Is ending a console’s life with a Kirby title considered an instance of “going out with a bang?” Similarly to Kirby’s Adventure on the NES, Kirby Super Star was released on the subsequent console, the SNES, at the tail end of that console's lifespan. Most likely, the pattern of releasing a mainline Kirby game in a console’s twilight years is like receiving ice cream after a hectic bout of surgery. In this context, the surgery is a torrent of pain and misery brought upon by the ruthless games of the pixelated eras of gaming. Only now, gamers were subjected to five(+) years of 16-bit agony with additional frills like the ubiquity of save files and relatively better game design. All things considered, this period proved to be much more lenient and understanding to a player’s personal welfare compared to the rudimentary rigidity of the previous generation. Still, the SNES library was filled with excruciating titles that made gamers thrash around in a blood-boiling rage and spew some unholy curses. Another Nintendo console was ready to wave bon voyage and roll out the red carpet for Nintendo’s next venture into the third dimension. Before this ambitious escapade, Nintendo once again needed to treat their wounded to the delightful dessert of a 16-bit Kirby to make them smile again. Naturally, Kirby Super Star would have to raise the stakes of how it patched up the SNES era. The lesions inflicted on gamers during this period weren’t as severe or consistant compared to the previous one. Still, fresh wounds that seem benign at first have the potential to become severe and shouldn't be brushed aside, and attending these wounds would be especially imperative on a new part of the body. Therefore, Kirby’s lightheartedness and breezy difficulty still had a place in the SNES library. Like every other next-generation Nintendo sequel from an IP that debuted on the NES, Kirby Super Star was yet another refurbished successor that built upon the NES title with the graphic fidelity doubled. Even with a game as gentle as Kirby’s Adventure, Kirby Super Star still needed to enhance the easy experience with the same level of polish and augmentation given to all of the other SNES sequels.

A logical first step, as always, in the advancement process when transferring over to a technically superior system is enhancing the graphics. Already, the graphics of Kirby’s Adventure were a console-grade enhancement to his black and white debut on the original Gameboy. The land of Dreamland looked depleted by the most primitive hardware ever produced by Nintendo. Translating it to the industry standard of a home console allowed it to flourish as an ethereal, candy-coated paradise in Kirby’s Adventure. Kirby Super Star is the third mark of Dreamland’s radical evolution in showcasing its visuals. With a 16-bit aesthetic in Kirby Super Star, Kirby’s fantastical homeland naturally looks spectacular on a technical level. The moderate sepia overtone from Kirby’s Adventure that I hadn’t even noticed until playing Kirby Super Star has been refined into an aesthetic that is as lurid as it is decadently charming. All the delectable elements that make up the foregrounds and backgrounds pop with striking color. It’s almost as if the developers saw that Kirby’s Adventure was covered in dust, blowing off the airy detritus for Kirby Super Star and revealing the full splendor of its majesty.

Kirby’s gameplay is still simple enough where a rehaul is unnecessary. Sure, it’s broken when considering the laws of physics that other platformer protagonists have to adhere to that Kirby doesn’t, but Kirby’s idiosyncratic capabilities are at least rendered competently. If they weren’t, the intended ease at which his games are to be played would be awkwardly compromised. The gluttonous gumball still moves from point A to B on the X-axis, keeping himself afloat by engorging himself with oxygen while flapping his piddly little protuberances on both sides. What Kirby Super Star decides to tackle in changing Kirby’s already solidified mechanics is quality of life improvements that flesh out the simplicities of the NES for a more capable generation. Kirby’s consistent six points of health that would deplete one at a time no matter what Kirby came in contact with have been shifted into a red health bar that decreases depending on the severity of the damage. If the player somehow tumbles off the map and dies, it's alarming how quickly Kirby’s health bar plummets. To accompany the more complex health system, the amount of food items that restore Kirby’s health has been increased to the size of a buffet. Alongside the fully restorative Maximum Tomatoes are delectable hamburgers, ice cream, fruit, and Japanese food items that all replenish a range of Kirby’s health. It’s a wonder how Kirby does not cramp up while flying on account of how many calories he can consume on the field. Overall, the health system is a minor change in Kirby’s evolution that most likely couldn’t have been implemented on the NES.

Of course, Kirby’s other ability better associated with his unique array of attributes is using his swirling black hole of a mouth to vacuum up unsuspecting victims and emulate their respective powers. Kirby Super Star would’ve faltered if it omitted what Kirby’s Adventure had introduced. Executing Kirby’s iconic offensive move is essentially the same as in the previous game. Still, the developers decided to alter a few aspects of his innate ability along with its usage of it. Surprisingly, the number of copy abilities in Kirby Super Star is less than in Kirby’s Adventure. While this prospect may seem underwhelming at first glance, the developers ultimately did this to trim the fat from the playing field. For instance, having both a “freeze” and “ice” ability with two separate enemies seemed redundant, so the developers converged the two into an ice ability that encompasses the elements of both that Kirby obtains after sucking up the enemy that looks like a snowman. Plenty of familiar powers from Kirby’s Adventure are also treated to a broader extent of practical uses, such as the hammer now having the ability to charge and a vertical swing move where Kirby spins it while running. New abilities include the swift Ninja, the reflective Mirror, the makeshift Jet that allows Kirby to zoom around like he’s using a jetpack, etc. It’s difficult to say if these moves were too advanced for Kirby’s Adventure to handle. Still, the fortunate aspect of debuting in Kirby Super Star means they are granted a multifaceted range of properties and uses from the start. The only confusing misfortune in Kirby Super Star is that the laser ability is gone, yet the enemies that harbored it in Kirby’s Adventure are still present. How else will Kirby bust a cap in his foes? Plus, Kirby now has a defensive blocking ability, but I never felt the need to use it because the copy abilities still act as offensive juggernauts.

The most essential quality of life addition in Kirby Super Star relating to his copy ability is that players can change which ability they use of their own volition. In Kirby’s Adventure, the only method of changing up Kirby’s ability was to receive damage, which would knock the ability out of Kirby and materialize into a star that would bounce around the room until the player decided to suck it back up and use the ability again. Given that there are a plethora of abilities to experiment with, I found it awkward and unfair for the player to harm themselves by shuffling the various properties that Kirby could receive. Fortunately, thanks to additional buttons on the SNES controller, Kirby can toss his current ability and neatly leave it as a hat on the ground for possible recovery. The game also allows Kirby to keep his current ability until he is hit multiple times instead of just once, so every little snag and inconvenience won’t eject an ability without haste. Once Kirby removes his current ability, the player is introduced to the game’s most radical feature: helpers. The enemy that coincides with Kirby's ability to fling off his person materializes as a CPU, following Kirby around and dealing damage to enemies with their innate abilities. The helpers almost seem grateful to be given a chance to be at Kirby’s side after he swallowed them out of existence, for the AI is especially aggressive towards enemies to the point of being careless. I guess this is why the enemies have pet-like names such as Sir Kibble, Rocky, and Bonkers, reflecting their subservient relationship to Kirby. The helpers get so gung-ho in aiding Kirby that their existence tends to be ephemeral, collapsing in a red, frantic frenzy before they poof into the ether. To (ideally) ensure that the partners stick around longer, another human player can pick up the controller and man the helper character. The cooperative play in Kirby Super Star falls on the spectrum of the first player as Kirby receives far more precedence, but not to the extent where the camera will forsake the second player like it does to Tails in a Sonic game. A human partner may not charge at the battalions of Dreamland’s creatures without care, but at least their caution will keep them alive for longer. If that fails, Kirby can replenish his helper’s health…by kissing them. I guess it’s only gay if you make it so...

All and all, Kirby Super Star sounds like the typical hard reboot that was commonplace across most SNES sequels to NES games, given all I’ve detailed. However, Kirby Super Star avoids the distinction of being a turbo remake with how the game is structured. On the game’s box, Nintendo places a banner below the logo exclaiming that Kirby Super Star is “8 games in one!,” creating a sense of dread for anyone who has even heard of Action 52. Fortunately, this is just a case of hyperbolic marketing on Nintendo’s part. Kirby Super Star is segmented into eight parts that act as an individual campaigns. It’s the most distinctive element of Kirby Super Star that separates it from Kirby’s Adventure from a narrative aspect, but it’s also the game’s most significant detriment.

The game’s main menu presents four main campaigns to the player once they begin, with two obscured campaigns on the menu that must be unlocked by finishing the others. Initially, the first campaign, “Spring Breeze,” in Kirby Super Star is a duplicate of the first world in Kirby’s Adventure, fighting that damn apple tree Wispy once again and finishing off King Dedede as soon as the first campaign. It’s a wonder why we give him the status of Kirby’s prime antagonist, considering how insignificant he seems to be across Kirby’s titles. “Dyna Blade” upholds the same Kirby traditions, only now with some narrative weight behind the encounter with the titular metallic bird as the campaign’s final boss and organizing each level with a Mario-esque world map. It isn’t until “The Great Cave Offensive” that the player is faced with a gameplay premise so unorthodox that I thought it was an optional mode like “Gourmet Race” and the two mini-games in smaller tabs at the bottom of the menu (why is Gourmet Race optional if it’s front and center with everything else?) Dear lord, I wish that it was. “The Great Cave Offensive” is a more patient trek through labyrinthian passageways, searching door by door for the eventual exit. The player also intends to collect treasure along the way, but doing so doesn’t seem to net them anything other than chuckle at some items acting as references to other Nintendo games with arbitrarily high monetary values. I don’t dislike “The Great Cave Offensive” because it’s easy to get lost, but because the methodical pacing in nothing but confined spaces is counterintuitive to Kirby’s free-flowing, liberal gameplay. Implementing these spaces among the vast, open plains of Dreamland shows nuance in the level design, but The Great Cave Offensive overstays with its ambition. It amounts to nothing but a tedious slog.

I’ve given up on ranting about how Kirby games are painfully easy, for I have realized that this is like complaining that water is wet. Considering the campaign format, I think the developers could’ve instilled one continue per campaign, forcing the player not to take the smattering of extra lives and items in Kirby for granted. Alas, my ideas in making Kirby more engaging would fall on deaf ears at Hal Laboratory, and the game still gives the player unlimited continues with checkpoints galore. However, I can still fault a Kirby game for misleading the player concerning its difficulty. Each campaign features a difficulty rating represented by stars on a maximum scale of five. “Spring Breeze” is a one out of five, “Dyna Blade” a three, and “The Great Cave Offensive” an asinine four. I was led to believe that the unlockable campaigns would be much more difficult, which was affirmed by the increased number of stars. In reality, the preemptive notions given by the game were misleading. “Revenge of Meta Knight '' shows the return of Kirby’s sword-wielding rival when Kirby arrives on his ship to take him down. As amusing as the agitated banter between Meta Knight’s crew is, as well as the epic scale of Kirby’s one-man army infiltration, I never had to worry about the consistently declining timer, not even during the escape sequence. The last level, “Milky Way Wishes,” is introduced with a disconcerting disclaimer that Kirby must complete the level without using special abilities. I thought the game was finally offering a climactic challenge that tested my skills, but the game didn’t disclose that Kirby would simply be unable to take enemies' properties by sucking them up. Instead, a series of powers would be secured for the campaign's duration after defeating the bosses. Somehow, picking and choosing the abilities in wheel roulette makes Kirby’s gameplay even easier. Five out of five stars, my ass. At least Marx, the game’s final boss, manages to be a formidable final foe, even with the array of abilities on hand. The only substantial challenge Kirby Super Star provides is a boss gauntlet after the game ends. Is this enough to quell my thirst for Kirby to kick my ass a little? The answer is reasonably so.

By all means, Kirby Super Star should be superior to Kirby’s Adventure. Like every other SNES sequel, it has no excuse not to be. Any game on the advanced hardware of the SNES inherently makes for a better experience, even if it’s not warranted by reflecting on a faulty gameplay template like with Kirby. All of the efforts that have gone into streamlining and expanding Kirby’s gameplay, as minimal as it may seem, are welcome additions that ultimately enhance Kirby. However, I still feel Kirby’s Adventure is a more concise Kirby game because it isn’t fractured into pieces like Kirby Super Star. The developers did this to discern it from its predecessor, but in execution, the player is given a more nebulous idea of what Kirby is. Ironically, Kirby Super Star is considered the pinnacle of the floating gumball's games. It still encompasses what makes Kirby fun for a mass audience, but how the game presents itself is still perplexing.

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

This review contains spoilers

With a name like Ori and the Blind Forest, one can infer that the game is filled with a grand sense of whimsy and adventure. It’s a title for an unpublished C.S. Lewis book or the album title of a progressive rock band. It alludes to the promise of an epic journey that can only exist in the realm of a fantasy world. Austrian indie developer Moon Studios thought it wise to design their fanciful creation in the Metroidvania genre, a prevalent trend among many indie titles in the mid to late 2010s. Typically, games in this niche sub-sector of 2D platformers are fairly confined to claustrophobic spaces consisting of walls that hinder the player’s freedom to progress as they please. At least, this is the design philosophy Nintendo spurred for their immortal Metroid series, the undisputed godfather of the Metroidvania subgenre. The “blind forest” part of the game’s title may connote a blinding darkness that could appropriately convey the same sense of tension and dread similar to Metroid. However, the developers of Ori and the Blind Forest wanted to present a sprawling untapped landscape for the player to marvel at. While one could argue that Metroid achieves this through its wearisome “stranger in a strange land” initiative, that doesn’t seem to be the direction Ori’s developers wished to take with their approach to the Metroidvania game. Given that the genre’s gameplay tropes are rooted in Metroid’s oppressive weight, aren’t all Metroidvania games inherently limited to the scope that Metroid laid out? Wouldn’t Ori and the Blind Forest be more suitable for the open-world genre with more liberal boundaries? By 2015, the Metroidvania genre hit a conceptual peak, and the genre’s evolution transcended the cramped atmosphere associated with its inception. As early as Symphony of the Night, Metroidvania games proved to be expansive as an open-world game, even with the choice parameters these kinds of games uphold. In fact, Ori and the Blind Forest is a Metroidvania game that challenges the preconceived limitations of the Metroidvania genre. Ori and the Blind Forest presents a world that demands to be explored thoroughly, and the Metroidvania genre is the perfect venue for the developers to implore the player to absorb the full extent of the game’s artistic achievements.

As par for the course, the narrative of a fantasy tale needs to be opulent to accommodate the realm. The eponymous Ori is a luminescent, simian/feline forest nymph adopted by the fuzzy, rotund Naru, who resembles a bear if a bear had an unnaturally friendly demeanor and wore a mask. A booming omniscient narrator details these two's simple, happy life in a montage consisting of picking berries, cuddly cat naps, and Naru flinging Ori up and down like an infant child. The opening sequence of the game is reminiscent of the beginning of the acclaimed Pixar film Up, a highlight reel that condenses the storied relationship between two people over a lengthy period. Also, like Up, the sequence ends in tragedy as Ori returns from her daily berry retrieval to find that her wooly guardian has died. Naru’s death was a premature occurrence as the forest they reside in is in a destitute state of decay and it's the dearth of natural resources had caused it to die of starvation. The feeble Ori is alone and helpless, passing out from exhaustion. Even though things look grim, Ori is resuscitated by the fabled Spirit Tree and is set on a quest to restore the prosperous state of the forest by collecting the three elements located on opposite corners of the land. Ori’s introduction wonderfully sets the scene by juxtaposing the humdrum happiness of life before the disastrous event and the severity of the situation Ori is left with afterward. If the opening was paced a little more languidly, the scene could’ve been as devastating to the player as the infamous opening sequence to the Pixar film that was previously mentioned.

Immediately, the player can easily see that Ori and the Blind Forest is a gorgeous game. No matter where Ori is on the map, the individual districts that makeup Nibel Forest are as immaculate as an impressionistic painting. Ori’s forest is a lush, splendorous wooded world whose beauty can be attributed to the meticulous effort of visual fidelity and detail from the developers. Each shot from every angle displays a lavish background that shows the scope of the setting, supporting its overwhelming magnificence. Even in more cramped spaces like caves where the outside world is obscured by walls of earth, the looping area is spacious enough to still retain that resplendent scope. Foreground settings are so intricate that the player can ascertain every wrinkle in the wood, every crag on a cliffside, and every buoyant bubble in the various bodies of water. Color and lighting choices are consistently lurid and never clash with Ori’s bright, white presence, so the player never has trouble seeing her. Impressive as the visuals might be superficial, what interests me more is how the game uses its presentation to convey mood. As early as the menu screen, The Spirit Tree, the zenith point of the entire forest, is used as a visual refrain throughout the game, a point of reference for scoping out the breadth of the forest and the land’s state of being. The game’s menu presents the widened scope of the mystical tree with the looming mountain tops in the background supported by the aura of a tangerine-colored sunset, a scene suitable for the subject of a work from Degas. Once the player pushes start, the shift of tranquil end of the day turns to a frightening, blustery night that illustrates Naru’s adoption of little Ori as a valiant rescue mission. The joyous comradery between Ori and Naru during their time together is illustrated by a clear, sunny afternoon atmosphere. Naru’s death scene is blanketed by a sheet of blue melancholy. The opening sequence exudes a strong enough impression with its color choices that, for the rest of the game, any scene or environment that faintly shares the same shade triggers a particular emotion in the player.

The game’s eye-catching visuals are enough to entice the player to explore every crevice of the map. Still, the inherent design of a Metroidvania game will foster this anyways, especially if it's a selling point for fans of the genre. Ori’s world is separated into various districts like most Metroidvania titles, and each of these areas has a myriad of distinguishable topographical features. The starting point of the Sunken Glades is a depleted mire that I would describe as dismal if not for the striking purple aura surrounding it. Ascending from the Glades to the grand peak where the Spirit Tree lies is the Spirit Caverns, and a change in elevation marked by steeper terrain and brighter sunlight signals a steady rate of progression. The Moon Grotto is beautifully illuminated by the sparse sunlight that seeps through its sheet of thick foliage, and the Thornfelt Swamp houses a voluminous pool of water so clear that the player would be tempted to drink it (I still wouldn’t). The pea-soup fog surrounding the Misty Woods is thick enough to obscure it on the map, leaving the player to their own devices to navigate this oddity of an area. Forlorn Ruins in the icy mountains is a marriage of the primitive and the futuristic, with anti-gravity platforms serving as a unique gimmick. The two previously mentioned districts show the player that they offer more than video game eye candy. The extended optional areas of Black Root Burrows and Lost Grove are highlights due to their particular inclusion. The Burrows can be accessed even before Ori stands before the Spirit Tree, but the absolute jet-black darkness of the area should give the player the impression that they should be visited at a later date, a tried and true mark of Metroidvania-level progression. Once the player is ready to blindly lead Ori into the darkness, the challenge of liminal sight pays off with the breathtaking beach shore of the Lost Grove at a dead end. The progression of this optional area reminds me of the connection path of The Great Hollow leading into Ash Lake from the first Dark Souls. Their inclusion wasn’t entirely necessary, but the additional venture paid off wonderfully with what seemed like an astounding secret. Nibel Forest is as eclectic as it is attractive, so much so that the developers decided it would be practical to have the player stand in awe of its full glory when they zoom out on the map screen. I think seeing the entirety of the map would be more practical, considering how vast the world is.

As captivating as Nibel Forest is, it’s still the grounds of a hostile wilderness. After the opening cutscene, the primary source of initial conflict is how poor little Ori will survive the uncaring forest elements without Naru's burly, loving arms to protect her. Fortunately for Ori, the game conveniently provides Sein as her new guardian to accompany her on her quest. Sein is a sentient light spirit assigned by the Spirit Tree who is so microscopic that its only discernible feature is its glow like someone is poorly aiming a laser pointer over Ori’s shoulders for the entire game. Sein is the minimal guide and the voice for the mute protagonist. By this description, everyone who played Ocarina of Time and still suffers from Navi PTSD just clicked off this review in a rush. Fear not, for unlike Navi, Sein is a functional tool imperative to Ori’s gameplay. Sein acts as the game’s combat mechanic by spurting blasts of spirit energy at enemies. These bursts can either be administered in rapid-fire spurts or by holding down the ball of energy to engorge Sein and release it as a stronger, loud blast.



One would think that Ori would be doomed as a tasty snack without Sein, but the cute, cherubic creature is capable of more than someone would initially think. Ori’s prime strength is her nimble dexterity. Platformer characters' controls should feel polished, given the accuracy needed to perform acts such as jumping onto platforms, and Ori is so smooth that it seems like her glow is due to being slathered in butter. Most of her full potential is subdued at first because of the cumulative nature of the Metroidvania title, but plenty of her growing pains still show promise. Before climbing up surfaces and other inclines, she can scale up them simply by jumping at a rhythmic pace, which achieves the same effect. She can jump a total of three times at her maximum level, but the single jump ability at the start is breezy enough for a fair range with effortless accuracy. Abilities such as the bash can launch the projectiles from enemies back at them for severe damage, and the ground pound shakes off enemies' defenses and shatters vulnerable openings. Ori still probably can’t fend for herself entirely without Sein, but at least her own offensive moves do enough to diversify the combat. Ori’s extra abilities are unlocked via Ancestral Trees: glowing miniature trees located across the map that grant Ori a different ability with a stream of cleansing water and light. Experience points are earned by defeating enemies and collecting orbs, and the player uses these points to upgrade Ori’s abilities in three separate chains. Unlike Dark Souls, the player doesn’t have to commit to one category as they’ll most likely earn enough experience throughout the game to maximize Ori’s well-roundedness. The game does its duty as a Metroidvania title by making Ori feel impervious by the end of the game, and it’s relieving that Ori is already competent enough at the start.

However, competency isn’t enough to overcome the obstacles presented in Nibel Forest. Even for a Metroidvania title, Ori and the Blind Forest has a strange difficulty curve. Checkpoints earned through achievement in any other game are manually used by the player at any time as long as they have enough energy and are in a spot without any danger in their direct vicinity. The checkpoint is represented by the Spirit Flame, a fiery blue figment that serves as a reference point. Checkpoint wells where the player can warp are also present, but most likely, the player will use the Spirit Flame more often because of its convenience. However, the player always has to remind themselves to save often because one deadly mistake can reverse the player’s progress back to god knows how long. Multiple collectibles have been lost due to not keeping track of saving, which isn’t a concern in most other games. Puzzles in the game are relatively straightforward, but the true tests in proficiency revolve around the player’s skill with Ori’s abilities. Prickly vegetation is an obstacle seen as a dangerous obstacle that depletes Ori’s health, appropriate for a woodland setting. More artificial inhibitors, like the influx of lasers seen around the map, will kill Ori on contact, and both are implemented everywhere. The game also seems to enjoy implementing sections where the player has to endure a series of gymnastics without the privilege of saving at every step as the climax for each element is obtained. Not only do they present blasts of energy and thorns galore, but there is always a special aspect of strain that Ori must race over, like the rising water in the Ginso Tree and the erosion of the Sorrow’s Pass. During these sections, the player must use a combination of the bash, dash, and Kuro’s feather with split precision to escape with Ori intact. For a game where the player can save whenever they please, it still forces the player to prove their might.

The environment will most likely be the only substantial hurdle in the game because the enemies can be brushed off. Usually, the most disconcerting aspect of being in the woods is a frightful encounter with the untamed wildlife, but the creatures that reside in Nibel Forest barely have a vicious bone in their bodies. Creatures like the sluggish (no pun intended) crawlers remind me of similar enemies from Metroid, docile cannon fodder usually engaged with for repleting ammo. Hoppers and Darkwings will attack Ori dead-on, but their jumping trajectory is too obvious, leaving themselves vulnerable for too long. Dealing with Spitters is a matter of bashing their constant spit streams, and the other projectile-spewing enemies like Mortar Worms and Arachne feel more like a part of a platforming section rather than a standard enemy. In fact, the only instances where the enemies in the game are a pain to deal with is if they are placed inconveniently in a tight platforming section. Also, the game is lacking in area-specific creatures that fit a specific climate. Does it make sense that Hoppers can live in both the Forlorn Ruins' frigid peaks and the humid Thornfelt Swamp? I think the lackluster roster of enemies is the reason why Ori and the Blind Forest don’t have any boss battles. However, Kuro the Bird is almost imposing enough in the scheme of the narrative to compensate. Kuro is a colossal owl (or perhaps colossal on the small scale of the forest) whose shadowy, deep indigo coloring and giant stature make her utterly terrifying. On top of that, she’s also got malicious intent behind those unnaturally white-hot eyes as she stalks Ori with a vengeance, as her perusal is the subject of many frantic escape sequences. Sein believes that Koru is just a blind, malevolent force, but we learn that her true motive for hunting Ori is because the Spirit Tree killed three out of four of her children during the process of finding Ori in the introduction. Once we learn this, Koru’s intentions are understood, and we give her some leeway with her will to keep the last remaining of her eggs out of harm's way. The sympathetic villain trope is prevalent in Ori and the Blind Forest, as the same can be applied to the gangly, mischievous Gumo, who inconveniences Ori with his tomfoolery because he’s profoundly lonely due to his entire kind being wiped out.

As much as I can appreciate the angle at which the game approaches its villains, I still wanted just one boss fight to satiate my gaming needs. Unfortunately, even in the climax, the game still leaves me unsatisfied. After retrieving the three elements, Ori ascends past the peak of Hollow Grove to Mount Horu. This volcanic ruin screams “final level” from its harrowing summit, with safe ground sparsely placed amongst lava constantly spurting like an everflowing stream. Individual rooms of the ruins offer some of the steepest, puzzling challenges that put all of Ori’s skills to work with only marginal room for error. After draining the lava and reaching the apex point, Koru confronts Ori again, and it’s yet another chase sequence. It’s certainly the tensest and longest of these various sections, but I wish Ori had fought back and made Sein create a wrecking ball-sized orb of energy and blasted it in Kuro's face. As it is, Ori evades the dark bird’s clutches and restores the sacred elements to the Spirit Tree, restoring balance to Nibel Forest and disintegrating Koru with a revitalizing supernova of light. The defeat of the game’s main antagonist is always a satisfactory wrapping point for any fantasy narrative. Still, Ori and the Blind Forest decide to cap off Ori’s grand adventure with a cop-out. Apparently, the restorative energy released by the Spirit Tree resurrected Naru, and Naru, Gumo, and Ori will raise Kuro’s surviving egg as their own. As sweet as some might find this ending to be, it compromises on the emotional weight that served as an effective catalyst when the game began. As a result, the impact of Naru’s death is negated entirely. Ori caring for the creature incubating in the egg herself would’ve been a better resolution. Doing so would’ve illustrated her growth throughout the journey, for once she needed to be protected, and now she’s fulfilling the parental role. For a title whose gameplay emphasizes aggregate character growth, the ending sullies it with a stark regression.

Ori and the Blind Forest is a game that sufficiently exudes all of the awe-inspiring wonders one would associate with its title. Every frame of the game’s arboreal world could be framed and displayed in the Louvre. The exploration initiative found in the Metroidvania genre incentivizes the player to uncover every beautiful inch of it. All the while, the picturesque setting houses a splendidly diverse and challenging environment with one of the most agile and precious video game protagonists to ever hop across a series of platforms. While Ori and the Blind Forest succeeds in offering a solid Metroidvania experience with flying colors, some aspects of the game feel as if the developers were a bit hesitant. I can’t say if they dialed back the combat and narrative weight to appeal to a younger, more impressionable demographic or if the lighthearted fantasy world they created didn’t foster bleak tones or bloody battles. I wholeheartedly disagree if it’s the latter, as they would’ve enhanced the player’s immersion, or at least they would’ve enhanced mine.

------
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.

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

This review contains spoilers

What’s an irreverent, ironic way of saying “yeehaw!” because West of Loathing, a game developed by indie studio Asymmetric, is attempting to scream it from the mountaintops. West of Loathing is yet another western odyssey in the gaming medium, but Red Dead Redemption, it ain’t. One can immediately tell from the game’s minimalistic presentation that West of Loathing’s initiative is not to compete with the likes of Red Dead Redemption or any of its ilk but to subvert the tropes of the western epic with lo-fi silliness. I’ve always admired games that verged in the direction of a tongue-in-cheek borderline parody of popular video game genres. Earthbound lacked the polished RPG mechanics compared to its more orthodox JRPG contemporaries like Final Fantasy, but its quirky, absurd sense of humor and irreverent mechanics separated it as something unique to the genre. Judging from the preconceived notions one might have while looking at West of Loathing, we can infer that the game borrows more than a spoonful of Earthbound’s essence. West of Loathing’s intent is to have the player grinning from ear to ear with jaunty absurdism. As I expressed in my review of Earthbound, this directive often tends to be grating, and I found this to also be the case for West of Loathing. In fact, West of Loathing grated so hard on me that I loathed it. Okay, perhaps that’s too harsh a word in an effort to express my feelings on the game while attempting to reference the game’s title cleverly. Still, West of Loathing is still bogged down with a myriad of flaws.

As the adage goes, minimalism is a legitimate art form. In gaming, it’s usually indicative of a smaller or non-existent budget made by a one-man developer or a modest coalition of people. Indie titles do not display the magnificent frills of triple-A production, but they still compensate with an endearing, humble art design with some unique mechanics to boot. West of Loathing takes the deprived budget of an indie game and revels in it, like accidentally stepping in a puddle of mud on a rainy day and then deciding to swim in it. West of Loathing cranks the minimalistic aspects of indie games up to 11, or rather, it twists the knob of visual decadence down to negative 11. The black and white, doodled setpieces and stick-figure characters are about as minimal as a game can look. The developers could’ve commissioned one of their kindergarten-aged children to craft this game’s visuals. West of Loathing’s style reminds me of a flash game from the pioneering flash website Newgrounds, which included a bevy of flash games involving anatomically-sparse stick figures. It recalls a wondrous aspect of those flash games in that one didn’t need expensive equipment or a studio to make something fun and engaging to play. West of Loathing’s art style is its most intriguing feature a first glance, and the silly charm of it never wavers.

Despite the minimal presentation, the grand scope of adventure with the western genre is not lost on West of Loathing. Our customizable RPG protagonist (of the tiniest variety, with long hair being the one distinguishable feature between a male and female protagonist) lives in his hometown ranch with his family in a podunk area of little significance. He/she lusts for the thrill of adventure, and to their convenience, the frontier valley of the American wild west is a few miles yonder. They pack their bags and set out to the nearby town of Boring Springs to prepare even further. Here, the protagonist seeks out their horse and partner (sorry, “pardner”). I chose the googly-eyed horse from the Boring Springs stable and named it Budweiser, something I thought was appropriate for my protagonist, which I named Truck Balls. As for my sidekick to assist me on my quest, I chose the no-nonsense cattle rancher Susie Cochrane who is out on a mission of vengeance against a herd of demonic cows that slaughtered her family and burned down her ranch. Once you leave Boring Springs, the protagonist is at a point of no return as the vast, dry wasteland of the wild west is the domain for the game's duration. The triple-A game I’ve been comparing West of Loathing to so far is Red Dead Redemption, but the wild west on display reminds me more of Fallout (not New Vegas specifically). The map is littered with a smattering of locations with icons representing a thematic consistency, like towns, caves, forts, etc. The objectives here range in significance as most of them are tied into sidequests, and many of them are discovered as distractions on the way to the destination. Still, this is precisely how the Fallout series achieves a sense of intrigue in discovery. Even though the player can’t travel in West of Loathing unless they select an area by pulling up the map and travel is exhibited by the clip-clops of horseshoes, West of Loathing still manages to make the world feel as extensive as one from a Fallout game and offer the same level of immersion.

Another of West of Loathing’s core mechanics that also reminds me of Fallout is its character-related RPG system. On top of increasing physical attributes, the RPG mechanics in Fallout also extend to personal traits that help in various instances. The protagonist in West of Loathing uses his experience points not only to boost his strength and defense, but traits like intimidation, lock picking, forging, etc., are just as essential to excavating the uncharted realm of the wild west. Unlike Fallout, the player doesn’t have to stick with the values they assign for themselves before the game even begins. The player’s experience points can be used to enhance these assets. The game allows micromanaging where experience points are spent, but who would want the game to mother them like this? Besides, the three classes present in West of Loathing should try to put their eggs in their respective baskets based on their unique properties. These three classes are inspired by typical classes seen across most RPG games: the cattle puncher is a warrior class, the beanslinger a food-oriented wizard, and the snake oiler a thief, the most crafty shyster during frontier times. Each of these three classes coincides with muscle, mysticality, and moxie, respectively, and one would think that focusing on one stat for the class they choose would garner success in the game.



However, the equal division of stats as the game’s default seems to be the only practical way of remaining balanced as the player will need a certain level of competency with all three attributes to progress in the game, especially near the end of it where the experience needed to perform tasks ratchets up exponentially. West of Loathing presents multiple ways of approaching a problem, but they all seem to involve grinding in some capacity. For example, one quest that irritated me as much as it irritated the protagonist’s eyes was finding a cure for the ant-eye virus. A man named Roy Bean sells a cure for a whopping 6,000 meat (the game’s currency), but he lowers the price for every bean you recover in a series of sidequests. An issue arose when a goblin obstructing the path to a bean requested that I retrieve a syrup to comply with my demands, and the only source of this syrup was a sieve leaking from the next room that I needed a staggering fifty moxie to extract. I ultimately ended up grinding for a discounted 4,000 meat, for I was desperately trying to fix the vexatious altered screen that looked like a broken kaleidoscope because of the ant-virus affliction. So many progress impediments seen in West of Loathing also involve picking two poisons of forced grinding, and it really gets on my nerves.

The other half of West of Loathing’s turn-based combat, and this factor falters even more severely than the leveling system. To say West of Loathing’s RPG gameplay is undercooked is an understatement. West of Loathing’s RPG gameplay isn’t even sashimi wrapped in seaweed and rice: it’s the raw fucking fish still flopping about on the cooking table. Turn-based combat in West of Loathing is so simplistic that it’s boring, and this is coming from someone whose select favorite turn-based RPGs include Paper Mario and South Park: The Stick of Truth. Most battles will be over in a matter of seconds, regardless of their chosen class. Thankfully, combat ensues mostly at the player’s pace. The protagonist approaches the enemy, usually prompted by a scroll of text. Fighting them is an option if the player cannot scheme any other way out of the situation. I highly suggest the player stock up on stats that aren’t strength related because the situations are unpredictable. It’s a coin flip as to whether the enemies will be offensive powerhouses with advantages strong enough to bulldoze over the protagonist or vice versa. At least the player can prepare themselves for a scripted fight, but the frequent ambushes while traveling across the map forces the player to engage in combat randomly as they might not have the specific attribute needed to bypass it. The protagonist can’t give in because it counts as a defeat, and three of these will cause the protagonist to black out from anger as he’s resuscitated from his rented hotel room in Dirtwater. A day also passes, and I’m unsure of the consequence for causing too much elapsed time by failing. Still, the uncertainty of the severity of failure in combat is another hole in the crooked, shoddy combat system West of Loathing displays.

Even though West of Loathing’s makeup stems from the JRPG genre, the game’s true calling is with the point-and-click adventure genre. In a game where the extent of kinetic involvement is stick figures walking about, the game reverts to an archaic tactic found in the earliest days of gaming: reading. Not only are there long swaths of text dialogue in West of Loathing, but most of the action outside of the turn-based battles is read by the player in a second-person play-by-play account. The text is primarily where the humor in West of Loathing blossoms, either detailing an action or through dialogue. Some of my favorite instances across the game include the horrifically descriptive plunges into a spittoon for an item and the suspiciously anxious “bed and breakfast” manager Chuck who fumbles over every word in an attempt to deflect your suspicions that he’s a serial killer. While these and other instances are relatively amusing, the game does not win me over with its humor. Maybe I can chalk this up to my broad, twisted sense of humor (which might explain the few I chose to highlight), so I can’t fault the game too much. Slight bemusement is arguably more refined and collected than causing the player to bust a gut at every moment. After all, that’s how Earthbound did it, and that game wouldn’t have been the same if the developers were attempting to make the player burst out in hysterics.

I’d be willing to praise the game’s humor more if the story of West of Loathing was more substantial. The protagonist’s goal in his adventure out west is totally nebulous. His ambiguous goal is simply to “find adventure” in the wild west, which could really count as anything the player does in the game. However, there is a main quest with an overarching goal: to continue the train venture led by conductor Schmee. The train's trajectory is halted by various hindrances, and the third one is a little more frantic. “Emperor Norton,” the old lunatic who burdened the player with the ant-virus, has somehow stolen the train and taken every passenger hostage as it careens backward on the track. Fighting his crazy ass three times before he submits to defeat and the train is recovered is the climactic point of the entire game. While this moment felt far more enthralling than every moment leading up to it, the lack of narrative development supporting this finale makes this ending feel sudden and unearned. I guess that’s what comes with a story where a guy sets off to the wild west out of sheer boredom. Given that West of Loathing offers a prime selection of options for “pardners” and horses that the player must choose one of, one would think West of Loathing would warrant a second playthrough. When the player watches the credits in the ol’ timey theater to signify completion, the protagonist walks out with only all the sidequests still on his plate. I assume that since Susie’s mission with the hellcows is still unresolved by the end, any pardner’s quest is nothing but a trivial setup, so there is nothing left to explore by retreaded progress with a second or third playthrough anyways.

West of Loathing is a game with a lot of charm. I was dazzled by its lo-fi visuals and assumed that the game could deliver the same exceptional quality seen by other atypical RPGs like Earthbound. Surprisingly, my experience with the game led to an adequate adventure game similar to the point-and-click variety. The elements borrowed from that genre allowed the game’s comical irreverence to flourish. Unfortunately, the RPG hybrid is the colossal ball and chain that drags West of Loathing down. Just because the game looks like minimal effort was put into it doesn’t mean the gameplay and plot should be indicative of that preconceived notion. I don’t loathe West of Loathing, but I wish the developers put more weight and substance beneath its offbeat surface.

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

This review contains spoilers

I’ve never been a huge fan of Kirby. Nintendo’s spherical, sentient wad of Bubble Yum has always fulfilled the role of the 2D platformer series that one could regress to if Super Mario was giving them a hard time. Admittedly, the Super Mario games on the NES had some instances that caused players to throw frustrated tantrums and shout expletives at the TV. Still, these were few and far between compared to the stinging roulette of torment that most NES games provided. Beyond the days of the NES, Mario softened its difficulty, but there were still some occasional hefty challenges. On the other hand, Kirby has remained consistently easy throughout the years. The series is facile to a fault. As much as I might groan and grit my teeth when I’m faced with arduous obstacles, the challenge is one of the most appealing facets of the gaming medium. Without at least a reasonably substantial challenge, a fraction of one’s prerogative to play video games is compromised. Kirby’s titles often feel pointless due to most players breezing through the levels with the ease of a Sunday morning drive, or at least that’s how I see it as someone who plays video games consistently. Kirby’s Adventure is a special title in the franchise, and it’s not because it’s his console debut. Kirby’s more lenient approach to difficulty compared to its contemporaries bestows a unique placement in the NES library.

I sometimes forget that Kirby’s Adventure is a sequel to the pink puffball’s inception on the Gameboy only a year prior. That is, I know from years of hindsight and countless examples that Kirby is pink because the original Gameboy only offered black-and-white visuals. Kirby’s Adventure affirms Kirby’s canon color by being developed for the NES, and the 8-bit system always featured a broad color palette akin to a pixelated rainbow for its games. In color, Kirby’s world looks delightful. A rejuvenated Dreamland looks so delectable that one could sink their teeth into it, and I mean that literally. Kirby’s world shares a startling resemblance to The Land of Chocolate from The Simpsons, a joyous, edible wonderworld reflecting the gluttonous, childish fantasies of Homer Simpson. In all fairness to Homer, any average adult would probably revel in The Land of Chocolate’s sweet ecstasy, which is why Kirby’s Adventure’s aesthetic is widely appealing. Land masses have more of a likeness to assorted colors and textures of birthday cake than earthly ground, water sparkles like soda, and the platforms run the gamut of hundreds of flavors of taffy. Visually, Dreamland is the video game equivalent of a candy store. The marvel of it is a splendor for the senses, associating pleasant tastes and smells with the spectacle of it. Considering the seven worlds have direct food references, the connection was an overt effort on the part of the developers. We can at least be thankful that Kirby’s adventure provides something similar to the yummy aesthetic of Mr. Gimmick, for the latter did not emerge on American soil.

Kirby is not a complicated character in terms of gameplay. The guy is but a pudgy circle with eyes, a mouth, flappy little arms, and two bulbous feet fitting snugly in some clown shoes (are they shoes?). The game’s intro further illustrates (no pun intended) how simple Kirby is in a brief step-by-step drawing that details each previously mentioned body part. As a video game character, Kirby couldn’t do much of anything past platforming. He certainly can’t hold a gun with those thumbless nubs he calls arms. For as unrefined as Kirby’s character design is, he possesses a few special gimmicks that separate him from his fellow 2D platforming contemporaries. Firstly, he can inflate himself like a pufferfish by inhaling oxygen, which allows him to ascend upwards. Kirby’s flight is essentially limitless as the only vertical parameter is the wall the developers draw, and the horizontal trajectory is boundless until the natural point of reaching the level’s end goal. Only careening into enemies or their aimed projectiles can interrupt Kirby’s ascent, sometimes causing Kirby to crash like a falling rock. Platforms in a Kirby game almost seem like safety nets for the few moments when this occurs because Kirby certainly doesn’t need them to climb the terrain or circumvent death like other platformer characters. Kirby’s ability allows him to bypass almost everything, and he’ll get away with it, too, because the enemy fire is more lethargic than a children’s little league team. The firefight to effectively bring Kirby down would have to be equal to the blitzkrieg of D-Day, but that would compromise on the intentionally brisk difficulty level. In times when Kirby must land because the level progression leads to a grounded doorway, the interior space with tighter parameters still doesn’t confine him to the physical regulations of the typical platformer. What is stopping Kirby from hugging the wall here as tightly as he does out in the open? Not much, even though Kirby doesn’t have as much legroom to stray away from enemies in these more cramped boundaries. Kirby’s innate set of skills is something that players in the NES era would implement as cheat codes for more grueling and demanding games, and nothing presented in Kirby’s Adventure would warrant using a cheat code to surpass.

The fun aspect of Kirby’s gameplay, whether or not you are a seasoned gaming veteran or not is the ability to copy an enemy's ability, a distinctive talent of Kirby’s that debuted in Kirby’s Adventure. Kirby’s ability to use his gullet as a vacuum to suck up the denizens of Dreamland and spit them back out as star-shaped projectiles were present in the previous Kirby game on the Gameboy, but digesting them by pressing down on the D-Pad allows Kirby to emulate their primary offensive attributes. Dreamland’s ecosystem consists of a diverse array of cartoonish creatures who have seemingly adapted to the ethereal land differently. Elemental powers of ice, fire, and electricity (spark) are granted to Kirby from their respective hosts, changing the properties of Kirby’s breath or creating a field of energy. More melee-intensive enemies will have their weapons stolen by Kirby, which mostly includes some variant of a blade that Kirby either swings with the elegance of a matador or crudely chucks like a boomerang. Kirby can turn into a wheel that speeds through levels, puff up a mound of spikes to compliment his puffiness, and the laser is the closest a Kirby game will come to having him use a gun. Kirby shouting into a microphone (Corpsegrinder death growls rendered in 8-bit audio, most likely) is powerful enough to briefly stop time and clear the screen of enemies. Swallowing “normal” enemies like Waddle Dees and Poppy Bros. will not net Kirby any extra abilities, but they are equally integrated with the eclectic range of “special” enemies to the point where there will be plenty of opportunities to use these abilities. Some may gripe at the fact that Kirby will lose the ability upon being hit. Still, I think it’s a fair trade off considering the ability will materialize into a star that Kirby can easily retrieve. I just wish there was a trigger to manually remove a power instead of tanking damage to experiment with another one.

While I enjoy the gameplay diversity the copy ability adds, I still have to question whether or not it’s merely a gimmick. Without swallowing enemies, Kirby can still damage enemies just as effectively by exhaling onto enemies while flying, which also doesn’t halt his airborne momentum. All common enemies perish in one hit regardless of what attribute Kirby is currently gallivanting around with, including his base ability. Often, I’d forsake altering Kirby’s genetic makeup with the creatures in his environment. Flying while blowing onto the occasional airborne enemy kept up a certain rhythm to Kirby’s gameplay that felt smooth and natural. Humoring the suck mechanic only occurred as a lark rather than implementing a strategy to succeed through the course of a level. Bosses are the only enemy types where the copy abilities are helpful, and they shred the tissue paper through their health bars no matter the ability Kirby holds. Is their shaky defense against the abilities a reward for maintaining them up to a certain point? Either or, fighting these bosses without the abilities still accommodates the player with stars they generate to use as offensive measures against them, almost like visual cues of vulnerability. It’s the only consistent example of Kirby’s Adventure providing a substantial challenge. The sole boss that forces the player to use a specific power is Meta Knight, Kirby’s rogue rival who dons a cape and silver mask. After so many fruitless attempts to stop Kirby by sicing his impotent gang of medieval minions on him to no avail, Meta Knight implores Kirby to pick up a sword and duel with him honorably like the mysterious gentleman he is.

On top of every other factor in Kirby’s Adventure that makes the game a walk in the park, the game is loaded with accommodating features and extras. For one, the game includes a save battery that lets the player continue at any given point after taking a break, a rare perk seldom seen across games on the NES. The median length of Kirby’s Adventure arguably warrants a save feature, but the difficulty does not. Continues are limitless in Kirby’s Adventure, and Kirby’s maximum six hit points will guarantee that his lives will not be quickly expunged. Extra lives are given out like pamphlets at an airport in Kirby’s Adventure. Ample opportunities will be found on the field, the ending mini-game with the trampoline, and the minigames located in the hub of each level. Even though I find all of this to be unnecessary, the minigames in the hub are fun little breaks in the gameplay regardless of the rewards they grant. The western dueling minigame is actually tense, and the minigame where Kirby mustn't eat a bomb among the flood of eggs requires sufficient reaction time.

Surprisingly, Kirby’s Adventure possesses a veneer of depth that comes to fruition near the end of the game. I haven’t touched on the story of Kirby’s Adventure, for it’s merely the jejune plot of Kirby recovering the sacred Star Rod Macguffin from King Dedede and his droogs so the capacity to dream can be restored to the land of Dreamland. In order to unlock the true culprit, Nightmare, as the final boss, the player must find a series of large buttons strewn across the levels. I fought Nightmare at the end after King Dedede without seeking these buttons knowingly, so I guess the search needn’t be too thorough. Still, it’s impressive that an undemanding game like Kirby’s Adventure offers something like a true ending, and the shadowy Nightmare is defeated across three phases in which the player will need a standard of dodging accuracy and aim with the Star Rod to conquer. Fighting Nightmare should be required not only for the slight story but as a final test to see that the player wasn’t skating along through the course of the game too smoothly.

Concerning the candy store analogy, I guess my main issue with Kirby is that the series is too sweet for my liking. The visuals are spectacular, but the aspect of Kirby’s sugariness that becomes sickening is how it mollifies the NES-era 2D sidescroller to a juvenile degree. A cherubic tone is one thing, but constantly carrying the player through the game with too many perks in a game with a protagonist whose abilities fracture the foundation of the 2D platformer is borderline patronizing. I realize this is the point of Kirby, and perhaps I’m not the target demographic. Kirby’s elementary direction has persisted throughout his time as one of Nintendo’s prime IPs, solidifying that alienating an experienced gamer like myself has always been the intention. I give Kirby’s Adventure more clemency and respect because the NES library needed something carefree and effortless among a library of notorious ballbusters. After spending too much time at the Salty Spitoon (Castlevania, Ninja Gaiden, fucking goddamn Battletoads), sometimes it’s a relief to visit Super Weeny Hut Jrs. for a while. Kirby's Adventure is still a joyful experience.

Super Mario is regular Weenie Hut Jrs. in the metaphor if you were wondering.

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

What is Wario’s relation to Mario, exactly? Is he Mario’s cousin with only a slight familial resemblance? Is he a crazed, deluded fan who dresses similarly to Mario to emulate his likeness out of both worship and a desire to vanquish him? He debuted in Super Mario Land 2: 6 Golden Coins and the grainy, mobile Mario series on the original Gameboy took some creative liberties with Mario’s properties in an attempt to discern it from the mainline series. Besides the setting of Sarasaland and having to rescue another princess that would later become Peach’s designated tennis partner for the end of time, Wario was one of the new villains the game introduced in lieu of not having Bowser at the helm. Nintendo’s intentions for Wario mirrored the same dynamic as Bizzaro Superman: an uglier, uncanny counterpart who also exhibits unsavory, villainous character traits as opposed to their heroic doppelganger. In Wario’s case, he’s greedy, lecherous, hedonistic, oafish, and about as unhygienic as a New Orleans hobo. Such negative qualities do not apply to Nintendo’s regal mascot Mario, so that’s why Wario exemplifies his “anti-Mario” role so splendidly. There is a concealed advantage to being Mario’s sleazy antithesis, however, and that is that Wario has more free will to do whatever he pleases. He’s the spare among Mario characters like Prince Harry and Billy Carter before him, a liberating role that Mario cannot fulfill, for he is too busy representing Nintendo’s wholesome brand to do anything out of his comfort zone. Sadly, Luigi can’t even run wild because he is tied too closely to Mario, so only Wario can be granted this freedom because he’s the disreputable wildcard. The Wario Land series was already a subversive take on Mario’s 2D platformers, but Nintendo went one step beyond what Wario was capable of. If Wario Land is the “anti-Mario” game, then WarioWare, Inc. (which is what I will be referring to because the full title is long and difficult to type) is an anti-video game in general.

The premise of WarioWare, Inc. is best experienced firsthand in order to fully wrap one’s head around it, but I’ll do my best to detail it succinctly. The player is presented with a litany of “microgames” that the player must complete in a brief window of time, represented visually by the shortening fuse of a bomb at the bottom of the screen. A single-word exclamation gives the player a cursory bit of context of what to do in the fleeting moments with a microgame. The games are ordered in no particular order in a lightning-fast fashion that gets even faster as the numbers accumulate. If the player loses all four lives, they’ll have to start from square one, and defeating the level’s microgame boss will net a completion. Playing the level again after completing it is an arcade endurance test where superseding the boss battle unlocks another faster tier of the same microgames with additional enhancements that increase their difficulty. The player will be granted an extra life if they’ve lost one along the way. I’ve often bemoaned games with arcade difficulties on consoles, but that pertains more to games unsuited for it, like platformers. WarioWare’s blazing onslaught of microgames works perfectly for the incremental arcade format. Some may argue that the game doesn’t give the player enough leeway to complete the microgames due to the hasty window of opportunity the game provides to complete them without fail. I often struggled with microgames that I hadn’t experienced before. However, the game wouldn’t feel as zany and exhilarating without it. None of the microgames are very punishing or require a steep learning curve after initially encountering them, so I can only fault my lack of experience and not the game’s design. That, and most microgames are integrated often as they pop up often enough to practice, and the mechanics usually only require the player to press A with timing and slight D-pad maneuvers.

Then there’s the matter of describing what the micro games consist of. Using the word “random” is an understatement, and likening the five-second flashes of the microgames to a fever dream would be a slight cliche. Still, I can’t think of anything else as a more suitable comparison for the tense, baffling rollercoaster ride that is experiencing WarioWare’s content. Many microgames feature pixelated graphics, while others exhibit more rudimentary Atari or NES-era pixels. Some microgames are drawn with crude animation, and some are beautiful enough to bestow in an art exhibit. It seems like Nintendo had freelance artists submit anything they could come up with, and they chose the best ones to feature in the game. As for what the player will experience, let’s do an old-fashioned highlight reel. A disembodied hand must wait for his toast to pop from the toaster, and the player must catch it before it hits the ground. A cute girl stares at a nightfall landscape with a lighthouse, or at least she would be cute if she didn’t have a viscous strand of snot the length of my arm hanging out of her nose that the player must suck back up (you killed my boner, Nintendo). More realistically, humanoid versions of Mario and Bowser wrestle and shoot energy balls at each other. An umbrella protects a pixelated cat from rainfall, a blocky, dinky character named Fronk must evade being stomped on, and a barber cuts too much from his customer's head to the point where he’s rendered a cueball, and the customer literally fumes red with anger. Accuracy-oriented boss microgames involve timing hammer bashes to a nail, a quick round of Punch-Out, and a minimal RPG duel that reminds me of Earthbound. I will not detail any more microgames, for I didn’t even scratch the surface with the few I mentioned; there are so many. Hilarity ensues every second in WarioWare from the bewildering mix of the microgame’s content in relation to the split-second reaction time needed to pass. Even if I fail a microgame, I’m still entertained by the absurdity. Digging through the levels after completion is optional, but I still wanted to see the full extent of wackiness the game still offered.

WarioWare Inc. is supported by a new slew of eclectic characters totally removed from Mario’s universe. How someone as physically and emotionally repugnant as Wario made so many friends is a mystery. Still, every level in WarioWare is themed around one of Wario’s new compatriots and their stories or a pair of them in the case of Dribble and Spitz and Kat and Ana. Preppy, teenage Mona is late for work and is caught speeding by the cops. Instead of submitting to their authority, a monkey flings bananas at them from the seat of her moped. The player must stave off the police’s pursuit of Mona by completing the games, with a banana peel toppling over a cop car at every successful completion. Dribble and Spitz run a cab company and escort a man who is a merman hybrid to the shores, and he doesn’t even pay them the fare. Some character’s levels coincide with a more concise microgame theme like Orbulon’s memory matching and fan favorite 9-Volt’s video game-themed microgames that involve tasks relating to classic Nintendo games like The Legend of Zelda and F-Zero. Wario’s final level is a demanding roulette of the hardest challenges at the swiftest of speeds, and all integrate himself in some fashion. I guess narcissism is yet another unsavory characteristic of Wario. WarioWare’s cast is not comprised of complicated characters, yet they work well for a game of this nature.

The true nature of WarioWare, Inc. is that it’s a scam. That’s right: Wario crafted this game with his friends for a quick rich scheme, duping all you suckers into buying a game for full price that consists of nothing but crumbs of content. Knowing him, he probably spent the rest of the budget on hookers and blow. It mirrors what the developers did in real life, and it’s probably a comment on how video games became so resplendent and complex in the then-recent years (and it’s only gotten more so in time). They delivered a game that contrasts the normal standard of modern gaming experiences with minimal silliness. However, playing WarioWare doesn’t make me feel cheated. Nintendo’s direction in making an “anti-video game” started one of the most refreshing, funny, and surprisingly invigorating series they’ve ever released. Who better to represent digital anarchy than the unscrupulous Wario? His new biker outfit is a badge of anarchy.

------
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.

------
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?

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

Everyone is always trying to beat Mario at his own game. Nintendo’s golden Italian meatball influenced countless of other plucky fictional characters to run and jump on platforms and enemies restricted to a horizontal axis plane. When Nintendo decided it was time to broaden Mario’s horizons by expanding his spatial movement to the third dimension, this revolutionary venture proved to be just as impactful for the plumber. It inspired several old and new IPs to take the same plunge with varying success rates. As much as other platformer series cite Mario as an influence, those who admire Nintendo’s mustachioed mascot also want to surpass him. Somehow, Mario has always managed never to let any of the exorbitant number of franchises that ape his formula lay even a finger on his crown as the king of gaming, much less of the platformer genre. Even if one platformer franchise manages to slip through the cracks and assassinate Mario Julius Caesar style, Mario is a renaissance man with valuable assets in other genres. His racing derivative Mario Kart is arguably the most successful among Mario's several lucrative vocations. Mario’s racing series even dominates the market of the kart genre, a more accessible, outrageous subgenre of the racing game. No other kart racer comes even close to Mario Kart regarding success, evolutionary progress, and the number of titles. However, there was one point in the PS1 era where Naughty Dog’s Crash Bandicoot gave Mario Kart a run for its money.

Already, Crash Bandicoot seems like the perfect franchise for a kart racer. If there is anything that remained consistent with the orange marsupial in his trilogy of 3D platformers on the PS1, it never ceased in its wacky, cartoonish tone. Karts racers, by nature, are goofier and more imaginative than their quasi-realistic racing counterparts, fitting for the plethora of video game characters with less-than-realistic physical attributes in the fantastical realms they reside in. While the case for a Crash Bandicoot kart racer is solid as stone, it’s difficult not to compare the game to Mario Kart and make soaring assumptions about Sony trying to piggyback off of Nintendo and try to extract some kart racing revenue while the money river was still flowing. Crash Bandicoot has always tactfully worn its influences from Sonic, Donkey Kong Country, and Mario on its sleeves, but releasing a kart racer is bound to draw direct comparisons to Mario Kart due to the franchise’s borderline monopoly on the subgenre. However, there is quite a bevy of advantages to unabashedly ripping pages straight from Mario Kart’s handbook. Nintendo can only innovate so much for Mario Kart because a key factor of the franchise's success is accessibility. Because the Crash Bandicoot series has been less inclined to hold the player’s hand, perhaps a Crash kart racer could expand on the aspects of the kart racing subgenre that Mario can’t.

Mario Kart has always been presented very matter-of-factly. Many gamers, myself included, always assumed that the Mario characters partake in kart racing as healthy competition to blow off steam or they’re all the combatants in a Mushroom Kingdom tradition as celebrated and long-standing as the Olympic games. The player is forced to make their own assumptions because the game gives absolutely zero context to what has possessed these characters to blow burning tire smoke in each other’s faces. In Crash Team Racing, that missing context is granted with a reasonably high concept premise. Alien invader and kart enthusiast Nitrous Oxide has arrived on Crash’s planet to flaunt his self-imposed racing credentials. He claims there isn’t a soul alive across the entire solar system that can beat him in a race, and if the select racer from the planet loses to him, he’s going to make like Joni Mitchell and pave the planet into a paradise in the form of a parking lot where he will be its tyrannical leader. The plot sounds silly enough for a Crash game until the player reads into the subtext. An airborne menace named after a noxious gas that plans to industrialize Crash’s world to a comically bleak degree is an on-the-nose ecological message. Providing a premise to a kart racer made for an adequate evolutionary step, but Naughty Dog decided to exceed their expectations with a surprising hint of depth.

Each Mario Kart title offers a grand-Prix mode with four cups of four separate races, with each subsequent cup providing harder tracks to traverse. Racing on each track individually can be done via the versus menu, mainly against one or more human players. Extra modes like the battle mode can also be played to scratch the itch of combat-oriented driving gameplay. Exiting every gameplay mode either upon finishing or quitting the game ultimately circles the player back to the main menu, the calculated hub of the game. Crash Team Racing expands on Mario Kart’s streamlined approach to menu navigation by borrowing from fellow kart racer Diddy Kong Racing, adding a hub world in the single-player campaign fully traversable by driving. Admittedly, the fact that Diddy Kong Racing did it first does diminish the impact of Crash Team Racing including this, but the fact that Mario Kart has never even attempted something like this in the decades it has been the dominant kart racing series slightly elevates any game that includes a traversable hub over it. Driving around the field without the strain of competing against other racers feels liberating, and it can also serve as a practice ground for sharp turns.

In an open environment, the races are coordinated differently than selecting a cup in Mario Kart. Crash Team Racing’s hub is divided into four separate areas, each with four tracks located in every corner. Instead of selecting the area, the game starts the player with the four tracks of N. Sanity Beach, which provides the supposed easiest four tracks in the game. As restricted as this might seem at a first glance, having the player climb up the difficulty ladder instead of picking and choosing a track feels better suited to a game with a story. The player races through each track individually as opposed to racing through the four tracks sequentially in a grand Prix. While only racing on one track at a time might negate the difficulty of accumulating enough points to earn a gold trophy, the game offers more after simply winning the race. Another reason why the kart racer subgenre and Crash Bandicoot are natural soulmates is because, for the last two mainline titles, the player had to race through Crash’s levels on foot with the time relic challenges. The developers, of course, easily transcribed the relic challenges over to Crash Team Racing as the player earns a specifically colored relic based on the amount of time they took to finish driving through three laps on a course, breaking open the multiple time blocks to momentarily freeze the ticking clock for a better score in the process. The other challenge offered is the “CTR” challenge, where the player races against the other characters again, only with the stipulation of collecting the letters C, T, and R scattered around the course. This challenge is kind of lame and pointless as the time relic trials already added a satisfactory enough extra challenge. All the same, completing all of these tasks for a single course feels fulfilling and lets the player become readily acquainted with each course.

As for the tracks themselves, each of them is stripped right from the various levels of the PS1 Crash trilogy. Not literally, of course. The developers don’t expect the players to suspend their disbelief that a race track is located a couple of blocks away from levels like Cold Hard Crash and Slippery Climb, faintly seen from the player’s peripheral visions. Crash Team Racing simply recognizes the series' various level motifs, such as jungles, sewers, laboratories, and icy levels seen across the trilogy, and renders them into racing courses. Not only do the varied themes create a wide array of tracks that feel appropriately Crash Bandicoot, but the track design is equally diverse. Tracks are brimming with the frills of boosters, half pipes, ramps, moving obstacles, and tons of other thrilling attributes synonymous with the kart racer subgenre. Most courses have unique gimmicks that make them discernable, like the submerging ramps in Mystery Caves, the thick mud of Tiny Arena, the ravenous plants that snatch up and chew anything in their vicinity in Papu’s Pyramid, etc. Courses in kart racers should feel as distinctive as the elemental levels from platformer games, and Crash Team Racing nails the selection.

As par for the course, item boxes are strewn across every track situated in a symmetrically-paired line of four or five, separated by only a few meters. Kart racers wouldn’t be the same without a slew of weapons and other advantages to even the playing field, something that would be highly unethical in any realistic racing game. Of course, flinging the various tools that randomly appear after hitting any item box is another liberal helping from Mario Kart. The task at hand here to avoid even more accusations of creative appropriation is masking them with notable Crash Bandicoot properties. Even with the effort to disguise the items from Mario Kart here, it doesn’t take a genius to discern that chemical beakers are bananas, the tracking missiles and bombs are green and red shells, and the Aku Aku/Uka Uka masks act the same as the invincible star power with musical quips accompanying them. Crossing a TNT crate requires more proactive measures to prevent being inconvenienced by an explosion than a fake item box from Mario Kart, but it essentially functions the same. Crash Team Racing innovates on the items through the wumpa fruit crates located alongside the item boxes on the track. Collecting ten of Crash’s go-to snacks and holding that amount without getting hit evolves a weapon and gives it advanced properties. TNT crates become Nitro Crates that explode on impact, red beakers add a rain cloud affliction, etc. Upgraded versions of the items are excellent rewards for maintaining a certain rhythm while on the course.

Actually, the items, whether or not they are evolved, don’t really factor too much while racing. Holding onto a few in a pinch can be useful in a pinch, but the player can’t use them as a crutch to carry them to victory like in Mario Kart. Because the player competes on each track one at a time instead of in a grand Prix, any of the CPUs can potentially win, so bombarding the CPU in first place with an onslaught of items will only aid another CPU dragging behind. The key to success in Crash Team Racing is pure, ferocious speed. Blazing past the competition is a matter of mastering the drift move. Holding down either the L1 or R1 button and pressing the alternate trigger three times in succession will give the player a short boost. Given how much space the player has to drift at a crooked angle matched with how accurate their timing is, the player can rev themselves to the speeds of a cocaine-addled NASCAR driver. Executing this isn’t too tricky, as the drift controls are as tight as a Chinese finger trap. It’s a matter of combining triple boosts to really burn some rubber. The layered secrets planted in inconspicuous routes around the layered courses can accommodate the player’s skill with shortcuts that are hard to reach for any novice player. With impeccable skill, the player can zoom through these courses and seem like a speck of stardust in the eyes of the competing players.

The ease at which the player can become the elusive speed demon in Crash Team Racing also depends on which character they choose. Only one character per campaign can conquer Nitrous Oxide, and they are all displayed working on their karts in a garage like a group of steamy pin-up girls ready to be picked. Crash Bandicoot’s roster may not be as recognizable as Mario Kart’s, but at least every character will register somewhat for anyone who has played each game in the PS1 trilogy. Crash is a requisite for the game. Coco fulfills the role of the token female character like Peach, numerous boss villains like Cortex, N. Gin, and Tiny Tiger, to furry creatures like Pura and Polar. Unlike Mario Kart, selecting your character based on cuteness or your arbitrary affinity for them from the mainline games would be unwise. Each racer has three separate stats: speed, acceleration, and turn. Some characters like Crash are balanced for beginners, while characters like Dingodile are speed savants that turn more rigidly and require more skill to hone effectively. Differentiating characters based on stats is far more complex and interesting than picking a character for superficial reasons, like in Mario Kart. The player may have to be reminded what the character’s relevance is to the series, but they’ll become more familiar with them through their individual driving prowess, which also extends the game’s replay value.

With only one character, Crash Team Racing’s replay value is still prolonged through the numerous unlockables. Another note from Diddy Kong Racing that Crash Team Racing peered over was the inclusion of boss races. Once the player earns every trophy per race in an area, a familiar foe will challenge the player to a race. I'm not sure how the developers decided which Crash bosses would be apex challenges and regular racers, but beating them will unlock the next area with a “boss key.” Their advanced mano a mano race only includes a track the player has already won on, plus the constant flinging of bombs and other items behind them. Once the player accelerates past them, their cackling and trash-talking will only be heard faintly until the player beats them. These boss races themselves are not what makes their inclusion exciting, however. If the player wins a grand Prix with all the races in their area, that boss is available as a racer. Unfortunately, this is not the case for Nitrous Oxide because, apparently, the PS1 engine couldn’t handle his presence on every track. Maybe if the player was manning his kart, he wouldn’t have to gain a cheating head start like a cheeky fucker. Three additional characters on top of the bosses can also be unlocked in other ways, totaling to seven unlockable characters. It gives the player more incentive to keep playing than Mario Kart did.

They’ve always said that a great work of art doesn’t have to be original to be exemplary. Kart racers always carry an apt comparison to Mario Kart, but Nintendo doesn’t own the intellectual rights to any racing game with the premise of a dozen kooky characters pelting each other with shit on the topsy-turvy pavement. The Crash Bandicoot series was destined for kart racing greatness. While it’s obvious that the developers might have scanned over several properties from multiple kart racers, it is anything but a derivative imitation. Crash Team Racing is the racing game’s answer to kart racers, which is why it excels over every kart racer before. It’s as accessible as any other game from the subgenre. Still, the skill ceiling is elevated to the top floor of a skyscraper, allowing the player to perform feats that surpass anything in Mario Kart. The game also benevolently rewards the player for honing their skill with a bounty of unlockables and rewards, something Mario Kart 64 doesn’t. Even though I’m comparing Crash Team Racing to Mario Kart 64, its now-antiquated influence, none of the subsequent Mario Kart games have matched Crash Team Racing’s unique aspects. That is impressive.

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

Bucky O’Hare was a short-lived cartoon series that lived and died in the early 1990s. Three animals, plus a robot and some human kid with glasses, would scour the galaxy disposing of the toad menace that threatens peace and prosperity. At least, this is what I understand is the premise of the cartoon series, for it was released before my time. Bucky O’Hare is a lost relic of an entertainment landscape that is decades old at this point, and surprisingly, I am aware of it because of its video game adaptation on the NES. Normally, a licensed game produced during this era of gaming would’ve been abysmal, perfect fodder for the AVGN to decimate decades onward and imprint its legacy with a shit-colored stamp. However, the guys at Cinemassacre were the ones who recommended Bucky O’Hare as a hidden gem on the gilded NES console with several spectacular games in its library. Out of curiosity on the grounds of their glowing praise, I decided to unearth this gem and see for myself. After all, an obscure treasure from yesteryears that happens to also be a licensed game checks off a good number of my boxes.

Bucky O’Hare is a space cadet and the captain of the S.P.A.C.E. fleet waging war against the oppressive Toad armada reigning terror over the galaxy. On a mission to give the toads what for, the slimy bastards ambush Bucky and his crew. Bucky awakens from the turmoil with his four teammates landing on four separate planets. The air sergeant of the Toad army radios in to inform Bucky that if he doesn’t save his team members in time, they will become his brainwashed servants, licking the warty bootstraps of the imperialistic amphibians. Time really isn’t really of the essence for Bucky, for he gets to choose which planet he ventures to first on the menu. The level selection here will conjure up Mega Man in everyone’s minds, and it’s not surprising to see why. Besides the ability to select any level from the start, the game is a fast-paced 2D platformer and Bucky’s main offensive is a pea shooter gun. The game has met some stern criticism with liberally borrowing from Capcom’s flagship series, but plenty of other games from this era used Mega Man as an influence. Bucky O’Hare discerns itself from its inspiration enough to avoid any serious accusations. That being said, that one section of the Red Planet level is unashamedly copied from Quick Man’s stage in Mega Man 2.

While the appeal of playing as a furry, anthropomorphic animal with an Irish surname in space is exciting (just ask Nintendo), the allure of Bucky O’Hare’s game is extending the roster beyond just Bucky. Instead of acquiring new abilities after completing a level, one member of Bucky’s crew is available as a playable character. Games with multiple playable characters always suckered me in as a kid, explaining some of my nostalgic favorites. Given Castlevania III as an example, I fully understood that featuring a varied character roster was still in a primitive form and might not have been implemented very smoothly compared to the 3D games I grew up playing. Konami, the developers of both Castlevania III and Bucky O’ Hare, learned that transitioning between characters needed to be swift and effortless. That’s why the shift between Bucky and his team is a simple press of the select button, which cycles the characters in milliseconds. I wish the order of changing the characters was more organized and that I didn’t have to scroll through them like flipping through papers, but perhaps I’m asking too much from a game released on the NES. As it is, I’m satisfied that the game offers five total playable characters with unique attributes. Bucky is a relatively balanced character whose special ability is a high leap after holding down the attack button. Bucky is also the only character who can shoot straight up or down. Blinky, the one-eyed robot, shoots at a downward angle, and his pint-sized build allows him to jump through tight spaces easily. He can also propel himself upward with a jetpack and slightly control the trajectory for a short time. Deadeye Duck has a gun similar to the spread from Contra and can climb along surfaces like Grant from Castlevania. Jenny shoots lasers from her forehead and can summon an energy ball that the player only has slight control over. Lastly (or at least the last one that I unlocked), the dorky Willy DuWitt’s blaster does the most damage, especially when charged up like the ability from Mega Man. Having access to an entire posse of characters is one thing, but the fact that all of them have individual assets that contribute to getting through each level is astounding for an NES title. One grievance I have is that the ability to play the four levels in any order is an illusion because of the individualistic attributes of the characters. Blinky is the only character that can break/melt the ice blocks on the Blue Planet, so the player is screwed without him.

Unlike many of its NES and even its 16-bit contemporaries, Bucky O’ Hare does not possess too many primitive, unfair features that mar the pixelated era of gaming and make it inaccessible to a modern audience. The password system is certainly dated, but I’m still giddy at the game giving the player unlimited continues because so many other games didn’t. Bucky O’Hare also divides its levels by acts; if the player loses all of their lives, they get to continue from the start of that act. You know when the game stops and the screen shifts in Mega Man? Imagine those transitions as checkpoints, except with much longer swathes of time in between switching the screen to not make the game too facile. All the while, upgrades are plastered over every act in the shape of floating tokens. Besides the one solidly shaded token that I’m not certain provides anything of value, the others will extend every character’s maximum health until they continue, add extra lives, and upgrade the capacity for a character’s special move. The last one listed only lengthens the special meter for the one character that touches it, but it remains enhanced permanently for the remainder of the game. The developers gave the players a suitable number of potential support items to tackle this game, and it’s a total blessing.

Thank the lord that Bucky O’Hare doesn’t punish the player too severely because if the game adopted an arcade-like disciplinary method, the game would be practically unplayable. My biggest surprise playing Bucky O’ Hare is that the game is practically a precision platformer, a challenging subgenre of the 2D platformer made popular two decades after Bucky O’ Hare was released. Bucky and his gang of mercenaries have the physical constitution of a hemophiliac, as most obstacles in each level will kill them in one hit. Whether it be spikes, pistons, or globs of energy, most collisions will spell imminent death for Bucky and his friends. Each character also jumps at the base height of a white basketball player, so be prepared to tumble into the abyss countless times as well. Seeing the plethora of one-up tokens scattered about is laughable, considering all the players’ lives will burn through each act faster than butane on a bogroll. The player will hear that death jingle so often that it becomes maddening. Taking minimal damage from enemy fire or lasers is comparatively refreshing. The only time the player must concern themselves with the slow degradation of their health instead of collapsing in one hit is the boss battles, who tend to have collision detection pratfalls anyways. I can’t credit Konami as visionaries, even though Bucky O’ Hare predates any other precision platformer by a substantial margin of time. I think it’s just a factor of offering unlimited continues in a platformer that requires extreme attention to accuracy. The player will hanker for more punishment if the game doesn’t strip away their chances by giving them a strict game over. Checkpoints may come with every screen, but getting to those screens is a challenge in itself.

I have not seen the Bucky O’Hare cartoon series, nor have I read the source material of the character that is the comic. However, his only venture into the gaming medium kicks a lot of ass. Bucky O’ Hare is an energetic 2D platformer who borrows a tasteful amount from other games from the same genre without plagiarizing like other licensed games. The character roster is notably diverse, and the player can access plenty of perks to aid them like no other NES game before it. However, Bucky O’ Hare's leniency only sounds appealing on paper. In execution, it’s one of the strictest games I’ve ever played regarding how much rigor it demands from the player. Bucky O’Hare doesn’t deviate from NES difficulty; it changes the definition of it. If constant failure doesn’t sound too disheartening, Bucky O’Hare is a shining example of a 2D platformer on the NES.

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

As dreadfully executed and embarrassingly cheesy as the Sega CD add-on was, Sega couldn’t resist developing an entry for their gilded blue mascot on the Genesis/Mega Drive’s extension. How on earth would Sonic fare on a system whose games were practically nothing but grainy FMV cutscenes with gameplay so minimal it was like watching a B-movie on a calculator? Would this game consist of a guy dressed up in a Sonic costume doing parkour in some city alleyway? Would this guy beat a maniacally cackling bald man with a porno mustache intended to represent Robotnik, and would there be shitty explosion effects? It sounds like an endearing Youtube video from 2007, with even shoddier visual and audio quality if you can believe it. However, perhaps this is a narrow summation of the Sega CD's capabilities. The extension didn’t need to be bombarded with “games” sporting video cutscenes that would age as well as milk being bathed in the desert sun, but that’s simply what Sega thought would be the future of gaming (they were wrong) with the foresight they had in the early 90s. Physical media in the digital format was still in its infancy when the Sega CD was released, far before CD-based games were the norm. We obviously have decades of insight now to know that digital technology in gaming didn’t have to be devoted to offering tacky cinematics that looks like straight-to-video PSAs they’d show in school and attempt to pass it off as a video game. The CD ROM was an unmistakable mark of gaming progression, with capabilities that superseded the cartridges we were used to. Sega’s precocious choices with this kind of technology could give Sonic the edge to finally conquer his competition at Nintendo, who were still playing it safe with cartridges. Sonic CD was the most ambitious game during the blue hedgehog’s prime, but I’m not certain that the additional technological flair really made a stark difference.

Even though Sonic CD does not fall under the same garish trappings seen in most other games on the Sega CD, Sega still used the quasi-cinematic technology the peripheral provided to some extent. Sonic CD begins with an opening cutscene that details some exposition that formally introduces Sonic’s journey, as opposed to springing the player into action mere seconds after seeing the title screen. Sonic is seen sprinting through a rocky field, and the urgency of the scene is unclear because it’s not as if Sonic has the ability to walk casually at a relaxed pace on his off time. Once Sonic stops to look at the sky, the missing context is given with the looming shadow of Robotnik’s newest creation. Apparently, Robotnik has taken full advantage of the annual presence of a “little planet” that appears over Morbius’s stratosphere. The mad doctor has colonized the celestial body and turned it into a concrete jungle with him and his critter-powered robots as its new residents. Robotnik’s massive influence over Morbius’s orbit strikes Sonic as a bad omen, so he plans to deal with the source of Robotnik’s presence directly by running up the chain, tethering his creation to the ground. Meanwhile, a pink girl hedgehog (Amy Rose in her earliest form) is being held captive by Metal Sonic on the industrial globe. Sonic CD’s opening cinematic is breathtaking, showcasing a blend of anime art stylings that keep up with Sonic’s turbulent speed. I’m now convinced that Sega intentionally inhibited the budget for every other game released on the Sega CD to make damn sure that their precious Sonic outshined them all. The opening of Sonic CD silences all of the Sega CD’s critics by proving the hardware's capabilities. Concerning the graphics of the actual game, Sonic CD looks like a slightly tuned-up version of the visuals from the games on the base Genesis console. The subtle difference on display here gives the visuals a fleshy tint that makes the overall aesthetic look sharper. Backgrounds and foregrounds here are so strikingly detailed that it’s borderline excessive, a testament to the fact that Sega used the Sega CD’s hardware to deliver that bombastic Sonic presentation.

Sonic CD is still a tried and true Sonic title, regardless of the cinematic properties associated with the Sega CD add-on. All of the enhancements Sonic 2 introduced, like the spin dash, have been solidified, translating Sonic’s evolution to a technically superior piece of hardware. As for what Sonic CD brings to expand on that evolution in terms of gameplay, the developers fully realized the Sega CD’s flashier potential and decided to revel in it. Coinciding with the more striking visuals, Sonic’s gameplay has never been so glitzy and filled with kinetic pomp. Palmtree Panic Zone, the opening zone of Sonic CD, separates itself from every previous first Sonic level that touts that tropical valley setting with a few new frills. The roller coaster ramps seen across most Sonic levels have been heightened to the scope of skyscrapers, with a visual twist of the camera focusing behind Sonic while he’s trailing up the towering foundations to highlight their length in the most three-dimensional spectacle the series has seen up to this point. On the same level, Sonic is thrust through the interior crust of the land, and his speedy ejection point is outlined like when a cartoon character bursts through a wall. Collision Chaos Zone has more springs and pinball bumpers than the casino-themed Casino Night Zone from Sonic 2, and the chibi Sonic that sprouts up from the exposure to the shrink ray in Metallic Madness Zone is adorable. These unseen touches are nice, but not all of them are so benign. Wacky Workbench’s design theme involves Sonic having to keep to the bottom of the level and avoid being sprung up to the upper portion, where he’ll meet nothing but dead ends. The problem is that the floating platforms near the bottom levitate from side to side, and landing on them from above takes some luck-based guesswork. The machinations of Stardust Speedway are so enclosed to a certain trajectory that I got Sonic stuck. Metallic Madness is so labyrinthian in design that I got lost trying to make my way to the goal. I repeat: I got lost in a Sonic level. Overall, the added perks of Sonic CD, whether they be amusing or nauseating, amount to nothing but gimmicks.

All of Sonic CD’s level gimmicks take a backseat to its primary new feature: the time warp mechanic. Each level is littered with signposts that either say past or future on them and running at a continuously swift momentum with a blue light tailing behind will transport Sonic to the period stated on the last signpost Sonic came in contact with. Past levels have a much more organic look to them, like Green Hill Zone, while future levels look a grimier Chemical Plant Zone. If the player destroys the Robotnik robot generator found in the past, warping to the future will see a brighter, more optimistic outlook for the level. This gameplay mechanic underlines a pertinent theme that Sonic CD conveys. Seeing the beautiful topological nature of the little planet compared to the present day of Robotnik’s adulteration is a clear distinction that spells out a clear ecological message. Sonic has always been relatively eco-friendly, what with being the savior of Mobius’s fauna being kept in giant capsules. In Sonic CD, there is something more overt with the flowers that pop up after a robot is destroyed like Sonic is expunging Robotnik’s industrial influence with one machine being destroyed at a time. As a game mechanic, warping time is a tad undercooked. The differences in each level’s time mostly correlate to aesthetic changes, as any changes in level layout are only slight. Shifting between periods also seems to be executed by luck, considering the constant obstacles in Sonic’s path guarantee that instances, where he can build up enough speed to time travel, are scarce.

The only instance where the gimmicks aid Sonic CD is with the Robotnik encounters. A commonality between the first and second Sonic games is that fighting Robotnik at the end of every third act was not challenging. All of the schemes Robotnik devised to halt Sonic from ruining his diabolical plans were amusing at best but proved ineffective. In Sonic CD, Robotnik’s attempts are just as ill-fated and poorly conceived, but at least I can give Robotnik an A for effort. Robotnik’s encounters are some of the most creative short boss impediments so far in the series. After chasing Robotnik through the narrow halls of the third act of Tidal Tempest, destroying Robotnik’s hover pod with one spin dash is a matter of depleting his shield, a series of rotating bubbles. Sonic’s only devices in surviving underwater are also Robotnik's, and something is satisfying about Sonic literally sucking away at Robotnik’s defenses. The end of Quartz Quadrant sees Robotnik in an impenetrable piston, but unlike the final bout of the first game, where Sonic must spin on it a dozen times, he must erode it with the friction caused by the stage’s conveyor belt. Robotnik’s fight at the end of Metallic Madness is a multi-staged duel where the player has to memorize the formations his robotic mech shifts into, almost like a formidable boss battle. Key word: almost.

Robotnik only receives points for inventiveness, but luckily, Sonic CD offers a worthy contender. Just last game released only a year prior to Sonic CD, Metal Sonic was in its prototype stage as an ugly tin can that served as a slight barrier before fighting Robotnik for the final time in Sonic 2. In Sonic CD, Metal Sonic has been refurbished with a glowing blue sheen to convey a much stronger resemblance to Sonic, making him a worthy rival instead of a crude imitation. Metal Sonic showcases this equal footing to Sonic in the last act of Stardust Speedway, where a race between flesh and blood Sonic and his metallic counterpart takes place as the level’s boss. The race against Metal Sonic is the most challenging single portion of a Sonic game thus far. Metal Sonic’s innate speed isn’t as fast as Sonic’s, but that energized boost he performs puts him on an equal standing. Spikes are littered all over the course to impede Sonic, and failing to cross the finish line before Metal Sonic will result in Robotnik blasting Sonic with an unavoidable laser that kills Sonic regardless of how many rings he has. Metal Sonic practically takes center stage as the game’s antagonist for this tense moment.

I’d hate the trial-and-error difficulty that factors into the race against Metal Sonic, but Sonic CD is strangely accommodating. Considering my consistent grievance with the previous two Sonic games, one would think that Sonic CD was my clear favorite thus far. Why do I say this? Because the radical technology of the Sega CD has gifted a Sonic title with the ability to continue after dying. Yes, after all of the ribbing I’ve done regarding Sega’s pension for lacking merciful penalties in their games on the Genesis, the system’s “advanced” peripheral finally gives the player some reasonable leeway in regard to failure. I’m fairly relieved at this, but I’m not jumping for joy because the reason for offering continues is not due to Sega going soft on players. The previous Sonic games played with the idea of unlocking a “true” ending, achieved if the player completes all of the special stages and unlocks Super Sonic by grabbing each special stage’s Chaos Emerald. Sonic CD also has special stages where Chaos Emeralds are the reward, and spin jumping on six UFOs is much easier than collecting rings speeding through a halfpipe or being subjected to the rotations of an ephemeral device. Unlike the two previous games, completing the special stages in Sonic CD does not contribute to unlocking the game’s “true ending.” Hell, Super Sonic isn’t even available in Sonic CD. Instead, the player must destroy all of Robotnik’s generators found across each level's past sections. Doing this will unlock the true ending because it will ultimately prevent Robotnik’s industrialization of this floating, organic land mass before it ever happens. Even if the player doesn’t destroy every single generator, the “bad ending” is still sufficient in my book. Sonic saves Amy, and Robotnik’s ties with his new project are severed as it becomes too unstable. Sonic blows his pod to smithereens as he attempts to fly away. The ending screen still shows the planet shackled to the earth, with the text stating “try again” at the bottom, implying that the player failed. I say let the planet sit in the sky as a perpetual eyesore because the qualifications for restoring it to its biotic self are excruciating. Nothing compliments a game revolving around speed like a meticulous scavenger hunt, right? Searching every nook and cranny of the stage is completely counterintuitive to Sonic’s gameplay. The developers implemented continues so the player wouldn’t feel the stress of constraints on their shoulders while finding these, but they never asked themselves if the idea was sound in the first place. Is this really what it takes for Sega to stop treating their games like arcade machines?

The “revolutionary” Sega CD was intended to give Sonic the extra boost missing in his titles on the regular ol’ Genesis console. The only aspect Sonic CD added that proved refreshing was implementing continues, an aspect sorely needed in a Sonic title. Other than that, all the kooky additions tacked on to Sonic CD amount to nothing but snazzy window dressing. They do not add or necessarily detract from the classic Sonic experience, but adding all of these gimmicks when the Sonic series was still developing its stride was not the correct direction for the series. I can’t be all too enthralled about the continue feature as is because its utility is intended for something tedious and laughably inappropriate for Sonic. I should've known this was Sega’s idea of evolution because the company has a history of administering superficial game changes and calling it progress. Sonic CD is a competent title that feels unique and best played by ignoring all of the fetch quest bullshit Sega wants you to adhere to. The most unfortunate matter is that with the advances the game had over all the other Sonic games, its full potential was ultimately squandered.

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

For those who do not care for JRPGs, the most common discrepancy these detractors detail is with the fighting system. Besides being developed by a company based in Japan, turn-based combat is the most notable idiosyncrasy of the JRPG genre. The player and their party members will stare down their enemies situated parallel to each other on a still battlefield. A menu is presented to the player to upset the scene’s inertia, usually with the option to attack, use items, or escape when the battle becomes too frantic to handle. After the player makes their selection, the opposing side gets to return the favor immediately, and the player always anticipates the inevitable damage of their retaliation with dread. JRPG nay-sayers claim that this format is an unrealistic way to simulate combat. Not in a million years would any feuding factions out for bloodshed patiently take turns on the offensive. In a way, it’s almost gentlemanly, an ironic twist on the viciousness and brutality of war. As for where I stand on this debate, I find turn-based combat invigorating. Something like carefully strategizing the next move in the heat of battle with a seemingly endless amount of time to act is something that only the gaming medium could effectively display. The turn-based system is relatively accessible for most gamers on a base level, and the defined leveling system grants the player a window of reference for how the difficulty for each scenario is scaled for their character. This aspect tends to be somewhat grind-intensive, but the state of being either overleveled or underleveled for any scenario mostly depends on the player’s skill all the same. The basic principles of turn-based combat also translate well across all JRPGs, cultivating a battle language understood among fans of the genre. While this makes the JRPG game easy to delve into after playing a handful of them, it also makes the genre feel stagnant. Twenty years after Square Enix pioneered the JRPG genre with Final Fantasy and Dragon Warrior, they decided to turn what they created on its head with The World Ends With You: one of the most subversive JRPGS seen in gaming.

High-concept premises are a requisite for the JRPG genre, almost as much as turn-based combat. Concepts involving role-playing usually entail a fantasy element to a certain degree, so why not go the distance and immerse yourself in something extraordinary? It helps that most of these games are developed in Japan, a country notable for conjuring up grandiose stories that forsake realism to the point of verging into biblically absurd territory. The World Ends With You follows suit with a creative premise whose rules exist outside the bounds of reality. Enter Neku: our youthful protagonist who skulks through the congested crossroads of an urban epicenter. His wispy presence in the crowd becomes so incorporeal to the point of being ghostly. Neku panics, but his existence is seemingly resurrected when he clenches onto a pin that mysteriously materializes in his hand. Suddenly, strange, hostile creatures appear along with ominous messages detailing that Neku has seven days to complete an unknown task. He then forms a pact with a girl named Shiki, who seems to be the only person who notices his presence. Their vague directive to complete in a week is then reduced to a mere 60 minutes, and failing to complete this task will result in “erasure,” a harrowing condemnation that Neku and Shiki most likely want to avoid. Immediately, the ambiguity of the scene combined with how urgently the game catapults the characters into the fray is a fantastic way to hook the player and make them interested in uncovering the mystery behind what is occurring.

By 2007, the “domestic JRPG” that Mother and Shin Megami Tensei established to deviate from the high-fantasy tropes in genre mainstays like Final Fantasy and Dragon Quest became almost as pervasive. Out of all the JRPG games set in modern times, The World Ends With You takes the most inspiration from the Persona games. One could make this correlation due to many factors like the Shibuya setting, the teenaged characters, or the juxtaposition between the real world and the fantasy realm, otherworld thinly veiled underneath the surface. Ultimately, The World Ends With You reminds me the most of Persona because the game is oozing with style. The comic book art of The World Ends With You is the crux of the game’s presentation, with characters conversing side by side with dueling speech bubbles between them. Characters, backgrounds, and the bustling streets of Shibuya are outlined so prominently, and the stilted images of the characters move with a certain restraint during conversations and cutscenes to pronounce the graphic novel aesthetic even further. No, the game’s style isn’t ripped from Persona, but what other JRPG series possesses a kind of hip, chic presentational flair to this degree? The World Ends With You might even take its visual finesse a step beyond Persona, as every character has so much drip that they're soaked, or at least that’s how the kids these days describe it. Whether they be nameless NPCs that Neku scans, the reapers scattered around the underground, or even Neku and the rest of the players, everybody looks uniquely voguish. The collective of Shibuya looks like they traipse down the fashion runway in Milan, or maybe Shibuya is the Japanese equivalent of the extravagant Italian city (after doing some research, it is). At least one character in any Persona game is guilty of committing fashion crimes, so The World Ends With You arguably has the advantage over its stylistic inspiration for better consistency and a greater emphasis on overtly flaunting its panache.

After the opening sequence, The World Ends With You grants the player context behind what is happening to Neku and Shiki. By some circumstances, both characters have been hurled into a frantic game that takes place on the streets of Shibuya. The game exists in a subconscious realm called “the underground,” where the player can interact with civilians but not vice versa. Two players must play cooperatively, and both of them have to meet one objective under a certain time constraint. Usually, the mission entails the players arriving somewhere in Shibuya, with hooded (hoodies) pawns called Reapers impeding the player’s course to their goal. Reapers assign tasks to the players that range in objectives, and completing these tasks grants the player past the forcefield wall the Reapers erected. As tense as the beginning scene made the game out to be, the player (meaning the player of the video game in this context) can approach each day at a leisurely pace. Days usually begin with Neku and his partner at Scramble Crossing, a medium point situated appropriately between all other Shibuya districts. Sometimes, missions will be more circuitous as Neku helps reapers and citizens by finding the power source for a concert stage, finding a stolen microphone, aiding the owner of a failing ramen shop against its nearby competitor, etc. Overall, every mission presented daily in The World Ends With You is supported by exposition rather than gameplay. Running around Shibuya never grates on the player because at least the narrative always offers something interesting each day that furthers the plot. However, navigating through Tokyo’s ritzy ward is not a straightforward endeavor. Attempting to find a specific destination in Shibuya in relation to the starting point of Scramble Crossing is liable to get the player as lost as if they were hiking through the woods at night because the map of Shibuya present in the pause menu is the least reliable reference I’ve seen in a video game. The district map pinpoints the player’s location, but the surrounding areas are labeled in letter abbreviations that do not match the area's name. Earlier in the game, this isn’t so much of an issue, for the logical trajectory to the goal is to follow the reapers. Later on, when the Reapers go rogue and start attacking Neku, the game penalizes the player for retreading their steps in trying to find their destination. If I have to scour the internet for a fan-made map when the one the game provides isn’t satisfactory, something is seriously wrong.

Between walking aimlessly around Shibuya lies the real appeal of The World Ends With You: the combat. The way in which The World Ends With You innovates on typical JRPG battles is the true mark of the game’s ingenuity. Instead of swords, arrows, guns, or baseball bats, Neku is armed with an arsenal of pins. Similarly to the guns in the Persona games, the power of these seemingly innocuous pins is unlocked through the metaphysical properties of the underground. During combat, activating the pin's powers depends on its unique nature. The first combat pin given to Neku is a fire pin in which dragging the DS stylus across the screen engulfs the field in flames, damaging any enemies that come into contact. Other pins involve tapping the screen to unleash energy projectiles, locking on enemies to disperse rounds of rapid-fire bullets, summoning a line of ice pillars to stab enemies from the ground, a current that sprinkles the stage with volts of electricity, drawing an oval to send a rogue ball of energy flailing around the stage or summon boulders that careen down from the sky, etc. There is even a pin that paralyzes enemies with sonic sound waves if the player blows into the DS mic, a surefire way to make the player look like a jackass and make them weary about playing video games in public ever again. One Reaper task forces the player to equip only these pins in battle, so make sure to find sanctuary before coming across this point in the game. I’m intentionally glancing over some of the pins because the variety of different pins with different abilities is too numerous for comprehension. Neku’s pin inventory is so massive that it would make an eagle scout feel unaccomplished. Unfortunately, the amount of pins makes Neku’s inventory too congested. Purchasing pins from Shibuya’s various shops is a viable option to increase Neku’s array of weaponry, but the game will rain pins down on Neku after each battle like confetti. No matter how many of the same type Neku has, each pin is accounted for in an individual slot in the inventory. I couldn’t count how many Natural Puppy boomerang pins I had by the end of the game. Fortunately, the player can cash them out for a number of yen, and the strongest pins with a maximum experience level are listed separately. Still, the game should’ve piled the pins of the same type in one slot so the player wouldn’t have to scroll through multiple tabs. That is my sole grievance with the pin system. Otherwise, they serve as an incredibly engaging way to shake up the usual JRPG action. Mixing and matching combinations of pins guarantees that combat will never feel stale, as well as taking advantage of the unique utility of the DS and making something practical of it.

Much to Neku’s chagrin, he cannot test these weaponized pins on Shibuya’s bystanders. Enemies in The World Ends With You are referred to as “the noise,” creatures that inhabit the ethereal space of the underground. When Neku scans an area, multiple red and orange symbols are seen floating around the air like macroscopic germs. Touching one or more of these symbols will trigger a battle between potentially several different noise creatures. All the noise are a warped variation of real-life animals ranging from frogs, wolves, bats, jellyfish, kangaroos, etc. The developers even took some creative liberties with the inclusion of mythical dragons and the extinct wooly mammoth into the mix. All of the noise have a base color at their earliest encounter, but they progressively don a wide span of complexions that come with a higher difficulty level. Approaching the noise is something that the game leaves entirely in the player’s court. Unless the player is forced to face the noise for a Reaper task, they can vanquish as many of the buggers as they see fit. Tapping the various noise symbols in succession will “chain” multiple rounds with the noise, which becomes an endurance test depending on how many bouts the player willfully imposes on themselves. I recommend chaining enemies because doing so will net the player more substantial rewards. Blackish noise symbols break the rules a bit as these corrupted noises will quickly swarm the player instead of letting the player choose them. Their defense is staggeringly higher than average noise, and they insist that the player mustn't escape during battle. If combat becomes too taxing, it’s entirely the player’s fault. When the player bites off more than they can chew, the game also allows the player to restart the battle or set the difficulty to easy. I find this to be a bit patronizing, as I would rather have the option to change my selection of pins if I fail. Other than that, the game’s approach of encouraging the player to engage in combat rather than bombarding them with random encounters is quite refreshing. Plus, the noise is all as eclectic as the pins Neku uses to fight them, assuring that the player will never tire of combat due to the overall eclecticism. That, and I enjoyed seeking out new types of noise because their names listed in the compendium are all music genre related, something that tickles my music nerd fancy. “Shrew Gazer” and “Jelly Madchester” almost verge into bad pun territory, but what other video game, much less a JRPG, explicitly references these genres?

Teamwork is imperative in the game that The World Ends With You presents. The Reapers may be sadists, but even they wouldn’t leave a poor player to their own devices. A pact between Neku and Shiki is made to withstand the noise and all the other hurdles the underground might toss, which means that the player will be controlling Neku and Shiki. However, this dynamic isn’t executed like your average one-player video game team. Using the distinctive technology of the DS, the player will control Neku and Shiki simultaneously. For those of you who haven’t played this game and feel weary with this aspect in mind, I can’t blame you one bit. At least the turn-based element of normal JRPG combat involves focusing on one party member per turn. Attempting to juggle The World Ends With You’s fast-paced combat with two party members using unorthodox tools like the DS stylus may seem too overwhelming. In execution, however, the developers succeeded in making it manageable. The trick to pulling it off is making the control scheme of Neku’s partner simple. Shiki attacks in the top half of the two DS screens, sicing her animated stuffed cat on the noise with the D-Pad. Holding down the left or right tabs on the D-Pad is all the player has to do to deal sufficient damage to the noise as Shiki, and, fortunately, the duplicate noise seen on both screens is the same enemy with the same amount of health. Fusion attacks where Neku and Shiki perform a collaborative super move can be unlocked by executing different combos on the D-pad with Shiki, but I’ve found that the game grants this to the player by only mashing in one cardinal direction. After all, the developers understand that juggling two characters with two different move sets is a daunting exercise.

That is, they sympathize with the player on this front until it comes time to fight a boss. Bosses in The World Ends With You are gargantuan, heavily resistant foes whose health bars have colored layers that the player must slowly dwindle. Durability is not the issue here. The developers affirm the worries some might have had about the practicality of the game’s combat with the bosses. Frequently, Neku and his partner must take turns depleting two separate health bars, and the character who isn’t fighting the boss on their screen does not get a chance to relax as they still have to contend with smaller enemies. Either that or they must complete a portion of the fight that allows the other character to damage the boss. Neku and his partner don’t share a health bar, but if one character is beaten within an inch of their life, the other suffers by taking more damage upon being hit. I’m not entirely sure if it's due to my lack of peripheral vision, but the scatterbrained double tasking needed to defeat these bosses is unfair. Either the game could've given the player a choice to use the top screen, or co-op play should’ve been implemented.

The World Ends With You’s ambitions regarding the divergent gameplay can be questionable. However, the same cannot be said for the narrative substance that upholds it. The World Ends With You produces some of the most dynamic and nuanced characters I’ve seen in any video game. The most impressive of the narrative’s character arcs is Neku, who exemplifies the “redeemable asshole” trope splendidly. All the while, the game delves into pertinent themes that take full advantage of the modern setting.

George Carlin once discerned the difference between an “old fart” and an “old fuck” in one of his stand-up routines. An old fart is someone who is a grouch because of their advanced age wearing on them, while an “old fuck” is someone young who gripes with the world. For the latter, I can’t think of a better term to assign to our youthful yet curmudgeonly protagonist Neku. Our orange-haired misfit roams the streets of Shibuya, claiming that he “doesn’t understand people,” blocking out the irritating audible pollution comprised of the inane squawking of the people surrounding him. He wears a constant grimace on his face, and the common social niceties understood among most people are lost on him. The game needn’t provide a detailed backstory as to why Neku acts this way, for this is common amongst young men his age. I should know, as I, too, had a pair of headphones like Neku’s when I was a teenager, and I used them for the exact same purpose.

Like extracurricular after-school activities, The Reaper’s game forces Neku to interact with others for his own good. While Neku is the proverbial horse and the game is the water, he’ll only humor taking a drink for self-preservation when things get tense. At the start of the game, he’s a stubborn, insufferable prick, and the player will feel sorry for Shiki for having to have him contractually chained to him. Neku treats her like the scum between his toes, even physically lashing out at her when he’s annoyed with her. As much as the player might wish for Shiki to throw Neku into an oncoming bus, Neku must be antagonistic to this extent to illustrate that he’s Shiki’s foil. She’s kind, personable, perky, and has a passionate drive in life involving being a designer. While she’s the antithesis of Neku, she still carries the emotional baggage that all teenagers possess. She’s incredibly insecure about how she looks, and her entry fee into the Reaper’s game was her body which she swapped for the form of her “more attractive” friend Eri. By interacting with another human being willing to be patient with him, Neku learns the essential virtue of empathy. By the end of the week, he begins to tentatively change his tune. I’d comment that Shiki is another example of the tired manic pixie dream girl trope, but her gender is superfluous here. Neku is simply glad that he has made a friend.

A part of The World Ends With You’s subversiveness is not providing the shortest JRPG experience. The week’s time given to Neku and Shiki will diminish quickly before the player knows it, but there is far more of the game to explore. The setup for the second week expounds on more context missing from the beginning. Apparently, the players of this game are those who have recently died, and the underground is a state of purgatory. Playing the game to completion will grant the player an extra chance to return to the physical world and have another chance at life. Even though Neku succeeds in beating the game with flying colors, the Reapers exploit a loophole to keep him in the game. This time instead of his memories, his entry fee was Shiki, the person he cares for the most, a touching signification of how he’s grown. During these seven days, he tries to uncover the mystery behind his death with his new partner Joshua. If Shiki is Neku’s beacon of light, Joshua is the foul tempter in making Neku regress. Joshua shares the same contempt for humanity as Neku did, but with a sneering superiority complex and smug demeanor that makes him come across as sociopathic rather than an angsty kid. He controls the same as Shiki did but then develops god-like powers where he can deal massive damage shooting beams of energy while levitating. He’s also a glitch in the matrix as he’s a living person who is actively participating in the game as a player. Neku must keep his guard around Joshua, especially since his memories have recovered vague recollections of Joshua being Neku’s murderer. Once they become clearer, it turns out that the Reaper Minamimoto killed Neku, and Joshua sacrifices himself to save Neku at the end of the second week. I didn’t like Joshua because he’s a smarmy cunt, but I can’t deny that his wildcard presence spices up the game’s narrative and adds a layer of mystique.

Unfortunately, Joshua’s selfless deed did not grant Neku another chance at life. In Neku’s third week, he partners up with Beats, a familiar face who is as seasoned with the Reaper’s game as Neku is at the point. Out of the game’s secondary characters, Beat is perhaps the most dynamic character next to Neku. Beats is a tall, blonde young man carrying around a skateboard whose vernacular mostly consists of hip malapropisms. He also compensates for his lack of intellectual acumen with his brutish strength. Beats is impulsively hot-headed and greatly impatient, which is why he’s partaking in this game in the first place. Rhyme, Beats’s partner in the first week who got erased, is revealed to be Beat’s younger sister who died trying to save Beats from another one of his rash decisions. When Beats became a Reaper during the second week, it was all a means to climb the ladder to become the game’s composer, the omnipotent game master. He did not seek power to abuse it but to amend his past mistakes and give his sister another chance at life. Beats is yet another character whose bad first impressions are changed, as the big lug has a heart of gold and the will of a warrior. It’s too bad he’s the clunkiest of the three partners in battle.

Surprisingly with all of this positive character growth, the game seems to vindicate Neku’s initial cynical outlook. Through interacting with the people of Shibuya by scanning them and hearing their woes, the game portrays them as pitiable, materialistic, and comically impressionable. The ward of Tokyo is practically a glorified shopping mall, all with the gaudy excess that comes from the capitalist hub. Neku can purchase a number of clothes from a myriad of different flashy designer brands, but most of them all have the same stats. The constant flow of yen earned during battle and through disposing of pins guarantees that Neku will never be penniless, giving more of an emphasis on the frivolity of the culture. The game overtly comments on the farce of fads and capitalist practices when the Shadow Ramen store is doing better than its neighbor only because it’s trendy and has a celebrity endorsement, even though the more humble one has far superior food. The game shows that people are easily influenced by the most superficial things. A business executive makes all his important decisions by consulting a Shogi board that Neku manipulates. In extreme cases, the Reapers use the pins they’ve helped make popular to control the population of Shibuya. It turns them into pod people, but one could infer that the game assesses that they already were.

With all of this in consideration, the game conveys the message that despite the inane bullshit of modern life, one still can’t tune it out. Mr. Hanekoma, a respectable artist and game moderator, expresses to Neku the idea behind the title, “the world ends with you.” It means that in the bubble one encases themselves in when one wishes to be the ruler of their own space, one willfully blocks out the organic elements of life that make it meaningful. A bubble is only so big, which is a shame because the world is vast and filled with beautiful things. Similar to Persona, The World Ends With You expresses that friendship is one of the most integral aspects of modern life that conquers all insipid modernities. When Neku reunites with all his partners in the fabled Shibuya River and defeats the game’s conductor, Megumi, Joshua reveals himself as the game’s composer and finally grants Neku and the others a second chance at life. When they all come back, Shibuya hasn’t changed, but Neku and the others have expanded past their foreground by forming an organic bond beyond what they had in the underground. Neku even drops his headphones to signify that his world is much larger now. I came to somewhat of the same realization in the second half of my time in high school. I, like Neku, drowned out the world for the same reasons he did. By making myself vulnerable and letting people into my world, it inflated to a point where I was happier with my surroundings.

Square Enix is synonymous with the JRPG genre, especially that of the JRPGs we’ve all come to recognize as the genre’s traditional form. Decades later, it comes as no surprise that the developer had the potential to innovate once more and craft something unseen in the genre. The World Ends With You is a unique experience in so many ways that it’s astounding. The turn-based combat system that grew tiresome after the formula was exhausted upon repetition is shifted to some of the most kinetic gameplay seen in the genre, as well as making the best use of the DS’s format. However, the gameplay can be too ambitious for its own good, yet I can’t deny its originality. Even when the gameplay falters, The World Ends With You presents one of the most resonating stories seen in gaming, along with impeccably deep character writing. The World Ends With You the prime reason to own a DS, as far as I’m concerned.

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

The first Sonic the Hedgehog did not succeed in swaying me. Sega thought that their audacity to spurn the undisputed video game champ of Nintendo was totally justified because they claimed Sonic’s unequivocal awesomeness would render the likes of Mario null and void. All we had to do as gamers were take a chance on its competition and help usher in Sega’s gaming empire. While Sonic and the Sega Genesis/Mega Drive provided a worthy alternative to Nintendo’s systems, the company did not eclipse Nintendo’s presence and dethroned them from their seat as the king of the gaming medium. Given that Sonic was the juggernaut that Sega paraded in this battle they created, it’s a wonder how they ever fathomed a chance of winning. Admittedly, Sonic had charisma, appeal, and a performative prowess that outmatched anyone from Nintendo’s mascot lineup. However, the “blast-processing” mumbo-jumbo Sega touted was nothing but a cheap gimmick (what a surprise). As lame as it sounds, Mario has persisted because his platforming is practical and suitable for his world. Sonic’s blisteringly fast momentum did not bode well with the constant obstacles that constantly halted his trajectory. In fact, the first Sonic title presented so many walls, enemies, and awkward platforming sections in Sonic’s way that it seemed as if speed was discouraged. Fortunately, gaming is littered with sequels that strive to mend the blemishes of the previous title. Considering Sonic’s popularity, the release of one was inevitable. One year after Sonic’s debut, Sonic the Hedgehog 2 was the sequel that could potentially convert skeptics like me by overhauling all of Sonic’s flaws and finally impact Nintendo’s reign over the industry.

One can only tweak Sonic so much before going overboard. He’s a simple character with a restrained array of abilities. The blue hedgehog’s prime asset is his speed which can get bogged down from overcomplicating it with the frills of upgrades. Sonic would have faltered even more if Sega granted Sonic as many power-ups as Nintendo did for Mario in Super Mario Bros. 3. Any enhancement to Sonic would have to expand and or accommodate his sprightly nature. Given that Sonic already zooms across the map like a bat out of hell making him faster would’ve rendered him unplayable. The developers wisely decided to augment a component of Sonic’s speed that wasn’t his maximum potential. Climbing inclined ledges in the first game tended to be awkward due to insufficient innate momentum to scale up the next platform. The game assumes that the player should be blazing through the level but fails to consider all the assorted enemies and numerous collisions with the walls that upset the movement rate. Sega’s solution to this common dilemma was the spin dash, a manual method of gaining momentum for getting over those stubbornly steep ledges or simply for a quick boost. Crouching and holding down the jump button will cause Sonic to rev up enough kinetic energy by spinning in place, and releasing him will cause Sonic to dash while curled up in a ball with enough speed to overcome several platforming hurdles. Sonic can also utilize this move for the assorted roller coaster loops and plow over most ground-floor enemies. The spin dash is a stroke of genius that compliments Sonic’s swift and alert gameplay while also greatly compensating for the abrupt cessations at the core of Sonic’s faulty design. In the grand scheme of Sonic ingenuity, the introduction of the spin dash is akin to inventing the wheel: a requisite for any Sonic game whose inclusion in Sonic 2 consigns the first game to the prehistoric dark ages.

If the player didn’t immediately launch themselves into the game by pressing the start button, they might have noticed that Sonic is sharing the space of the open-faced emblem in the game’s menu. His golden, furry compadre smiling at the player and gesturing his fist is Miles Prower, who is thankfully better recognized by his nickname “Tails” because his full name is a god-awful pun. Long before Sega gave Sonic enough friends to fill a penthouse orgy, this plucky fox with a genetic mutation was his first and only aid in saving the woodland critters of Mobius from becoming Robotnik’s mechanized slaves. As subsequent entries in the Sonic franchise were released, Tails' role as the mechanical wizkid and his quest for self-confidence is extrapolated, but not so much here. All we see pertaining to this in his debut here is him escorting Sonic through the sky via a biplane. However, one aspect of Tails seen here that remains consistent throughout the series is his supporting second banana status to Sonic. Like Luigi before, Tails is the “little brother” character for the second player, intending to have significantly less impact and precedence. Tails even take the secondary role a step beyond Luigi as the game simultaneously sets Sonic and Tails on the field. The second player will hardly get the sensation that they are playing as Tails because the camera will solely focus on Sonic, leaving Tails in the dust as Sonic zips around at the speed of light. Tails also cannot die, ultimately making the second player ideal for dealing with the Robotnik encounters while Sonic sits back and fondles his chili dog. Talk about being insignificant! Player 1 also can play Tails as a solo venture, but who would want to play as a character that is slower than Sonic without any special attributes? Adding Tails to the experience was a slight sampler of the bloated character roster that Sega always planned for Sonic.

The first game’s core problem was not the lack of the spin dash or a buddy that follows Sonic around like a dog. Sonic’s debut title misfired due to the questionable designs across most game levels. Lethargic platforming sections and trudging slowly through the water were completely counterintuitive to Sonic’s ideal purpose of sprinting through levels. Green Hill Zone, the starting level of the first Sonic game, was the only area that granted Sonic reasonable legroom to strut his stuff. Unfortunately, the game peaked at Green Hill Zone as every following level inhibited Sonic seemingly every step of the way. Emerald Hill Zone, Sonic 2’s first level, treats the player to the same quality standard as Green Hill did, but there is something peculiar about it. It doesn’t take a staunch Sonic enthusiast to notice that Emerald Hill Zone looks exactly like Green Hill Zone, almost down to the name. Emerald Hill possesses the same tropical foliage, mountainous towers of earth, a sparkling body of water in the background, etc. A few minor differences include a color pallet swap for the wasp bots, monkeys flinging coconuts from the tops of trees, and corkscrew sections that share the space with the inverted roller coaster loops. Starting the game with a remixed Green Hill Zone is refreshing and all, but it might signify that not only is the game repeating itself, but Sonic is already out of ideas.

When I stated that I’d be happy with the first Sonic game if it only included Green Hill Zone, I was being hyperbolic. Repeating Green Hill Zone to the extent of a full game would be like a box of cereal with nothing but marshmallows: the nuance is completely gone. Upon further consideration, perhaps Sonic 2 upholds the idea of only offering Green Hill Zone. No, I don’t mean almost the same level repeated ad nauseam like Emerald Hill, but levels that recreate the design and essence of Green Hill Zone using it as a template. My worries about Sonic 2 repeating its predecessor's mistakes were relieved with Chemical Zone, the level that follows Emerald Hill. Despite Chemical Zone displaying a more sterile, urban setting, the fabric of Green Hill Zone is interwoven in Chemical Zone’s industrial intricacies. Double-helixed ramps zigzag through several connecting routes as complex as the DNA structures they are modeled after. Pneumatic energy pushes Sonic through a series of tubes whose channels are so roundabout that it's liable to make the player feel dizzy. Downward ramps are so steep that it’s a wonder that Sonic’s inclined acceleration doesn’t make him catch fire. When Sonic reaches the bottom of these slopes, he jets off so vigorously that the camera struggles to catch up, hitting the wall on the right side of the screen as a result. One moment in the second act that breaks this whirlwind pacing is when Sonic must climb a series of moving blocks to avoid drowning in the rising pink water.(?) Somehow, platforming sections involving ascension don’t feel as jarring as those found in the first game, most likely because they still require movement. Chemical Plant Zone is an electrifying playground that exemplifies the pinnacle of Sonic’s level design. If not for Green Hill Zone serving as the precedent an entire game earlier, I’d declare Chemical Plant as the ultimate classic Sonic level.

While Chemical Plant is the stand-out level in Sonic 2, the game does not suffer from a massive decline in quality after experiencing the best that the game has to offer. While not as intense and multifaceted as Chemical Plant, each subsequent level still uses Green Hill Zone as inspiration. Just the name of Aquatic Ruin Zone may be enough to send shivers down the spines of anyone traumatized by the painful underwater slog that was Labyrinth Zone. However, Aquatic Ruin might be a testament that the developers learned their lesson and adapted accordingly. Aquatic Ruin is modeled with two distinct layers, one being the rocky ruins over the water and one being submerged in the drink. Accidently dipping into the water while speeding through the dry route is a soft penalty, but traversing the underwater path is as viable a means to navigate the level. Sonic’s speed is only slightly reduced as opposed to wading through water at a snail’s pace, and bubbling spots for Sonic to breathe are seen more frequently. Eventually, the two paths will intersect by the end of the level, a fantastic conclusion to the zone and another example of the layered design from Green Hill Zone in full effect. Casino Night Zone is a fully realized version of Spring Yard Zone, a flashy nocturnal setting beaming with the pizzazz of city nightlife. This zone marks the beginning of Sonic levels themed around casinos, with pinball bumpers and slot machines galore as part of the level design. Hill Top is a craggy, volcanic crater that further expands on the ascension sections seen in Chemical Plant. Mystic Cave is the most labyrinthine level that still offers multiple paths. Oil Ocean presents a series of cannons whose implementation in the level is similar to the pipes in Chemical Zone. The only level that shits the bed is Metropolis Zone, the final fully-fledged level with multiple acts. This level’s unfair enemy placements and the sections involving the bolts where Sonic has to rev up them on the nut recall some of the worst aspects from levels seen in the first game. Sega evidently didn’t grasp how to execute a Sonic game’s difficulty curve smoothly as Metropolis Zone and the finale level Wing Fortress digress back to Sonic 1’s flaws in the name of amping up the challenge near the end of the game.

I still find fault with the fact that Sega insists on crafting Sonic games with a punishing arcade difficulty in mind. Yet again, the player only has a piddly three lives to complete the game, and losing all of them blows the player right back to the very bottom. Even though this still irritates me, I suppose I can’t fault the developers too much for at least making survival easier for the player. While boxes containing extra lives still aren’t placed generously, the player now has the opportunity to stack lives without having to collect 100 rings. If the player manages to finish a stage with an estimated ballpark of at least 50 rings, an icon of Sonic will appear. Doing this in succession will net the player an extra life. Having around the same amount of rings when reaching any checkpoint also transports the player to this game’s special zone in a haze of red light. Special zones in Sonic serve as opportunities to net one of seven prized Chaos Emeralds, and since checkpoints are fairly commonplace, the player could potentially acquire all seven of them after the second zone to use Super Sonic. As lenient as that sounds, the half-pipe sections in the special stages are no cakewalk, but at least acquiring rings and avoiding bombs is feasible, unlike the rotating game of chance presented in the first game.

I’m not sure the additional perks in Sonic 2 could prepare the player for the final bout against Robotnik. Just like the first game, the mustachioed mechanical madman will appear at the end of each level’s final act as a boss. He hovers around in the same pod but still has some crazy new ideas to conquer Sonic. Ultimately, every new trick Robotnik has up his sleeves results in the same easy roulette of boss encounters from the first game. That is until Sonic reaches the zenith of his Death Egg battleship for the final duel. Before Robotnik must face his blue adversary for the last time, he decides to release an ugly, hostile robotic model of Sonic, known colloquially as Metal Sonic. Metal Sonic has had many appearances in later Sonic titles with more coloring and a sharper-looking sheen, but his clunky bronze form shows his humble origins like Marvel’s Iron Man. He also doesn’t pose much of a challenge, but the same cannot be said for the Death Egg Robot that Robotnik scurries into once Sonic has defeated his mechanized mirror. Robotnik’s mech is unpredictable and punishing, and the player must flirt with the stingiest of high hitboxes to do any real damage to it. Super Sonic would’ve been nifty and apropos for this climactic confrontation, but the developers thought it wise to deprive the player of any rings. Not only will the player die upon getting hit even once, but they will also be forced to fight Metal Sonic again. The process of fighting both of these bots will most likely drain the player’s lives, causing the player to go back to square one even at the final bout. If you can claim that you’ve never lost all of your lives to the Death Egg Robot and were crestfallen at the result at any point while playing this game, you’re a liar.

I love it when developers can take some time to honestly reflect on the faults of their games and use what they’ve learned to craft a smoother experience for the next title. One would not expect this type of introspection with Sonic the Hedgehog as Sega used their new mascot to bite their thumbs at Nintendo like rude little miscreants. Upon seeing the final product of Sonic’s debut, Sega realized that all the boasting they did made them look like total jackasses as they didn’t have a leg to stand on. Sonic the Hedgehog 2 is an exemplary sequel that finally proves Sonic’s capabilities by expanding on the first game’s one exceptional attribute: Green Hill Zone. Using the multilayered design and lenient range of obstacles of Green Hill Zone, Sega formulated a bevy of levels that arguably surpass Green Hill Zone in complementing Sonic’s lighting-fast velocity. I still think that some aspects of this game are rather harsh, but the overall product wouldn’t make me feel duped if I hypothetically cheated on Nintendo with Sega by purchasing a Genesis console back in the day.

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

This review contains spoilers

It’s difficult to say whether or not Metroid Fusion was Nintendo’s “plan B” if Metroid Prime had failed. Both games were released on the same day in November of 2002. Metroid Prime obviously took higher precedence over Fusion due to its status as the franchise's monumental leap into the third dimension after being absent for an entire generation. Under the general excitement for Metroid Prime, however, a malaise stemmed from a rookie developer at the helm of the ambitious project. Also, a whole generation of 3D adaptations gave us the precognitive ability to anticipate a series of transitions to 3D being less-than-adequate after so many rough ones. Metroid Fusion could’ve been a fail-safe to still maintain the reinvigorated Metroid hype if Metroid Prime affirmed the cynical notions of a choice selection of people. After all, it’s safer to build upon foundations that have already been established instead of starting from the ground floor. As it turned out, Retro Studios fired on all cylinders and crafted a spectacular 3D Metroid game and arguably the finest game that Nintendo produced for the Gamecube. Metroid Fusion became a handheld supplement for unfortunate occurrences on the road when Metroid Prime could not be played. I jest, of course, but Metroid Prime’s accolades eclipsed the impact that Metroid Fusion could’ve had. Metroid Fusion now had to prove that 2D Metroid could still coexist with its 3D twin that had surpassed it.

Metroid Fusion was still important to the franchise's evolution because it still had been eight long years since we had seen Samus, except for her role as a playable character in the first two Super Smash Bros. games. The franchise wasn’t in dire need of being revamped as Super Metroid practically perfected the rudimentary formula the NES Metroid laid out and was arguably the greatest game on the SNES. Still, eight years of gaming progress since Super Metroid’s release could’ve produced a new Metroid game whose advanced hindsight would expose all of the Super Metroid’s cracks that were not clear to gamers of the SNES era. Either that, or it could cultivate an experimental title that takes the Metroid series into a new, radical direction. Metroid Fusion proved somewhat of the latter, a sequel that deviated slightly in gameplay, atmosphere, and design philosophy while maintaining the core essence of the previously listed elements. Even though Metroid Prime had changed the course for Metroid for the foreseeable future, Metroid Fusion proved that 2D Metroid still had something new and interesting to offer.

Except for Metroid II on the original Game Boy, each subsequent game's sequential narrative has only been implied. Because Metroid Fusion was released on the same day as another Metroid game, the developers had to explicitly state that Metroid Fusion was another entry in the line of Samus’s story with the subtitle “Metroid 4” appearing in the title screen. This distinction between the 2D Metroid titles and Prime became even clearer once Prime became its own separate entity with two sequels, solidifying Metroid Fusion even deeper in the series canon with the previous titles. Metroid Fusion continues from the resolution of Super Metroid in a galaxy where Metroids are no longer a vital concern. As relieving and anticlimactic as this sounds, one must remember that space is infinite, so there could be an innumerable amount of intergalactic threats. Fusion’s face-hugger is the X, an amorphous, multi-colored parasite that feeds off its victim's DNA structure. Because their predators, the Metroids, have been eradicated, the X now run rampant due to the upset in their ecosystem. Samus almost succumbs to the draining force of the X but is saved via an inoculation containing a Metroid’s genetic material. She is sent to investigate the origin of an explosion in the abandoned BSL station where the X’s influence is a scourge on the facility. Metroid Fusion’s premise is somewhat ironic, but it still evokes chills nonetheless.

Any title on a handheld Nintendo console from a series usually seen on a home system was a case of relegation. The impetus for gaming on the go stemmed from convenience, unfortunately sacrificing the quality one would get on a home console. Super Mario Land and the Oracle games may emulate the experience effectively, but anyone who claims they are up to par with their mainline counterparts is kidding themselves. Metroid, on the other hand, seems to have a history of putting every other mainline title on a handheld console, or at least that’s the pattern I can discern. Sure, the GBA wasn’t comparable to the capabilities of the Gamecube, just as the original Game Boy couldn’t hold a candle to the NES/SNES. However, the GBA served as a turning point where its graphical prowess could compete with at least some of the home consoles, notably Nintendo’s pixelated consoles of the past. This is especially promising considering the last Metroid game was on the SNES, and a handheld Metroid could visually compete with the iconic Metroid we were familiar with without a jarring technical regression. Metroid Fusion’s pixelated graphics are as exceptional as we remembered them in Super Metroid, but there is a peculiar tone to them not seen in the previous game. The most appropriate way to describe Metroid Fusion’s graphics is…fleshy? They are bright, artful, and lurid, yet somewhat sickly and unnatural. It’s a distinct art style reminiscent of the classic anime film Akira and the album cover of Aesop Rock’s Bazooka Tooth, but I couldn’t tell you if the style had a name. All the same, it’s what slightly elevated Metroid Fusion in the visual department over Super Metroid. Eight years was all it took for a handheld game to surpass its console predecessor, a sign of gaming’s rapid growth.

Metroid Fusion does very little to deviate from Super Metroid’s gameplay, but then Super Metroid’s gameplay isn’t too dissimilar from the first Metroid. As early as the first title, Metroid crafted something unique in the 2D platformer genre and decided to persist with it for every subsequent game, even for the 3D Prime entries. Samus still acquires gadgets that help her traverse through an alien environment while blasting through a bestiary’s worth of extraterrestrial creepy crawlies using an eclectic arsenal of weapons. As stated before, Super Metroid’s gameplay formula would have withstood the test of time, yet Metroid Fusion still tweaks it slightly. For one, the X is a new type of enemy with a prevalent presence, surprisingly more so than the Metroid’s ever was in the previous games. Instead of being conveniently inserted near the end of the narrative, the X is a constant force to reckon with in every corner of the laboratory. However, Samus never fights the X directly. Strangely enough, they serve as Fusion’s source of health and replenishing ammo. Once an enemy is vanquished, the X essence floats around until Samus either latches onto it or darts off to resurrect enemies. Reanimating enemies is always an irritating factor of the X, and it’s the only instance in a video game (that I can recall) where units of health can cause harm to the player. As vexing as the X could be, I appreciate the system the developers have established using them. Three different colors of X can spawn from defeated enemies, with yellow restoring health, green restoring ammunition, and the rare red restoring an abundant amount of both. The number of restorations is significantly reduced from the bevy of ammunition types littered around Super Metroid. This coincides with Fusion’s proclivity to streamline Samus’s abilities and power-ups. Returning Metroid players might be disappointed with the lack of options Fusion presents, but I’ll gladly take it over scrolling frantically through Samus’s lengthy inventory in a pinch.

In some aspects, Metroid Fusion’s goal seems to veer towards making a more accessible Metroid experience. Stacking upgrades is one thing, but the most contentious method of accessibility the developers implemented is what they did with the game’s world design. Unlike the open-ended realm of Zebes with its interconnected districts, the BSL station takes an approach unseen in the series. Branching off of the entry point where Samus’s ship is docked are six sectors located south of the hub. Each sector varies in terrain and carries a unique set of challenges. The sectors do not overlap, and Samus returns to the hub via the same elevator she rode down on without any alternate paths available. While I understand the vocal criticisms that claim this butchers Metroid’s design philosophy, I have to disagree. Each sector’s sanctioned sandbox design still emulates how the districts of Zebes were formatted, even if all of them are enclosed. Players will still find the same amount of breakable walls, deep chasms, and tight crevices for maneuvering through with the morph ball. Not connecting the laboratory sectors almost exposes the illusion of seamless world design, something to consider when evaluating Super Metroid and Metroidvanias of the same ilk.

However, what I don’t like concerning Metroid Fusion’s design choices is how progression through these areas is executed. Metroid Fusion is brimming with exposition if the opening cutscene is any indication. Super Metroid expressed the events surrounding the game with masterful subtlety, using only two lines of spoken dialogue to set the harrowing scene and letting the gameplay and atmosphere take it from there. Zero lines of spoken dialogue are uttered through the compressed sound chip of the GBA, but there is enough text between the few characters in this game (including Samus) to fill the pages of a Hollywood script. I’m not sure if this is due to an accessibility initiative or a sign of video games becoming more dialogue-intensive since Super Metroid’s release, but Fusion’s constant need to keep the player informed on what is occurring is the antithesis of what made Super Metroid’s story impressive. Exposition infiltrates Fusion’s progression every step of the way as Samus is given a clear objective from the navigation rooms seen in each sector. Samus is then briefed by a federation official who not only explicitly marks the objective's location on the map but also asks her if she’d like her directions repeated to her a second time. How could a series that practically pioneered letting the player loose in a hostile void with unclear parameters become so patronizingly linear? As a result of dotting the trajectory for Samus, the player feels less inclined to deviate from the beaten path to find upgrades. Of course, Metroid veterans know better and will meticulously power bomb every room in a thorough search of the facility. Still, newcomers to the series will suffer from not knowing any better.

I realize that perhaps Fusion’s pension for hand-holding might be to uphold the game’s intended atmosphere. Metroid Fusion still exudes the feeling of claustrophobia, yet it stems from an entirely directional ethos. By diluting Samus’s autonomy, it creates a sensation of unease, as if she is always being watched. Samus is no longer at the mercy of the magnificent scope of outer space but a lab rat in an experiment conducted by uncaring hosts. As much as the narrative wears out its welcome, the growing mystery behind the circumstances of the explosion and the federation’s true intentions. The player’s suspicions are affirmed when Samus rejects the federation's directions and uncovers a section of Metroids that the federation was planning on releasing back into the ecosystem. Upon discovering this, the federation plans for Samus to abort the mission as they send in federation troops to finish the job, without even considering that they would all perish at the hands of the X. Metroid Fusion manages to be the most unsettling the series has ever been. While Metroid has always felt tense, Metroid Fusion feels sufficiently creepy.

Despite Metroid Fusion’s direction, by some miracle, it still manages to be more difficult than Super Metroid. Reaching the objectives isn’t any more obtuse than in previous games, although one particular section involving several bloated spike enemies and the space jump ability wore on my patience. The main reason for Fusion’s amplified difficulty is the bosses. They are why excavating the laboratory for upgrades is essential to success, even to the point where the player has to grind for them to stand a chance against the bosses. Serris X swims around the arena at breakneck speeds, the security bots only leave themselves vulnerable for a second, and I’m pretty certain that the munching jaws of the plants in the Plant Core boss room are inescapable. Ultimately, the damage output of each boss makes them so imposing, with the margin of error when fighting these bosses razor-thin. The gigantic size of bosses like the arachnid Gedo and the garishly grotesque Nightmare almost forces the player to tank an inordinate amount of damage as they ricochet off the walls like a bouncing DVD logo. The game’s obligatory Ridley encounter is possibly the hardest for any Metroid game for this reason. The bosses don’t compensate for any of the more facile aspects of the game, yet the fact that these bosses are in a game intended to be easier is a pleasant surprise.

The apex of these formidable foes and the crux of Fusion’s narrative is the SA-X, the uncanny clone of Samus conjured up by the genetic power of the X. You know how unstoppable Samus feels near the end of each Metroid game after all of her power has been recovered? That’s the potency of the SA-X, and it doesn’t have good intentions with Samus’s full potential. A sequence that introduces the SA-X, where the parasite causes devastation to a door only for the game to zoom in on its vacuous, inhuman eyes, is the best display of “show, don’t tell” the game offers. I got the impression from this scene that the SA-X would act as a persistent hunter like Nemesis or Pyramid Head, but the malevolent force only rears its unfeeling head on occasions, usually when Samus is out of sight. However, the fact that it could be lurking anywhere on the station aids the discomfort of always being watched by an omnipotent force. One exception is when the game forces the player to interact with the SA-X in close quarters, displaying how quickly it can eviscerate Samus and cause the player to wet themselves in fear. Another impression is that the SA-X must be stopped. With the power imbalance on display, the clearest overarching objective coincides with Samus’s unspoken goal of getting stronger. Fighting SA-X at the end is a cathartic duel after scurrying away from it in sheer terror for so long. For unclear reasons, the SA-X helps Samus defeat an evolved Metroid monster that keeps Samus from exiting the facility once that typical self-destruct countdown engages. Did the SA-X submit to Samus’s will after she showed it humility by defeating it, or was it something cheap in an attempt to give Fusion one last edge over Super Metroid? Considering the bosses, it’s most likely the latter.

Metroid fans could’ve simply played Metroid Prime to satisfy their deferred cravings and while it’s exciting to explore uncharted realms and possibilities, it's also imperative to get reacquainted with old ground. In saying that, the pixel art and 2D perspective were all Metroid Fusion had in common with its iconic predecessor. While its ambition to deviate from aspects seen in Super Metroid is valiant, it creates a whole new slew of perfunctory elements that still give Super Metroid the overall advantage. While Super Metroid is clearly the better game, this fact does not render Metroid Fusion insignificant or unworthy of holding Super Metroid’s mantle. For all of Metroid Fusion’s flaws, I still appreciate the finished project for its willingness to expand and innovate: the mark of a true sequel.

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

This review contains spoilers

Destroy All Humans 2!, the sequel to my favorite childhood mayhem machine, was an exciting prospect at its release. I always deemed it a satisfying successor to the first game, but I always believed that the first one was still the superior of the two. The main reason for this was because the premise of alien invaders in a game spoofing the 1960s didn’t make any sense to me. Horror films of the 1960s catalyzed what I would consider the beginning of the elements we still associate with the genre. The 1960s revisited gothic horror and made it gorier, Night of the Living Dead laid the foundation for the zombie subgenre, and controversial movies like Psycho and Peeping Tom chilled us with killers that felt too close to home. The “atomic age” of horror films that featured alien invaders immediately became laughably quaint, and Ed Wood’s notorious Plan 9 From Outer Space only contributed a minute fraction of the cause. Obviously, the overall premise of Destroy All Humans does not represent the horror landscape of the decade. Fears regarding the Cold War still lingered, but events like the war in Vietnam shifted the context of our overseas tribulations. Alien invasions in the 1960s seemed all too out of place. However, I now realize that Crypto still has an integral role in the 1960s. Destroy All Humans! 2 (Make War, Not Love as the original additional subtitle) shifts the atomic age horror tribute direction from the first game to focus on the satirical aspects, with Crypto as the roastmaster general. Also, one must consider that sticking to the familiar ground of the 1950s could’ve inhibited the evolution that comes with a sequel, which Destroy All Humans needed.

A decade might be a lengthy period, but Destroy All Humans 2 is still a direct sequel that continues the story after the first game's events. Crypto’s unimpeachable reign as “president” of the USA has been swimmingly for the past ten years. Everything has been smooth sailing for the malevolent, pint-sized extraterrestrial until the KGB intercepts the location of the Furon mothership hovering over Earth’s gravitational pull and blows it to smithereens with a launch of heat-seeking ballistic missiles. Pox is pulverized on impact but manages to store his essence in a mobile holographic device as a convenient means of communication. Crypto’s mission of recovering the flotsam of the Furon mothership isn’t only a task spurred by necessity; it’s also fueled by vengeance to make the Ruskies pay for hitting the Furons closer than any other earthling ever has.

The areas in the first Destroy All Humans were confined to American soil. While the restrictions made sense in its attempt to concisely illustrate the culture of America during the 1950s, the narrative direction limited the span of areas the game could cover. We cannot forget that Crypto’s imperialistic endeavor in the first game was to conquer Earth, and simply seizing power over America is small potatoes for the Furon empire. Ten years later, Crypto’s mission of world domination is still a work in progress. Fortunately, the United States is a small fraction of the globe left unsubdued. One of the biggest appeals of Destroy All Humans 2 is expanding the settings of areas past the entrapments of America’s territories as the player gets to take Crypto on a world tour. The game starts on American ground in Bay City but soon after spending some time in Crypto’s kingdom, he will fly his saucer over the Atlantic to the cloudy streets of Albion in Britain, the Asian metropolis of Takoshima, the remote tundra of Tunguska, all the way to landing on Earth’s moon. An alien’s operation to overtake the Earth isn’t thorough enough without claiming our orbiting celestial body that shimmers in the night sky. Each of these areas directly correlates with real-world places that hold historical significance with the 1960s. Bay City is intended as a broad metropolis that could be any city along California’s central western bay, but it’s pretty obvious that it’s mirroring San Francisco, the de facto capital of the American hippy movement in the latter half of the 1960s. Albion, also known as London with the moniker of England’s original name, depicts the stylish Mod culture that ran rampant across the country's youths throughout the decade. Tunguska is a contrasting taste of the Soviet Union, and let’s just say that the moon setting coincides with the game’s time of July 1969 for a reason. The only area whose connections to 1960s counterculture and the historical relevance is unclear lies with the Tokyo-inspired Takoshima area, but who needs an excuse to be able to wreak havoc all over this picturesque island metropolis?

As one can imagine, broadening the range of Earth settings in Destroy All Humans 2 satisfyingly expands the bounded scope presented in the first game. While I much prefer laying waste to a wider selection of cultures, there is more substance to each of these areas besides being spaced out more widely on the globe. Each area in the first game acted as a compact sandbox for Crypto as he hops around, causing chaos. Santa Modesta was the only level in the first game that effectively exuded that sense of freedom due to its wide area and a reasonable level of backlash against Crypto. The wrath of the humans progressively became more immense as each subsequent area increased the rate of fire, which unfortunately created an imbalance of the earlier levels feeling too relaxed while the later levels could potentially trounce Crypto in seconds. Crypto’s continued presence across every area in the second game will progressively increase five alert levels instead of four. The forces that come with accumulating these levels are less defined. Nevertheless, they attack Crypto with the same amount of fervor. In the first game, Crypto simply walking among the humans was enough to garner the attention of the Majestic, the loftiest alert-level faction, in only a few minutes. The sequel’s highest alert levels will only commence if Crypto really flexes his might and does some serious damage. Police squadrons and military forces are also relatively the same in size and presence in every area, which greatly aids a sense of equal opportunity for freedom matched with its consequences across each area.

As for the areas themselves, the developers wisely chose to compound what Santa Modesta presented and used it as a template for every area in the sequel. Specifically, Santa Modesta offered a breadth that fostered more exploration than the other small compact areas in the first game. Capitol City might also be an exception, but it hardly feels fair when giant tesla coils immediately eviscerate Crypto’s saucer, and the entire Majestic agency is waiting for him with their guns locked and loaded at every landing site. Each area in Destroy All Humans takes inspiration from Santa Modesta’s example by offering vast playgrounds with a consistent geographical theme while presenting districts throughout the area to diversify the layout. Since most of these areas are thematically based on some of the most populated cities in the world, mapping out an assorted urban plain most likely wasn’t difficult. Bay City features the most notable San Francisco staples like the outdoor hippy mecca of Golden Gate Park, the steep streets of Haight-Ashbury, and the American base of the KGB situated in the middle of the map is vaguely similar to Alcatrazz Island. Takoshima presents the most congested city setting in the game, with backroad streets littered with beautiful cherry blossom trees that connect the concrete jungle to a maze-like Zen Temple. Off the main road, islets feature feuding ninja communes, a castle on a hill, and an active volcano. While the remote setting of the frigid Soviet industrial town Tunguska recalls that Destroy All Humans areas are better when they are sprawling, it still manages to exude the same design philosophy as the others. Solaris, the name of the Russian research settlement on the moon, is the only area not formatted like the others, mostly due to the barren nature of the setting. However, it can be excused here because the moon is the perfect last area, for no other place on Earth could serve as the pinnacle of the planet’s expedition. With the addition of a much-coveted map highlighting every district, the areas in Destroy All Humans 2 finally emulate the quasi-open world format of the first game consistently and adequately.

These areas also feel more lived in because they all offer more content. The main missions in the first game seemed implemented by the developers due to obligation more than anything. Most missions in the first Destroy All Humans end as quickly as they started, with only one or two objectives before the player could hightail off to murder people at their own leisure. Destroy All Humans 2’s story is far more intricate than the one from the previous game, so the developers accommodated the campaign with weightier missions. Every area has at least five main missions, and each of these offers a hearty range of objectives to keep the player occupied. One may assume that longer missions would bloat the experience, but elongating the tasks is exactly what the missions needed to uphold the story without seeming like an afterthought. A better sense of organization aids these missions because returning to the mothership to unlock the next mission in the first game and hopping around the map tended to be a jarring upset in pacing. Since the mothership has been wiped out of the stratosphere, Crypto begins a mission by conversing with Pox or another NPC somewhere on the field, and it feels much more like how missions are started in typical open-world games. All the missions in Destroy All Humans 2 are all killer with no filler and surpass any of the missions from the first game. The climactic point of Takoshima, where Crypto and Natalya scale Mount Seiyuki and take down a Kaiju rampaging through the city streets, is so bloody epic that the game runs the risk of peaking halfway into the campaign. Besides the main missions, the player can also complete odd jobs that range in objectives or Arkvoodle missions where Crypto manufactures an international cult using that lascivious idol who grants him places to land his saucer as its omnipotent figure. The missions across the game still have a difficulty curve wonkier than a slinky, but perhaps that’s just a trope of the open-world genre.

Action seems to take precedence over any other gameplay elements in Destroy All Humans 2. The James Bond-esque intro sequence in the main menu makes it easy to see which fictional 1960s icon the game draws its inspiration from. The bevy of stealth missions that the first game offered is blown to the wayside in favor of more overt destruction. Given that the game's name is “Destroy” All Humans and not “Evade” All Humans, the player can be eternally grateful. The game endows Crypto’s arsenal with new toys to foster a more bombastic direction. Every weapon from the previous game is back in its full glory, with an upgraded Anal Probe now serving as a useful weapon instead of an extraction tool. Destroy All Humans 2 doubles the total of Crypto's weapons on foot for what already proved to be an extensive bunch. The Dislocator launches discs that send people and vehicles on a nauseatingly bumpy ride, the mothership’s janitor, Gastro, blasts at foes from a hovering hologram, and the Meteor Strike summons a barrage of meteors that can level skyscrapers. Not since the peacemaker nuke from Jak 3 has a gun inspired so much awe with its destructive potential. The Burrow Beast is an optional weapon unlocked by completing the Arkvoodle missions. Unlocking a monster that gulps up people from under the ground would’ve been more exciting if the player didn’t have to beat the game first. Each saucer weapon from the first game also reappears, with only one lackluster Anti-Gravity Field added to the roster. The weapon selection in the first game was practical, but it’s hard to return to what is now a piddly number of options with so many tools of chaos at the player’s disposal here.

Even without weapons, Crypto can create enough of a commotion with just his mind. The essentials of Crypto’s psychic powers also carry over to this game, but they’ve been tweaked instead of being directly built upon like the weapons. Crypto’s abilities are no longer inhibited by a psychic gauge, so now he can continuously whisk anything off the ground and suspend them in the air. However, this does not mean that Crypto’s brain is an inexhaustible source of unlimited potential. Upgrades are much more commonplace in the sequel, with the plentiful Furotech Cells funding the expansion purchased at Pox’s mobile marketplace. Crypto’s psychic powers, however, are upgraded via the “gene blend” system, where he slurps up people across many nationalities and vocations using his saucer’s Abducto Beam and splices their genetic material. Although the process may seem like a fetch quest grind, Crypto’s perverse scientific experiment pays off because the ability to transmogrify any vehicle for ammunition is a godsend. Instead of using the transparent holobob, Crypto rather “body snatches” an unsuspecting victim off the street and can literally walk miles in their footsteps before their life meter depletes completely due to Crypto’s presence in their bodies. It’s disturbingly parasitic. To avoid causing attention while body snatching, Crypto can use a timely named distraction technique called “Free Love,” where every human in the vicinity will dance around nonchalantly to a groovy guitar lick. I appreciate all the new abilities, but psychokinesis was more fun in the first game. I don’t know what’s changed over a decade, but everybody in the 1960s is so resistant to being flung into walls by psychic powers that the impact barely leaves a scratch. One could argue that this was part of an improvement to fix something broken from the first game, but Destroy All Humans 2 is already rife with graphical glitches and framerate issues as is.

The satirical scope may not be as pronounced here, unlike the first game, but at least the sequel is as side-splittingly hilarious. I lamented that more missions in the first game didn’t feature conversations where the player could cycle through dialogue options, but in the sequel, the player can make Crypto spout countless lines of caustic comments while talking to NPCs. I never get tired of hearing him talk. I’d implore the player to try a drinking game whenever the game makes any timely pop culture references or intentional anachronisms, but I do not want to be responsible for any alcohol-related deaths. Some of the humor is racy (especially in Takoshima) and based in stereotypes, but that doesn’t mean I didn’t guffaw whenever Crypto made immature prank calls, a Japanese cop spoke unfitting jive, or when Crypto enacted his plan to sic the Russian cosmonauts on the Furon’s Blisk rivals by telling them that they plan to take away their vodka. Crypto gleefully rides away with the bedlam that this causes with the hippy-dippy song “She Changes Like the Weather,” playing like the stinker he is. It’s comedic gold. However, none of these humorous moments are enough to establish a concise ethos, but there is still something substantial here.

The prime point that Destroy All Humans 2 seems to convey with its satire is that even in what was perceived as a new age of enlightenment, mankind and the society they created hadn’t changed all that much. No amount of LSD can cure human vices or their stubborn obliviousness. Reusing some of the same jokes while reading people’s minds might have signaled a lack of new humorous material, but it could illustrate that nothing has changed. Crypto consistently comments that his cult is the “opiate of the masses,” a phrase that correlates drugs with religion. Dirty, hubristic iconoclasts that defined the counterculture of this era throw down their values in exchange for the most appealing thing Crypto can offer, which of course, is a bunch of empty promises. The first game expressed that people were stupidly impressionable, and the sequel comments that things like drug-induced “enlightenment” and “free love” are just as big of a farce as the patriotism that fueled the 1950s. Crypto’s status as an alien gives him a position of an outsider looking in, an unbiased being without the follies that beset mankind.

That is, Crypto was the perfect specimen for critiquing human nature in the first game. Crypto was an exceptional alien soldier with a sense of snarkiness behind his venomous contempt for the human race. In the sequel, he’s practically gone native. Too much time masquerading among the humans has caused Crypto to adopt a sense of appreciation for their ways of life and has softened him up quite a bit. One could argue that this is due to the sequel’s Crypto being a clone of the one from the first game after that one unexpectedly died, but Planet Furon just doesn’t possess the same frills of sex, drugs, and rock and roll as Earth does. That, and his newly acquired sexual appendage, almost makes him one of us, and Pox detests it more than anyone. Crypto’s character is explored thoroughly here as more than an intergalactic harbinger of death and persecution. His arc is detailed through his relationship with Natalya, a rogue KGB spy and Crypto’s love interest, who aids him throughout the game. Despite approaching Natalya in a sleazy manner that makes Andy Dick look gentlemanly by comparison, the two have an odd chemistry with one another that works. Eventually, she starts to warm up to Crypto’s advances and likes him. When Natalya gets killed by Blisk/Russian leader Milinkov at the game's climax, the player almost feels as devastated as Crypto. Maybe I can sympathize with Crypto trying to bat out of his league here, but maybe Crypto’s newfound admiration (in many forms) is a testament that Furons and humans aren’t so different. Through fraternizing with humans and understanding them, it could lead to a peaceful society between the two (although it's not likely). Crypto ends up saving the human race from the Blisk at the end of the game, and if that's not ironic, I don’t know what is. After all, Arkvoodle, the benevolent creator of the Furons, is just as self-righteous and hedonistic as any hippie.

It is now apparent to me that Destroy All Humans 2 is vastly superior to its predecessor. The game is a sequel that knew the previous title had much to improve upon and thus made an effort to do so and succeeded. Destroy All Humans 2 adds so much to the first game’s template and augments everything from the weapons, areas, missions, etc. I thought that continuing the premise of an alien imperialist taking over Earth in the 1960s was inappropriate, but delving into the material has proven to me that it can still work. The augmentation has even uplifted the B-movie fabric of the premise and presentation to a depth unseen in the first game. The most unfortunate aspect is that despite all of the improvements, the myriad of technical issues in Destroy All Humans 2 that were already present in the first game deter its overall quality. I wish I could overlook this with its positive attributes, but it’s too significant of a detractor. Nevertheless, at least Destroy All Humans 2 maintains the same maniacal thrills that the first game had.

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