the Hedgehog.

Before I cover anything pertaining to Sonic 3’s gameplay, I have to immediately address something that almost solidified my case for Sonic 3 being the ultimate classic Sonic title. After introducing the game with the title screen of a more polygonal Sonic wagging his finger at the player, something extraordinary impedes the player from launching right into the action. Do my eyes deceive me, or has Sega promptly implemented a tangible save feature in a Sonic game? Hallelujah! My prayers have been answered! Sonic CD technically saves the player’s progress with the continue option in the menu, but Sonic 3 displays all of the blank data files for the player to prove that they are committed to accommodating the player. Sonic 3’s continue system is similar to Sonic CD's in that losing every life will result in having to continue the game from the first act of the zone the player was extinguished on, with Sonic 3 overtly depicting the zone in question in the save file. Not having this feature was the biggest detriment to Sonic, as forcing the player to restart from the beginning in a game with so many unfair blind spots they’d have to memorize to avoid was cruel. Since Sonic 3 is the classic Sonic title that absolves the player of their failures with more leniency, it automatically stands taller than all the others, right? In theory, yes, but there is a certain inconspicuous caveat. The save feature is the first notable mark of Sonic 3’s wild ambition to expand upon every facet of Sonic’s formula, and the overall execution of their ideas varies.

I suppose Sonic 3 has a more involved story than the previous two games, even if it still involves Sonic stopping Robotnik from mechanizing Mobius along with its entire ecosystem of animals. The story bears the traditional heroic Sonic arc, but the differences lie in how it is presented. Sonic 3 opens with a cutscene of Sonic casually hovering around as his glowing demigod Super Sonic form, skimming the surface water of an unspecified ocean with Tails trailing behind in his red bi-plane. Somehow, with all of the immense invulnerability granted to Super Sonic, his confident stroll is halted abruptly when something strikes him from below, and the seven Chaos Emeralds spill out of Sonic as he reverts back to his standard form. The violent obstruction is Knuckles the Echidna: Sonic’s respected rival/ally in his most primitive form as a secondary villain. He claimed in a future Sonic title that, unlike Sonic, he doesn’t chuckle; he’d rather flex his muscles. We see here that this lyric is a bold-faced lie, as he sinisterly sniggers constantly to convey his villainous role. Robotnik is still the focal point that Sonic must conquer, so Knuckles acts more as a cheeky narrative wildcard, causing Sonic grief at every point possible. Knuckles will often come around a corner to laugh smugly and halt Sonic’s progress by hitting a switch that causes Sonic and Tails to plummet into the level’s depths and other means of inconveniencing our heroic duo. As much as Knuckles seems like a pointless nuisance, it turns out the crux of Sonic 3’s narrative arc revolves around integrating him into the typical Sonic story. This reveal might not be shocking nowadays, with Knuckles being a beloved character with several credits across the franchise, but the reveal that Knuckles is an upstanding fellow who was tricked by Robotnik to get at his coveted Master Emerald is a fairly admirable effort to expand upon the Sonic vs. Robotnik arc we’ve become used to seeing.

Sonic 2 flirted with the idea of offering the player more characters to control rather than just Sonic. In the previous game, Tails was simply a slower Sonic with a brighter color. He filled a special cooperative second-player role, but I’d use the word “player” tentatively because the second player constantly struggled to keep up with Sonic zooming around each zone like a fly buzzing around a room. The second player’s control of Tails’ biplane in Sky Zone didn’t even need any sort of piloting skill to keep Sonic from tumbling out of the stratosphere to his death. Sonic 3 sees the same dynamic between Sonic and his golden boy wonder, guaranteeing that the little brother will still be put to work whenever Robotnik exhibits one of his new dangerous toys at the end of every zone. In a single-player setting, however, allowing Tails to fly totally separates him from the speedy blue hedgehog he follows around like a retriever. By holding down the jump button, Tails will soar off the ground and continue to fly upward until he hits a wall or comes into contact with a hazardous obstacle. Because Tails’ new unique ability does not tether him to the same earthly confines as Sonic, playing as him is a makeshift easy mode. Conversely, playing as Knuckles is more difficult than either Sonic or Tails because he lacks Sonic’s speed and his gliding move does not allow him to ascend over normal boundaries as easily as Tails. Knuckles can climb up walls and break through specific rocky barriers, and these special attributes are enough to traverse through any of the levels. Some may argue that playing as other characters whose abilities aren’t focused on speed distracts from the core of the gameplay. I’d say that the speed initiative for Sonic is questionable and that the true appeal of Sonic is the layered level design with parallel paths all leading to the same goal. With multiple characters that have to approach the layout differently, a veneer of depth is added to how the player can execute their desired trajectory through the game’s level.

There are still plenty of new surprises for the blue blur despite Sonic 3’s implications that adding new characters means that Sega worries that we have grown tired of him. Other than his slightly revamped posture and a more personable smirk on his face when he’s in an idle position, Sonic 3’s contribution to furthering the evolution of Sonic’s gameplay is the addition of elemental shields. These spherical globs that encapsulate Sonic like a hamster ball and grant him one extra hit without his rings spilling out have always been situated alongside ring canisters. Now, three different types of shields literally protect Sonic from the elements with other special properties as well. The fire shield propels Sonic further in a fiery blast, functioning as a long jump or attack. The electric shield magnetizes the rings in Sonic’s vicinity to come toward him, allowing him to execute an extra upward leap. Lastly, the bubble shield bounces Sonic downward as a pile-driving move. The inside also acts as a portable oxygen tank that lets Sonic traverse underwater without needing to stop and breathe the air bubbles that rise from the sea floor. Boy, would this have been handy in Labyrinth Zone. Then again, that’s why evolution across a franchise of games is imperative to its longevity. Overall, the elemental shields do not innovate to the extent of the inclusion of the spin dash in Sonic 2. Still, perhaps that’s not a fair comparison considering the advent of the spin dash was like the equivalent of finding the cure for polio. They are an adequate addition that does not overflow Sonic’s gameplay to the point of blowing it out of proportion.

Speaking of proportions, Sonic 3 needed to consult a design dietician to work out the portion control for each level. The unfortunate reason why the developers implemented a save system is due to the inflated length of each level. A timer that counts up like a stopwatch is present in the previous two Sonic titles, but I bet some of you didn’t know that the maximum time given to the player is a solid ten minutes. If the player fails to complete the level in time, Sonic will die as if he’s been hit, and the player will be forced to restart the level. The player didn’t have to worry in the previous two games because they would have naturally completed the level by then in ample time. So many levels in Sonic 3 will force the player to run past the five-minute mark, even for experienced players that have memorized the layout. Besides most levels bloating the typical Sonic level design to mammoth-sized dimensions, Sonic 3 is guilty of implementing many obstacles that feel like puzzle sections. We all know that solving a puzzle in a video game, or in general, takes time and brain power to solve efficiently, which is counterintuitive to Sonic’s swift gameplay. After doing some sick snowboarding tricks down a frigid mountain, Ice Cap will have Sonic falling even deeper down a continuously nauseating loop until the player finds a crag to surf on, which will destroy the obstructed path. The second act of Sandopolis has something similar with a series of gutters that gush sand, but the resolution to cease continually sliding downward like a Sisyphean curse is so indirect that it's borderline illusory. Carnival Night, a level that resembles Casino Night if the player took acid and put on an Insane Clown Posse album, implements these spinning barrels whose growing momentum requires the player to treat the controls like a swing. How the player is supposed to figure this out is beyond me, as many have commented that this section was why they quit the game permanently during classic Sonic’s heyday.

Even when the player isn’t forced to rack their brains while the clock is ticking, every single level is filled with multiple pace breakers. Sonic 3 cements Sonic CD even further as a canon classic Sonic title because Sega decided that level gimmicks were the optimal evolutionary trait for Sonic’s levels. The aforementioned Casino Night dings the player with constant pinball orbs, Mushroom Hill has pulleys in which Sonic must pull upward and downward continuously to ascend the stage, and the light beams in Death Egg take far too long to connect Sonic to the right path to be amused by their flashiness. Fatal blindspots that crush Sonic are too numerous to assign to a specific level. Hydrocity Zone tells me that Sega did not learn from their mistake of Labyrinth Zone, for Sonic spends the majority of this level slogging through the water as much as he did in the previous level. Levels feel more constrained as multiple paths seem less abundant, forcing the player to endure the tedium of constantly making Sonic stumble. The only reason none of this is as jarring as it was in the first game is due to all of the other evolved aspects of Sonic’s gameplay, like the spin dash and the continue system.

Another way Sonic 3 necessary augments each level’s run time is by incorporating a boss for every single act. Robotnik would be the sole foe at the end of each zone with a new invention to stamp out Sonic in the previous games, which is still the case. However, a myriad of Robotnik’s robotic creations challenges Sonic to a bout in each first act before Robotnik’s encounter in the zone’s following act. All of these bosses are as easy as they were in the previous two games, and some of them, like the Bowling Spin and the Gapsule are creatively designed. Tails even prove to be useful in the fight against Eggman at the end of Marble Garden Zone by carrying and retrieving Sonic as he jumps on Robotnik mid-flight. The problem with so many boss encounters is that their inclusion at the end of all of these lengthy levels grates on every player’s patience and makes them sweat looking at the time. Bosses like the Stone Guardian and Robotnik at the end of Carnival Night are tedious waiting games, and the latter of the two mentioned caused the first instance when I ran past ten minutes and was penalized.

Fortunately, Sonic 3 extends its suspicious newfound tendency to aid the player with the breeziest method of collecting the Chaos Emeralds and unleashing Super Sonic. Unlike the previous game, special stages must be found by exploring a level and uncovering their locations. The special stages in question for this entry involve Sonic moving on what looks like a chess board with restrictive controls. Sonic must collect every blue ball on the board, and collecting any red ones will expel him from the level. This minigame is comparatively so manageable and not based on sheer luck that I, for the first time ever, collected a Chaos Emerald in Sonic. Hey, I can be proud of my individual achievement, as meager as it might be. For more experienced players, Sonic 3’s special stages allow them to eventually blow through the game in Sonic’s Super Saiyan form at any given opportunity. Sure, they’ll have to wait for Hydrocity to do this, unlike the first level in Sonic 2, but the ease of the special stages is comparatively relieving. Unfortunately, they’ll still have to beat Robotnik fair and square with no rings with the final boss in his parody-sanctioned Death Egg fortress.

Surprisingly, Sonic the Hedgehog 3 (and Knuckles) makes me appreciate Sonic 2 more and has me reconsidering the trilogy dynamic from which I thought the classic Sonic games diverted. Sonic 2’s imperfections, such as not supplying a save feature and implementing Tails as a clunkier clone of Sonic, have been remedied but at the cost of the fine-tuned gameplay and level design in Sonic 2 that almost made me cherish Sonic. It turns out that Sonic 3 (and Knuckles) falls into the trappings of a third entry so hard that it’s an obvious example of one. Everything in Sonic 3 swells every aspect of Sonic with the constant impediments and endurance test levels, and I should’ve expected it from the get-go. Reverting back to the beginning of the game upon failing in Sonic 2 was excruciating, but I’d take it any day over how Sonic 3 decided to direct the game around their new implementations. Isn’t that ironic?

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Attribution: https://erockreviews.blogspot.com

This review contains spoilers

Zelda fans are evidently hard to please. Since the series debuted to overwhelming, groundbreaking laudation in the third dimension with Ocarina of Time on the N64, a contentious breed of Zelda fans were unsatisfied with the subsequent entries. Majoras’s Mask was initially brushed off as a morsel of extra Zelda content on the N64, while The Wind Waker, the prodigal main entry to succeed Ocarina, shocked and appalled fans with its strikingly different setting and art direction. Meanwhile, the new top-down Zelda titles that recalled the pixelated games of the franchise's past, like the twin Oracle titles and Minish Cap, weren’t seen as contenders in carrying Ocarina’s mantle. While the following two 3D Zelda games were exemplary in their own rights and Nintendo’s gumption to deviate from Ocarina was admirable, Nintendo should’ve expected some blowback by alienating a large percentage of their consumers for the sake of artistic integrity. Nintendo decided to placate the deprived masses with one last hurrah on the Gamecube while simultaneously using the next 3D Zelda to usher in an exciting, revelatory era of the Nintendo Wii. The Legend of Zelda: Twilight Princess was the Ocarina of Time sequel, much closer to that expo trailer that aroused everyone’s attention in the year 2000. Zelda fans were again shaking with anticipation.

When Twilight Princess was released, the game was met with positive reception all around, including that of the disgruntled faction of fans. Twilight Princess was praised for acting as a loyal follow-up to Ocarina's core essence and narrative arc. It was the antithesis of The Wind Waker in aesthetic and ethos, making that game null and void in the eyes of many now that a “worthy” delegate had appeared to represent The Legend of Zelda past the primitive 3D era. Ocarina fanboys could shut their traps now that Nintendo made a game to pacify them, and they remained content for years. After some time passed, however, the general public started to view Twilight Princess in a different light. Nowadays, Majora’s Mask and The Wind Waker are both commended for their initiative in taking Ocarina of Time’s gameplay and narrative and expanding on it creatively, while Twilight Princess is often derided for not weaning itself off of Ocarina’s teat. Even during Twilight Princesses release, some of the detractors underwhelmed by Wind Waker still weren’t satisfied with Twilight Princess because it was too similar to Ocarina, and now they retroactively malign Ocarina for “ruining the franchise” because of the stagnating template it serves as. Jesus Tapdancing Christ, people. Would their complaints be quelled if Nintendo just ported an enhanced version of Ocarina for every new console? Actually, Master Quest did splendidly on the Gamecube, now that I think about it, but Nintendo would be damned to let these vocal dissenters keep Zelda in a cyclical loop until the end of days. Admittedly, Twilight Princess is explicitly more like Ocarina than the previous two 3D Zelda games. However, Twilight Princess is not some cheap imitation with glossier graphics. Twilight Princess overtly expands on Ocarina’s setting, themes, and progression and almost surpasses its obvious inspiration. Almost.

We can assume that the developers attempted to make Ocarina of Time look as realistic as humanly possible with the primitive graphical capabilities of 3D technology. Two generations later, developers no longer needed to use pre-rendered backgrounds to mask the unrefined polygonal textures of Nintendo’s first 3D system. The land of Hyrule in Twilight Princess upholds a cohesive graphical fidelity without using awkward, albeit endearing, pre-rendered backgrounds as the bandages to patch the visual blemishes. What Twilight Princess chooses to display with generations of polygonal progress is a tad drab, to say the least. Any team of developers that strives to craft a game with “realistic graphics” always seems to lack the hindsight that in time, the visuals will age as gracefully as a withered prune. This problem became prevalent in the sixth generation of gaming as the refurbished 3D graphics gave developers enough confidence to earnestly render proportional human bodies and facial features with its characters. Sadly, except for Resident Evil 4, most games of the sixth generation that attempted to depict a sense of realism in their visuals now look shockingly crude. Alternately, games of this generation that adopted a more stylishly splendorous art direction, The Wind Waker as a prime example, could arguably contend with the graphics of games being released at the time I’m writing this. Every 3D game of the fifth generation looked primitive regardless of the developer’s artistic intentions, so it’s difficult to discern whether Ocarina and Majora’s Mask's rough aesthetical charm is a fortuitous coincidence. Given the severe backlash The Wind Waker received, because many felt that a cartoonish aesthetic wasn’t appropriate for a fantasy epic as opposed to Ocarina, we can infer that Twilight Princess is the logical evolution to Ocarina’s graphical tone. If this is the case, I fail to see the grandiosity of depleted colors, murky tints, and flat textures. Maybe I can blame Resident Evil 4 for popularizing realistic visuals that look victim to historic flooding, persisting for an entire generation. Still, I think it’s funny that The Wind Waker, a game derided for its visuals, looks far better than what Ocarina would most likely have looked like if it wasn’t on Nintendo’s first (competent) 3D console.

I suppose I should’ve made a disclaimer earlier that I have only played the Wii version of Twilight Princess, and it’s the version I’m basing this review on. Both the Gamecube and Wii versions of Twilight Princess are equally as definitive because they were released on the same day. In some cases, however, the exact same game is made radically different between the two because of the controls. The Gamecube version plays it safe by copying from the control scheme of The Wind Waker, an advantage of being the second Zelda title on the same console. The Wii version did not have the same privilege as it was assigned the daunting task of proving the functionality of the console’s main motion-control-centric peripheral. Considering how fervid Zelda fans tend to be regarding the sanctity of the franchise's foundation, implementing motion controls for a mainline Zelda title at the Wii’s inception demonstrated some seriously brass, meteor-sized balls on Nintendo. It didn’t help that fellow Wii launch title Red Steel, was doing its best to affirm people’s skepticism that motion controls were an ill-conceived idea. Unlike Red Steel, Twilight Princess succeeded by keeping the motion controls simple. Link’s primary weapon of choice already somewhat resembles the Wiimote, and all the player has to do is swing it gingerly to execute a sword swipe. Attaching the nunchuck to the Wiimote provides full analog control, Z-targeting, and a few extra moves with the sword. It’s mandatory to use the nunchuck to play the game, but my intention in highlighting its capabilities is to showcase how simple, and accessible Twilight Princess's control scheme is on the Wii despite how unorthodox and intimidating the Wii’s controller first seems. Swiping the sword while locking onto enemies usually resulted in Link doing that stab move multiple times instead of slashing vertically as he normally would, however. Fun fact: the Wii version’s map is mirrored as a roundabout way to shift Link’s usual left-handed sword wielding to the right to accommodate western players who are typically right-handed. A citation is needed for how Nintendo came to this conclusion, for my ambidextrous American self probably could’ve handled it. Still, I suppose holding the Wiimote in one’s left hand to retain Link’s preferred placement would’ve been awkward.

Nintendo was obviously confident in the Wii’s controls because the Wii version of Twilight Princess continues The Wind Waker’s greater emphasis on combat just as the Gamecube version does. The Wind Waker advanced Link’s fighting prowess because the rudimentary basics of 3D combat were established in Ocarina, and now they could revel in the potential finesse of using a sword. Even with motion controls at the helm of Link’s kinetic abilities, Nintendo assured that they wouldn’t regress the series. Twilight Princess is the first 3D Zelda game where Link doesn’t possess a playable instrument in his inventory. The method in which Twilight Princess transfers the music mechanic is rather unconventional, as is the way it expands on Link’s abilities with the sword. Howling Stones are small, arcane-looking structures with hollow circles in the middle, found erected from the ground on hills and other elevated stretches of land. Approaching these as Wolf Link will cause him to howl a familiar little tune that reverberates across the sky, but only if the player can memorize the three notes variables along with how long they are sustained. Echoing the melodies of Hyrule’s past will transport Wolf Link to the heavens of Hyrule, where a glowing, golden wolf joins Link in a chorus of howls and then requests that Link meet him somewhere on Hyrule’s map. Upon meeting the wolf, he’ll lunge at Link and transport him to an incorporeal realm where he reveals his true form as a skeletal warrior with hulking armor. Rumors speculate that this is the undead spirit form of Link from Ocarina and Majora’s Mask. Yet, I only remember the Wind Waker Link having masterful dexterity with a sword. Either or, the adroit ghoul will teach Link one move with the sword per Howling Stone.

Some learnable skills like the Jump Strike and Helm Splitter are taken directly from Wind Waker, only now they no longer have to be an opportunistic rebuttal to a countering strike from an enemy. Comparing how these skills were utilized in The Wind Waker, Twilight Princess approaches these skills even more tepidly than the previous game. The series pension for lenient damage intake still doesn’t foster the capabilities of Link’s newfound combat aptitude, and at least using these moves as counterattacks in The Wind Waker required more skill from the player. Link can still mow down armies of moblins with only one heart container depleted. The game never adds greater combat challenges because unlocking these moves are optional. Why wouldn’t the player want to execute flashy, gymnastic feats to defeat foes? Combat is still fluid and responsive even with motion controls, and I suppose I can be thankful for this all things considered. It’s still disappointing, considering there was nothing suppressive about the motion controls anyways, so they could’ve offered a meatier combat experience once again and didn’t.

Motion controls also translate well for many other tools in Link’s arsenal. The “mote” part of the Wii controller’s cutesy nickname connotes pointing it at the TV like a remote control. This peripheral function makes it perfect for aiming, which fits perfectly for the slingshot, bow and arrow, and clawshots. When these weapons are equipped, a conspicuous red target is shown on the screen, which helps the player guide their aim, with a yellow indicator present for clearer accuracy. The lantern from the top-down games makes its 3D debut here, illuminating dark passageways and igniting candles with a finite oil source that can be refueled at certain cauldrons or for a small fee from a guy with an afro in the Faron Woods. The Iron Boots feature new magnetic properties, and Link doubles his clawshots akimbo style, latching onto a series of scaffoldings and moving around like Spiderman. If the extra additions to familiar items sound like a tantalizing evolution, wait until you see the new items. Twilight Princess offers a varied array of new toys that stretch beyond the expectations of what is possible for Link to use on his quest. The Gale Boomerang is a blustering rendition of the regular ol’ boomerang that sucks in foes with its miniature cyclone grip and manipulates wind-power turbines connected to platforms and locked doors. The Hawkeye increases Link’s accuracy with the bow to the extent of a sniper rifle, and flailing the barbarically large Ball and Chain around demolishes both enemies and weathered structures. The most outlandish of these new items is the Spinner, a top that Link rides on that carries him through a series of grids off the sides of walls. Needless to say, it’s a fan-favorite item. 2006 marked a burgeoning future for the Zelda franchise, and these new items are this pinnacle. They are a blast to use, and the game gives them plenty of implementation.

Twilight Princess also introduces the matter of controlling Wolf Link, Link’s dimensional counterpart similar to his bunny form in the Dark World of A Link to the Past. Unlike the docile rabbit representing Link’s purity of heart, Twilight Princess sees Link transform into a carnivorous creature that coincides with this game’s prophetic notion that a mangy beast would aid in saving the land from evil’s grasp. The player will become efficiently acquainted with Wolf Link early in the game through consistent use. After a certain point in the game, the ability to organically switch between Link’s two forms is unlocked. Naturally, Wolf Link possesses certain qualities that human Link does not, including remembering smells, following a scent trail, and talking to animals. Link’s partner is only corporeal, while Link is a wolf which allows her to direct Link onto a series of high reaches and perform an attack that targets multiple foes while locked to a spatial radius. Swiping the Wiimote like a sword swing will cause Wolf Link to leap at an enemy, and pressing the A button will execute a larger leap that also adds Wolf Link lunging his teeth into an enemy for extra damage. It’s not as natural a translation as the Wiimote to the sword, but it still functions properly. Wolf Link was marketed as Twilight Princess's central gimmick, something unseen in the franchise used as an eye-catching hook to differentiate between this game and the older ones. However, those of us who remember Majora’s Mask beg to differ on Wolf Link’s supposed ingenuity. Wolf Link functions the same as any of the transformation masks in Majora’s Mask, a means to diversify the gameplay engaged through circumstantial moments. Wolf Link is satisfactory because he doesn’t become the game's focal point, a reasonable trade-off for mixing new forms of gameplay with the old.

The last time we saw the land of Hyrule in its traditional form, it was a vacuous field of nothing but grass with only slight peaks of hilly elevation. It was nothing but a monotonous, bland valley between the districts that fall under the same jurisdiction. Surprisingly, I often see the same criticisms for Hyrule Field in Twilight Princess, even though the developers have mended this problem sufficiently. Hyrule Field is not intended to be congested with creatures or off-road attractions, for a hub should still act as a median point separating all notable areas of interest. Besides simply increasing the size of Hyrule Field, the addition of trees, bridges, rivers, varied terrain, and consistent enemy placements on the map makes Hyrule Field mirror the similarities of the rolling, commodious badlands seen in the real world. Another change that aids Hyrule Field feeling more natural is that the nucleus of Hyrule has been shifted to Castle Town, the metropolitan capital of Hyrule that mirrors the marketplace from Ocarina, only busier with more expansive urbanity. If Castle Town is a more adequate nucleus due to its epicenter nature, then Hyrule Field functions well as its metaphorical outer wall.

All of the branching districts of Hyrule we’re familiar with from games prior are far more realized than they were in Ocarina, and this isn’t because of the graphical enhancements. Kakariko Village is a dusty wasteland that actually looks like it resides below a volcano, and the trek up Death Mountain to the Goron’s civilization feels substantially more harrowing. Lake Hylia is a behemoth basin situated so deep in the sunken crevices of Hyrule that Link must plunge into it from atop a bridge. The only means of returning from it is via being shot out of a comically-sized cannon. The Sacred Grove near the Faron Woods is even more mysterious than the Lost Woods, and the Gerudo Desert is particularly arid in its atmosphere and layout. These landmark Hyrule destinations are now incredibly fleshed out and detailed, thanks to years of progress in gaming hardware. My only slight grievance pertaining to neo-Hyrule is with poor Epona. Riding around Hyrule’s hub on Link’s trusty steed was a lifesaver in Ocarina, but her time in Twilight Princess is entirely situational in the early game. At the halfway point, Link’s partner grants him the ability to mitigate travel with a warp option, and as much as I adore Epona, warping around pretty much any location on the map is too convenient. Link can’t even summon Epona unless he finds a blade of grass to blow her song into that is only found in certain spots, and the horse whistle item that gives him full access isn’t given to him until very late in the game. Uh…thanks? I hate to say it, but the ol’ gal would be more useful at a glue factory.

With all of the enhancements Twilight Princess implements in mind, it should be a no-brainer that it excels over Ocarina of Time. Unfortunately, Twilight Princess exudes other undesirable traitsTwilight Princess mainly falters in its attempt to outshine Ocarina because its initiative to broaden Ocarina’s properties tends to bloat the narrative. Every new Zelda adventure begins with our hero, Link, in his humble place of origin before his existence is elevated by prophetic circumstances. Link is not a preadolescent boy in Twilight Princess but a young man in his late teenage years, similar to the age he was in his adult form in Ocarina. He also lives among other human beings as a country bumpkin in the rustic southern district of Ordon instead of fraternizing with the stunted Kokiri elves that reside in the shadiest parts of the forest. I guess the reveal that Link is a Hylian instead of a Kokiri is the Zelda equivalent of revealing Samus as a woman: it’s a revelation that is effective only once. Because Link is an adult throughout the entirety of this iteration, he is tied to more labor-intensive obligations, unlike his child predecessors, who sat around idly twiddling their thumbs until opportunity struck. The unfortunate aspect of Link’s farm-centric adulthood is that it has to be subjected to the player. The player spends the first hour or so of Twilight Princess performing Link’s chores and other mundane tasks, such as herding some stubborn goats into a pen, retrieving a bassinet that fell into a river, and returning a cat to its owner by catching the cat a fish that it covets. Fishing in Twilight Princess is reasonably more functional than it was in Ocarina, but the game still makes the mistake of emulating the tedious wait of catching a fish similar to real life. Grab a beer or another frosty beverage because it’s going to be a while. I understand that the impetus of this prologue is to highlight the juxtaposition between Link’s humdrum lifestyle and the epic scope of the hero’s journey he will partake in for the duration of the game. Still, Ocarina and Wind Waker already accomplished this without an elongated slog of boring tedium. It’s an off-putting way of introducing the game that excruciatingly drags on for far too long.

Starting slowly with the prologue at least gives the player the benefit of the doubt that once it’s over, the rest of the game’s momentum will rocket into the stratosphere without fizzing out and plummeting. Unfortunately, they’d be wrong. The prologue is emblematic of Twilight Princess’s pacing issues. While none of the pacing upsets in Twilight Princess delve as deep into being mind-numbing as the prologue, hefty exposition is often inserted in between dungeons. Any Zelda veteran will express that the dungeons are the piece de resistance of The Legend of Zelda, and any Zelda game that meanders from the dungeons for lengthy periods has to compensate with something substantial like in Majora’s Mask. It also helped that the side content in Majora’s Mask can be approached with an illusion of freedom that comes with the three-day cycle. Twilight Princess, on the other hand, forces the player through long swathes of restricted linearity supported by the narrative, especially in the earlier sections of the game.

Link’s call to adventure is relatively exciting at first as the backwoods rube gets an opportunity to deliver a package to Castle Town, the big apple of Hyrule, where Zelda resides. His golden ticket is granted to him a bit unceremoniously with a knock on the head by a band of Moblins that ransack Link’s village and kidnap every child resident. He attempts to save the children when he awakens from his stupor. As he furthers closer into a mystifying light their captors have entered, he alarmingly transforms into a wolf and gets captured himself. Inside the cell his captors have tossed him, a peculiarly curvy imp named Midna rescues Link from the lonesome prison in exchange for his servitude. The imp rides around on Link like a toddler does the family dog through the sewers and across the castle rooftops until they reach Zelda’s chamber. The series' titular princess is seen leaning over a window in her quarters, veiled in a cloak to either protect her from the outside elements or conceal her identity. Light and dark have converged over Hyrule and have blanketed the land in an otherworldly mystical…well, twilight. The culprit is Zant, who usurped Zelda’s throne and reduced Hyrule’s denizens to ephemeral spirits that wisp in the glow of twilight. With Midna’s guidance, Link must return the favor to Zant and restore Hyrule to its regal, prosperous self.

The restoration process of Hyrule is what the content between dungeons is mostly comprised of early in the game. Link and Midna seek out the Tears of Light, globules composed of both light and liquid found within the insides of Shadow Insects scattered around the Twilight Realm. After collecting sixteen tears per district in the luminescent grapevine called the Vessel of Light, the district’s respective light spirit will use the completed set to reinvigorate that district to its original earthly state. Because the Twilight Realm encapsulates the district before its reformation, the player is meant to complete this task as Wolf Link without the ability to revert back to his human self until the process is done. The Shadow Insects also can only be detected via the keener sense of a canine, so human Link would be hopelessly clueless anyways. Still, these sections of Twilight Princess feel awfully restrictive. As stated before, Wolf Link’s effectiveness as an alternate form of Link is in diversifying the gameplay, not supplementing it. Human Link develops and adapts like in any other Zelda game, while Wolf Link’s base attributes are never upgraded or expanded upon. Sure, Wolf Link is utilized throughout the game, and his instinctual talents are always an asset. In saying this, the nature of Wolf Link is still a curse, and a prevalent facet of this curse is feeling less capable as a quadrupedal animal rather than a human being with flexible limbs and opposable thumbs. Once the player descends into the pernicious air of the Twilight Realm, there is no escape until the mission is complete, meaning that there is no chance to abscond from the confined path the game places for the player. The freedom of exploration that Zelda fostered in its early days has been stifled exponentially.

One aspect of these sections that I enjoy is the Twilight Realm's atmosphere. It suspends Hyrule in a state of still purgatory, ethereally depicting Hyrule as if it were a dream. Matter flows upward like rainfall in reverse, and the outside light that permeates through the conductive color prisms creates a tint of sepia tone to add to the realm’s mystical nature. The spirits of human beings seen in this state are not the spectral remnants of the deceased, but their greenish, feathery forms that lack a mortal substratum look as if they could disseminate into the ether of the Twilight Realm at any given moment. Perhaps the spirits are willfully wispy as a means of protection, hiding away from the grizzly Shadow Beasts and aerial Shadow Kargaroks that patrol the Twilight Realm’s haunting grounds. The Twilight Realm is controlled chaos in that anything tangible in reality seems to hold no substance or dominion. The stillness and dearth of organic substance evoke a potent melancholy fitting for the land’s common quest of collecting tears. Some claim the Twilight Realm gives credence to giving Twilight Princess the title of the darkest Zelda game, but I still have to make an objection using Majora’s Mask as an example. The intended aura of gloominess conveyed through the Twilight Realm is effective, but it falters compared to the creepy subtleties from Majora’s Mask that get under my skin. It’s like comparing The Crow to the works of the Marquis de Sade, and the more disturbing content of the latter is likely to stick with you rather than the portentous former.

Thankfully once the player accomplishes bringing gleaming hope to Hyrule, they are treated to the greatest lineup of dungeons seen across the entire series. Tell me if you’ve heard this one before: Link must conquer three dungeons in the former half of the game with elemental themes coinciding with the various races around Hyrule. The first three dungeons here even follow the direct course from Ocarina as the order is a forestry tree dungeon first, molten Goron dungeon second, and watery Zora dungeon as last. Even though we’ve seen this trajectory countless times at this point, it does mean that Twilight Princess is bereft of fresh ideas. These dungeons are more complex and varied than the Ocarina counterparts they draw comparisons from. The Forest Temple (no relation to the one from Ocarina) involves rescuing a group of caged monkeys that aid Link by creating a makeshift monkey rope that gets longer for each monkey Link saves, helping him over the dungeon’s spacious gaps. Goron Mines is a more linear dungeon, but magnetizing the iron boots and trekking through the mines while defying gravity is too cool. Lakebed Temple is a culmination of the centralized design of the Water Temple and the water flow mechanics of the Great Bay Temple. The dungeons in the latter half of the game, when Link must collect pieces of the Mirror of Twilight, also exhibit this level of quality. The crypt-like Arbiter’s Grounds is traversed through by sniffing out the locations of four cheeky Poes that have stolen the flame source from the main door that leads to the dungeon’s boss, and this offers the best employment of Wolf Link’s abilities in the game. The esoteric and pristine Temple of Time uses straightaway backtracking well to retrieve a statue with the Dominion Rod from the far end of the temple that is intended to sit parallel to its twin at the colossal door near the entrance to unlock it. City in the Sky is a breathtaking marvel situated in the clouds that would make Hayao Miyazaki proud, even if its residents are those obscene Ooccoo creatures that look like you’d want to put them out of their misery. My favorite dungeon that Twilight Princess has to offer is the arctic Snowpeak Ruins because of how unconventional the trek is through it. The yeti that resides here is making a soup for his sick wife and is missing a few essential ingredients for the most delectable pumpkin broth. They direct towards the piece of the Mirror of Twilight they hold, but Link’s mission keeps getting sidetracked with every pointed direction, inadvertently leading to more of the soup’s missing ingredients. This dungeon is downright silly and refreshing for this frequently dismal game.

The selection of bosses in Twilight Princess is also outstanding. Similar to the dungeons they reside in, each boss guarantees that Link will use the item he received in some capacity, which is what cements their excellency. Gohma, the phobia-triggering giant spider, has made numerous appearances across the series and uses a combination of the bow and arrow and the Dominion Rod to crush its thorax with the might of a gigantic stone hammer. Morpheel from the Lakebed Temple reminds me of Morpha from Ocarina of Time in that Link yanks its vulnerable, fleshy core with the hook/clawshot, with a dozen tentacles added so the player can’t camp for their opportunity like with the Morpha fight. Morpheel’s second phase reminds me more of Shadow of the Colossus, as Link clawshots onto Morpheel’s weak spot and stabs his sword into it as the hideous beast swims around the aquarium arena. Argorok is a steel-plated dragon who terrorizes the timid Ooccoos in their sanctuary, and Link must face him at his eye level to end his reign over the sky by ascending the ground via hooking onto Peahats during a wicked storm. Everyone’s favorite fight, myself included, is the reanimated dragon skeleton Stallord, whose strengths as a boss relate to the player’s use of the Spinner item. These are arguably the most electrifying bouts in a game that is filled with them, and their effectiveness as fun bosses lie in the scale of their mass and the wide breadth of their arenas. Conquering these foes may not be too challenging, but the immense scope brought about by all of its elements makes them genuinely epic.

While the dungeons and bosses in Twilight Princess are exceptional, the game doesn’t give them as much precedence to make way for a more character-centric narrative, the core of the game’s wider stretches of exposition. The player grieves through the insufferably unstimulating portions of the game to familiarize themselves with Twilight Princess's rich roster of characters. Link’s time in Ordon Village in the sluggish introduction helps the player get acquainted with his fellow farm folk. Ordon Village consists of a few adult characters that lead a resistance militia, namely a guy who commands a falcon. More important than the adults are the children of Ordona, who have a more substantial narrative precedence. The gang of rugrats is a breakfast club of personalities: the brash and excitable Malo and his stoic, chubby little brother Malo, the bratty, vain Beth, and the sensitive Colin. All of the children admire Link to some extent, but Colin kisses the ground Link walks on. Instead of being annoyingly sycophantic, Colin transcribes his hero worship to motivate him to emulate Link’s feats of heroism. He gets this opportunity when greasy, grotesque Moblin army general King Bulbin returns to Kakariko Village in an attempt to recapture the children. Colin pushes Beth out of the stampeding Moblin warthogs and gets captured as a result. After Link saves Colin, he sheds his meek demeanor as he’s met his goal of becoming a valiant hero. This moment was intended to be poignant, but Colin’s arc is fulfilled far too early in the game before the narrative relegates these kids to Kakariko for the occasional visit or side quest. An even more shoehorned effort to make the side characters applicable to the narrative is with Ilia, the only other teenager from Ordon besides Link. Some romantic chemistry between her and Link is implied before she is captured, and the process of restoring her memory after her kidnapping leaves her as an amnesiac is a task that spans longer than rescuing the kids. Still, the eventual resolution to this quest flounders because it seems secondary to the big picture. I would’ve allowed an overt romantic dynamic between Link and Ilia here, for it’s the only way the character would’ve worked. It's not as if Link's heart belongs to Zelda, even with the hero arc implications.

Among all Twilight Princesses characters, the one that holds the greatest importance exists in a role that makes this fact astounding. When discussing the partner characters that aid Link on his adventure, most of them aren’t even worth the breath one would exert with this practice. They are not characters but tools with vocal cords like a GPS or the Siri feature on a smartphone. The only reason I discussed Navi in detail for Ocarina was her irritable infamy, more than any substantial role she had in the story besides interrupting Link’s slumber at the beginning. Midna functions the same way as the other partner characters in the series past. She’s helpful in the field with a select few aspects, she nags Link about his primary goal, she can be used for quick travel, and none of the information she gives is remotely useful when the player asks when they are uncertain of how to approach an obstacle or what their course of action is. Yet, she greatly transcends the wooden, strained role as Link’s assistant because, for the first time ever, the partner trope is as fully fleshed out as any other character, if not more so. Midna is the most expressive character the series has seen so far, and I’m not exclusively alluding to her toothy smirks and snarls. Midna supersedes Tetra in sass, constantly making snarky comments to Link to jokingly undermine his mighty hero role as she’s an immortal being from another dimension that sees him as an insignificant meat bag. As the game progresses, Midna begins to shed her contempt for Link as he proves his worth to her and the human world by proxy. This illuminating character development strengthens Link’s relationship with her. Midna’s passion for reclaiming her rightful throne and saving her people from Zant's grubby, traitorous hands makes her exude a palpable fervor that I didn’t know was possible for Zelda characters. Unlike the slight concern I expressed for the children of Odon, moments where Midna was in peril had me on the edge of my seat. Wolf Link carrying Midna’s motionless, pale body after she’s attacked by Zant, made me charge urgently through Hyrule Field without even stopping to attack the enemies along the way. During the final battle with Ganondorf in his most intimidatingly evil iteration yet, Midna uses her full power to destroy him, only for Ganondorf to come out unscathed, holding Midna’s fused shadow headpiece as a hunting trophy. Plunging my sword into the wicked swine as a finishing blow and watching him writhe in agony felt so satisfying to avenge Midna. Ultimately, she resurfaced as her true androgynous self and took the breath away from all of us, especially Link, whose stunned expression warrants one last ribbing from Midna, and it’s such a fantastic moment. The game explicitly refers to Midna as the titular “Twilight Princess,” just in case we’d confuse the subtitle for Zelda. Even if they didn’t remove all doubt, Midna out charismas the series namesake to the point where Zelda becomes practically irrelevant. Zelda who? Who cares?

The Legend of Zelda: Twilight Princess marks a grandstanding evolution in the franchise's history without even considering the implementation of motion controls in the Wii version. Ocarina of Time was a mechanical source that bled into the fabric of Majora’s Mask and Wind Waker. Perhaps those game’s subtle pinches of Ocarina’s salt didn’t taste acerbic enough for most Zelda fans, as their clear places as Ocarina’s successors went over their heads. Twilight Princess, on the other hand, uses the properties of Ocarina as subtly as a group of kids stacked on each other posing as an adult to sneak into an R-rated movie. The overall product of Twilight Princess is precisely what fans wanted from the 3D Zelda title that would surpass Ocarina as the rightful heir to its throne, and this notion was unequivocally felt when it was released. I’m certainly glad that Majora’s Mask and The Wind Waker are treated with more respect nowadays after their initial upset, but why does their newfound appreciation have to be at Twilight Princess's expense? Twilight Princess was the grandest Zelda game of its time, almost as if it had been in production since Ocarina of Time was released. Twilight Princess extrapolates on everything Ocarina presents and proverbially fills in the sizable cracks with caulk that compounds the narrative, gameplay, characters, and world design. Twilight Princess excels in the facets of Ocarina that I enjoyed, like the dungeons and bosses, and exceeds them spectacularly. Unfortunately, some of the fillings overflowed and made a mess of the game’s pacing, and it’s jarring enough to knock it down a few pegs. Twilight Princess should have triumphed over Ocarina of Time, but I can’t help but doubt this claim the more I ponder it. Still, The Legend of Zelda: Twilight Princess, without comparing it to its predecessors, deserves all of the initial praise it received, and I’m one Zelda fan who isn’t going to change my mind with this sentiment.

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Attribution: https://erockreviews.blogspot.com

This review contains spoilers

What seems to be the key ingredient to succeeding with any new intellectual property? Put a fluffy little animal front and center. It could be a dog, rabbit, or even an alpaca to cater to that niche audience of irreverent hipsters and or the vital Latin-American demographic. But really, it’s best to stick with a domesticated creature, and which fluffy animal seems to have tapped into the collective consciousness the most efficiently? Cats. The little buggers have persisted as the dominant pet in the entertainment landscape. Also, there seems to be a prevailing trend of interest in putting furry animals in mechanical marvels like mech suits. Is it the dichotomy between the size of the cat and the mech that grasps people’s interests, or is it the pairing of something cute, organic, and mostly harmless with something horrifyingly cold and destructive? Whatever the core appeal is, indie Metroidvania title Gato Roboto shamelessly taps into this phenomenon by placing a cute little kitty in the most futuristic of kinetic death machines (and the clever wordplay in the title also grips that bankable Latin-American demographic as well. Nicely done). The question that remains is if Gato Roboto can still craft something of substance while showcasing this arguably cheap gimmick as the crux of its foundation.

Surprisingly, a cat piloting a mech suit as the premise for a game is an inspired decision. That is, it would be a downright laughable one if it were the premise of a game in any genre other than Metroidvania. It’s been well documented that Metroid’s primary influence is the iconic 1979 science-fiction horror film, Alien, hence the female protagonist persisting through the darkest crevices of a hostile space environment with indescribably terrifying creatures galore to contend with. While Ridley was an obvious case of main character syndrome in her respective horror film, she wasn’t the sole survivor from that mission like the annals of pop culture have often wrongfully noted. Lest we forget that an adorable orange tabby cat named Jones (nicknamed “Jonesy”) used his small size and his advanced cat-like nimbleness to evade the Xenomorph and escape with Ripley. Given that this cat managed to cross the proverbial finish line of survival with the movie’s only notable human character, I’d say that cats have proven themselves to be competent space warriors. Kiki, the eponymous “gato,” crashes her master Gary’s spacecraft on an alien planet after he receives a distress signal. As either a punishment for wrecking his ship and or an excuse to sit on his lazy ass and cheer from the sidelines, he tasks Kiki with trekking out to find the source of the dissonance.

Gato Roboto’s visual style presents an interesting idea. Many Metroidvania titles obviously ape the core design philosophy of Nintendo’s flagship science-fiction series, but Gato Roboto almost begs the question: “what if the Metroid series began with the first game’s protagonist as a mirror of Jones instead of Ripley?” Gato Roboto delves into this deep hypothetical with its intentionally minimalistic aesthetic. Most Metroidvania games are inspired by Super Metroid rather than its NES predecessor because the latter was so primitive that it would be more appropriate to refer to it as a treatment for the genre rather than a rough draft. Yet, one saving grace from the first Metroid game was that its rudimentary minimalism exuded the sparse eeriness of space effectively, even if it was inadvertent on the developer’s part. Before Gato Roboto, I had never played another Metroidvania game that tapped into this deferred aspect of Metroid’s makeup. However, Gato Roboto decided to approach this minimalistic factor from Metroid with black and white pixels, since 8-bit graphics had become kitsch in the years before its release. Nothing is prominently defined here on this space station Kiki finds herself, and the prevailing darkness of the background with the ghost-white properties of the foreground evokes that same sense of isolation and confusion as the first Metroid did.

Gato Roboto doesn’t only borrow assets from the first Metroid game. It seems that Gato Roboto has taken a helping from the underrated GBA title Metroid Fusion in how the game approaches its level progression. Similar to that game, the hub of the facility branches down to five distinctive areas: the aqueducts, the heater, the ventilation, and the incubator. The final path will take Kiki to the laboratory, but a sentient supercomputer will lock this area from Kiki until she completes the missions in the other ones. Each area is distinctive enough, but I remember criticizing Metroid Fusion for using this type of progression. I think that Gato Roboto can get away with this form of streamlined progression because it's a new IP, and it doesn’t have to meet the colossal standards that a pioneering icon like Metroid does. That, and the game never explicitly points to a direct objective on the map, spoon-feeding progress at every waking moment. Gato Roboto still respects the player’s intelligence and allows them to become acclimated to the Metroidvania staple of using the map as a consistent point of reference. If the game insisted on not having a map as a call back to the first Metroid game not having one, that would be a differently dreadful story. Also, like with any competent Metroidvania, exploration will also reward Kiki with health upgrades and cassette tapes that not only grant the player additional color pallets for the game’s graphics but a certain number of them can be traded for weapon upgrades.

Blaster Master, another NES contemporary to Metroid whose place as an early Metroidvania title is more contentiously disputed, is also an evident influence on Gato Roboto. Simply put, Kiki can exit the mech and roam around the grounds with her own gameplay mechanics like the protagonist of that game. Although Kiki might need to exit the mech to crawl through the tight spaces of ventilation shafts or prove that cats can swim if they are coaxed into it out of a desperate situation, leaving the suit behind comes with a severe caveat. Kiki’s naked state will render her completely vulnerable to enemy harm, and she’ll be decimated in one hit which sends the player back to the nearest save room. This dynamic between all three gameplay modes in Gato Roboto is a constant that shakes up the Metroidvania gameplay. The mech suit is the only one of these granted with consistent upgrades, but its capabilities never superseded the use of Kiki or the submarine mech used for underwater combat. Gato Roboto’s variation between the three modes is somewhat refreshing in a genre where one character gradually becomes the almighty being of power and traversal by the end with all upgrades on hand. Even with this dynamic dividing the aptness of the modes, Gato Roboto is still on the easier side of the spectrum thanks to save rooms being littered all over the facility.

Enemies in Gato Roboto are easily dealt with because they are all animals with weak defenses against laser blasts and rocket launches. However, there is one rat whose various machines serve as the game’s more formidable bosses. He appears with a new deadly device for each area, and his encounters are the only source of challenge the game provides. As the story progresses, the player becomes privy to how this mouse has the supernatural ability to talk and where his persistent vindictiveness for Kiki stems from, for it’s actually not just a cheeky point of subversion of predator and prey. Throughout the game, Kiki finds audio logs like Bioshock where a mad scientist details the struggle of preserving the life of his sick dog. Apparently, the beacon that sent Gary’s ship crashing down was a ruse from the mad scientist to enact his evil plan of swapping bodies with Gary, for his consciousness is currently trapped in the rat. After he succeeds with Gary, the mad scientist also has plans to swap his dog’s consciousness for Kikis. He fails in one epic final duel with Kiki, but Gary’s body is never recovered. Who knew a game starring a cat in a mech suit could also have an interesting plot with a sympathetic villain?

To conclude my thesis that wondered if Gato Roboto was more than the sum of its parts, the answer is a clear yes. Gato Roboto is an excitingly fun Metroidvania that harkens back to the genre’s minimal roots while presenting enough deviation from the genre’s tropes to craft something refreshing. Some may decry it’s too short and easier than most Metroidvanias, but I think the compact experience is more short and sweet than fleeting. It’s a game with a cat in a mech suit, for god’s sake. Lighten up and live a little.

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Attribution: https://erockreviews.blogspot.com

Here’s a little trivia question for all you frothing nerds with too much useless information in your memory banks: what is the first PlayStation game that forbade the use of the classic PlayStation controller model, igniting a downward spiral that soon rendered it obsolete and ushered in the age of the Dualshock that still persists today with Sony’s game consoles? Was it yet another innovation that the first Metal Gear Solid contributed to the medium? Is it perhaps the reason why Final Fantasy VII is still held in such high regard? Perhaps Crash Bandicoot needed the double analog control scheme to perform rude gestures with, obnoxiously sticking double barrels in the air at Neo Cortex upon dismantling his laboratory? If you guessed any of these classic titles on the original Playstation, you’d be dead wrong. However, if your guess was Crash Bandicoot, you’d at least be on the right track. The Playstation title that dared to reject tradition and embrace experimentation is the 3D platformer Ape Escape. While some well-versed video game historians might sometimes credit Ape Escape with its place as a dividing line between the beta model of the first 3D console controller and its more practical superior, the general public of gaming seems to have forgotten it. In fact, Ape Escape is seldom mentioned alongside its 3D platformer contemporaries such as Crash or Spyro, much less in the grand scheme of the entire era of the 3D platformer across all consoles that Ape Escape was staunchly a part of. Tis’ a shame, for Ape Escape’s reputation, is worthy of more than simply a footnote in the early history of Sony’s tenure as a video game console heavyweight.

Ape Escape’s premise is fairly self-explanatory. The monkeys have escaped from the zoo, and pandemonium ensues. Specter, their savior, is an albino monkey (even though he barely resembles the same simian phenotype of his peers) that has been granted the gift of superintelligence by an experimental helmet. His superior capacity for insight makes him realize that he and his fellow chimp compatriots are under an oppressive human shadow while living at the zoo. But simply liberating himself and the other monkeys from captivity is merely step one of Specter’s master plan. The bigger picture here is that while Specter and the rest of the apes are free from human confines, humans are still the dominant species on the planet. To usurp the biological throne from human hands, Specter uses the time machine built by the professor who also made his helmet, and sends fleets of apes across a myriad of past periods throughout time, rewriting the course of history and ensuring that the apes come out on top in the present. Fortunately, the human race isn’t doomed to be subservient to their pre-evolved species, for their fates lie in the hands of an adolescent boy named Spike who will chase the apes across time to put them in the rightful, diminutive places. The developers ostensibly skimmed over the plot premise of 12 Monkeys and didn’t bother to actually see the film in full while multiplying the amount of time-traveling monkeys by a factor in the triple digits.

Recapturing the apes involves using a net apparatus so comically sized that it’s fit for Dick Dastardly but hey, we’re catching monkeys here, not butterflies. Using the net on the field is (technically) not assigned to a simple button, for it and the other gadgets Spike needs to restore balance to the world coincide with Ape Escape’s innovative, dual-analog control scheme. The direction of the net’s downward swing depends on whichever 360-degree swing the player executes on the right analog stick. The same function also applies to the lightsaber modded as a stun stick to briefly subdue the apes whenever they run from Spike or when encountering other enemies scattered across each level. Spike’s gadget inventory is found in the pause menu, but he can assign a total of four of them to use in a roulette by each button on the controller. The saber and the net are already assigned to the triangle and X buttons, and the player should ideally keep the two on those buttons because of their constant usage. The other gadgets juggled around both the square and circle buttons include a monkey radar that tracks the general direction of nearby apes, a slingshot for projectile damage, a hula-hoop that gives Spike a temporary speed boost when swung around, and an RC car. I don’t know exactly how to compare the neon-glowing gadget that allows Spike to glide, but I always feature this gadget in an inventory slot because how it allows Spike to mitigate gaps between platforms. Obviously, placing the utility of each gadget on the right analog stick is unorthodox, especially since this is the first game that featured the use of the extra protuberance. In execution, using every gadget is surprisingly smooth, with the circular span of the beam weapon and the net as a testament to that. Rigidity is never an issue while using the gadgets. Relegating the jump mechanic requisite for all 3D platformers to the R1 button is arguably an even stranger facet of Ape Escape’s control scheme.

As innovative as Ape Escape’s control scheme is, it is ultimately the next page in the 3D platformer playbook written by Super Mario 64. I suppose Ape Escape verges more towards the collectathon angle of the genre, only if screeching apes that scurry away from Spike when they spot him count as collectibles. The objective in each level of Ape Escape is to catch an arbitrary number of pesky primates located all around the map doing various mischievous things. Ape Escape is cut from the cloth of the exploration-intensive 3D platformer, as Spike is dropped onto the landscape and is free to roam around it in whichever direction he chooses to seek out the rogue chimps. Despite its relatively free-flowing design, Ape Escape unfortunately borrows the boot-out system from Super Mario 64. Once Spike apprehends the number of monkeys that the game assigns in the objective, Spike returns to the hub located in the present day. The amount given in the objective will never be the total number of monkeys swinging around, so he will always leave the level incomplete. While I enjoy the fact that the game doesn’t force measures of completion upon the player, I wish the game gave the player the option of staying in the level if they so choose to wrap things up nicely and put a tight Christmas bow on their package of recaptured monkeys. Banjo-Kazooie existed a year before Ape Escape was released, so perhaps borrowing the totally free-flowing, sandbox design philosophy of that game would’ve fit Ape Escape more suitably as opposed to the initial 3D platformer influence.

Capturing monkeys encompasses the entirety of Ape Escape, save for the two racing missions placed in between two worlds. The gameplay variety isn’t exactly nuanced, but the game does its best to divvy up the constrained parameters of its main objectives. I claimed that the monkeys would bounce around evading capture, but the dynamic isn’t simply predator versus prey for each one. As the game progresses, the monkeys will resort to desperate tactics to maintain their freedom. The grunts of Specter’s operation will throw banana peels in Spike’s way so the boy will slip and fall, a wise use of classic money resources if ever. The higher-ups are stacked with some serious firepower that they must’ve somehow stolen from the modern military. Some have machine guns and energy blasters, and others will spurt a barrage of missiles at Spike from a backpack. The irritating bounciness of their jumping around and their no-nonsense weaponry is why I suggest using the element of stealth when approaching them if possible. Still, the variety of the monkeys, as ruthless as they can be at times, offer a fair and engaging difficulty curve in what becomes the standard grind of the game. Also, the enemy variety from the digging sprouts that shoot pellets to the winged creatures expands on that variety splendidly. The only other collectible is the golden Spencer tokens used to unlock minigames in the hub. Seek these out only for the steeper platforming challenges they offer, because the minigames do nothing but reference the potential of the dual analog sticks, which is something that we are more than familiar with in retrospect.

While the events of the past are firmly etched in the history books that ground them in some kernel of reality, at least a game developed at the turn of the millennium has a plethora of time periods to reference. Specter evidently went to the deepest measures of time to secure the ape’s place as top dog, for Spike reverts the time machine back millions of years in the past to the prehistoric ages. Because these levels occur long before the dawn of civilization, foregrounds are heavily naturalistic jungles that feature unkempt grass, water rapids, and sizzling volcanos. One level takes place mostly in the tender, spacious insides of a carnivorous dinosaur named Dexter, a personal highlight that certainly deviates from the rank humidity of the outside (what is with this era of gaming and its fascination with exploring the insides of giant creatures?) The ice age shifted the climate balance of the previous prehistoric levels on its head with roaring blizzards covering the land in a quilt of thick snow, but the overall topography still retains a dearth of man-made structures and a lack of a busy, congested atmosphere. Eventually, the levels that take place in the era of humanity involve Spike traveling to feudal Japan and the Xin Dynasty era of China, and then to a castle in the Middle Ages of England. After that, Spike returns to the present to find that Specter’s manipulation of the space-time continuum worked well in his favor, and Spike has to eradicate all of his adulteration in the bustling city streets of the modern day. While I appreciate that Ape Escape doesn’t permanently stick Spike in environments where he must wade through untouched wilderness, the developers failed to reach the full potential of Ape Escape’s time travel theme. I don’t think I have to tell anyone that there were several time periods between the Middle Ages and the turn of the 20th century. It would be marvelous to see monkeys riding in horse-drawn caravans on The Oregon Trail, see them perched on the Empire State Building in the 1920s, or storm Normandy during WWII. Alas, the restrained level themes along with the paltry amount of them make Ape Escape a brief experience.

Ape Escape is also probably too silly for its own good. It’s a game with a kooky concept of hunting time-traveling monkeys but even then, Ape Escape goes overboard with this premise in its presentation. Ape Escape has bar none the worst collective voice acting I’ve ever heard in a competently crafted triple-AAA video game. It makes the performances of the first Resident Evil game look like a production of Hamlet performed by the gilded Shakespeare Company, and that game is one of the most notable instances of wretch-worthy voice acting of all time. All dialogue from every character is choppy and sounds almost like the voice actors are treating every line facetiously. When a man is being pursued by a monkey on the city streets, his frantic line of “help me, help me!” is delivered as if it was uttered by someone making fun of him while people watching. Even if there was no one in the recording booth to offer guidance, absolutely no one should seriously think speaking any line with this total lack of delivery should be acceptable. Specter’s voice does not match his menacing, Clockwork Orange stare at all, making every interaction with the game’s primary antagonist laughable. By the time Spike reaches the final level of Specter’s carnival, the game attempts to funnel in a lesson of growth with Spike’s character and his soaring capabilities as a hero, but I’m not slurping this down as a point of narrative substance. Ape Escape didn’t need to be campy or profound: the base wackiness should already strike a tasteful balance. While we’re at it, I can’t think of a more useless secondary antagonist across gaming (or all media) than Jake, Spike’s blue-haired friend who is under Specter’s spell and starts to work for him. I don’t care how intelligent Specter has become, no amount of high cognition will ever give someone the ability to possess people. Perhaps Jake contracted brain worms from inhaling the fumes of monkey feces for too long? Whichever it is, the developers didn’t need to shoehorn him into the game as a villain to motivate Spike to save the world. I would think that preventing an alternate timeline of being a monkey’s neutered pet bitch would be a substantial enough incentive already.

Ape Escape’s colossal strengths as a 3D platformer lie entirely in its gameplay. What could’ve been just a glorified tech demo for Sony’s new controller model and its capabilities resulted in something that surpassed all expectations. The fluidity of the analog controls is impeccable, and the unique objective involving swiping up monkeys in a net never grows tiring. While I remain yearning for a wider range of level concepts with the time travel theme, at least the modest amount of levels on display are designed to foster an inviting sense of exploration. Ultimately, Ape Escape might have crumbled in the eyes of gamers because it’s kind of dumb. Yes, dumber than an orange marsupial conquering a mad scientist with nothing but a pair of jeans. Still, it’s dumb fun all the way through. If Ape Escape was the beta test to see if the Dualshock would be functional, then no wonder the controller still reigns supreme.

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Attribution: https://erockreviews.blogspot.com

This review contains spoilers

Donkey Kong was almost a relic of Nintendo's ancient history. The classic Donkey Kong arcade game was Nintendo's individual achievement back in 1981, but the introduction of the NES later in the decade ushered in a golden age for Nintendo as they became the dominant video game console producer. New IPs became the backbone for Nintendo's glory days and the character of Donkey Kong was left in the dust. Nintendo became a household name in only a few short years that it seemed unbelievable that they had anything to do with the Donkey Kong arcade game. For the longest time, Donkey Kong was relegated to Nintendo's pre-history. As influential as the Donkey Kong arcade game was, the NES period was a bad time to not get any limelight in Nintendo's back catalog. Ten years after the arcade game, Donkey Kong Jr.'s inclusion in the first Mario Kart game for the SNES was like Mr. Game and Watch's inclusion in Super Smash Bros. Melee; as a lark to showcase some obscure, historical Nintendo characters among more popular ones. It's insane how long Nintendo left Donkey Kong in the proverbial attic during their golden years. It might have been this way if a certain British game developer had left this unchecked. If you like Donkey Kong as the brawny, tie-wearing ape as we've come to know him, then you have Rare Studio's 1994 SNES game Donkey Kong Country to thank.

You might ask yourself this question: what was the impetus of resurrecting the titular ape of a classic early 80's arcade game? Donkey Kong just throws barrels and kidnaps people's girlfriends. Donkey Kong isn't exactly a complicated game with complicated characters. How could he fit into the landscape of the 16-bit era? Not to mention, Jumpman, or Mario as you might know him, had greatly transcended his role into bigger feats of saving girls from giant reptilians instead of giant apes since his first outing in 1981. Mario had completely separated himself from his first video game role so drastically that the fact that he was ever referred to as Jumpman seems like an esoteric trivia factoid. Obviously, a game two gaming generations later wouldn't be the same as it once was. The template for Donkey Kong Country wasn't to expand on the classic arcade game or the titular character but to emphasize the "country" part of Donkey Kong Country to give audiences a sprawling world that made sense putting Donkey Kong in. The presentation of this game, whether it be the level design, the music, or the unique art style, made this game stand out above the rest of its contemporaries and cemented itself not just as a comeback for Donkey Kong, but also as one of the hallmark games on the SNES.

The game begins as Donkey Kong is crestfallen at the sight of his massive banana hoard stolen by Kremlings, the alligator-like main enemies in the game, and Donkey Kong has to venture out into progressively more uncharted territory to get his banana hoard back. It seems like a silly setup until you realize that Donkey Kong is a giant ape and the only way he could be motivated to go on a daunting journey is bananas, not sex. After all, Donkey Kong's girlfriend, Candy Kong, helps you on your quest by providing the occasional save point. She definitely seems much more of a formidable person to capture than the frangible Princess Peach. Stealing a monkey's banana hoard is as low as taking the love of his life (which in this case, the love of his life is bananas, not his girlfriend, so I guess it's not on equal standing). Aiding Donkey Kong in his quest is his best buddy Diddy Kong. You simultaneously play as both Donkey Kong and Diddy Kong throughout the entirety of the game. In this case, Diddy and Donkey Kong are on equal standing in this game in terms of screen time. Diddy isn't just Donkey Kong's Luigi in that his existence doesn't fulfill a multi-player role for your younger sibling. Donkey Kong and Diddy balance each other out quite nicely. Where Donkey Kong is bulky, Diddy Kong is nimble. Donkey Kong can defeat a larger array of enemies because of his larger stature and Diddy Kong can access more of a level because he can jump higher. Both character's attributes are required to traverse through each level, so you'll always have to be careful because once one character is hit, they gasp and run away until you find another barrel to bring them back. The dynamic between Donkey Kong and Diddy is so simple, yet works so well in the game that it's practically perfect. Many platformers with more than one playable character around this time were repainted clones, but Donkey Kong and Diddy Kong legitimately feel different when you are playing as either of them. The contrast between the two makes the player utilize the strengths of each character wisely and also makes them careful which character is upfront before they get hit. Not to mention, both characters move incredibly smoothly and there are plenty of ways to traverse the levels as either character when you only have one of them. There is also a bevy of animal buddies that you can find at almost every level. Each of them is different animals with their own unique attributes that control just as smoothly as the two main characters (although I swear I made too many unfair missteps with that damn frog). The smoothness and variation of control are a testament to what makes a solid 2D platformer especially with as many playable characters as DKC has.

Before discussing the strengths of how the levels in Donkey Kong Country are designed, one just can't overlook the game's aesthetic. Instead of using 16-bit graphics as per the usual SNES games, Rare implemented pre-rendered 3D graphics and compressed them into 16-bit graphics to fit on the SNES. They look like the bridge between the then-current generation of graphics with the future of what was to come in the next generation of early 3D games. It's a style that is stuck in a state of purgatory between these two eras, but this is for the benefit of the DKC series because it makes the series look distinctive. This tactic also makes the DKC series the best-looking games on the SNES. I was always somewhat deterred by the graphics of the 16-bit era because they often look very "drawn on" thus looking very dated. I find the 64-bit graphics charming and the once rudimentary 8-bit graphics have become their own distinctive graphical style over the years, so the era in between still looks a little awkward to me. DKC's graphics don't quite fit the common aesthetic of its era, but it's all to it's the benefit. For some reason, the style still looks fantastic. Every character, whether it be the playable characters or the varied animal enemies, looks so animated and expressive. The backgrounds are lush and practically look like paintings and the foregrounds are just as vividly clear. Why didn't other game studios think of ever doing this? Accompanying the lush, sprawling world of Donkey Kong Country is the soundtrack, an element to this game that is just as important as the graphics. David Wise did an outstanding job at perfectly capturing the right mood for every single level in this game. A highlight track for me is "Aquatic Ambiance" because of how mesmerizing it is. As far as I'm concerned, it's up there with "Aquarium" from "The Carnival of Animals" as far as effective watery music pieces go.

The world, or should I say country, of Donkey Kong Country, is divided very similarly to Super Mario World. The hub world is a map of the entire game divided into seven or so sub-worlds each with a varying number of levels. The first Donkey Kong Country game on the SNES is much more consistent with the overall level themes than the other two in that it maintains its overall jungle/rural tone. It only deviates from this theme later in the game in the factory levels, but the factories are still overrun with kremlings and other animals from previous levels making it seem like the factory is still rooted in the rustic world of this game instead of contrasting it. Like other 2D platformers, the objective is to get to point A to point B. Donkey Kong and Diddy can jump on enemies and roll into them giving the player a nuanced way of defeating enemies rather than just using one tactic in conjunction with getting through the level. Ropes are strewn around the levels to climb further and to dodge enemies on a rail, tires act as springs like in Sonic the Hedgehog, and barrels will launch you in any direction. The barrels are definitely the defining platforming feature of the DKC series. Utilizing the barrels in levels would evolve as the series went on, but I think they were used the best in the first game. The barrel sections are tense and require the greatest use of one's reaction time. You cannot make any mistakes in this game when it comes to the barrel sections.

On the map, Donkey Kong has other friends that aid him in his journey besides Diddy and his animal friends. There is the aptly ape named Cranky Kong who is a tiny old curmudgeon that lives in a cabin. He doesn't so much help you as much as he calls you a candyass and tells you about a challenge involving beating completing this game in under an hour, a feat that he apparently did long ago. Cranky is apparently the original Donkey Kong from the arcade game as an old man, and the modern Donkey Kong that we're all familiar with is his grandson which only makes me ask questions about what happened to Donkey Kong Jr. The aforementioned Candy Kong will help you similarly save your game to Super Mario World in which you have to unlock the save point after a certain number of levels. Lastly, there's Funky Kong that lets you travel to different areas of the map.

You'll get to know Funky and Candy Kong really well from saving at any possible point and stocking up on extra lives. You're gonna need them because this game and the rest of the Donkey Kong Country games have a reputation for being quite difficult. It almost reminds you that this game was developed by the guys that made Battletoads. Although not as consistently frustrating as Battletoads, DKC has an incredibly steep difficulty curb as early as the second world with the notorious "Mine Cart Madness" level. Up until this level, the platforming was pretty fair and the obstacles could be readily combated without much trouble, but this level throws all of that out of the window. For the entire level, you are forced inside of a minecart that constantly keeps moving and never stops. You'll have to efficiently time your jumps at every step, there are stationary mine carts to jump over, and kremlings will be coming at you from the opposite direction. What's funny to me is that somehow, this level is much more difficult than the mine cart level much later in the game. It's the level that separates the men from the boys and after this, the game never gets easier.

Like classic Sonic the Hedgehog, the root of the first DKC's difficulty comes from the "blindspot" difficulty. DKC oftentimes makes you memorize the placements of the pitfalls and enemies because passing them smoothly requires a lot of trial and error. There are pitfalls at every corner in this game that can be quite challenging to get through. Oftentimes, the game throws more gimmicks at the player like a level on a conveyor belt and a level that is mostly in total darkness. Tons of different types of enemies come at you from every angle each with a unique tactic to kill you and the hitboxes are oftentimes questionable. I felt like I needed a referee to debate my untimely death every other time I died trying to jump on an enemy. "Mine Cart Madness" even has a fake-out kremling after the developers know you've taken a breath of relief. The worst offender of these blindspots is "Poison Pond" in which taking the incorrect route will ultimately result in the Kongs getting hit. It doesn't help that the correct paths are filled with gyrating tires with little elbow room to dodge and the final part of this level has fish coming at you in every single space that it's practically a bullet-hell section. The game makes damn sure that the player never gets accustomed to dealing with the obstacles in this game unless you know how to overcome every single one of them. Fortunately, the game gives you ample opportunity to stock up on extra lives through mini-games and banana collecting. The bananas in this game act like the coins in Mario in that collecting 100 of them will reward you with an extra life. They mostly come in singles, but there are plenty of bananas that are stacked in tens. The abundance of bananas in the levels shows a nice sense of self-awareness from the developers in that they didn't want to leave the player high and dry with the steep difficulty of the game.

The levels in this game are certainly daunting, but the same can't be said about the bosses. In fact, the bosses in the first Donkey Kong Country are pitifully easy. You know it's troubling when you strain yourself over the levels and a boss fight seems like a place of relief. The bosses are essentially larger versions of the standard enemies and they only take a few hits to defeat. The boss before King K. Rool is a giant black barrel with a skull and crossbones in the middle of it and it's just a simple boss gauntlet. The barrel doesn't even hurt you when it slams down on the ground. King K. Rool, the final boss of this game and the Bowser of the DKC trilogy, is a different beast altogether. Instead of going down after a few cheap hits, King K. Rool is a formidable foe with a few different phases that will test all of the abilities you've been using throughout the game. All of the blindspots in the game will also prepare you for the bizarre kremling kredits that roll after you think you've defeated King K. Rool before the final phase of his boss fight. I'm ashamed to admit, but he pulled me into a false sense of victory when these credits rolled and he stomped me into the ground. I feel like an absolute idiot for not getting the hint from the credits considering the Rare staff all have kremling names. I figured they were all foreigners.

Donkey Kong Country totally revitalized the character (or technically, revamped Donkey Kong as a younger, more acrobatic version of the arcade game character) and forever made Donkey Kong one of the prime faces of Nintendo's extensive back catalog. As for the game itself, it takes the influences from other 2D platformers of the time and still delivers something unique. The art style and music are still just as captivating as they were when the game was released more than 25 years ago, and it's also one of the smoothest and diverse games of the time in terms of movement. This game is now rightfully considered a classic, but for me personally, everything that made this game stand out was vastly improved in the next two games in the franchise.

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Attribution: https://erockreviews.blogspot.com

I imagine that the appeal of this game was more for the parents than the children. With 52 games at a reasonable price of $199, they probably thought that this was the economic solution for purchasing video games. They figured that this collection would last them a lifetime of entertainment and that they could get out of buying video games for them in the future. Little did they know, the entire NES library is more appealing than EVERY single game in this collection.

Every kid who purchased this game back in the ’90s should be eligible for reparations.

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Attribution: https://erockreviews.blogspot.com/

This review contains spoilers

I don’t think there is a clearer example of the trilogy pattern in gaming than the first three Resident Evil games on the PS1. What I’m referring to, if you’ve never read one of my reviews before, is the arc of quality that fluctuates over three games in the same series and the pattern one can discern of how the IP grows and evolves. The first game introduces a template of the franchise’s tropes, while some gameplay mechanics tend to be inherently rough-hewn and unrefined due to lacking the hindsight of a debut effort. For the sequel, the second title is granted a treasure trove of hindsight, and they use this to smooth out the coarse gameplay elements with a far better understanding of the franchise’s idiosyncrasies. This results in the peak of what the first game established by flourishing its framework to an outstanding degree, crafting the finest experience the franchise has to offer. The third game is then released as an opportunistic endeavor to capture that lightning-in-a-bottle effect generated from the second game’s positive reception. Instead of finding ways to perfect the already solid source of the second game, the third game tends to add some overblown elements while streamlining the gameplay for the sake of accessibility. It indicates that the developers have slightly overstepped and that it’s closing time for the series. I did not overtly mention the first three Resident Evil games in this explanation, but I’m sure that anyone who has played every game in this PS1 trilogy knows that this subsequent progression of games fits it like a glove. Of course, I realize that placing RE 3 in this position already sets a negative precedent for this review, so brace yourselves for paragraphs criticizing how Resident Evil 3: Nemesis took the franchise’s survival horror properties and adulterated it with the overblown sins a threequel usually commits.

Technically, from a narrative standpoint, RE3 is a direct sequel to RE2 only on the basis that the number in the title is the successive follow-up in numerical order. We do not witness how the T-Virus outbreak has expanded beyond the parameters of Raccoon City and the Arklay Mountain outskirts with global panic ensuing in the streets. Apparently, the singular situation in Raccoon City seen in the second game was so monumentally cataclysmic that we needed ANOTHER storied account from yet another perspective. The person’s point of view, however, should come as a pleasant surprise as it's S.T.A.R.S. member Jill Valentine from the first game. Chris’s backpacking conquest across the pond was evidently a solo venture removed from his police adjacent outfit, so Jill is an unfortunate victim of circumstance in the Raccoon City pandemic, who did not fully anticipate this zombie pandemonium occurrence if her comparatively tarted-up civilian clothing is any indication. Her mission now is to use her special training as an advantage in surviving the chaos.

Jill not only gets the special distinction as the first returning Resident Evil protagonist but one that soaks up the entirety of the spotlight as the sole primary protagonist of RE 3. There are no mirrored events to Jill’s in another campaign playing as another character. Only one playthrough of RE3 with the little lady from S.T.A.R.S. is necessary to grasp the full breadth of the game’s story. However, I still somewhat recommend playing RE3 twice as a lark to experience what should be the soonest of Capcom’s “bright ideas” to spot that were implemented for the third game. Capcom has decided to (literally) cut out the middleman and omit the normal difficulty selection as an option, offering a “hard” difficulty for the seasoned Resident Evil veterans and an “easy” difficulty level for the flock of newbies that they anticipated would now be interested in playing their popular survival horror series. Despite how it may initially seem, forcing the two types of players to accede to what is a stark division of skill levels isn’t completely baffling. One could argue that someone who has survived two outings in a hostile, zombie-infested environment should challenge themselves by ramping up the stakes of their third excursion. On the opposite end of the spectrum, uninitiated players should keep it breezy so as to not taint their first impressions of the series and deter them from all other Resident Evil titles as a result. I chose to play on hard not only because of the rationale listed above but to also preserve any somewhat tangible gamer credibility that I suspect I might have (but probably don’t). As it turns out, with a few exceptions, RE3’s hard mode doesn’t ratchet up the base difficulty from RE2’s normal mode too drastically. Jill begins her trek out of the city with a pistol carrying a modest sum of ammunition as Leon did, and she must collect the formidable firearms as the game progresses. On the flip side, easy mode is so facile that it's hilariously condescending. The player is automatically blessed with a submachine gun, a first-aid pack, an infinite number of ink ribbons, and a whole other bunch of goodies. The developers forgot to include a bib and highchair for anyone playing on this difficulty, but perhaps they couldn’t have fit those in the finite inventory. I kid, of course, but my sincere issue with the unbalanced choice of difficulty here is that a normal difficulty is the solid base of any game’s intentions. Whenever I play or replay a game for a review, I always pick the normal (if difficulty options are offered) option, even if it’s a game I’ve played religiously and am exceptionally skilled at. Without this option, I cannot ascertain what the game is truly attempting to prove with its gameplay, which is why the normal mode is impeachable while the other options aren’t.

What is seriously included in the player’s inventory as a housewarming gift are two tutorial journals that detail every single new aspect that the developers have implemented for RE3. If they felt it necessary to implore the player to read a manual’s worth of text to prepare them for their playthrough, you know the great lengths they went to keep the franchise's familiar formula from stagnating. The result of their efforts is new mechanics and attributes that substantially change the fabric of Resident Evil’s gameplay, and I’m not entirely sure that it’s for the better. For starters, the player might notice what looks like a grinder contraption straight out of shop class in their inventory. One of the journals states that this is the Reloading Tool which is used to craft ammunition with three different types of gunpowder coinciding with the handgun, shotgun, and grenade launcher. One might raise a concern that this new utility mixer will take up valuable space in Jill’s inventory, a stationary position due to ammo pickups regressing into their unprocessed forms. Fortunately, the usual packs of bullets are still located abound on the Raccoon City streets, so carrying around the damn thing at all times won’t be necessary. However, it still comes recommended if Jill has a square of inventory space to spare because the high-caliber ammo the Reloading Tool can craft is highly effective. The journal tells Jill to keenly look for sizable red objects in the foreground, for shooting them with one bullet will cause a fiery explosion that could potentially blow a swarming pack of zombies to kingdom come, a nifty method of ammo conservation. The explosive barrels will definitely spark a “eureka!” moment for the player, for their prevalence as auxiliary offenses in first-person shooters makes their inclusion here a borderline cliche. The bombs that cling to the wall, on the other hand, confused me for health stations for a second, so I guess familiarity is important. Arguably the most significant alteration to the gameplay is the addition of the dodging mechanic. If timed correctly when unarmed or holding a gun, Jill will duck, jump, or roll out of harm’s way. A skill-based way to better mitigate potential damage seems like a helpful inclusion except for the fact that the timing window on the dodge is incredibly strict when done intentionally and surprisingly swift whenever executed on accident. That, and the type of dodge maneuver Jill performs is seemingly random, which can result in Jill backing herself into a wall and leaving herself far more vulnerable than before. I appreciate that these interesting mechanics drive a discernible wedge between RE3 and the previous game. Still, their awkward and somewhat unnecessary presence is somewhat of an indication that the Resident Evil foundation had already been honed to perfection in the previous game and all these new implementations do is complicate things. However, RE3 does feature a number of quality-of-life improvements that I genuinely appreciate, such as making the items more conspicuous in the foreground, a button designated to pull up the map, and a maneuver that swiftly turns Jill around instead of robotically turning her body like a mannequin on a pedestal.

The Raccoon City setting is something that should’ve been reworked entirely as opposed to being augmented like the game’s mechanics. I fully realize that the game’s events run parallel to those of Leon and Claire from the previous game, so placing Jill in the same predicament makes sense. Still, I fail to comprehend why Capcom thought the Raccoon City epidemic needed an additional point-of-view when the events had been exhausted after two almost identical campaigns. As it stands, RE3’s depiction of this doomed city is a reversal of how RE2 coordinated it. The city streets where Leon rushed through to reach the police station are now the primary place of excavation to escape the unremitting madness. Jill also revisits the police station briefly, albeit a truncated version of the precinct with new impenetrable barriers to signify that this takes place in the aftermath of Leon/Claire’s campaigns. Not only does the game fail to refresh the rehashed environments from the previous game, but treating the city streets that were once rightfully a straightaway trek the same as an exquisitely floored establishment is the most fundamental flaw with RE3’s direction. Sure, the worlds of Metroidvania games, the 2D cousin of the survival horror genre that shares the same sense of utility-gated progression, tend to be a collective of areas that vary in topography and thresholds of claustrophobia. With this logic, a Resident Evil map could flourish with the same design philosophy, but RE3 proves that this can’t be the case. The Raccoon City roads simply can’t transcend their initial workings as a linear series of paths no matter how many back alleys and piles of wreckage are impedeing Jill from crossing over the boundaries that the developers have placed. The richly labyrinthian constructions with their multiple stories that have served the series well in the past have been flattened to the ground floor, stretching across the broad radius of a metropolitan area. The breadth of a cityscape makes the backtracking of a survival horror game incredibly tedious, marching to and fro for a marathon’s length of retreaded steps to reach one objective. Any floor of an establishment from the previous two games, no matter how lofty, was never more than a few sets of hallways with several branching rooms as one would realistically expect from an architectural standpoint. I criticized the police precinct setting when it was still a centerpiece in RE2 for exuding too much of a domestic atmosphere for a horror game, but at least it was modeled just as exquisitely as the Spencer Mansion. The developers even had to separate the city into two “uptown” and “downtown” districts with two distinct maps, admissible proof that a linearly designed, sweeping environment does not gel with the survival horror genre.

It is not until the second half of the game where Jill crashes the railcar she’s using to flee the Raccoon City scene that the game provides the player with some truly impeccable survival horror settings. The clocktower is the kind of enclosed, gothic construction that I was craving as a potential successor to the Spencer Mansion, enhancing the dark, eerie atmosphere akin to the first game’s iconic stomping grounds with that desperately needed graphical maturation. The neighboring cemetery park is a competently restrained outdoor area compared to the urban streets of the city, and the underground laboratory efficiently refurbishes what is now a series motif. To heighten my feeling of engagement and admiration with these latter-half areas, they also include puzzles that are bonafide brain teasers, something that the second game was lacking.

Of course, the definitive difference and unique signifier to RE3 is the character on the right side of the full title’s colon. Before entering the gate of the police station, the gameplay will be interrupted with a cutscene of Jill’s S.T.A.R.S. ally, Brad Vickers, getting horribly and forcibly impaled by some fleshy tentacle of a colossal monster wearing a trenchcoat. Once Nemesis, the monster in question, refocuses his attention on Jill after decimating his previous victim, he’ll acutely stalk her like a lion does to a wildebeest for the duration of the game. Upon hearing the premise of an intimidatingly invulnerable tank of an enemy pursuing the female protagonist, one might wonder why Mr. X’s skin has been melted to a Freddy Krueger crisp because the previous game already toyed with the idea of placing a hostile, formidable figure with seemingly impenetrable defenses on the field for the player to contend with. In RE3, if one couldn’t infer his top-billing from the title, Nemesis has a larger presence here than the former superhuman stalker ever did. Nemesis is a T-Virus Terminator that will trounce any target he sets his sights on. On top of his hulking body that is as durable as Kevlar, Nemesis charges at Jill like a raging bull even in the tightest of corridors, as if he’s Frankenstien’s monster composed out of the corpses of the NFL’s finest linebackers. If Nemesis is unable to reach Jill and fling her around like a ragdoll, he’s strapped with a rocket launcher that he will not hesitate to use even in the tightest of indoor corridors to assure that Jill’s ass is grass. Not every encounter will involve the choice-based prompt either, so I suggest running like hell and forgetting about the potential rewards he might drop if you manage to subdue him. All of the evidential context surrounding Nemesis should make him a player’s worst nightmare, but there is something about his determination and overpowered attributes that conjure up feelings of irritation and frustration rather than fear. Nemesis popping in unexpectedly to give Jill a thrashing felt more like encountering your school bully in the hallways and making me groan with painful anticipation. There needs to be an aura of creepy subtlety to elicit a scare factor with this type of villain, something Mr. X already accomplished splendidly.

However, what is terrifying is the fact that Jill will be forced to fight this burnt-looking behemoth twice. His final fight in the laboratory should be prepared for like any other final boss, but the other one occurring at the clocktower beforehand is a traumatic experience. The front lawn of the tall tower is the arena when dueling Nemesis, and Jill will be cramped up against the surrounding walls and the burning debris of a helicopter while she is limping from an unavoidable status effect given to her during the cutscene that introduces this fight, giving Nemesis ample opportunity to have his way with Jill more so than in any standard encounter with him. Get ready to exhaust all ammunition and master the finicky dodge maneuver, because this is what is expected from the player for this fight. Also, pray a few times just to be safe. After being taken to the cleaners far too many times by Nemesis, I could not revert to my last save and explore the clocktower meticulously for any missing items, for the cutscene locks Jill to the top of the tower. This kind of action-intensive fight is not suitable for a survival horror game with tank controls and limited supplies. This encounter seriously made me consider restarting the game on easy difficulty and or abandoning the game entirely. So congratulations Nemesis, you are the newest inductee to the exclusive club of video game bosses that have made me whine like an upset puppy and raise my blood pressure from furiously screaming obscenities. Don’t pat yourself on the back with a sense of pride: if I had some sort of statuette of Nemesis, I’d imbue it with voodoo magic and shoot it point-blank with a revolver and burn the remnants.

Surprisingly enough, or maybe not so much if one reads deeply into Resident Evil’s linear notes, Nemesis is not the main antagonist of the game of his namesake. The apex of villainy across the Resident Evil series is and has always been the Umbrella Corporation that caused this entire mess. In fact, Nemesis was created by Umbrella as a countermeasure to eradicate all members of S.T.A.R.S that might blow the whistle on their involvement with the zombie pandemic, hence why all Nemesis can gravelly utter is the name of the organization. But Nemesis isn’t the only Umbrella associate out on the prowl tonight in Raccoon City. Jill will meet three members of an armed Umbrella task force assigned to dispose of anything infected by the T-Virus and rescue any remaining civilians. Jill is right to be untrusting of anyone who bears the symbol of her mortal enemy, but she must work alongside these guys due to running low on options for lucid human interactions to aid in her escape mission. It turns out that only one of the three men is an unscrupulous bastard, and that’s their leader Nikolai. This Soviet army veteran treats the whole T-virus epidemic as a front for business, willing to exterminate all that keep him from financially benefiting from it including some of his own men. Shoot this guy down with a bazooka when given the opportunity. Speaking of which, the other two Umbrella mercenaries are so disgusted at Nikolai’s callousness that they defect to aiding Jill instead. Carlos, one of the men who becomes the game’s secondary protagonist, takes a temporary role as a playable character in a hospital section where he retrieves a vaccine for an infected Jill. We see less of the other noble mercenary, Mikhail, on account of his grievous wounds, but sacrificing himself to save Jill on the cable car is certainly a noteworthy action of decency, right? Besides Wesker, these three men give the Umbrella corporation a face to attach with, and the reference we obtain from the mixed bag of interactions and intentions between them illustrates a complex moral quandary for what was previously an enigmatically evil force in the franchise. Perhaps the same complications of duty versus dogma can parallel real-life factions with bad reputations.

If I’ve played any third game of any franchise beforehand, and I certainly have, then my experience with Resident Evil 3: Nemesis should come as no surprise. The unification of Resident Evil’s tropes and mechanics seen in RE2 made it a tough act to follow, which can be said for most sophomore sequels for a number of franchises. Still, quelling the sensation of yearning from fans after they’ve played the peak of the series by rounding it out with a third game is always a requisite, even if these last hurrahs tend to overflow the foundation with additional attributes. Most of the additional attributes that RE3 wove into the fabric of the franchise are flawed at best and infuriating at worst, and I wish I could avoid the bad ones as deliberately as the unyielding monster at the center of the game. The best aspects of RE3 that make it a worthy entry are improving on the elements already in the franchise that Resident Evil 2 lacked, such as challenging puzzles in eerie environments instead of all the window dressing they figured would make a substantial difference. With a few noteworthy gripes withstanding, Resident Evil 3: Nemesis is still an effective note to end the franchise’s reign as the champion of survival horror on the original PlayStation.

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Attribution: https://erockreviews.blogspot.com

This review contains spoilers

Conker’s Bad Fur Day was the perfect swansong for the N64. What better game to send off the console other than with a crass, anarchic romp that wiped its ass with the family-friendly foundation that Nintendo facilitated and by the third-party developer that arguably made the greatest contribution in cementing its accessibility? Unsuspecting consumers assumed that Conker’s Bad Fur Day was yet another innocuous 3D platformer due to its Rareware pedigree and the fact that the game featured a furry, anthropomorphic protagonist. However, they were all flabbergasted at the game’s true colors underneath its intentionally squeaky-clean surface, even though the game box art featured an M-rating along with a disclaimer explicitly stating that this was not a game for children. All the while, Conker is holding a frothy mug of beer with his disturbingly voluptuous girlfriend, Berry. Even if someone is experiencing Conker’s Bad Fur Day knowing full well that the game is intended for mature audiences, the content is still pretty shocking. Rare created a game that shifted the light-hearted tone of their smash hits Banjo Kazooie and Tooie on its head without altering the cherubic visuals, inflicting obscenities on its storybook fantasy world and the cuddly characters that reside in it. Conker’s Bad Fur Day snuck in viscera and vulgarity into the pristine 3D platformer genre like a trojan horse, and uneducated parents were mortified when they inadvertently exposed their children to it. Grand Theft Auto III, another game released in 2001 that also garnered levels of contempt from the PTA boards around the world, at least made it obvious that children shouldn’t play it. On the other hand, Conker’s Bad Fur Day villainously duped parents with a level of deception that shattered their trust in the gaming industry, even though Nintendo did its best to warn them. All controversies aside, the provocative premise of Conker’s Bad Fur Day made it a breath of fresh air. The N64 was overflowing with many bright, cutesy 3D platformers thanks to Super Mario 64. The adult content of Conker’s Bad Fur Day acted as a self-effacing parody to signify that the genre had stagnated and needed to be buried alongside the console that harbored them. If Conker eviscerating the N64 logo with a chainsaw in the game’s introduction isn’t emblematic of its ethos, I don’t know how they could’ve conveyed it more overtly (okay, maybe Banjo’s severed head hung up on a plaque over the bar in the main menu). No one will argue against Conker’s legacy as a subversive title, but whether or not the game is up to snuff with its fellow 3D platformers mechanically is a point of contention.

Rare didn’t just whip Conker out of their ass when they sat down to devise the components of Conker’s Bad Fur Day. Squirrels are certainly an appropriately adorable animal, but it’s questionable where they fit on the hierarchy of cuteness next to cats, dogs, or even other woodland critters. Conker was once a budding IP Rare introduced by making Conker a playable character in the 1997 N64 title Diddy Kong Racing. The Conker IP debuted on the Gameboy Color with Conker’s Pocket Tales, a simplistic action-adventure game marketed towards a very young demographic, as one would expect from a game featuring a cartoon squirrel. Rare was initially developing a fully-fledged console follow-up on the N64 titled Twelve Tails: Conker 64, but the early reception was less-than-enthusiastic. Developers were worried that kiddy Conker would wilt under the overcasting shadow of Banjo-Kazooie, for the game mirrored the inoffensive, mirthful atmosphere of the Banjo games to the point where it seemed derivative. In order to give Conker an identity of his own, Rare pulled what Hannah-Barbera did with obscure 1960s cartoon superhero Space Ghost and reinvigorated him into the realm of maturity, albeit with crude humor as opposed to dry, off-kilter absurdism. Immediately, Conker’s Bad Fur Day illustrates the squirrel’s transformation in the opening cutscene when he leaves his girlfriend Berri a message from a bar payphone to tell her he’s coming home late so he can buy another round with the boys. He gets sloppy drunk, ralphs on the ground, and loses himself in a drunken stupor. Whether it's a matter of lying to his girlfriend or binge drinking, Conker is clearly an adult putting himself in adult situations.

Ironically, Conker’s Bad Fur Day excels the most in the least edgy aspect found in the game, and that’s its surface-level presentation. The most fortunate thing about being the last hurrah in a console’s lifespan is having the advantage of hindsight paved by the shortcomings of your predecessors who were busy finding their way through uncharted territory. In the annals of gaming history, there hasn’t been a more arduous terrain to trek through than buffing out the cracks of 3D graphics in the N64 generation. Conker’s Bad Fur Day couldn’t transcend the rudimentary snags that beset the N64, or at least to the point where the player could clearly discern every strand of fur on Conker’s body. After five years of developing early 3D games on a console that looked like blocks of airbrushed chunks of cheese, Rare flaunted their experience in developing for the N64 and made a game that proved to be the pinnacle of the system’s capabilities. Conker’s Bad Fur Day is, bar none, the most gorgeous N64 game from a graphical standpoint, something unexpected from a title that brandishes such vulgar content. The graphics here don’t look too unfamiliar to the typical N64 aesthetic, but Conker’s Bad Fur Day pushes itself beyond its contemporaries through an elevated scope. I’ve always claimed that early 3D games that adopted a more fantastical, cartoonish style looked the most appealing. The developers could render something fittingly unrealistic under the confines of early 3D instead of attempting to emulate actual humans and real-world environments to expectedly lackluster results with such games as Goldeneye. Conker’s Bad Fur Day could essentially function as an interactive cartoon like all of its fellow 3D platformers, but the secret ingredient lies in taking the wide scope of some of Banjo’s levels and using that design consistently. The area of Conker’s Bad Fur Day that acts as the nucleus of the game’s world is a hub whose grassy valleys and hilly peaks create a diverse range of elevation, making Conker look small and insignificant. Interior areas such as the gothic castle and the prehistoric chamber are magnificently spacious, and the inner sanctum of the dung beetle’s operation is like a poopy Paradise Lost. Even the cliffside waterfall in the tutorial section looks splendorous. The best levels from the Banjo games were those with a wide proportional setting and expansive parameters. Conker’s Bad Fur Day makes something relatively cohesive with the same design philosophy. With a few refinements to the shape and tints of character models and settings, Conker’s Bad Fur Day makes it apparent how far the N64 has come since Mario was hopping on a series of colored blocks in the N64’s infancy.

Another contributing factor to Conker’s stellar presentation is its cinematic flair. The game doesn’t present itself as if Hideo Kojima is at the helm, but like with its graphics, Conker’s Bad Fur Day makes due with what the N64 obliges and delivers spectacularly. A substantial portion of Conker’s Bad Fur Day’s humor is delivered through dialogue during cutscenes interspersed between gameplay moments. On the screen, dialogue is presented through speech bubbles, a fittingly comic touch that accentuates the game’s cartoon visuals. Bubbles with text that pop up on the screen never overflow and become jarring because the text refreshes with every spoken line, and conversing characters are never shown on the screen simultaneously. As you can probably guess, a strong facet of the game’s vulgarities is the foul language that spews from the mouths of the characters. Funny enough, Conker’s dialogue is saintly compared to every single NPC character's colorful stream of verbal sewage. Maybe this was done to make Conker seem more like a stranger in a strange land, a hostile environment marked by inhospitable rudeness. Either way, the language in Conker’s Bad Fur Day is caustic enough to make an aging schoolmarm say seven hail marys. Another surprising choice from the developers regarding the dialogue was to censor the word “fuck.” Don’t worry: the mother of all swear words is used frequently by the characters in a myriad of varieties, but any utterance of the word is bleeped like it’s on TV with a series of violent characters obscuring the word in the speech bubble. Somehow, keeping the overall language PG-13 by censoring “fuck” makes the game sound more explicit, with the grating sound of the bleep ringing louder in the player's ears than if they kept the dialogue as is. I’m surprised none of the NPCs ever told Conker to see you next Tuesday if you catch my vernacular. Rare is a British company, after all. Speaking of which, a mere three voice actors deliver the profane lines, and they all struggle to mask their British accents. Some voices, like Conker, occasionally seep in a British inflection on what seems like an accident, while others, like the dung beetles, sound like the Gallagher brothers from Oasis. Whether or not the voice actors are making an attempt to veil their accent, the cadence of the line deliveries consistently sounds like the voice is an improvised impression that is slowly deflating. Do not expect vocal performances with range or emotion; I’ll give the developers the benefit of the doubt that perhaps it’s another mark of the game’s wacky eccentricities rather than bad direction.

Also, do not expect Conker’s Bad Fur Day to amaze the player with an extravagant plot. Conker’s mission throughout the game is just to find his way home, like a scatological Homer’s Odyssey. Conker’s journey is a roundabout trek through a no man’s land where each step onward won’t lead him closer to his goal but provide another distraction with its own secondary arc. Any characters Conker comes across have a perfunctory presence whose transient impact on the story leaves no lasting impression. Sections of the game’s story are listed in chapters, divided by notable scenes like how the aforementioned Greek epic is structured. Similar to how everyone remembers individual parts of The Odyssey, such as the bout with the Cyclops or avoiding the Sirens, the player will similarly recognize the events of Conker’s Bad Fur Day. The pinnacle moment of each chapter is obtaining dollars: hopping, cigar-smoking stacks of money that serve as the game’s one collectible. Adult Conker is a man’s man who is motivated by money, alcohol, and poontang, so of course, all three of these things are featured in his mature breakout title in some capacity. The cutscene that triggers when the player collects these wads of cash shows Conker’s pupils shifting into dollar signs as they scroll up in his head like slot machines, with Conker expressing an ecstatically wide, toothy grin. If you’ve played any other 3D platformer game, you’ll know this is a nod to the brief, victorious celebration that a character performs when they earn another one of the main collectibles (Super Mario 64, Banjo, Jak and Daxter) and Conker’s expression never fails to amuse me. I’ve heard that collecting the money unlocks new areas and progresses the game, but I found this inconsistent. Judging from the placement of these chapters in the main menu, I completed the section with the barn way before the game was intended, and the game did not direct somewhere else on the map.

I’d claim that Conker’s Bad Fur Day is a deconstruction of the archetypal hero’s journey, like the cash collectible is for gaming tropes, but I feel I’d be giving the game too much credit considering the half-assed conflict scenario they conjured up. Meanwhile, the Panther King, the mighty monarch of this land, notices a problem while sitting on his imposing throne. The table on which his glass of milk resides is missing a leg, and he cannot hold it due to its irregularity. His scientist advisor deduces that placing a red squirrel as an alternative for the missing leg is the only logical solution, for a red squirrel is the optimal size and color. The Panther King’s weasel army sets out to capture Conker so their snarling highness can drink his milk in peace. Is this really the best source of conflict you could come up with, Rare?

Perhaps I can’t be too critical of the game’s arching plot because it seems evident that Conker’s Bad Fur Day is a series of events that serve as a collective. Because the nature of this kind of story is episodic, a good ol’ highlight reel is needed to detail Conker’s finest moments. Calling Conker’s Bad Fur Day crude is a statement that even Captain Obvious wouldn’t bother to utter. Each chapter in the game involves a fresh slew of characters and scenarios, so the game has plenty of opportunities to be uniquely offensive. For those of you who are particularly squeamish, chapters like “Windy” and “Barn Boys” feature the visceral combustion of precious farm animals. Conker feeds an irritating rat so much cheese that the gas built up by lactose causes him to inflate and explode like a watermelon, while the cows are disposed of by the ramming of an irate bull after they defecate enough for the dung beetle’s liking. Several local villagers are abducted by Bat Conker in “Spooky” and are liquidated by a spiky, medieval contraption in a room of the Count’s mansion as a means for the ancient vampire to feast on their gushy remains. Conker sacrifices an infant dinosaur he hatches to gain further access to the “Uga Buga” level, where a giant stone slab crushes the adorable beast into bloody mincemeat. To be fair, the creature had blood on his hands as he devoured every caveman in sight until he was pulverized. If blood and guts don’t turn your stomach, Conker’s Bad Fur Day also offers up a slew of raunchy moments involving intimate bodily fluids and lewd, sexual content. One of Conker’s adult vices that I briefly touched upon was alcohol, and the stupid bastard didn’t learn his lesson from the night before. In two sections, guzzling booze from a keg will get Conker sloppy drunk, and the objective is to unzip his pants and douse enemies with his piss. Do I need to comment on the content involving fecal matter any further? Actually, the shit in Conker’s Bad Fur Day stacks up so high that it hits the fan with The Great Mighty Poo, a magnificent mass of sentient poo so grand that it developed a singing voice to match its immense size. This boss fight that also factors as a musical number is one of the greatest boss fights in gaming history, and I will not dispute this claim with anyone. There is no explicit nudity in Conker’s Bad Fur Day, but the game still teeters with the western world’s most touchy taboos. The Boiler Room boss inside the vault brandishes a pair of iron testicles that Conker must wallop with a set of bricks. The fight against Buga the Knut, the king of the cavemen, involves making his pants fall down like King Hippo, only this neanderthal isn’t wearing underwear, and Conker must make the miniature T-Rex he hypnotized chomp off chunks of flesh from his big, naked ass. After that, Conker takes a crack at his tall, buxom cavewoman, for the well-endowed sunflower he encountered earlier weirded him out (as it did for the rest of us). Look at Berri and tell me with a straight face that she’s a dynamic character and not a trope of sexual objectification (you can’t). People nowadays might take offense at a Beavis, and Butthead duo of a paint can and brush bullying a pitchfork into hanging himself, which he fails because he doesn’t have a neck.

The million-dollar question on the content of Conker is if it is still funny after all these years or if it was funny, to begin with. During the late 90s and early 2000s, comedy’s initiative in raising the bar included the foulest and most deplorable things that media in the past wouldn’t dare to display. One could probably compare Conker’s Bad Fur Day to South Park, for they both broke ground in the vein of depravity for their respective mediums around the same time. However, Conker’s Bad Fur Day doesn’t mold its crude humor into a satirical substance like South Park tends to do. All we can do with Conker’s content is marvel at how these perversities managed to elude the censors for shock value. On top of the shlock, the meta humor, film references, and other humor tropes common at the time make me groan. The A Clockwork Orange Kubrick stare and the D-Day recreation from Saving Private Ryan are effective, but I’ve seen these parodied countless times. Am I not seeing the comedic genius because I am experiencing this game twenty years after it was released? The most amusing aspect of Conker’s Bad Fur Day is how much it borrows from Looney Tunes as its prime source of cartoon inspiration. Conker is essentially a more sociopathic Bugs Bunny, treating all the people around him with sarcastic glee and derision. Just substitute a beer for a carrot, and the word “maroon” for “wanker” and the resemblance is uncanny.

I can forgive the dated humor in Conker’s Bad Fur Day, but I cannot overlook the game's severe mechanical problems. One would expect an adult-oriented 3D platformer to offer more of a challenge, but I feel Conker provides one unintentionally. Overall, the game is fairly lenient, with difficulty in terms of approaching obstacles and with error. In another attempt to jab at video game tropes, actions in the game are reserved for “context-sensitive pads” seen everywhere with the letter B. A lightbulb will appear over Conker’s head, and he’ll proceed to whip anything out of his ass to solve a problem. Usually, these instances are pretty straightforward. The video game trope of multiple lives is explained by a diminutive, churlish depiction of the Grim Reaper once the player dies for the first time. Apparently, a squirrel is an animal with multiple lives like those blasted cats he despises, and extra lives are tails hanging off of random places around the map. To stave off bothering Grim, tabs of chocolate are displayed as the game’s health item, totaling up to a maximum of six. Chocolate is everywhere, and thank the lord because Conker constantly depletes it due to falling. Even the most tepid of tumbles will hurt Conker, which isn’t fair, considering he’s a character with the power of flight. The player can execute a high jump and glide for a short distance, hurting Conker. Don’t believe me? Try it out for yourselves. The chapter of “Bat’s Tower” was especially tense because of this. On top of this, aiming Conker’s flight trajectory is a finicky task due to Conker’s base control feeling like years of drinking have made him half-paralyzed. Add a restricted, uncooperative camera in the mix, and the game reminds me less of Banjo Kazooie and more of Super Mario 64. Ouch.

Controlling Conker already sounds bad enough on a base level, but it’s made much worse anytime the game features anything outside the realm of platforming. Unfortunately, this happens a lot. Notorious examples include swimming underwater in the vault and the blistering lava race, but these end quickly as opposed to the game’s shoddy shooting controls. Getting rid of the hostile dung beetles at the beginning with a slingshot is an early sampler of these, and it’s uneventful due to the sluggish speed of the bugs. The hive turret is sort of uncooperative, but the one-shot damage of the bullets does enough to compensate. The pinpoint accuracy needed to kill the zombies in “Spooky” is excruciating, but it’s only a small factor of the entire chapter. The lengthy period of the game that makes shooting a core mechanic is the WWII-inspired “It’s War.” War is hell enough, but having to mow down gangs upon gangs of evil Tediz as a one-man army feels like we’ve plunged into the seventh circle. The shooting controls in Conker’s Bad Fur Day are some of the most slippery and unresponsive I’ve seen across any game I’ve played. The Tediz do not have to adhere to piss-poor controls, so they’ll easily bushwack Conker while he’s lining his sights. This especially becomes a problem during the chapter’s escape sequence on the beach, where the Tediz can obliterate Conker with one bazooka shell, whereas Conker has to stop and carefully aim. This chapter made me feel like I just underwent a campaign overseas and started feeling the stages of shell shock. Conker can't be a renaissance man if he already struggles with his main mechanic.

I’ve given up on making sense of Conker’s plot, but the ending of the game bothered me. Once Conker returns from war, the weasel mob boss wants him and Berri to complete a bank heist, and this operation is a full-on Matrix reference, complete with all of the action sequences we’ve seen parodied to death. At the end of the vault is the Panther King, who has become impatient waiting for Conker and decides to face Conker himself. Unexpectedly, his contemptuous scientific underling has slipped his boss a mickey in the form of yet another film reference: the xenomorph from Alien who bursts from his chest. Not an alien with a striking resemblance to H.R. Giger’s creation, but the alien itself. How did Rare not get sued? Conker even duels the alien as the game’s final boss in the yellow mech and says, “get away from her, you bitch!” when it hovers over Berri’s lifeless body. The fight proves too formidable for Conker, but before he is torn to shreds, the game freezes as Conker uses this opportunity to request more accommodating circumstances for this scenario. He decapitates the xenomorph with a katana and succeeds the Panther King as the land’s royal leader. A postmodern meta moment like this is not surprising, but placing it in the game’s climax feels rather contrived. Then again, the game’s plot was already contrived. One thing I like about the ending is swinging the xenomorph by its tail in an homage to the Bowser fights in Super Mario 64. As far as I’m concerned, it’s the most clever reference in the game.

It goes without saying, but Conker’s Bad Fur Day certainly stands out from the rest of its 3D platformer contemporaries. The game perches itself on the tower of backs made from its N64 brethren to poke and prod their foundations while excreting an unspeakable cocktail of piss and shit down their trail. Games like Super Mario 64 and Rare’s Banjo games walked so Conker’s Bad Fur Day could run, and the game has shown through its presentation that it can run pretty fast. Unfortunately, the game did not have the stamina or gaming competency to do the hundred-yard dash, making it a fellow contender instead of the undisputed king. Conker’s Bad Fur Day is a case of style over substance, and even then, the smutty style that launched it into the stratosphere is a bit too sophomoric and is ultimately a product of its time. Nevertheless, Conker’s Bad Fur Day is still a unique experience not for the faint of heart, and rest assured that there won’t be another game like it released in the future.

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Attribution: https://erockreviews.blogspot.com

Super Smash Bros. has always been about putting as many characters from Nintendo’s backlog into the fray. This way, the lost and the damned of Nintendo’s history could get a chance to be among the greats. I can’t think of more forsaken Nintendo characters than the Ice Climbers. They are so menial that starting up Super Smash Bros. Melee and seeing them in the character select menu garners a resounding “Who?!” from everyone. Even Mr. Game and Watch had more notoriety than these poor saps. Alas, they do have a legitimate place in Nintendo’s history, as minuscule as it might be.

The Ice Climbers are characters from a 1985 arcade game that predates the NES/Famicom by a few months. It was ported with the NES when the console launched and was among the early titles of the NES like Excitebike, Balloon Fighter, etc. Like those games, Ice Climber is a simple game with a simple premise. Two color-coded Eskimos named Popo, the blue one, and Nana, the not blue one (come to think of it, these characters are so paltry that I think they were given these names when Melee was released) climb a mountain and try to get to the top. Along the way, they encounter hostile creatures like wooly creatures referred to as Topis, birds, and even polar bears. Luckily, the climbers are equipped with a hammer to whack these enemies away. The very top of the mountain acts as a bonus stage where the climbers are timed to jump into the talons of a Condor pacing back and forth at the peak. Various temperate vegetables like eggplants, mushrooms, lettuce, etc. can be acquired for bonus points.

Being a 21st century kid that grew up with 3D games with bigger narratives, these simple points-driven games on the NES never really held my attention. In saying this, there is still a lot fundamentally wrong with Ice Climber. To ascend further up the mountain, the player has to break the barrier above them brick by brick by jumping. Every brick except for the icy bars at the top can be broken to make a passageway, and thank god because aiming for one is incredibly imprecise. The jumping control in this game is god awful. Popo feels fluid when he moves normally, but he jumps so rigidly you’d think he shits his pants in mid-air. Considering the objective is climbing the mountain by jumping, this puts a gigantic damper on the game as a whole. One would think a simple game wouldn’t have problems in the controls department, but one that does makes the game almost unplayable.

It should be noted that the player only plays as Popo. Nana is confined to the second player in co-op mode. They don’t have a Mario and Luigi relationship, but more like Sonic and Tails with both characters sharing the same screen simultaneously. The second player is insignificant as whenever they die, it’s inconsequential. When Popo dies, it’s the end of the line. I thought this brand of blatant sexism came from Super Smash Bros. Melee as the Ice Climbers fight with that same dynamic. I guess I can rest easy knowing that this was just a nod to how things worked in their game, but it still doesn’t work. Why can’t the two players compete with each other to climb the mountain? Why would this task be a cooperative effort if one player is totally supporting the other? Dragging another person up this mountain with the horrendous jumping controls sounds like a form of frigid hell.

After debuting in the arcades and providing supplementary material for the early days of the NES, Ice Climber never really returned. There were no sequels and no revival franchise like Nintendo decided to do with Donkey Kong. Ice Climber was just a flash in the pan in gaming, and that’s putting it generously. Their one game, this mediocre, poorly executed vertical platformer, explains why they were proverbially left on the frosty mountain peak to be buried away by time. It almost makes me wonder why Nintendo decided to put them in Super Smash Bros. as early as its second entry. At least I like them there. I was even disheartened when they were omitted from the fourth game.

Edit: I stand corrected. Their names are Popo and Nana in the Japanese version of the game.

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Attribution: https://erockreviews.blogspot.com

From an artistic standpoint, I am of the belief that a franchise shouldn’t surpass the number of entries fitting for a trilogy. Brevity is not only the soul of wit but also a necessity to retain the magic and integrity of a series of entertainment properties. However, my passionate sentiments would cause serious humiliation at the Capcom offices, as they would laugh like hyenas as I ran out of the room in a crying frenzy like a girl who just bombed her school’s talent show. As thankful as I am for Capcom and all of the other video game conglomerates, their ultimate goal at the end of the day is to turn a profit with their creative properties. Since Capcom now found a winning formula with their Mega Man franchise, they milked that udder dry until it shriveled up and could only produce dust. I suppose Mega Man 4 was the first entry that overstayed Mega Man’s welcome on the NES considering it surpasses the number of titles that make up a solid trilogy of games, so we can attribute this game to commencing Mega Man’s downfall further into the future. However, the strange revelation that I’ve come to is that Mega Man 4 might arguably be the best game in the original series. Come to think of it, Mega Man 3 would’ve been an askew note to leave the series on, what with its unreached ambitions that fell apart in execution. Maybe a proper (and hypothetical) series send-off should signal a true return to form, and that’s certainly what Mega Man 4 offers.

Alert the presses, everyone, for Capcom decided to place another mad scientist on the pedestal of Mega Man bad guys that isn’t Dr. Wily! Approximately a year after the events of the last game, a Russian scientist named Dr. Cossack constructs eight new Robot Masters with the intention of seizing total sovereignty. I’m surprised it took Capcom this long to create a Russian villain at the helm of a megalomaniacal power surge, considering the franchise debuted in the 80s when their association with scum and villainy was at its peak. I suppose Capcom thought it would be wise to wait until the Soviet Union crumbled to feature one of their citizens in an antagonistic role so as to not sour the foreign affairs between them and Japan. Their country is only a submarine ride over from the Pacific coast of Russia, after all. Nevertheless, the fact that Capcom retired their standard bald, mustachioed bad guy here makes me beam with pride. Cossack may be committing a copycat crime here, but the slight deviation his presence represents makes a world of difference. NES franchises have been known to acquiesce to feelings of separation anxiety regarding their main villains, so I realize how hard it was for Capcom to let Wily go.

By this point in the early 90s, developers had honed the rudimentary 8-bit aesthetic into an art form. After the humble, fuzzy entry point in the first Mega Man title, Mega Man 2 made strides in elevating the visual capabilities of the NES console, just to have Mega Man 3 vomit on its contributions. One vital aspect of Mega Man 4’s return to form is the pixelated splendor displayed throughout, starting from the opening sequence. Somehow, Capcom felt that an introduction detailing the genesis point of Mega Man’s creation needed to surpass all other 8-bit cutscenes on the system by illustrating an origin story for Mega Man. A tranquil cityscape is shown from the cycle of day to dusk, with chaotic blasts of malevolent fire disrupting the peaceful atmosphere and calling Mega Man to action out of a valiant sense of justice. We also learn that his Japanese moniker “Rock” is merely the robot’s birth name and that Mega Man is his crime-fighting pseudonym. We also learn from this introduction that Mega Man’s hair was intended to be blue, thus making the initial reveal under his helmet in Mega Man 2 to be a graphical blip. As one could probably infer from the outstanding presentation here, all of the erroneous smudges in the pixels have been wiped out. The cityscape scene is gorgeous, and the following sequence where Mega Man is riding on top of a moving vehicle is spellbinding to watch.

Of course, the effort of high graphical fidelity extends to what is present during the gameplay. A pleasing color pallet was needed in the Mega Man series after Mega Man 3’s muted, flat textures that made the game look depleted. Mega Man 4’s return to form also saw the revival of the visual vibrancy seen in Mega Man 2, and thank the Lords for this. Every level in Mega Man 4 looks uniquely dazzling, meeting the standard established in Mega Man 2. Ring Man’s stage has candy neon evaporating platforms juxtaposed with some crystalline chrome architecture. Pharoah Man’s tomb is built with a tan-colored brick that looks appropriately weathered enough for an ancient construction, and the flow of the sinking sand is borderline hypnotizing. The showering rain effect in Toad Man’s stage is only distracting on a mechanical level, and Dive Man’s teal foreground compliments the water splendidly. The lavender color of Skull Man’s stage probably doesn’t make sense from a thematic standpoint, but I can’t deny that its contrast with the bleached skeletal platforms is striking.

I suppose what is more important about the new crop of levels is their level design. Mega Man 4 doesn’t do too much to deviate from the series' tried and true 2D platforming from point A to B where the Robot Master’s domain lies except for one true stride in ingenuity. Just because Mega Man’s trajectory is fairly straightforward doesn’t mean that each level should offer nothing but a straight line with enemies to halt progression. For the first time in series history, the levels will offer alternate paths for the player to take, usually signified by both ascending and descending ladders. Once Mega Man climbs one of these ladders in either direction on the Y-axis, surviving enemy fire and the various pratfalls will eventually lead Mega Man to the same result as the standard pathway. Sometimes, these alternate passages lead Mega Man to dead ends and the extra challenges before he hits a brick wall often lead to goodies like E-Tanks and health upgrades, rewarding the players for their troubles. God only knows we can’t rely on Dr. Light’s new, little support bot Eddie to supply Mega Man with what he needs because the little guy seems to have difficulties discerning whether or not Mega Man’s health or energy is low. He’s too adorably pathetic to chastise, really. Speaking of difficulties, Mega Man 4 still retains that classic NES challenge that was absent in Mega Man 2 compared to the two games that border it in the main series timeline. The game presents a smattering of dangerous sections like riding on robot enemies over pits of spikes like the bouncy grasshoppers in Bright Man’s stage and the floating platforms in Pharaoh Man’s stage. It’s best to shoot first between a chasm because a cap enemy will fly upward and knock Mega Man out of his airborne velocity to his untimely demise. The midway miniboss robots resembling animals often proved to be formidable obstacles to my goal, such as the hulking whales in Dive Man’s stage and the hippos in Ring Man’s stage that spit missiles comfortably from their high perches. Because of all of these impediments prove to cause a small amount of grief to the player, Mega Man 2’s one big criticism of being too easy cannot be applied here.

Good luck trying to find the correct order to defeat Mega Man 4’s Robot Masters, for this lineup is when the lineup started becoming abstract. Like Mega Man 3, all of these Robot Masters were submitted by Japanese children via a contest and the best of the bunch were granted life by the developers. I don’t know how some kid living in Japan in the early 90s knew what a Pharaoh was, but maybe that's how advanced their education system is. Drill Man is an inspired ground-type Robot Master in the same vein as Gutsman and Hard Man, and his drill bomb weapon is like a more manageable version of the Crash Bomb. Skull Man is the coolest one here from a design standpoint, but I’m not enthused by his weapon being a recycled version of Wood Man’s leaf shield. What makes the weapon worse is that it’s Dive Man’s weakness, and his apt dive maneuver makes sure that plenty of contact damage will occur while fighting him. Bright Man copies Flash Man’s time freeze move, and Dust Man’s mound of vacuumed trash is an effective cluster bomb. God bless Toad Man, for the developers inadvertently made him into a spongy whelp of a Robot Master AND his acid rain weapon clears the screen. Guess which Robot Master I recommend tackling first? Overall, I can’t find too much fault with Cossack’s coalition of Robot Masters. They all have interesting designs and none of their weapons fall under the category of useless junk (points directly at Top Man from Mega Man 3).

Fortunately, if the player isn’t content with using any of these weapons, maybe because they feel the Robot Master weapons peaked with the Metal Blade as I do, Mega Man 4 provides a suitable alternative. This game’s innovative stride in updating Mega Man’s battle prowess is the new addition of the charge shot. By holding down the shoot button on the controller, the collective energy needed for a regular shot of Mega Man’s base beam builds up inside his being and radiates all over him. Releasing Mega Man’s edged shot will unleash a single burst of energy much bigger and much more lethal than the piddly lemon drops it normally sputters out. I probably use the standard blaster more often than most people who have played a Mega Man game, so this addition is a godsend. I’ve always appreciated the variety in store with Mega Man sucking up his enemy's abilities, but I have to admit that pausing the game to cycle through the options can be a tad irksome. Revving up the blaster to blow through enemies that have stronger defenses is incredibly convenient and satisfying, and is just as crucial to Mega Man’s evolution as the slide move (which also returns from Mega Man 3). If it could shoot in the same number of directions as the Metal Blade, I’d never use any of the alternate weapons.

Whether or not using the enhanced blaster or figuring out a Robot Masters's specific weakness works for you, it still culminates in climbing the castle of a wicked scientific genius. This time, it’s the blonde, bearded Cossack instead of Wily’s wild eyebrows. When storming through Cossack’s castle, each level seems deceptively easier than the last. The castle offers some substantial sections involving Rush’s mechanical aid, and we can all breathe a sigh of relief that the Yellow Devil doesn’t make his return to pummel me to oblivion. Still, roaming through the fortress of a madman as the climax of a video game on the NES should warrant great difficulties. My suspicions unraveled with the appalling revelation that Cossack is a red-herring and that Dr. Wily has been using him as a scapegoat the entire time. Naturally, it’s when Wily reveals himself that the apropos difficulty curve reveals itself too, as Wily’s final fight in Mega Man 4 is the most irritating one so far. The weak spot on Wily’s new death machine is high enough that Mega Man must strain himself trying to reach it, and finding Wily in complete darkness while being confined to using Pharaoh Man’s weapon conjures up unpleasant memories of having to use Crash Man’s weapon in the conclusive fight in Mega Man 2, showing that the developers didn’t learn from their mistake.

God dammit. So much for subversion. The old saying that old dogs never learn new tricks is just as applicable to video game franchises, which is why they tend to struggle with innovation past the third entry. Yet, Mega Man 4 seemed like it could’ve at least gone against the grain with the opportunity to do the bare minimum of putting another antagonist in the front seat. Alas, it seems like Dr. Wily will always be the nagging force of oppression like his NES contemporaries Bowser and Ganondorf. Up until this point, I was enjoying Mega Man 4 vastly more than Mega Man 3. Mega Man 4’s back to basics after Mega Man 3 shot to the moon and missed by a mile making for the most balanced of Mega Man titles so far. It’s as smooth as Mega Man 2 was without the few discrepancies that sullied its near-perfect status. If reusing the same villain in a bait-and-switch routine is the only sniggle the game has in a series filled with unfair, broken bullshit, Capcom has more than legitimized Mega Man 4’s existence. Quit while you're ahead, guys.

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Attribution: https://erockreviews.com

"What the fuck?" said every Super Mario RPG fan circa the year 2000. Although I was too young at the time to share their befuddled disappointment, I understand that this was the sentiment with every SMRPG fan during the announcement of Paper Mario. In retrospect, I can't say I blame them. Of all the styles that could separate the aesthetic of the Mario RPG games from the main series games, why paper of all things? It probably didn't help that the project was called Paper Mario right from the get-go as if Nintendo was so confident in the stylistic choice that they wanted people to know it, putting it on full display. I guess I can admire them for their confidence, despite it making every fan skeptical.

Fortunately, I got to base my preconceived notions of this game on already playing through The Thousand-Year Door. The sequel to Paper Mario became one of my all-time favorites initially during my first playthrough of it. My experience with The Thousand-Year Door
made me quite excited to go back and play the first Paper Mario. For the most part, the first game delivered on the same quality as its sequel despite a couple of negative aspects that the sequel fixed. I liked The Thousand-Year Door much more than this game for many years, most likely because I played it first, and it was the much more polished game with snappier dialogue and more advantageous use of the paper style of the series. However, after playing both of these games back-to-back, I'm having trouble deciding which of these two games is better. The Thousand-Year Door may have more polish and style, but the first Paper Mario may be the essential Mario experience.

Like most other Mario experiences, it starts with Bowser kidnapping Peach. He crashes an extravagant party Peach is hosting in her castle. The surprise is that Bowser has somehow stacked Peach's castle onto his own beneath the ground, violently unearthing and raising it above the skies. Bowser's new trick is the star rod, a powerful artifact he stole that grants him invulnerability. He displays this to its full extent when he blasts Mario out of the window of Peach's castle, and Mario dies. No, really, Mario dies at the beginning of this game after failing to defeat Bowser. It's not a spoiler because it happens right at the beginning. The seven Star Spirits that guard the star rod resurrect Mario and their physical forms are scattered all over the Mushroom Kingdom. Mario has to rescue all of them, giving Mario their collective power to defeat Bowser once he does this. Sound familiar? That's about the extent of Paper Mario being a direct sequel to SMRPG.

The methods behind the RPG combat between SMRPG and Paper Mario couldn't be any more different. SMRPG's mission was to translate the Mario universe into the RPG genre, sharing similar qualities to most RPGs of the time. Conversely, Paper Mario's direction is to translate RPG elements that fit the Mario franchise more appropriately. I wouldn't consider any Mario game easy, but the franchise has always been comparatively more accessible than its contemporaries across any genre. The focal point of the Mario franchise is accessibility which most RPG games shy away from to maintain their niche appeal. Accessibility in gaming doesn't always have to be synonymous with banality and patronizing to the player. Paper Mario's more streamlined approach to RPG combat has given it a unique system unlike any other RPG game before or after it. Mario and his selected partner will stand on the left side of a stage-like setting with a general background representing the area. The enemies will be on the right side with an appropriate space between both parties. Mario has a selection of a jump attack, hammer attack, item selection, star powers, and tactics. Any amount of damage Mario does to enemies can be counted on all fingers, same with the damage the enemies will do to Mario (god help you on the rare occasions that an enemy can do more harm than that). The numbers in Paper Mario coinciding with statistics never surpass grade school arithmetic. This elementary range of numbers most likely wasn't done with a specifically young audience to cater to, but rather to hold the standard of Mario's worldwide appeal to a large demographic of gamers. The heart of the Paper Mario combat system lies in the action command. Pressing the A button at precise moments in combat will warrant extra damage. Blocking will decrease the damage Mario takes as well. Using the hammer requires pulling back on the control stick and releasing it at a certain point to damage the enemy. The moves partners can use require the same amount of precision and unique button combinations to execute them. It's a simple system, alright, but combat in Paper Mario is much more interactive than picking an attack or other tactic in a standard RPG.

Paper Mario also upholds a more straightforward method of RPG progression. When Mario defeats an enemy, they leave behind star points which act as experience points. Once Mario acquires 100 of these, he'll level up and get a choice to increase his health, SP, and BP by three to five. Health is self-explanatory, and SP coincides with Mario's unique attack gauge. BP relates to badge points. Badges are perks Mario acquires in the game that can either be found, bought, or traded for star pieces. They vary in use as some of them are new jump/hammer moves, increase Mario's offense or defense, and some are just for the novelty. Players have the choice to increase any of these stats any way they choose, with some opting for a balanced Paper Mario experience and some opting to only raise one stat over the others. Many experienced players usually challenge themselves by only raising BP and SP over their health, becoming a powerhouse with badge abilities while being more cautious of taking damage. A game that intentionally makes for a more accessible, streamlined RPG experience, level progression, and scaling is still as refreshing and customizable as any other RPG. Paper Mario's RPG initiative is simple and even like an RPG metric system.

At the beginning of the game, Mario ventures off the beaten path to find a quaint little house owned by a family of Goombas. The young son of this family, Goombario, is a giant fan of Mario who ecstatically joins Mario on his quest to fulfill one of his dreams. This sequence introduces one of my absolute favorite aspects of the Paper Mario series: partners. Throughout the game, several partners join Mario with their unique attributes to aid Mario during combat and solve puzzles to get through the areas of the Mushroom Kingdom. These partners are slightly more anthropomorphic/domesticated versions of Mario enemies from the original Mario games (ex. Parakarry the Parakoopa and Bow the Boo). During combat, the partners will take one turn and Mario to attack or debuff the enemy. Goombario will bounce on enemies with his skull, similar to Mario's jump ability. Kooper the Koopa will fling his body/shell at an entire row of enemies. Bombette, the Bob-omb explodes near enemies for massive damage. Bow the Boo bitch slaps enemies and can hide Mario and make him incorporeal during combat to protect him. Watt (of which I am uncertain which Mario creature she's supposed to be) can paralyze enemies with her electric body, Sushie squirts water at enemies, and Lakilester/Spike can throw spinies at enemies. While all of these partners are useful due to their uniqueness, my favorite of the bunch is Parakarry. He's a Parakoopa mailman whose powerful, one-target attacks make for every boss's worst nightmare. The partners also have unique moves that help Mario traverse the game's overworld. Parakarry can lift Mario for a brief period to help him get over gaps, Bombette can uncover hidden areas by blowing up cracks in walls, Watt illuminates dark rooms, Sushie can swim, etc. The only partner that feels underutilized in both combat and overworld-aid is Lakilester. He's the last partner introduced, and it's way too late in the game. His ability to hover over hazards is useful a few times, and it's more than likely that most players won't upgrade him fully due to the more familiar partners holding precedence over him. Riding around on his cloud like it's a two-seated bicycle is amusing, however.

The partner aspect of this game feels so refreshing because it indicates how Paper Mario improves on the already established world of the Mushroom Kingdom and the typical Mario experience. The residents of the Mushroom Kingdom aren't just faceless pawns that Mario scrapes off the bottom of his boots. The thing that most separates the partners from the NPCs scattered around the game is a single distinguishable feature like a hat or a different color (ex. Kooper is blue and Goombario has a blue hat). However, the typical enemies in this game are still Goombas, Koopas, etc. Pondering this may lead to many questions about the different races and class dynamics in the Mushroom Kingdom, which might verge into dicey, socio-political territory. The Shy Guys seem to be the only Mario enemy that is still a race of savages in this civilized Mario world.

As characters, the partners are still a bit underwhelming. Giving a character a different color or putting a simple hat on them and calling that an improvement is indicative of the lack of character depth the Mario series has. Kooper, Watt, and Parakarry are as flat and wooden as characters like ironed pieces of cardboard. Other characters have interesting personalities, but these characteristics start to dissipate after joining Mario's team. Bow, for instance, is a self-important diva, naturally so due to her aristocratic status. She is bull-headed and brash, taking no nonsense from anyone. Once her introduction chapter ends, she never exudes these personality traits again. This happens with all of the other partners that started as unique characters. I can probably fault this to Paper Mario keeping Mario as a silent protagonist in the main series. He doesn't even utter squabbles like "let's a-go!" either. The RPG is a very dialogue-heavy game genre, and there is plenty of dialogue in Paper Mario. Most dialogue is spoken at Mario and his partners rather than a discourse between two or more characters. Once the more discernable NPCs become Mario partners, they zip their lips and seldom utter a single word, almost as if Mario is forcing them to shut up. The only exception to this is Goombario whose ability is to offer observations about areas and scenarios. Sometimes, I would travel around with him to hear his input because he's the only party member that gives it.

I also feel that referring to these playable buddies as "partners" feels a tad inappropriate. The word partners connote even importance and equality between two or more people. It's incredibly evident that the partner characters are only here to support Mario to a fault. Their subdued interactions in the dialogue already illustrate this, but it's even more apparent in combat. Unlike Mario, every partner only has two options: attacking and switching each other out for another partner. They share the SP gauge with Mario, but they don't have their health bars. Enemies will only attack Mario, and for the rare occurrences when a partner is hit, they are immobilized for a few turns. They can't use items, run away, active star power, etc. Given their roles in combat and the overworld, Mario uses these characters that should have more involvement and depth as a "Mario enemy swiss-army knife." It's a shame, considering the potential all of these partners could've had.

After beating the prologue, Mario arrives back in the Mushroom Kingdom, or at least the central area. Like the main series, the entirety of the Mushroom Kingdom is a geographically diverse place consisting of wetlands, deserts, islands, and snowy mountains. Maybe the Mushroom Kingdom has a history of imperialism like a certain other Kingdom in the real world. The hub-world of Paper Mario feels like it should be more significant than it is, considering it seems like the capital of this gigantic land, but maybe the limitations of the N64 prevented it from appearing massive as it could've been. However, it does fit the quaint look and tone of this game, which might have been intentional. The hub world is filled with Toads filling their roles in this society as cooks, store owners, and even martial arts directors. The hub-world feels cozy and lived-in, and it's precisely what I wanted in terms of experiencing arguably the most well-known video game setting in history.

As for the other places in the game, many of them follow the standard platformer, "fire world, desert world, field world, ice world" level dynamic of the main series games. Like the hub world, Paper Mario finds ways to flesh out these archetypical levels with charm and nuance. The first chapter reminds me of the first world of Super Mario Bros. 3. A grassy field seems to be the standard for Mario games to introduce players to each game. This field leads to Mario finding an ashy, grey fortress where the first boss is located, similar to the fortress levels in Super Mario Bros. 3. The desert level is undoubtedly a staple of the Mario series. The most notable is World 2 of Super Mario Bros. 3, with the angry sun stalking Mario in half of the levels. Instead of an angry sun, there's a buzzard hired by Bowser to stop Mario that you can avoid by lying to him that you're not Mario (did I mention that this game is also funny as well?), a desert outpost populated by Toads wearing burkas, fortune tellers, and masked thieves (getting more socio-political, eh Paper Mario?). There is a vast empty wasteland of sand that's easy to get lost in (and is probably the most cryptic and annoying part in the game) that leads to a labyrinthian tomb where you fight the final boss of the chapter. The desert chapter is probably my least favorite chapter in the game, but the setting and pacing of the chapter are still fully realized. The game even goes to great lengths to give depth to spinoff Mario franchises relatively removed from the mainline series. Chapter 5 takes place on a tropical island filled with Yoshis, inspired by Super Mario World 2 and the Yoshi spinoffs. The island is comprised of Yoshis living in a society governed like a tribe of natives. They have a spiritual leader that speaks of artifacts and lore surrounding the island as if this civilization of Yoshis is hundreds of years old. The amount of depth presented here is surprising for a Mario game.

My favorite chapter is the third one which involves saving a village of Boos from a seemingly indestructible monster named Tubba Blubba. He seems like an imposing force, and the stealth sections in his castle are an exciting touch to the direction of this game. His weakness is his heart which resides at the bottom of a dark well in the village, which is borderline "The Telltale Heart," the terrible secret kept hidden under the proverbial floorboards that make the villain vulnerable. The most unorthodox chapter in this game is the Shy Guy's Toybox hidden underneath the hub-world. It's a sub-society run by Shy Guys that functions off of stealing the items of the townsfolk of the Mushroom Kingdom. The Shy Guys travel by toy train and work for a dictator who rides around in a model tank. Oh, he's only a general, you say? Don't be so naive; I know a fascist fearmonger when I see one. Those Shy Guys are starving.

This game makes the best use of the RPG genre in a Mario setting with developing the world and characters of Mario to their fullest potential, but why paper? Does this aesthetic prove useless? I think it's funny that the final boss of the first chapter is a crappy paper mache Bowser, and there are some puzzles and platforming sections that use the mechanic. After playing both Paper Mario and its sequel sequentially, I noticed that this game consistently gave me a warm, fluttery feeling due to its aesthetic, music, and presentation. Paper Mario is like playing through a child's bedtime story and is presented like one. This game is equivalent to a hug from your mom or curling up with a hot tea and blanket by a fireplace. As lame as that sounds, the coziness of this game matched with all of the elements of its foundation tap into an intimately emotional place that no other game has. Once Bowser is defeated, the ending screen is Mario and Peach watching a distant fireworks show, accompanied by a tender lullaby track that always gets me a little choked up. It's a deserving, bittersweet end to an epic journey.

Much to the chagrin of every SMPRG fanboy, the first Paper Mario is the essential Mario RPG. The in-depth Mario experience realizes the potential of the characters and settings of the Mushroom Kingdom that every gamer is familiar with. It's also a unique RPG due to its simplified but invigorating combat system. Paper may have seemed like a strange design choice, but it proves to be masterful in presenting not only what looked like a children's storybook but one that has the snug feeling of one as well. It's the most extraordinary tale the Mushroom Kingdom has ever told.

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Attribution: https://erockreviews.blogspot.com/

This review contains spoilers

One popular topic of conversation usually reserved for a focus group or a conversational ice breaker is which of our artistic achievements we’d present to visiting or invading extraterrestrials if the opportunity arises. For this hypothetical scenario, we are the arbiters of refined culture, disregarding the adulation of works with several accolades under their belts and peerless acclaim that would objectively serve as representation. So really, the choices ultimately boil down to one’s own personal favorites. A small, but fervid, selection of one’s objective taste regarding this question is quite distressing if one ponders the implications of such a task, for the alien species might not perceive the works with the same level of enthusiasm and see an individual's preferences as indicative of the entirety of humankind. Or, they could just be unfeeling philistines ready to annihilate or enslave us at the pull of a laser gun trigger regardless of what we’ve accomplished in the realm of art and entertainment. For us gamers, the scope of this hypothetical scenario has to be scaled down, for we already have trouble convincing other human beings that video games are a legitimate art form as is. When Roger Ebert, arguably the most famed and respected critic across all mediums much less his signature forte of film, was still alive and active, gamers attempted to sway the dean of critique to a more favorable viewpoint on whether video games were a bonafide form of artistic expression by suggesting that he play Shadow of the Colossus. Of course, being an obstinate old man at the time, he refused to humor any inkling of expending any of his valuable time and energy on such a “trite” and “pedestrian” form of entertainment. In my perspective, I think Roger Ebert was afraid of being proven wrong and losing an iota of his credibility upon his eventual reflection. Not only would I suggest that the haughty figures of older generations seek out Shadow of the Colossus to change their viewpoint, but I’d confidently bestow the game to any race of hostile aliens as a surefire way to prompt them to lionize us as masters of the universe. You’ll be thanking me if this ever becomes a reality. Shadow of the Colossus is one of the essential artistic pillars in the timeline of gaming’s history, equivalent to James Joyce’s novel Ulysses or Francois Truffaut’s film The 400 Blows. All arguments debating the place of video games in the esteemed echelons of fine art alongside its fellow entertainment mediums should be thrown completely out of the window, for Shadow of the Colossus proves the elevated potential of the interactive medium more effectively than any other game before it.

Revealing that the developers behind Shadow of the Colossus are Team Ico might garner an initial understanding of how the game achieves its magnificent artistry. Using their debut project Ico as a reference, the mission of this maverick Japanese studio is to trim the fat of the typical video game to an almost monastic degree, a “subtraction design” philosophy as specifically coined by director Fumito Ueda. Admittedly, video games commonly feature HUDs that aid the player’s understanding of the game’s scrupulous details and character status through a perpetual visual reference. While the necessity of such implements is warranted for most games, they do arguably diminish the immersive elements of gaming with a layer of artificiality. Using the Legend of Zelda series as a primary influence, Team Ico sought to strip the action-adventure base of the series and thematic fantasy tropes down to the marrow. Without the display of a health bar, maps, or an arsenal of items in the menu, Ico acted as an emaciated version of Nintendo’s iconic franchise for every single contextual aspect of the game. Still, I’ll be damned if Ueda’s minimalist design ethos didn’t effectively render something engaging, ironically accentuating all of the puzzle and platforming attributes we know and love from a series such as The Legend of Zelda by diluting their apparentness. Like the project of Team Ico’s namesake, Shadow of the Colossus also strives to evoke an aura of epicness through a meticulous waning of gaming’s excessive elements. However, Shadow of the Colossus did not compromise on that bombastic video game flair as Ico did in some aspects. Somehow, despite its continued ascetic efforts, Shadow of the Colossus is one of the most epically awe-striking video games that I’ve ever played.

What better way to ignite the player’s intrigue initially than to present yet another opening sequence with implied high stakes shrouded in a veil of ambiguity? I would comment that this type of introduction is a standby method for Team Ico to engage the player by piquing their curiosity just like Ico, but the context behind Shadow of the Colossus’s plot is admittedly a smidge clearer. Between the immaculate cliffs of a nameless, naturalistic landscape, a young man, who we dub as “Wander,” rides a charcoal-black horse with a fierce sense of determination. Upon entering an ancient temple fit for a pharaoh's tomb, the young man dismounts his horse and unloads his cargo onto the main chamber’s altar. Unraveling the cloak reveals a girl whose lifeless mien and ghostly skin complexion signify that she is freshly deceased. After unsheathing a glowing sword to fend off the bothersome black spirits that strongly resemble those from Ico, a discarnate voice perks up and informs the boy that resurrecting the girl may be possible via the usage of his reflective blade. With the transportation aid of his loyal steed, Agro, Wander must scour the outer limits of the land to find sixteen Colossi and slay them all as a chivalrous knight does to a dragon. Only by undergoing this daunting escapade will Wander allegedly restore consciousness to whom he presumably loves dearly. How am I privy to all of this exposition you may ask? Because the introduction duly provides it. After Wander places the girl on the altar, a disembodied mask tells us that the setting is a sacred realm foretold to revive the dead, explaining Wander’s impassioned efforts to travel to this remote, abandoned sanctuary. Perhaps the developers couldn’t let the player rely on their likely preconceived notions that this effete guy wearing a hairband is far more sinister than he seems and is going to great lengths to dispose of the body of a girl he has murdered. Some players would find the whole premise too heinous to continue onward. Either or, Shadow of the Colossus promptly exposes its context compared to what little was provided for the beginning of Ico. Hell, the introduction here features more dialogue than the entirety of Ico. This might give the impression that Shadow of the Colossus isn’t as narratively obtuse as Ico, an unfortunate sign that the developers got cold feet and decided to appease the commercial masses. Still, the absurdly lofty overarching objective at hand here for a seemingly unfeasible reward that Wander accepts without expressing a hint of skepticism presents an air of disconnect between the player and the narrative’s intentions. In the grand scheme of things, the player is still kept in the dark about what is really occurring. Also, surely the premise of rescuing a princess who is already dead subverts the hero and damsel in distress roles more cleverly than Ico did. Ladies, get yourself a little Romeo like Wander, who will trudge through death-defying odds like conquering over a dozen different beasts as big as Beverly Hills mansions for you with no questions asked even if you cease to exist (actually, don’t; for I cannot live up to those standards).

If Ico served as a prolonged, squalid depiction of a typical Zelda dungeon, Shadow of the Colossus extends the radius of Zelda’s breadth to the franchise’s open-world aspects. Naturally, because Shadow of the Colossus is a 3D game whose setting consists of the same topography as Hyrule’s first polygonal rendering, I must compare this game’s world to Ocarina of Time as I tend to do with all obvious successors that use it as a template. Discussing similarities between Shadow of the Colossus’s forbidden realm and Hyrule Field is more apt than the usual comparisons, for the few Shadow of the Colossus detractors gripe that its world is far too “empty and stiff” to hold their interest. What amuses me is that this criticism is exactly what I’ve always applied to Hyrule Field from Ocarina of Time, even though I always consider some semblance of clemency for its pioneering primitiveness. While I can understand why these negative descriptors could be assigned to the world of Shadow of the Colossus, they fail to recognize the intended scope of this barren wasteland. You see, the forbidden lands and Hyrule Field present a contrast between empty and “empty,” and you’ll just have to follow along to grasp my point. If we use the example of Hyrule from A Link to the Past, the kingdom’s overworld should be a sprawling environment with diverse terrain and a point of interest around every corner whether it be in plain sight or “a secret to us all.” All that Hyrule Field in Ocarina of Time amounts to is a mossy vestibule stretched out to the appropriately spacious diameter of a hub. I stated that Ocarina of Time didn’t sacrifice much in translating all of its refined 2D elements, but the Hyrule overworld is the most apparent compromise Zelda had to make during the complicated transition to the third dimension. When the technology has progressed where rendering an empty hub world is an endeavor fueled by artistic vision as seen in Shadow of the Colossus, the minimalist imperative can produce something spectacular. Outside of the towering temple where Wander begins his quest, the surrounding perimeter is a green grassy knoll surrounded by a blockade of canyons and chasms. Finding a route around the inconvenient environment in opposite cardinal directions will lead Wander to rocky cliff sides that resemble the shores of Dover or a fallow desert area parched by the comparative lack of moisture. Lying between the two radically different environments are sections with lakes, ravines, groves, and dimly lit forested areas where traces of sunlight only peek through to the floor. While the overworld here certainly checks off more ecological boxes than the flat field in the center of Hyrule, the entire landscape is so bereft of any activity that the silence is disconcerting. Besides the clip-clopping of Agro’s hooves, only the wind is an instrument in this close to absolute zero decibel soundscape. The atmosphere is so desolate that it's as if Wander is the very first lifeform, much less a human being, to set foot on this untouched, pristine landscape like Neil Armstrong landing on the moon. Wander’s surroundings are so removed from all traces of civilization that it’s almost as if he’s fabricating them in a dream all to himself. It would explain the perpetually ominous clouds overhead that never crescendo into precipitating, something sublime that accentuates the breathtaking view. The meditative undercurrent of this uncanny world is quite refreshing considering that several other Hyrule Field followers congest their hub settings with a little TOO much hustle and bustle.

If you’re the jittery type who cannot stand to bask in the beguiling ambiance for longer than necessary, you should be relieved to know that Shadow of the Colossus will always present a set goal of finding one of the Colossi somewhere in the overworld. One would think the sheer size of these mobile mammoths or the thunderous echos of their footsteps in the still silence of the setting would make the process of sussing out their locations easier than finding VD on a dive bar’s toilet seat but never will Wander spot one of these beasts from his peripheral. To direct Wander towards the locale of the current colossus assigned by the detached voice that speaks backward from the temple’s sunroof, he must raise his sacred sword skyward and reflect the sun’s rays like a solar-powered compass. If the radiation resembles a straightforward beam as opposed to a scattered burst, then that indicates that the colossus can be found in that general direction. This adjunct appliance to the sword seems like it completely mitigates the searching section of the hunt, but this beacon is no GPS. The narrow, singular reflective ray does not account for the aforementioned arduously conspicuous and unwavering geomorphology. Circumnavigating around the terrain in an attempt to close in on a colossus will always prove to be a meandering charade. Good luck finding the equivalent of the sword’s “reception” if the route to a colossus includes traversing through a forest or a narrow section of a canyon. However, as diverse as the terrain is throughout this world, one convenient aspect of the map is that it is relatively compact. Traveling to either opposite of the ecological spectrum, whether or not Wander will find himself smack dab in a colossus’s domain, will never take more than approximately a few minutes. The player should be relieved considering that Wander will automatically be teleported back to the temple because the voice above has apparently declared it as the omphalos of the operation. The game’s progression is constructed as a rinse-and-repeat process, but at least the restrained spread of the forbidden lands has made arriving back to the general vicinity of the next colossus less tedious. Unfortunately, reflecting light off of Wander’s sword won’t double in aiding the search for the crystal-tailed salamanders and the hearty yellow fruit hanging from the trees, shooting them with Wander’s pink bow with a limitless supply of arrows and consuming them to increase his maximum stamina and health respectively. However, Wander is already compensated with these stat boosts for slaying a colossus, so the grueling trouble of finding these infinitesimal things across the map should be discouraged to even the most devout completionists.

While the aura of traversing through the world of Shadow of the Colossus is drenched in layers of lethargy and interminable tension, the path of conquest is always exciting because of what lies at the end of every route. Besides the notion of successfully maneuvering over the world’s formidable terrain, simply encountering any of the colossi in their earthly domicile is its own reward. Upon encroaching on the territory of a colossus, a cutscene will trigger that showcases the magnificent marvel of extreme biology in its full glory. The “shadow” portion of the game’s title is not a minor allusion to enliven potential buyers with mystique: the colossi are gargantuan enough to eclipse the sun from Wander’s view and even chill him with the shade emanating from their…well, colossal immensity. When in the vicinity of a colossus, the serene tone of the overworld staggeringly catapults immediately into adrenaline-pumping action as if an alarm clock abruptly awakened Wander. While the stark commonality between these beasts is their physical enormity, their environmental conditions have granted them all distinguishable physical adaptations. The first colossi, Valus, features the anatomy of a minotaur creature, standing on two legs to support his massive, lumberjack frame. Sharing his relatively humanoid posture are the column-wielding Gaius, the geezer with a white, ZZ Top beard Barba, and the gravely serious-looking Argus. Still, they all approach the uninvited guest that is Wander differently during battle. Quadrupedal colossi include the wooly Quadratus, the crudely shaped equine creature of Phaedra, and the tortoise-esque Basaran. Other colossi’s characteristics are defined more by their environments. The laser-tusked Pelagia, giant gull Avion, and the electric eel Hydrus all reside along the area of a watery channel or basin, integrating themselves with their aquatic surroundings in varying degrees, but each of them obviously resemble radically dissimilar species. The same dichotomy of colossi types is also found in the desert area of the map, with Dirge burrowing beneath the sand while the sand snake Phalanx (my favorite of the bunch) gracefully soars above it high up in the sky. Surprisingly enough, there is even a trio of miniature colossi with Kuromori, Celosia, and Cenobia. Despite their relative dwarfism compared to their towering colossi brethren, these three are still scaled to the sizes of rhinoceroses with the same level of aggression. The Colossi are a wonderfully assorted bunch of imposing creatures, and whatever common ancestor they all share that has passed down their glowing eyes and arcane armor has formulated sixteen of the most imaginative monsters ever seen in the gaming medium.

Essentially, Shadow of the Colossus is a glorified boss gauntlet with intermittent travel sequences in between each colossus that allows the player to simmer in their latest onerous accomplishment. To divulge the rich gameplay mechanics involved in taking all of these colossi down, I’d have to reveal their puzzle-oriented secrets, and spoiling them would be a disservice to any prospective players and the colossi themselves by sullying their intimidating allure. All the input I can communicate is to not fear using the superior speed of Agro during a few fights and not to underestimate the smaller colossi. One encompassing aspect of defeating the colossi is that all of them will require scaling their mountainous bodies to subdue them. This intimate aspect of the fights is the game’s defining idiosyncrasy, and the prospect of climbing a colossus and riding its backside like a flea on a mangy dog is as exhilarating and unnerving as it sounds. Finding an entry point to scaling their ginormous forms is where the puzzle aspects of the gameplay are relevant, and this may involve taunting them with the bow and arrow or outsmarting them into fracturing their armor. Still, I cannot say which colossi these methods apply to. Once Wander manages to exploit their vulnerability to ascend upward onto the colossi, he must raise his sword as he would to find these beasts in the overworld to expose the tender points of their body signified by a glowing sigil. I guess this modestly-sized blade rivals the might of Excalibur because thrusting it in the designated exterior parts of the colossi will make them groan in agony and gush blood like a sieve. Wander’s only concern at this point is continuing to balance himself on the colossi as it thrashes around trying to knock him off, for they are intelligent enough to register that this puny man is trying to murder them and are rightfully upset. Even though it's illogical from a biological standpoint regarding some of the aquatic colossi, each of their bodies will at least have a clump of fur to cling onto to retain Wander's advantageous position.

Converging a level dungeon and its boss into one fully-fledged experience? Team Ico’s rumhamming of video game attributes is pure, masterful brilliance. Still, the turbulent interactions with the colossi remind me of one prevalent complaint some players share regarding the game’s controls and presentation. Truthfully, Shadow of the Colossus is rather sluggish, operating on a framerate that makes the character movement seem as if it's running in slow motion. This becomes an issue whenever a colossus knocks down Wander and will take what seems like an eternity to recuperate. Sometimes, select colossi will take advantage of Wander’s vulnerability and beat him down until he has been eradicated. The camera also tends to have a hard time holding onto the colossi as Wander does, which can also cause him to make a fatal mistake. These hiccups would normally devastate a game’s overall quality, but I trust that a fraction of Shadow of the Colossus’s imperfections is a deliberate effort from Team Ico. Because the framerate is glacial, it allows the player to feel the full, intended impact of the colossi. Whenever one of these brutes slams its feet into the earth, the shattering of the frame rate that occurs makes defeating them seem like an insurmountable undertaking. Flopping about by the hem of a colossus’s wooly coat in a languid frame of motion effectively highlights how removed from the ground Wander is up top of a colossus like the steep altitude is making his oxygen dwindle as quickly as his stamina gauge. While the presentation is technically unacceptable, one can’t deny that the linear qualities of shoddier mechanical performance make the gameplay resonate with the player.

The immediate falling action of shedding a colossi’s mortal coil with too many critically deep sword plunges should also resonate with the player. After the expedition of locating the colossus and the mental strain involved in finding a way to extinguish it, one might think that executing the seemingly inexecutable would inspire victorious feelings of joy. Alas, the scene of the colossi’s eyes turning blank and its body collapsing into the earth evokes a potent melancholy. Sure, we accomplished the task at hand, but at what cost? The archetypal story of man conquering beast stems back to at least the Middle Ages to Beowulf and Grendel, and it’s deemed as one of the most courageous feats that defines a man as a hero. Can we really assign Wander to the same celebrated category of men? Sure, this is technically his role if we apply what little context we’re given to the heroic tropes we’re all familiar with. Still, one cannot earnestly follow along with narrative tradition when these docile colossi have inflicted no harm on any other living being or the environment before being provoked by an invasive pest. And was the effort truly worth it when every short-term reward is Wander being knocked unconscious by ghastly tendrils that violently penetrate his body? The brilliant aspect of conveying this is that the game never overtly tells the player that Wander is the real monster in a game filled with them like a contrived plot twist. Through subtle clues, Shadow of the Colossus flips the classic hero versus monster story on its head where the concentrated blood flow gives the conflict some well-considered clarity. When these beautiful, majestic colossi cease to exist at our hands, we all wonder if real-life poachers who kill animals on earth have souls.

In reality, Wander is too insignificant to be the hero. From the beginning, he’s been nothing but the subservient tool to the temple’s undetectable landlord who has been praying on Wander’s desperation. His hinting at how to handle all of the colossi at idle moments during their encounters shows he has too much invested interest in seeing all of them fall, which cannot be a good sign considering the unclear correlation between riding the world of the colossi and the resurrection of Wander’s girlfriend. After finally facing the last colossi, a vertical behemoth named Malus whose head practically brushes up against the clouds, Wander does not travel back to the temple to celebrate his achievement with champagne and ice cream. An even more subtle detail in highlighting that Wander’s actions are injurious is that they are having a toxic effect on his well-being. By the fifteenth colossi, Wander will be covered by so many blue lesions, you’d think he was zombified. When the final colossi has been conquered, Wander is no more. He is a vessel for the ancient demon Dormin, the identity of the voice whose soul had been fractured into sixteen pieces and kept in the colossi as a drastic measure to stave off his return. For the past few cutscenes in between colossi, a group of villagers have been slowly approaching the temple and have managed to cross the bridge by the final cutscene. They are aghast to see that Wander has fulfilled the endeavor of reviving Dormin, chiding the boy for his foolishness. When Dormin fully encapsulates Wander, the player gets the chance to play as a colossus and smash the group of men into a paste. However, the men are wise and know exactly what must be done in the case of Dormin’s return. By throwing Wander’s sacred sword into a pool of water, it creates a ravaging vortex that pulls Wander in, ending Dormin’s reign of mayhem before it had a chance to begin. The men hightail out of the temple, with the bridge eroding from the vortex’s ferocity as a positive sign that entering it and interacting with Dormin will be harder to perform.

Somehow, despite Dormin’s deceptive promises, the girl who has been comatose throughout this whole ordeal awakens from her slumber and finds an infant in the pool who is implied to be a reborn Wander. I’m quite puzzled at how the girl has regained sentience when it seemed proven that she would never see the light of day again because all evidence was leading to Wander running a fool’s errand. The fact that he persists onward just to fail miserably at the end and die is what makes the game’s resolution beautifully tragic. Then again, he admittedly did bring all of this misfortune on himself, for not even Orpheus was this much of a zealous romantic. Like Ico, the fatal blow that befalls the protagonist is treated to a hopeful epilogue to keep the player’s spirits up. I can handle tragedy well enough, but I can admit that plodding further allows the player to consider their experience more after they turn the game off. Really, Agro returning to the temple on a limp leg was all the levity this ending needed. Her fall off of a crumbling bridge before the final colossi is genuinely the most devastating scene of the game, and seeing that she (or at least I’m assuming it's a she considering there is no visible, foot-long horse genitalia protruding from its crotch) survived made me cheer delightfully.

Speechless. Utterly speechless. This was my stunned reaction to witnessing the falling action of Shadow of the Colossus and its resolution. In all honesty, my mouth was agape through most of the duration of Shadow of the Colossus because the game is nothing short of extraordinary. Team Ico’s austerity is still on display here as it was in Ico, as seen in the game’s open world and the liberal loosening of the game’s narrative leaving the context up to the player’s interpretations. Still, dialing back the strict abnegation of gaming’s frills and thrills for Shadow of the Colossus resulted in a game far more compelling than Ico, while still retaining plenty of artistic triumphs that I admired about the developer’s previous title. Shadow of the Colossus is beautiful in every sense of the word: from the captivating climate of its uninhabited, windswept world, the titans to topple, to its poignant liner notes that make the player ask questions when the protagonist doesn't bother to. At the helm of this emotional rollercoaster is a unique gameplay mechanic that I don’t feel is hyperbolic to call it a visionary feat of innovation. If your character ever finds themselves gripping to the body of a herculean foe to skewer their weak spots, it means that Team Ico is collecting royalties. Does Shadow of the Colossus need more convincing that it should be an essential game to play for gamers and non-gamers alike? I don’t believe so.

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Attribution: https://erockreviews.blogspot.com

As impactful as Super Mario 64 was to the then-prevalent 3D platformer genre, I’m not sure the game can take all of the credit for being the genre’s sole primary influence. I always bestow the plumber’s landmark 3D debut with a considerable amount of veneration, for Nintendo’s efforts in remodeling Mario for the cutting-edge next polygonal phase of gaming created an entirely original experience that set the stage for a radical new realm of possibilities. While Super Mario 64 was the game that pioneered the non-linear, explorative “collectathon” 3D platformer subgenre, its indelible mark on the era obviously echoed to several other games of the same ilk to follow its example. Being the building blocks of a genre sort of connotes that your disciples expand upon your foundation instead of contently resting at ground zero. Also, Super Mario 64 set an unintentional implication in that the pervasive platformer genre could only survive in the third dimension with this direction. Mario, the de facto king of the genre, seemingly had to forgo his standard, linear roots so drastically in Super Mario 64, so this meant that all other platformer icons new and old had to assimilate to the change or perish. With both its rudimentary footing and massive impact in consideration, one of Super Mario 64’s many offsprings had to have the potential to outclass its progenitor. The game that would truly innovate on what Super Mario 64 established was a new IP from the British then-Nintendo subsidiary developer Rare in the form of Banjo Kazooie. One of the reasons I revere Super Mario 64 despite its vestigial framework is because it's the godfather of every game that I grew up with in the subsequent generation. However, while this is still true, it seems like Banjo-Kazooie has a more clear and more direct line with my cherished video games from childhood on the 3D platformer family tree. Also, my praise for Banjo-Kazooie ascends past the reasonable level of respect I give to its fellow N64 linchpin Super Mario 64, for Banjo-Kazooie is still a solid rock of a 3D platformer whose quality has not been weathered by time.

It’s amusing to see how a British developer attempts to encapsulate the magic of Mario, and I’m not only referring to the mechanics of the “collectathon” subgenre. Mario’s peerless high ranking in the echelons of gaming can be attested to his wide accessibility in his presentation. Mario captures that spectacle of Japanese whimsy that is neither too immature nor off-puttingly bizarre, sort of in the same vein as the successful fellow Japanese animation corporation Studio Ghibli. The tasteful balance on display is probably indicative of a country that has both a storied mythical lore and an inordinate amount of nuclear radiation exposure than the rest of the world. The Western world might be beguiled by Mario’s foreign charm, but can they tangibly translate their wonder into something original? Banjo-Kazooie’s Western interpretation of Mario’s aesthetic is to emphasize the wacky animated aspects of the plumber’s world. I guess our Western equivalent to Mario’s mirthfulness is our cartoons. Banjo-Kazooie’s presentation is not overtly British like one of Terry Gilliam’s illustrations from a Monty Python skit (though that would be super cool). Rather, Banjo Kazooie conveys that animation drawn for a broad demographic west of the prime meridian tends to feature exaggerated physical proportions and anthropomorphic animals as central characters. Banjo-Kazooie is brimming with archetypal Western cartoon attributes, given that the game’s protagonist is a bipedal bear and every enemy, from the hopping vegetables to the tombstones, all have a pair of goofy-looking googly eyes to signify their sentience. Because of how cartoonish the aesthetic is, Banjo-Kazooie resembles a product catered towards a younger audience. Unfortunately, it’s not as accessible as Mario's because the overall tone might come across as too juvenile for some adolescent/adult gamers. The hints of toilet humor also probably do not help its case. Still, the appeal of Banjo Kazooie is apparent due to how dynamically lighthearted everything is, like an old Mickey Mouse cartoon. Doubling down on the innocuous elements from accessible forms of Western media is probably the most inspired decision from the developers regarding the game’s presentation.

One of the pervasive childlike elements of Banjo-Kazooie is its fairy tale plot premise, a staple of mythology. Gruntilda, a prototypical depiction of a nasty, evil witch from the most famous of Grimm’s classic stories, is performing the usual duties of this age-old archetype of toiling and troubling over her bubbling cauldron. The clairvoyant wisdom she seeks from her boiling pot is whether or not she’s the “nicest looking wench” in the land, and is offended at the cauldron’s candid response telling her that she isn’t. Why someone who revels in being obstinately filthy and grotesque like a kid-friendly version of Divine would care if she satisfies traditional beauty standards is beyond me, but I digress. The “fairest maiden” to be found is Tooty, a young female bear with blonde pigtails who conveniently lives in a comfy little home situated down the hill from Grundtilda’s domain. I guess the radius of beauty the cauldron can assess is confined by the same zip code. Gruntilda’s solution to being outshined by some neighborhood child is to abduct her and initiate a procedure where their matter will be swapped, as Gruntilda will receive all of Tooty’s beautiful attributes while Tooty becomes as beastly as Gruntilda. Tooty is also Banjo’s younger sister, so he’s naturally inclined to stop this horrendous experiment before his sister is doomed to look like a green warthog. Not only do fairy tales often present a heinous witch complete with a tall black hat and a broomstick as a common antagonist, but the old versus young parallel between women is a prevalent theme across some notable examples (Snow White, Sleeping Beauty). Banjo-Kazooie prevents itself from the puerile trappings of its fairy tale influences by subverting this plot premise with slight parody, like Shrek would succeed in doing a few years later. Pop culture references to both Frankenstein and The Fly are clearly seen in the game’s “game over” sequence where her hunchback lab assistant Klungo throws the switch to energize two opposite matter machines with Tooty and Gruntilda enclosed. While Banjo Kazooie still exudes a childish aura, tongue-in-cheek jabs at fairy tale tropes keep it from feeling infantile.

Banjo the character actually debuted in Diddy Kong Racing the year prior in Rare’s lineup of original cute and cuddly playable characters that meshed well alongside Nintendo’s petite, baseball cap-wearing chimp (if only Conker’s inclusion here hasn’t aged like sour milk). Out of all of these characters to greenlight into a new IP, why choose Banjo over say, Bumper the Badger or Tipsy the Mouse? Timber the Tiger arguably even had more mascot potential, as his baseball cap with the Rare insignia mirrored Diddy’s Nintendo cap. Is it due to his relatively higher strength build, or does the necklace, pants, and backpack combination make him more visually enticing than the other character with one distinctive feature? Truth be told, I’m not all too certain why Banjo ascended past a two-bit supporting role among the Diddy Kong Racing roster while all the others (except for Conker) continued to wallow in obscurity. This is especially curious considering Kazooie does most of the legwork (almost literally). The second half of the game’s hyphenated title did not exist during Banjo’s humble beginnings as a cart driver, as she was introduced by Rare to accompany Banjo on his debut platforming adventure. The brightly-colored bird of unknown species resides in Banjo’s backpack as stationary as if she’s on house arrest, and Banjo better hope she’s actually fused to his blue accessory because he’d be hopeless without her.

Banjo and Kazooie have an interesting character dynamic in that the mechanics of both characters are consistently utilized in tandem with one another, used by a single player. Banjo is obviously the primary kinetic force in their partnership as he lugs Kazooie in his backpack. His primary role as the leg muscle also extends to his arms as the game’s basic combat, as the bear will knock enemies around with a barrage of left and right hooks and roll into enemies with the force of his entire body while moving. Disappointingly enough, punches from a bear aren’t as furious and deadly as one would expect because Banjo’s arms seem as short as a T-Rex’s. The rolling move feels more fluid and ensures a more accurate hit, but its trajectory is still rather stilted. Kazooie’s pecking move when Banjo jumps in the air compensates for the bear’s pitiful range, and the direction can be changed in a few seconds when both are in mid-air. Kazooie must have some penguin DNA in her genetic mix because her wings wade beneath the water while Banjo just doggy paddles on the surface. Actually, Kazooie’s swimming indicates that she’s not an aquatic bird because the underwater controls are appallingly rigid. Yet, Kazooie’s willingness to carry Banjo through the adventure forces her to perform tasks outside of her comfort zone. Banjo’s bespectacled mole friend Bottles pops out of his arrangement of molehills to teach Kazooie certain skills to really overload Kazooie’s workload. On the offensive side, Kazooie will tug on Banjo’s backpack to execute a body slam similar to Mario’s ass stomp to press buttons and such. A specific combination of the crouch move will trigger a number of Kazooie’s special techniques, namely Kazooie spurting out baby blue eggs out of her mouth and cloaca (ew) as projectile attacks. The “Talon Trot” sees Kazooie shifting the mobile roles as she carries Banjo on her back instead. With the stronger adhesive strength of her talons sticking to steep, angled inclines, increased running speed, and limitless usage, it seems like Banjo could simply lie on his lazy ass the whole time doing nothing. Two different types of pads will appear to launch Banjo upward, with the green pads giving his jump an exorbitant boost and the red pads as a launch point for Kazooie to soar through the skies until the red feather ammunition is fully depleted. Must I further highlight why Kazooie probably should’ve gotten first billing in the game’s title?

Banjo and Kazooie’s simultaneous dynamic isn’t only limited to how they interact on the field. For a video game genre that usually doesn’t offer much dialogue or characterization, both Banjo and Kazooie are quite loquacious, along with the rest of their world. The dialogue in Banjo Kazooie is displayed with scrolling text in a speech bubble with a character icon on the far side. Speech is not enunciated by any characters: rather; vocal inflections are expressed through warbles that have a distinctive cadence per character. If you come across any lighthearted game with cartoony graphics that has this type of gibberish voice-acting style, Banjo-Kazooie is the game that popularized it (but don’t quote me on that). When interacting with NPCs, Banjo and Kazooie act as character foils. Banjo is a well-meaning dope that approaches people and situations very matter-of-factly, while Kazooie is shockingly caustic. Another reason why Banjo better pray that Kazooie is stuck to the inside of his backpack with superglue is that the bird has an acid tongue; a biting insult for every NPC she comes across, and one NPC might lash out by taking her by her bird neck and throttle her. Nevertheless, Banjo’s good cop, bad cop routine with his backpack bird gives them a wonderful personal chemistry. Some notable NPCs that Kazooie often gives a harsh tongue-lashing to are the aforementioned Bottles, Banjo’s mild-mannered mole friend who somehow knows more about Kazooie’s physical dexterity than she does. Mumbo Jumbo is a slightly racist depiction of an African witch doctor who owns a few small hut properties across many of the game’s levels that resemble his golden skull mask. Other miscellaneous NPCs that Banjo isn’t as chummy with are the hapless camel Gobi, the covetous Conga the Ape, and the blubbering hippo commander of the “Salty Hippo” sea ship aptly named Captain Blubber, to name a few. Compared to the litany of cookie-cutter Toads that Mario speaks to in Super Mario 64, Banjo-Kazooie’s cast of secondary characters is amazingly eclectic.

Banjo-Kazooie isn’t a lengthy 3D platformer that swells the number of collectibles to prolong the experience. In fact, the total number of levels the game offers is significantly less than that of Super Mario 64. Though Banjo-Kazooie’s content lacks the quantity present in its influence, the game more than compensates with the quality of the levels. What impresses me about Banjo-Kazooie’s environments is their sheer immensity. As twee and jovial as Banjo’s world seems from an aesthetic standpoint, something about the way the game displays it exudes a crushing feeling. Immediately, this foreboding aura seems prevalent in Banjo’s hub. After the tutorial section of the grassy Spiral Mountain in Banjo’s backyard, the duration of the game is centered around the confines of Gruntilda’s Lair. The interior of Grundtilda’s wicked visage molded from the rocky cliffs of Spiral Mountain is as voluminous as the recesses of a dank underground cavern. Rescuing Tooty is a steep vertical climb up to the lair’s apex where the experiment is being conducted, and Banjo must progressively piece together every floor of Gruntilda’s Lair on his upward journey (literally). Gruntilda’s Lair is the antithesis of what I’ve always claimed to be an effective hub world, which is a modest place of respite between all of the levels where the call to action is heightened. Gruntilda’s Lair acting as the game’s centerpiece is almost like cutting out the middleman of the Peach’s Castle hub in Super Mario 64 and storming Bowser’s Castle immediately in the most glacial rescue operation ever executed. Gruntilda’s goons roam around on every floor and the witch’s omniscient presence is always felt, and that’s only partly due to her taunting Banjo and his bird with her AB rhyme schemes over some sort of intercom system. However, I’m willing to give Gruntilda’s Lair a pass as the enemy encounters are very slight and the enclosure of the spacious walls feels as tight as Fort Knox while inside them. The oppressive aura mood doesn’t stem from a notion of danger, but how small and insignificant Banjo looks juxtaposed with the massive walls surrounding him. Also, I must commend Gruntilda’s Lair for taking the hub format of Super Mario 64 and streamlining the non-linear hub to a constant vertical incline because progression feels more satisfying. I just wish Banjo wasn’t forced to start from square one every time the player exits the game, with the few teleportation cauldrons withstanding.

As to be expected, Banjo-Kazooie’s levels that protrude from the hub are a varied bunch that curates a wide selection of typical platformer level motifs. Every base is fully covered, ranging from a beach level, snow level, spooky level, etc. However, I did state before that Banjo-Kazooie’s levels were richer in substance despite the marginal number of them, and also that they follow suit on the hub’s expansiveness. Despite the seemingly standard levels, the developers have added some deeper thematic flair that transcends their base motif. For example, Treasure Trove Cove, the beach level, is plastered with pirate imagery, including an immobile ship at its center along with several silly-looking treasure chest beasts with goodies inside them. The winter wonderland of Freezeezy Peak uses the time of year associated with the season to engulf the level of Christmas cheer, something only a Western developer could fully epitomize due to living in a culture that actually celebrates the holiday as opposed to Japan observing it as outsiders. I suppose the same could be said for Halloween formulating the inspiration behind Mad Monster Mansion, but the specific elements of horror associated with that holiday were always less solidified.
One level that takes a typical level motif in a wild direction is Clanker’s Cavern. I think this is Rare tackling a sewer level, but all of the properties usually found in those terrains are only slightly recognizable. Maybe I was distracted by Clanker, the metallic shark floating in the center of the level in a pool of filthy backwashed water massive enough to fit the shark’s titanic, steamboat stature. Besides his size, Clanker’s also a great unsubtle eyesore because he looks like hell. The beastly machine has rusted over in the years he’s served as Gruntilda’s garbage disposal, with his murky eyeballs bulging out of his skull and a shockingly graphic fissure of pulpy, red flesh near the base of his left fin. He lives a fate that I wouldn’t wish on my worst enemy, but the arena where he’s condemned to live out his days is still a monumental stride in 3D-level design due to its upscaled breadth. Enclosed areas will be found per level such as the pyramids of the Gobi Valley, the interior quarters of the ship in Rusty Bucket Bay, and the pink, veiny insides of Clanker’s decaying body, and they are exciting to excavate upon uncovering them and present layers of depth in the level design. My favorite level in the game that combines an interesting theme alongside a breathtaking scope is Click Clock Wood. The entrance of the level acts as a foyer connecting four paths each represented by a season. The wooded area with a towering tree trunk at the center shares the same layout behind each door, but the aesthetic of the level is affected by the weather conditions of each subsequent equinox. From the beginning of the rainy budding of Spring, then the baked warmth of Summer, to the auburn glow of Autumn, and finally the desolate chill of winter, I was stunned to feel a slight sting of sentimentalism at the end of the cycle. The many overarching tasks throughout each season also add to the profound depth of the area’s level progression. What Rare managed to execute here is truly astonishing.

The word I’d use to describe Banjo-Kazooie’s overall design philosophy is conspicuous. Already, the word can be used to define the way in which the levels are depicted because every angle of the spacious playgrounds enlarges the player’s range of sight. Besides enrapturing the player with a broad spectacle, crafting each level with a wide range of sight in mind is perfect for the loose exploration parameters of each level. The proverbial boot that kicked Mario out of every level upon either succeeding or failing in Super Mario 64 is completely discarded in Banjo-Kazooie. Obtaining a “jiggy” piece, the main collectible that unlocks new levels in the hub by fitting them in an unfinished jigsaw puzzle of the area, will never hastily eject the player back into the hub. I’m glad that Rare remedied Nintendo’s awkward mistake here, for it's a much more sensible approach to the collectathon format. Because the player is free to explore each area without the boot-out system in place, every objective is of equal precedence, which is why allowing the player to scope them out easily while exploring is imperative. When the player comes across a point of interest on the map, the game frames the scenario clearly enough to signal that a Jiggy could be earned here. Objectives to claim Jiggies are incredibly varied, ranging from puzzle minigames, fighting hordes of enemies, races, platforming challenges, etc. The diversity on display here assures that each Jiggy task will be somewhat unique and never tire the player with repetitive tedium. One highlight task seen throughout the game is transforming Banjo’s body into another animal or creature with the help of Mumbo’s voodoo powers. Playing as a termite, alligator, walrus, pumpkin, and bee doesn’t allow Banjo to execute the same physical feats compared to when Kazooie is strapped to his back, but playing as these funny forms for a short period does enough to diversify the gameplay even more.

To make Mumbo flick his wand and say the magic words, Banjo first needs to collect enough silver, skull-shaped tokens to satisfy the pygmy magician. Not to worry, for these tokens are as prominent as the Jiggy pieces. The other collectibles such as the candy-coated, multicolored Jingo creatures and the honeycomb pieces that increase Banjo’s maximum health are a tad more unobtrusive, but never to the extent where the player will ever experience a stress-induced aneurysm trying to scope them out. The game’s secondary collectible, the golden music notes, are strewn around the level so abundantly that they’re almost like currency. I had hoped that the developers would have treated them as a form of currency because the ones the player collects respawn in the same spots if the player dies. Doing a thorough examination of a level’s layout while the land is fresh is one thing, but performing the same trek to regain these sonorous half-notes is incredibly grating. I wouldn’t mind so much if the notes weren’t necessary to proceed through Gruntilda’s Lair, and the quantity needed gets pretty stiff near the end of the game. It’s the one collectathon aspect in the game that the developers neglected to carefully consider.

The player will have to meticulously scrounge through every nook and cranny in the game anyways to prepare for the final battle against Gruntilda. This is not only because doors locked behind substantially high music note numbers are the only means of replenishing ammunition, but because of what occurs before it. Before Banjo can confront the foul face of Gruntilda up close and personal, the sickly-colored stereotype stalls him and Kazooie with a little game. And by little game, I mean Trivial Pursuit from hell. “Grunty’s Furnace Fun” tests the player’s knowledge of everything in the game, including level layouts, music cues, voices, and odd tidbits about Gruntilda that her good witch counterpart informs Banjo of in many instances. Banjo also revisits old minigames with an added timer for a steeper challenge. This array of questions delves into information so obscure that it's sadistic. Did you not know the percentage of fecal matter in the waters of Bubblegloop Swamp, or were you unable to decipher Mumbo Mountain by a picture of its grass? Into the fiery drink you go, you idiot! The pathway of panels to the other side where Gruntilda is as long as the Brooklyn Bridge, and the margins of error are incredibly strict. A few panels immediately launch Banjo to his death, sending him back to square one. I understand that this kind of inanity is in character for Gruntilda, but forcing the player to endure this seems like a contemptuous slight from the developers. They knew this wouldn’t be fun for anyone. Fortunately, the game offers a proper final boss fight with Gruntilda that utilizes all of the player’s physical prowess in an epic fight at the peak of her lair. Weirdly enough, the credits will roll after the game show portion to dupe the player into thinking they finished the game beforehand. I think offering the real final fight as a reward for collecting all the Jiggies would’ve been a better incentive, and what they decided to do here is rather obtuse.

If Super Mario 64 is the grandfather of the 3D platformer, then Banjo-Kazooie is the father figure for all other games in the subgenre that followed. Being younger than Mario’s 3D debut allows Banjo-Kazooie to use its mistakes as a reference, and Banjo-Kazooie rectifies all that Mario established with the same collectathon ethos intact. Banjo-Kazooie is bigger, more free-flowing, more ambitious, and more involved in its collectathon gameplay mechanics than Super Mario 64 could possibly have ever hoped for. No wonder why every platformer that I grew up with took notice and borrowed so much from Banjo-Kazooie to the point where Super Mario 64 seemed like the obsolete model. Check mate, Mario. You’ve been bested by a bear and his bird.

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Attribution: https://erockreviews.blogspot.com

Sparkster could’ve, should’ve, would’ve been one of the prime gaming mascots of the 16-bit era, but didn’t. Sonic alone couldn’t have crushed Nintendo under the might of his blast processing-fueled swiftness, despite what Sega would have you believe. Sega formulated Sonic as a means to give Mario some gruff, but they failed to realize that Mario has compadres at Nintendo. While Mario is Nintendo’s golden boy, their lineup of other first-party franchises could possibly sustain the system even if Mario had been left to fester in obscurity in some alternate timeline. The Sega Genesis provided some solid exclusives, but the blue blur always eclipsed every other game in their library due to Sega giving him goliath-sized precedence in their company. Something like Super Smash Bros. could come to fruition for Nintendo because they didn’t put all their eggs in their Mario basket. Link, Samus, Kirby, Donkey Kong, etc. are all iconic figures with the same quality and longevity as Mario. Nintendo has always had a roster of mascots representing their brand, albeit to a lesser degree than Mario. Sega, on the other hand, would have complications in achieving the same impact with their roster. Ristar? Vectorman? Who the fuck are they? Sparkster of Rocket Knight Adventures fame (using the term tentatively) would also fail to inspire excitable recognition from most people like Sega’s other underlings. Unfortunately, his first exclusive outing on the Sega Genesis also sold horribly, giving Rocket Knight Adventures a cult classic status. It’s a damn shame considering if more people purchased Rocket Knight Adventures, there would’ve been a potential to give Sega a bigger advantage in the 16-bit console wars.

Sparkster’s design simply screams mascot material. How could anyone not love a sword-wielding possum dressed like a knight with goggles seated on his brow? If Sparkster doesn’t melt you with that adorable smile on the cover, you might be a cold-hearted sociopath. I wanna pick up the little guy and give him a big bear hug, only if his armor probably didn’t weigh a ton. Sparkster is a brilliantly designed character. Gaming companies consider their respective mascots to fall on the spectrum of either cute or cool and Sparkster is the perfect mesh of both. All checks out in the design department, but how does this tech-savvy varmint control? The gameplay of Rocket Knight Adventures is much like its 2D platformer contemporaries. The gameplay is simple and easy to use, but the player must hone it to a certain degree to make it through the varied platforming and combat challenges the game provides. Sparkster, however, comes with some extra frills to his gameplay that makes Rocket Knight Adventures stand out. His base attack is the swing of his sword, but his blade is not a contact weapon. Each sword swipe will unleash a swirling projectile like Link’s sword in The Legend of Zelda. Unlike Nintendo’s elfin wonderboy, getting hit at maximum health for Sparkster does not remove this move. In a way, Sparkster’s projectile-based primary weapon makes his gameplay more like a run-n-gun than a standard platformer. On the scope of platforming, Sparkster isn’t the most agile of platformer characters, but he does have some unique attributes. Sparkster will climb and swing off of various tree branches, vines, and other thin, ropey structures by his tail, cultivating his possumhood and using it to adapt to the land of the levels. It’s a wonder why he also doesn’t play dead to thwart unsuspecting enemies and then sneakily dispose of them like Solid Snake. More importantly to Sparkster’s platforming abilities than his innate marsupial instincts is the “rocket” alluded to in the title of the game. The jetpack on Sparkster’s back is an essential asset to Sparkster’s platforming gameplay and can be activated at any point. Holding down the attack button until the meter will charge the jetpack and releasing it will shoot Sparkster across the map. Jetpack blasts can be also launched in a myriad of directions for different uses. Besides carrying Sparkster past tall obstacles, it can also be used as an attack move that does slightly more damage than a standard swipe. Charging the jetpack without a clear direction will execute a spin move that will damage any colliding enemies. The developers also implemented what can only be described as less fluid, more violent wall jumps to get more utility out of the jetpack than simply rocketing past everything. With a full charge meter, Sparkster will bounce off these walls in the blink of an eye, placing him at unprecedented heights. One must not use the jetpack too liberally, however, as the trajectory of its blasts is erratic and can often lead to Sparkster careening off the stage to his death. Sparkster’s moveset is one of the most interesting I’ve seen across any 2D platformer. It’s bombastic and requires a bit of practice to master, but his overall control still carries an aura of accessibility.

I mentioned before how Sparkster’s basic attack makes the game feel more like a run-n-gun game than a 2D platformer, but this extends to many other elements of the game as well. Rocket Knight Adventures was developed by Nobuya Nakazato, a Konami mainstay most notable for developing the Contra games. If there is one franchise synonymous with the run-and-gun genre, Contra should be the first to come to mind. While Sparkster’s arsenal doesn’t extend past his gleaming energy sword, and it technically isn’t a gun, Rocket Knight Adventures still exudes the high-octane action of a run-and-gun game one would normally find in Contra. Enemies will bumrush Sparkster instead of waiting diligently for him to face them like the goombas and koopas of the Mushroom Kingdom. An immediate correlation that reminded me of Contra was the vehicle filled with enemies that attempted to turn Sparkster into roadkill. Vehicles of this kind are incredibly common in the run-n-gun genre. Often, the screen will stop scrolling when Sparkster is moving to introduce an enemy that will burst from the screen.

In the second level, Sparkster finds himself on a railcar and has to defeat enemies while it speeds on the tracks. Sometimes the level will suggest the intended direction by planting a hovering “go!” sign on the screen. I’ve never seen any of these elements in any platformer game, but all of the aforementioned properties border on being run-n-gun cliches. Then again, I’ve never seen the platforming challenges Rocket Knight Adventures presents in a run-n-gun game either. Some particular highlights of the platforming sections are the vines accessible beneath the cascading water, seeing Sparkster’s reflection to see hidden platforms in a cave with rising lava, and a pulley machine which Sparkster can change the direction lest he hits the series of radioactive spikes. Each level is also the perfect length that combines all of these elements and incorporates different themes and obstacles that make them individually fresh. Rocket Knight Adventures also incorporates another gameplay style, although not as subtly. At a point in the first level, Sparkster will find a radiating capsule that propels his jetpack to full power as he glides across a body of water with his goggles over his eyes. These sections of Rocket Knight Adventures are highly reminiscent of the scrolling shooter sections of run-n-gun games, and there are no platformer elements interwoven in the makeup of these sections. These scrolling sections are orthodox to the typical run-n-gun game, but they are still a welcome addition to shake up the already nuanced and varied gameplay.

Rocket Knight Adventures also possesses one of my biggest pet peeves in video games that is quite common among games of this era. For all of its charms, Rocket Knight Adventures will also kick the player’s ass from here to Indochina. This aspect, however, is not what irks me. Hard-as-nails games from this era also tend to have an unnecessary arcade style of continuation that forces the player to start the entire game over upon losing all of their lives. At least Rocket Knight Adventures grants the player multiple continuations, unlike other games on the Genesis (cough Sonic cough*). Normally, the charm of a game would wear thin upon multiple deaths, but at least Konami understands the challenge and gives the player some leeway. Besides the four difficulty selections ranging from ball-bustlingly hard to “children’s” difficulty (the old-school platformer equivalent of Uncharted’s explorer difficulty), the game gives the player plenty of health items and extra lives spread across each level. Sparkster’s health and damage input are also reasonable, so I can’t be too steamed at dying in this game despite it happening very often.

Rocket Knight Adventures probably tells a grand, epic tale that supports the gameplay, but one wouldn’t know just by playing it. The game has subtle cutscenes that take place spontaneously in each level, and all of these aren’t enough to weave together a cohesive plot despite their individual charm. Sega ostensibly likes to borrow the looming, superweapon trope from Star Wars as a plot device (see the Sonic games for another example) because Rocket Knight Adventures shares the same commonality. The death machine in the case is the Pig Star, and the evil race of pigs Sparkster has been fighting are dangerously close to usurping the power of this annihilation planet-sized contraption. Axel, a rogue rocket knight who resembles a dark Sparkster, abducts a princess with the key that accesses the Pig Star, and Sparkster must mow down hundreds of pigs to save the princess and prevent total annihilation. He faces Axl (in a dueling giant robot which is one of my favorite parts of the game) and the enigmatic pig leader Devilgus and manages to escape their space headquarters with the princess and save the day. However, this is the canon “true ending” that the player must beat the game on the hardest difficulty level to unlock. What qualifications does the player have to meet to see this ending? What must the player endure on the hardest difficulty of an already hard-as-nails game? A run with no continues where Sparkster dies with one hit. Seriously. I thought the unlocked ending content qualifications for Mr. Gimmick were bad, but this game ramps it up to an absurd degree. I suppose I can be happy with an ending where Sparkster at least leaves the base unscathed, and I guess I’d have to be, all things considered.

If I were Konami, I’d be pretty pissed at Sega. They carefully crafted this game to support Sega in their fight against the Nintendo giant, but Sega ultimately subordinated it in favor of their speedy blue bundle of joy, just like with the rest of their exclusives. I’m going to take a stand and say that Sparkster and Rocket Knight Adventures as a whole does what Sonic don't (see what I did there?) Sparkster has much more mascot allure than the smarmy Sonic, and his game is far more varied, engaging, and fair than Sega could dream of for their penultimate title. Nakazato made the most adrenaline-fueled platformer or the most intricately designed run-n-gun game here, and I think there’s enough evidence for both outcomes. The foundation is tight and bursting with so much appeal and charisma that it might be the best game on the Sega Genesis. It’s just unfortunate that most people, even at the time, didn’t come to the same realization.

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Attribution: https://erockreviews.blogspot.com