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Tag Archives: DS

Game Review: The Legend of Zelda – Spirit Tracks (DS)

09 Sunday Sep 2012

Posted by roseredprince in Game Reviews

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adventure, Chancellor Cole, DS, fantasy, Link, Malladus, Nintendo, The Legend of Zelda, The Legend of Zelda - Spirit Tracks, Zelda

I have a theory about escapist storytelling; trains make everything better. The evidence is present in everything from Paper Mario – The Thousand-Year Door to Indiana Jones and the Last Crusade. There’s just a romance about old locomotives chuffing their way through breath-taking landscape that elevates the sense of adventure and transports the reader/viewer/player just as effectively as the passengers. Nintendo evidently feels the same as evidenced by The Legend of Zelda – Spirit Tracks, a DS follow-up to Phantom Hourglass built around the romance of trains. Continue reading »

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Top Ten DS Games

28 Saturday Apr 2012

Posted by roseredprince in Top Tens

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Chrono Trigger, DS, Fire Emblem - Shadow Dragon, Mario and Luigi - Bowser's Inside Story, Mario Kart DS, Nintendo, Professor Layton and Pandora's Box, Professor Layton and the Curious Village, Professor Layton and the Lost Future, The Legend of Zelda - Phantom Hourglass, The Legend of Zelda - Spirit Tracks, Yoshi's Island DS

Every game system has an identity, a defining characteristic or style of game that comes to mind whenever the platform is mentioned. The DS is something of a jack-of-all-trades, a handheld that pioneered new ways to play opening up bold new areas of design and gameplay that boasted exciting opportunities for developers of all types of games. The intuitive touch-screen interface paved the way for a slew of accessible casual games from Dr Kawashima’s Brain Training to endless Imagine games whilst also paving the way for more challenging concepts like Elite Beat Agents. In this sense the identity of the DS is fairly loose, neither entirely casual or hardcore and there’s something for gamers of all tastes and skill levels to choose. The console is an all-rounder, one that has seen more than its fair share of shovelware clogging up its back catalogue but a system is not usually judged according to its worst output but its best. The following are, in my opinion, the ten best experiences available for the Nintendo DS. Continue reading »

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Console Awards – Nintendo DS

22 Sunday Apr 2012

Posted by roseredprince in Miscellaneous

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Chrono Trigger, DS, Fire Emblem - Shadow Dragon, Mario and Luigi - Bowser's Inside Story, Nintendo, Professor Layton and the Curious Village, The Legend of Zelda - Phantom Hourglass, The Legend of Zelda - Spirit Tracks

With my recent purchase of Okamiden I have finally exhausted my interest in new software for Nintendo’s phenomenally successful handheld. That’s it, there are no more DS games available or on the approach I intend to buy (unless Nintendo decides to localise Fire Emblem – Shin Monshō no Nazo: Hikari to Kage no Eiyū at the eleventh hour, sadly unlikely). And so to reflect upon the little dual-screened machine that could, this is the debut of a new feature for the blog, the Console Awards which will honour the best games for the system. As usual this post is based on personal experience and in no way definitive so only games I’ve actually played can be considered. I’ll be doing a follow-up post listing my Top Ten DS Games too so check back soon to find out my choice for the best overall games on the system. Continue reading »

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Game Review: Okamiden (DS)

19 Thursday Apr 2012

Posted by roseredprince in Game Reviews

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adventure, Capcom, Chibiterasu, DS, Nintendo, Okamiden

You have to give credit to Capcom for ignoring the numbers and focusing on words. When Okami was released on PS2 in 2006 it became an instant classic. More than just another Zelda clone the game built on the strong foundations of that series’ structure and wove a powerful identity of its own with its gorgeously stylised graphics, innovative gameplay and superbly realised sweeping story based on Japanese Shinto mythology. Continue reading »

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Game Review: Professor Layton and the Spectre’s Call (DS)

01 Sunday Apr 2012

Posted by roseredprince in Game Reviews

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DS, Emmy Altava, Level 5, Luke Triton, Nintendo, Production I.G., Professor Layton, Professor Layton and the Spectre's Call, Puzzle

Sometimes you can never have too much of a good thing. Professor Layton and the Spectre’s Call, the fourth game in the series that arguably defines the Nintendo DS and last for the system with which it will forever be commonly associated with is every bit as enjoyable as you’d expect from this remarkably consistent series. Continue reading »

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Game Review: The Legend of Zelda – Four Swords Anniversary Edition

20 Sunday Nov 2011

Posted by roseredprince in Game Reviews

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adventure, DS, DSiWare, Four Swords, Four Swords Anniversary Edition, Link, Nintendo, The Legend of Zelda, The Legend of Zelda - Four Swords Anniversary Edition, Vaati, Zelda

Thanks to a chronic shortage of funds the number of new games I’ve bought this year has been dismally small. Among the titles released this year that I plan to get I’ve still yet to lay my hands on Kirby’s Epic Yarn, Okamiden and Star Fox 64 3D and I still haven’t got round to getting Sin and Punishment – Successor of the Skies, which came out last year. As we approach the Christmas period and the release schedule is starting to get a bit busy I’m finally bringing in some cash and just starting to catch up with purchases. The first piece of news regards Xenoblade Chronicles, the critically acclaimed Wii JRPG, which I got for my birthday. A combination of my drawn-out and difficult house move and working long hours has prevented me from playing it that much and I must say that my first impressions of what I have played haven’t been that good. Then again I had a similar experience with Fire Emblem – Radiant Dawn, which I ended up absolutely loving. That game has had to be shelved in light of a rather important new release.

Nearly five years after the release of its predecessor, Twilight Princess, the next core game in The Legend of Zelda series, Skyward Sword is finally out and I wasn’t planning on waiting to get it. There is nothing I look forward to more than a new main Zelda title and when I come to review the game, which I’m happily playing through, it will be the most significant post I’ll have made for this blog, a status it will retain until the first Wii U Zelda game comes out.

First, though, there’s the not insignificant matter of another Zelda release. The Legend of Zelda – Four Swords was originally released as an extra alongside the GBA port of A Link to the Past. The multiplayer only game required two to four players, each with a GBA and a game cart to work and I only ever had the chance of playing it once with one other person and we didn’t complete it. Since then it’s always felt like the Zelda game that got away, a misfit that I couldn’t rate properly not being able to play it in the depth I would like. As part of the series’ 25th anniversary celebrations, however, Nintendo have given the game a new lease of life and made it available to download for free with DSiWare as The Legend of Zelda – Four Swords Anniversary Edition with a new one-player mode and some extra content. It’s hard to think of a better warm up act for the main event.

The story of Four Swords is pretty simple. Link and Zelda pay a visit to the Temple of the Four Sword where Vaati the Wind Mage has been kept imprisoned for generations (since the events of Minish Cap, the villain’s origin story and, it is commonly agreed, the first game chronologically in the series). Before you know it Vaati has broken free and grabbed Zelda meaning it’s up to Link to take the Four Sword and create three copies of himself who set off together to rescue the princess.

Since it was originally conceived a multiplayer only title the game is deliberately on the short side with three main themed regions of Hyrule to tackle, each with three stages presented in linear fashion. You can try each set of levels in any order you choose and upon completing them you will be rewarded with keys to Vaati’s Palace, the final set of levels. It’s a compact little arrangement that suits the concept well. The levels are designed with multiplayer in mind, players must work together to overcome enemies and obstacles utilising the various items and equipment they come across. The basic 2D Zelda gameplay is intact with its top-down perspective and swordplay but the handling of secondary weapons is different. By default each player starts with a shield which they can swap out for any item they come across on any of the strategically placed pedestals. The usual bombs, boomerang and bow are all present alongside some new creations such as the Roc’s Cape which allows you to jump a great distance and the Gnat’s Hat which shrinks you down to miniscule size, allowing you to fit through small gaps, both concepts reused in greater depth in Minish Cap.

In addition to the basic objective of progress the game features a competitive twist. Each level is abundant in rupees of many values, many to be found in the frequent treasure chests and the game tracks how much each Link accumulates. It can make for some frantic contests as each player tries to beat his opponents to the best haul of rupees. It’s even possible to pick up and throw other Links, a feature used for both co-operative and competitive purposes.

Four Swords was given a much more fleshed-out follow-up for the Gamecube called Four Swords Adventures which featured a much lengthier quest, better designed levels, Gamecube – GBA  link cable support and a fully functioning one-player mode and the one-player game for this reissue takes a cue from that game. When playing alone you can control two Links, one following the other and press a button to separate and take control of one at a time and this allows you to get round the various moments in the game that require two players. It works well enough but it’s ultimately not as fun without someone to take the journey with.

So is it any good? Of course it is, it’s a Zelda game, the gameplay is solid, the combat clean and fun and the overall presentation strong. But that doesn’t change the fact that it’s not as good as any of the full releases in the series, including Four Swords Adventures. The levels work well enough but given the series’ rich tradition of delivering fiendish and clever dungeons the overall design is very forgetable particularly compared to the much more engaging level design in Four Swords Adventures. The bosses are more interesting and make good use of the multiple character concept. The graphics are colourfully reminiscent of A Link to the Past without ever electrifying and the soundtrack is functional but not a classic.

The best thing about Four Swords Adventures Anniversary Edition is the new content. After completing the game you open up a new area called the Realm of memories which presents you with a triumvirate of new levels based on old games in the series. Revisiting old locations such as Hyrule Castle from A Link to the Past and Tal Tal Heights from Link’s Awakening is a real treat especially given the retro graphics and sound. The levels feature redesigned puzzles and concepts that make things feel fresh even for veterans.

While it might not be the deep, rewarding and lasting experience of most Zelda titles, Four Swords Anniversary Edition is still an enjoyable little package at a price no-one can argue with. With Ocarina of Time 3D, the 3DS Virtual Console port of Link’s Awakening DX and Skyward Sword it’s been a busy year for the series and this freebie is a worthwhile part of it that helps celebrate a quarter of a century of great games.

Verdict

Feeling more like a basic spin-off than a true entry in the illustrious series, Four Swords Anniversary Edition is nonetheless a fun little title made all the better for the new levels and one-player mode and with no price tag you’ve no excuse not to get it.

Presentation – 8

Design – 7

Gameplay – 8

Graphics – 8

Sounds – 7

Difficulty – 5

Longevity – 5

 

Overall

 

8.2

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Game Review: Professor Layton and the Curious Village (DS)

17 Monday Oct 2011

Posted by roseredprince in Game Reviews

≈ 4 Comments

Tags

DS, Level 5, Luke Triton, Nintendo, Professor Layton, Professor Layton and the Curious Village, Puzzle

The revolution of casual gaming that arrived with the intuitive and versatile design of Nintendo’s seventh generation machines, DS and Wii, has been rather divisive. Long-time fans, experienced gamers and the so-called ‘hardcore’ have been left disgruntled by the waves of casual titles released in the last few years, so much so that many have accused Nintendo of abandoning their fans. This created two very distinct camps of gamers that have scarcely been united in their appreciation of specific titles appealing to both sides. Most casual gamers balk at the kind of complex challenging titles favoured by the hardcore who routinely turn their noses up at the perceived shovelware bulking out the charts for both consoles. But Japanese dev Level 5 managed to bridge this parting with a little story driven gem all about brainteasers called Professor Layton and the Curious Village in 2008. The game quickly became one of the DS console’s biggest success stories inspiring two sequels and a spin-off movie with a further DS prequel as well as another entry and a crossover with Phoenix Wright on the way for the 3DS. It’s easy to see why these beautifully presented titles have won over both the casual and the hardcore as they all excel at the conventions of storytelling and audience engagement.

Professor Layton and the Curious Village is about an English University professor and his young assistant Luke who both happen to be fans of all kinds of brain bending puzzles and their adventure in St Mystere, a remote and enigmatic village whose recently deceased Baron Augustus Reinhold left a strange stipulation in his will that his fortune will be inherited by whoever locates the Golden Apple in St Mystere. Soon after their arrival a murder takes place, soon followed by various other strange goings on leading the pair to believe that there is a lot more to St Mystere and the mystery of the Golden Apple than there seems.

It’s not a tremendously complicated tale but it is extremely well told, the plot peppered with mystery and intrigue, perfectly paced, expertly written with some inventive twists along the way. The presentation of the story is superb in every way, the game boasting a number of gorgeously animated FMV cut scenes contributed by Japan’s Production I G, one of my personal favourite animation studios responsible for the Ghost in the Shell animation projects. These animated segments are fully voice-acted by a very capable cast and are presented in a classical plot-driven cartoon style, the sort you might expect from something like Tintin. The rest of the plot unfolds on static location screens with inanimate sprites and text boxes, but the strength of the writing more than carries it along without losing any immersion.

The game works rather like a point and click adventure but this is no Monkey Island. You tap the touch screen to move between areas, open doors and talk to NPCs but there’s no complex item hoarding or experimental tomfoolery, your objective is always clear and requires very little effort to carry it out. As you go, however, almost everybody you meet will challenge you to solve a puzzle, and this is the heart and soul of the gameplay. With every puzzle the game will take you way from the setting and into a puzzle scenario featuring static artwork to assist you. The puzzles are full of variety from sliding block puzzles that require you to use the touch screen to move objects to others that test you mathematical or logical skills. The instructions are always clear and give you all the information you need to solve the puzzle whilst ensuring you have some thinking to do. Hints are available if you get stuck but can only be viewed by spending hint coins which can be gained by tapping objects in the map environments. Every puzzle comes with a set number of ‘picarats’ in game points you can build up to unlock rewards later. If you guess incorrectly the number of picarats available for a correct guess will fall. It’s a smart way to discourage lazy guesswork and gives the player a sense of progress and building accomplishment.

Most of the puzzles are actually optional and will be offered up when conversing with characters you meet in passing but several will have to be solved to progress past certain points in the story. There are also a number of checkpoints that block your progress unless you’ve solved a certain number of puzzles. Many NPCs will have multiple puzzles to give you depending when during the story you talk to them. Any you miss be progressing too quickly will be gathered up in one location for you to browse through at leisure. Everything has been thought of for maximum convenience. Additionally there are three on-going minigames accessible from the pause menu that challenge you to assemble a collection of strange gizmos, piece together a torn painting and furnish the two protagonists hotel rooms using items gained from solving puzzles. Of these the deepest is the latter which allows you to experiment and judge which character should get what furnishing based on their reactions to them. They’re diverting rather than absorbing and offer a nice little change of pace but later entires in the series have offered better minigames.

The visual presentation is top notch featuring colourful, detailed location and character designs. Although Level 5’s inspiration for its characters is evidently British – Layton and Luke are from London – much of the artwork is more reminiscent of French animation. The atmospheric and appropriately melancholy soundtrack too has a distinctly French leaning but the Anglo-French styling never jars.

The difficulty level can fluctuate a little and those lacking a good grasp of logic, special awareness, visualisation or imagination will likely struggle with many puzzles, but the game was designed very much for gamers, and gamers of both camps. Puzzles are among the few things that unite the casual and the hardcore. Many casual gamers enjoy a good Sudoku or Crossword and puzzles have part and parcel of more advanced games for decades so either side of the divide can understand what Professor Layton is offering. Moreover everybody loves a good story and the game delivers on that score too.

The only real downfall of Professor Layton and the Curious Village is that once you’ve completed it, aside from a few extras the incentive to keep playing is fairly limited. The nature of the game game discourages frequent repeat playthroughs since the puzzles are only fun when you don’t already know the answer. If, however, you can wait long enough to forget most of the puzzles then experiencing the story again is worthwhile and if you’re eager for more upon completion there are more titles available and further more still to come.

Verdict

Displaying a winning mixture of storytelling and head-scratchers the first game in Level 5’s popular series is worthy of the praise it has received. A rare example of a game that both casual and hardcore gamers agree is worth spending time with.

Presentation – 9

Design – 9

Gameplay – 7

Graphics – 8

Sound – 8

Difficulty – 7

Longevity – 7

Overall

9.0

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Game Review: Shantae – Risky’s Revenge (DSiWare)

25 Thursday Aug 2011

Posted by roseredprince in Game Reviews

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DS, DSiWare, Platformer, Shantae, Shantae - Risky's Revenge, Way Forward

I’m not in the habit of downloading new games. I have nothing against it in principle, cheap, new easy-to-access titles are obviously a good thing but I tend to favour more high-end releases that offer a richer experience. It doesn’t help that the Nintendo consoles don’t offer the best choice of download games with many of the higher profile offerings limited to the HD platforms but for once I’ve made an exception.

Shantae – Risky’s Revenge is the long overdue sequel to a popular Game Boy Colour game starring the eponymous belly-dancer half-genie who is called into action when busty lady-pirate Risky Boots pinches a mysterious lamp. You must guide the sexy heroine around a colourful side-scrolling world in search of the magical seals Miss Boots is hunting. It’s traditional platforming fare with a fresh sass and some cool gameplay mechanics that make it stand out from the crowd. The game has been lauded as the best available to download from DSiWare and although I have little experience to allow me to make comparisons I’m inclined to agree.

Rather than the usual linear succession of levels Shantae is set in an open explorable world Metroid style with various themed areas to discover. Don’t expect the level of depth from this world you’d get from one of Samus’ adventures, most areas are quite basic in design with the focus very much on action and there are a lot of enemies to take down everywhere you go. The handful of dungeons switch things up with some neat puzzles and timed challenges and come complete with imaginative boss encounters.

Shantae controls sharply with the usual run, jump and attack actions. Her unique primary attack is to whip her big purple ponytail at enemies in a way that would give any normal person serious whiplash. Additionally she can belly-dance to transform into a variety of animals and gain new abilities. The monkey for example can jump higher and climb walls. The various upgrades open up new avenues in the open-ended world, a design quirk that goes hand in hand with some hefty back-tracking.  It’s a fast-paced game and lots of fun to play but doesn’t give Mario a run for his money.

One area the game excels is in its visual presentation. Shantae’s is a very pretty game that makes vibrant use of primary colours, animated sprites and detailed backgrounds. The music is bouncy and the sound effects comical. The thin script is peppered with amusing fourth-wall breaking gags and the whole package comes with a quality sheen that most DSiWare games lack.

The only real complaint with Risky’s Revenge is that it’s a flash in the pan. Just as the game feels like It’s really getting into its stride it ends but this is part and parcel of low budget download titles. While it lasts it’s a blast and will give most players a challenge on the way but one can’t help but wonder what could have been achieved with a full release.

Verdict

A quality title with a mildly sexy edge that looks great and plays well. One of the better experiences available to download on the DSi and 3DS.

 

Presentation – 7

Design – 6

Gameplay – 7

Graphics – 8

Sound – 7

Difficulty – 7

Longevity – 5

 

Overall

 

8.2

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E3 Report 2011

22 Wednesday Jun 2011

Posted by roseredprince in E3 Report

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3DS, DS, E3, Kid Icarus Uprising, Luigi's Mansio 2, Mario Kart 3D, Nintendo, Star Fox 64 3D, Super Mario 3D, The Legend of Zelda - Skyward Sword, Wii, Wii U

Another E3 has come and gone and as usual the video game industry’s foremost event where developers and journalists gather to show off and play the newest hardware and software was not short of talking points.

Being a massive Nintendo fanboy I will, of course, be focusing on Nintendo’s showing but it would be remiss of me not to give some mention to Microsoft and Sony so here goes. Microsoft was the first hardware manufacturer to take to the big stage and although their press conference featured the news that the Halo franchise is returning with a remake of the original game and an all new trilogy including a teaser trailer for Halo 4 a lot of the online reaction to the company’s performance was pretty negative.  I didn’t see the conference but it seems the company disappointed its fans by concentrating on casual games for its Kinect hardware. I did, however, watch Sony’s press conference live and the PlayStation manufacturers seemed to do rather better. The president of Sony Computer Entertainment of America, Jack Tretton opened the brief with a sincere and admirable apology to Sony fans for the PlayStation Network’s well-publicised outage. With that necessary issue neatly handled the focus shifted to the company’s upcoming handheld hardware and successor to the PSP. The handheld’s new name PlayStation Vita was announced and a number of games that exploit its nifty technology were demonstrated. The revelation that AT&T would handle the machine’s telecommunications was met with an amusing smattering of boos but when the competitive price of $249 was greeted warmly when it was announced. What the conference lacked was big announcements. With the exception of Sly 4 the conference had little for the hardcore gamer to get excited about in an E3 uncharacteristically devoid of big surprises.

Nintendo’s was the last big press conference taking place on the Tuesday morning in LA. It was known long before the show that the company would be unveiling its new console to replace the Wii and rumours had been swimming around the net for weeks speculating what it could do, the most convincing of which suggested the new controller would feature a sizeable touch screen making it vaguely reminiscent of the Dreamcast controller.

The conference opened with a great musical tribute to the Zelda series for its 25th anniversary. A live orchestra played a medley of classic tunes from the series while a montage of clips from the games played on the big screen culminating in the first showing of the newest trailer of Skyward Sword. Zelda remained the focus of the show and we were told of Nintendo’s plans to celebrate the anniversary detailing plans for a series of concerts dedicated to the series and revealing that The Legend of Zelda – Four Swords will be made available as a free download for the 3DS. Nintendo’s new handheld took centre stage after that and we were given a taste of the big first party franchises upcoming for the system including Star Fox 64 3D, Kid Icarus Uprising, Mario Kart 3D and most importantly Super Mario 3D as well as revealing Luigi’s Mansion 2 for the first time.

Nintendo saved their biggest news for the end and their new HD console, dubbed Wii U was finally showcased. As rumoured the console does feature a large touch screen in a design that resembles an iPad. The new controller also features forward facing cameras, a gyroscope, a microphone and a traditional button setup including two circle pads, D-Pad, four face buttons, two shoulder buttons and two triggers. We were given a fair amount of detail regarding what can be achieved with this system such as the possibility of switching gameplay from the TV to the controller screen, a feature useful for when someone wants to use the TV for something else whilst you’re playing. We were given a few tech demos and a promising list of big third party titles in development for the system including Batman Arkham City, Assassin’s Creed and Dirt but there was nothing on any first party titles except that Masahiro Sakurai’s team will soon begin work on a pair of new Smash Bros. games for both Wii U and 3DS. We didn’t get a clear idea of the machine’s specs either. There was some confusion among the watching public regarding the showing as Nintendo showed nothing of the actual console during its briefing leading many to mistakenly believe that the Wii U was nothing but a new controller but Nintendo officially released shots of the console itself after the show to allay these fears.

It was a good show, maybe the strongest of the three but it wasn’t as good as last year, nowhere near. I was hoping for more big game announcements for new and existing consoles but Nintendo chose to leave its announcements until after the show. The promise of new Kirby games for both Wii and DS were quietly shown alongside Mario Party 9 and a similar looking game called Fortune Street that matches Mario characters with Square Enix ones. The best news was the confirmation of Pikmin 3 for the Wii U but I was hoping to see a new Star Fox or Fire Emblem or at least news that the newest Fire Emblem game for the DS will see release outside of Japan. Most frustratingly though we still don’t have any news on a new F-Zero game. Nintendo’s futuristic racer is one of their best and most consistently excellent franchises, my favourite after Mario, Zelda, Metroid and Fire Emblem and we haven’t seen a new entry in the series in ages.

So what about the Wii U? I’m cautiously excited. The name is pretty bad but the tech is highly intriguing. Nintendo’s demos caused quite a stir by showcasing some of the possibilities for the new controller. Since the show we’ve gained a bit more information about the console. It seems each one will probably only support one of the new controllers with existing Wii controllers necessary for multiplayer games. The console won’t play DVDs or BluRays but, we’re promised, will feature a much more robust online setup. There are some concerns regarding the timing of the console since rumours regarding the specs suggest it will be roughly on a par with the PS3 and Xbox 360 although some sources claim it will outstrip them a fair amount. Either way Nintendo could still find themselves lagging behind in the hardware stakes if either Sony or Microsoft decide to one-up them in the near future. Still, the prospect of Nintendo franchises in HD is too good to ignore, a point most obviously shown by an HD Zelda demo. The demo is not that of a new game in development but an example of what the series might look like in HD. It featured an interactive movie of Link fighting a giant spider that allowed the player to alter things like lighting in real time. We’ll have to keep our eyes on the Wii U as we near its release next year.

In terms of software the 3DS was at the centre of attention for Nintendo with its big names attracting plenty of praise. Super Mario 3D is looking great mixing some of the conventions of Super Mario Bros. 3 with the design ethic of Super Mario Galaxy. The fixed camera limits the sense of freedom found in Mario’s non-stereoscopic 3D games so far but Nintendo have always put plenty of effort into their mascot’s games so it should be great. Mario Kart 3D looks like a fairly typical game for the series except for a few additions. Your kart will become a glider when making big jumps and gains a propeller when underwater as well as featuring the option to swap different machine parts. Let’s hope Nintendo gives the title a deeper one-player mode than the series is known for too. Star Fox 64 3D is looking great as the second big N64 remake to hit the system and the announcement of Luigi’s Mansion 2, though not what I most wanted still looks like a fun follow-up to a fine title.

The star of the show for me was undoubtedly The Legend of Zelda – Skyward Sword. The Wii was given very little attention at the show but this last big release still yielded plenty of praise and has me very excited. The new trailer is great, finally giving us a look at Link’s world above the clouds. Skyloft is a fair bit smaller than I was hoping but it looks like an interesting community and the bird riding gameplay looks a lot more fun than Wind Waker‘s sailing. At the this stage it bears a striking resemblance to Skies of Arcadia. I can’t tell you how happy this makes me. The new trailer featured the same theme tune as before, the same music from the last trailer, which, it was discovered a few weeks ago, is actually Zelda’s lullaby backwards. Zelda herself features in the trailer, playing the part of Link’s childhood friend as she did in Minish Cap. Her new design resembles her character art for A Link to the Past and I have to say she’s adorable. We also were given a first proper look at the new villain, Lord Ghihiram who featured in a gameplay demo on the show floor. He seems an interesting baddie at this point perhaps filling the same role as Zant in Twilight Princess. We were also given an idea of the game’s structure. It seems the line between dungeon and overworld will be blurred in this game and the story will see you revisiting dungeons (which I called). It’s looking brilliant, the stylised graphics may lack technical greatness but they’re lovely to look at nonetheless and by all accounts the Motion Plus swordplay is fantastic. The game looks set to eclipse Twilight Princess which suffered from a lack of defining features. Hopefully Nintendo will give it the same depth and originality of Majora’s Mask. We can only wait and see.

So that’s how E3 2011 panned out. It wasn’t the best show we’ve seen down the years but it certainly had its moments. We’ll wait and see what Nintendo does with its new hardware and keep a close eye on its games until we return to LA next year.

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Game Review: The Legend of Zelda – Phantom Hourglass (DS)

20 Friday May 2011

Posted by roseredprince in Game Reviews

≈ 4 Comments

Tags

adventure, DS, Linebeck, Link, Nintendo, The Legend of Zelda, The Legend of Zelda - Phantom Hourglass, Zelda

To measure the quality of a video game series you shouldn’t examine the quality of its best titles but its worst. This, the first of two games in The Legend of Zelda series to be released on Nintendo’s stratospherically succesful DS, is one of the weaker games in the series but it’s far from a bad game.

The Legend of Zelda – Phantom Hourglass is a direct sequel to the Gamecube’s The Wind Waker and picks up shortly after that game’s final scene. Link is sailing with Tetra and her crew in search of the new Hyrule when they encounter the Ghost Ship. Tetra boldly boards the ship in search of treasure and adventure and promptly runs into trouble. Link attempts to mount a rescue but ends up in the drink later waking on a beach where he meets Ciela, a fairy with a memory problem. The pair team up and set off in search of a way to track down the ghost ship and save Tetra. Before long they enlist the services of seafaring rogue Linebeck who lends them his ship. The trio must sail a new area of ocean in search of the clues that will lead them to the Ghost Ship. It’s not the most riveting story in the Zelda canon but it sets up the necessary backdrop for the swashbuckling.

The story isn’t what makes Phantom Hourglass stand out. This is the first handheld game in the series to feature 3D graphics while retaining the familiar top down perspective of the 2D entries. More significant than this however is the interface which abandons button inputs for complete touch screen control. It was a bold move for a series, one of the greatest strenghts of which was its reliably constant excellent controls. You really have to tip you hat to Nintendo for pulling it off. Absolutely everything from menu selections to movement to combat is handled on the touch screen. Moving Link is a matter of touching the screen in the direction you want to move in which allows full 360 degree movement rather than the eight directions of the 2D games. Swinging your sword requires you to tap the screen or perform a quick stroke, tapping enemies initiates a targeted attack. It’s all very intuitive and works fluidly, the only drawback is that your hand can get in the way of the screen a bit sometimes but that’s normal for the DS. Talking to NPCs and reading signs is also accomplished with a simple tap, as is selceting items to use. The weapons themselves have all been chosen and designed to make use of the touch screen’s strangths. Bombs are thrown and arrows aimed with a regular tap but the boomerang really benefits. The game invites you to draw a line, which can be as complicated as you want, and trace the route the boomerang will take. It allows you to perform quite complicated actions and is used brilliantly in puzzles. I won’t spoil what other items are included and how they’re used but suffice to say each one is cleverly implemented. The only failure in the touch screen controls is the rolling attack which is activated by drawing a little circle at the edge of the screen. It’s fiddly and getting it to work is hit and miss but at least it’s not an important manouvre.

Fans of The Wind Waker will be infamiliar territory with this title. Not only does the game borrow the same colourful cel-shaded art style but the overworld design is pretty similar. Link must explore a number of islands on a wode expanse of ocean which is crossed in Linebeck’s ship. Again the touch screen is your only tool for exploration as you have to chart the course the ship takes by drawing on your map. The ship then sails automatically leaving you free to look around and fire your canon, if you have one, at any enemies. The sailing in The Wind Waker drew criticism for being time-consuming and boring and the same could be said here. The game tries to introduce a little variety by having more to do than just cross from island to island with traveller’s ships to explore and various hazards and antagonists to avoid as well as a well balanced if somewhat repetitve and long-winded mini-game for salvaging treasure but there’s no denying that sailing isn’t as fun as controlling Link on land or perhaps more specifically in the game’s excellent dungeons.

The dungeons feature the same high quality of brain-bending puzzles the series is famous for, here designed to make the best use of the touch contolled items but the masterstroke lies in what you can do with the map. A fully detailed map of whatever area you are currently exploring is dispalyed on the top screen and is available immediately. You can pull the map down to the touch screen at any time to draw on it or make notes. The game frequently encourages you to do this in a number of imaginitive ways. For example you might have to activate a number of switches in the right order which is made easier by numbering them on the map or you might find a map showing the only safe route through an area up ahead which you can copy on your own map. You can also record the locations of important things like treasure chests in this way. It’s superlative use of the DS hardware and the good news is it’s not limited to dungeons, you can doodle on any of your sea or island maps to your heart’s content. Of course no Zelda game would be complete without a few memorable bosses and Phantom Hourglass doesn’t disappoint offering a series of challenging encounters that make excellent use of both screens. One fight features a giant crab-like monster that can turn invisible. The boss’ point of view is displayed on the top screen allowing you to work out where it is to attack. This is just one of many clever applications of the upper screen.

Phantom Hourglass also features a hub dungeon, a first for the series. You must visit the Temple of the Ocean King, located on Mercay Island, the first you explore, many times during the course of the game. This dungeon differs in many ways from the regular ones. For a start it contains a dark energy that saps Link’s health over time an effect he is protected against by the Phantom Hourglass. Its protective power runs out when the Sand of Hours finishes draining essentially giving you a time limit. There are certain safe areas where your remaining time will not deplete and where you’ll also be protected from the Phantoms, imposing armoured sentinels immune to all attacks who will rob you of a lot of time if you suffer a blow from them. This encourages you to explore stealthily. The temple’s design is perhaps not as strong as the stand alone dungeons but more importantly each time you revisit it you are forced to retread the same areas you have already beaten before you can delve deeper into it. The Zelda series is no stranger to back-tracking but having to repeat whole time-consuming areas of dungeon is a pain. True, you can make use of newly acquired items to make the transition quicker and leave yourself notes as to what to do each time if you want but it’s still a somewhat lazy way of extending the game’s length.

So what about the 3D graphics? There’s no denying the technical achievement here, the colours are clear and pretty and the character models detailed. Everything looks great while you’re playing, it’s in cut scenes when the camera zooms in that the textures look blurry and objects polygonal. The environments can look a bit bland at times and the dungeons don’t feature anywhere near as much detail or feel as authentically real as those in the GBA’s Minish Cap. The music features a number of familiar classics and new arrangements but isn’t as strong on the whole as most other games in the series.

At around fifteen to twenty hours its a good length but doesn’t offer the most robust challenge for veterans although newbies should find things tougher. As for side quests there isn’t a huge amount to keep you playing. Nintendo have done away with the usual routine of gathering four pieces of heart to extend yout life meter in favour of a handful of complete hearts available as reward for completing challenges. Otherwise you can locate Power, Wisdom and Courage Gems which can be used to gain new abilities. These and a few other diversions lend the game some extra depth but there’s very little real incentive to pursue them.

For me though the biggest complaint regarding The Legend of Zelda – Phantom Hourglass is that it seems to have spelled the end of traditional 2D Zelda adventures. Prior to this title the 2D series flourished on handhelds and this is the weakest handheld game in the series to date. A second similar game  Spirit Tracks was released in 2009 which was better but still not as good as any of the 2D games. Although Nintendo’s innovative approach to gameplay with Phantom Hourglass is a success I still wouldn’t consider it an improvement. The 2D games have more to offer and for all the DS game’s success its interface can be restrictive which is reflected in the rather scant extent of weapons available to you.

For a ll its faults The Legend of Zelda – Phantom Hourglass is still a fine game with many original ideas and deeply engaging gameplay and there is certainly no reason at all fans of the series should ignore it. It really is a testament to the quality of this magnificent franchise that a game this good can be considered one of the lesser titles in the series.

Presentation – 8

The usual Zelda quality shines through but there are a few rough edges.

Gameplay – 9

The classic formula is transferred in impressive style to the DS touch screen. A real triumph.

Graphics – 9

Some of the best 3D graphics on the system.

Sound – 8

Another strong audio package but not a high for the series nonetheless.

Difficulty – 7

A fair challenge but the series has seen much tougher entries.

Longevity – 7

About the length you’d expect but the tiresome Temple of the Ocean King limits replay value.

Verdict

Another success that makes some of the best and most varied use of the DS’ unique features and as such takes its place as one of the best titles available for the system.

9.1

out of 10

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Game Review: Fire Emblem – Shadow Dragon (DS)

28 Tuesday Dec 2010

Posted by roseredprince in Game Reviews

≈ 4 Comments

Tags

dragon, DS, emblem, fire, Fire Emblem, intelligent, marth, Nintendo, RPG, shadow, strategy, systems

Merry Christmas!

There’s been a lot of sickness in the prince’s castle this December and the prince has had to chip in with Christmas preparations where the servants haven’t been able to so this review is a little late in coming despite the fact that I finished the game, my first replay since getting it in 2009, some days before the 25th. I will, of course, be reviewing all three of the games I got for Christmas (Donkey Kong Country Returns, Sonic Colours and Muramasa – The Demon Blade, a very Wii-oriented side-scrolly Christmas) in due course. For my first game review, however, it’s Fire Emblem – Shadow Dragon.

I came to the Fire Emblem party late. Developed by the sainted Intelligent Systems the series began on the Famicon in 1990 and created an all new genre by combining the Strategy game with the RPG to make the world’s first Strategy RPG. The first half-dozen titles were Japan exclusive and the series didn’t make its way westwards until two of its characters, Marth and Roy had made an appearence as playable combatants in the Gamecube’s Super Smash Bros. Melee. Finally in 2004 (in Europe at least) Fire Emblem – The Sword of Flame for the Game Boy Advance, simply titled Fire Emblem here, became the first game in the series to see release and I ignored it.

Well I didn’t ignore it exactly, I liked the art style a lot and the Smash Bros. connection engaged my interest but I didn’t buy it. In those days I didn’t have enough money to justify buying many games unless I knew I’d enjoy them and Fire Emblem was an unknown quantity to me. I didn’t get The Sacred Stones either and even when the series made an appearence on the Gamecube in Path of Radiance when precious few quality titles were being released for the platform I still wasn’t moved to make a purchase. Finally in 2008 Path of Radiance received a direct sequel in Radiant Dawn for the Wii and I finally made my long overdue Fire Emblem bow.

I’ll go into detail about my experience with Radiant Dawn when I come to review it as I plan to do some time in 2011 but for now suffice it to say that it took me a very long time to get into it. Fire Embelm is a very complex, multi-faceted game and takes dedication to master. Eventually everything clicked with me and by the time the credits rolled I was a confirmed fan of this cult series. In fact I would now go as far to say that there are only three video game series I look forward to new instalments of more now, Mario, Zelda and Metroid. So naturally when this game, a remake of the title that started it all was released for the DS in 2009 I didn’t beat around the bush about getting it.

As I said Shadow Dragon is a remake of the first game in the series and as such follows the story of Marth, the original Fire Emblem hero. Marth is the prince of the Kingdom of Altea who is forced into exile by the invading army of a previously allied nation. Marth raises an army and fights to bring peace back to the continent by defeating Medeus the Shadow Dragon, a task that requires the divine sword Falchion. The story is unfolded between missions by some extremely well-written dialogue between static pieces of very nicely drawn character art. There are plenty of twists and turns along the way but the story plays second fiddle to the massively addictive gameplay.

Battles play out on the top screen with the map on the bottom screen.

Here’s how it all works. You take control of a party of characters, each belonging to its own class, (myrmidons, cavaliers, archers, thieves, mages, fighters, knights etc.) leading them through a linear succession of quests in which you play a hyper-evolved game of chess against an opposing army with a view to completing a set objective (in this game the objective never strays from seizing a certain square on the grid which is always guarded by a boss). You and the enemy AI take turns in moving your units around the grid and engaging in battles with opponents. When you move within attacking range of an enemy you can choose to engage it whereupon you will be shown a screen that essentially predicts the outcome of the battle. You will be shown all of the relevant stats of both you and your enemy including HP (that’s RPG jargon for hit points), how much damage the two of you will do to each other, your chances of landing a hit in per cent and your chances of landing a three-times-as-powersul critical hit in per cent. The two units will only strike each other once unless one unit has a high enough speed statistic compared to the other in which case that unit can attack twice but even then battles don’t always end with one unit’s defeat.

Sound simple enough? Okay once you’ve grasped that much you need to factor in the following. Some weapon types have advantages over others (swords beat axes, axes beat lances, lances beat swords) and gain a slight damage boost when pitted against them. Some weapons can attack from a range of two squares meaning you can damage an enemy with an attack range of one square without reprisal. Some weapons have a massively boosted effect on certain units (bows against flying units, hammers against armoured units etc.) and can easily wipe out even powerful units in a single blow. All weapons have a limited number of uses which deplete every time you score a hit meaning you will want to be conservative with your stronger weapons which have fewer uses than weaker ones. Each unit will have an A-E grade for adaptness at the weapon(s) it is able to wield restricting the grade of weapon it can use and can only increase their grade by using the weapon type a lot. You can recruit new units by talking to them with the appropriate character instead of attacking although that will still be an option. Certain units can use staves to heal allies, warp them to another part of the map or boost their defence. Units gain experience in battle, more for achieving a kill. Units can improve their stats with certain items or upgrade to a stronger class by using a Master Seal.

Believe it or not this dragon is on your side.

Got all that? That’s just the start. Between quests you can make preparations for the next map by choosing which units to take, where to position them on the map and what weapons and items you want each one to have in their inventory. The micromanagement you can go into is extremely detailed. Every little nuance affects the way you prepare for and make your way through each quest. It’s deep and richly rewarding. Building up your army is extremely satisfying and every facet of the structure makes for the most addictive video game experience I have ever played.

But there’s one more thing that really sets Fire Emblem apart from other similar games. If one of your units falls in battle you can never use them again. This is unusual for RPGs, most of which only have a few playable characters which almost always revive after battle and sometimes in the same battle if you resurrect them manually. Permanent character death seems to be unique to the Fire Emblem series and will dominate the way you play. You have to be cautious, keep weaker units away from enemy attack ranges, heal your party regularly and prepare for every eventuality. It can be hugely frustrating to have one of your favourite characters suddenly killed. You can switch off and reload your last save to get them back but this of course necessitates regaining lost progress. The problem is slightly alleviated by allowing you to save in mid-quest once or twice but you’ll have to be strategic about when to do even that.

Linde the mage.

So how does Shadow Dragon measure up against the rest of the series? Well, for one thing during this second playthrough I could tell it was a remake more easily than when I first played it. Since getting this I’ve tracked down the Fire Emblem games I had previously missed and having played them I can see how the series has progressed from the early days on which Shadow Dragon is based. There’s less chatting among the characters, fewer enemy units and a number of series conventions, such as support conversations and certain unit classes have fallen away. This, therefore, feels like a slightly simplified experience at times. The one new idea Shadow Dragon brings to the table is the concept of reclassing units. If you find you have too many of one class (which you will because the game throws a lot of cavaliers at you early on) or too few of another you can take an existing unit and change their class to something else entirely giving you greater powers of customisation. It’s nice to have the freedom but it’s hardly needed, plus the unit’s weapon grades are reset to minimum when you reclass. Ultimately there’s no real advantage in doing it.

Shadow Dragon is not the most layered game in the series, nor is it the longest with only 25 missions, not including gaiden chapters though this playthrough still took me 25 hours to complete. We do get a good, likeable set of characters and it’s great to finally play as Marth. Needless to say if you like Fire Emblem this should be a no-brainer. It’s a pretty ideal place to start if you want to get into the series too

Not that the retailers will help much. I bought my copy on the internet and but for several weeks after release I made a point of checking to see if I could find the game on shop shelves anywhere I went that sells games. Not once did I find a copy, even in game shops. It annoys me that mediocre minigame compilations and self-improvement titles get shelf space at the expence a quality publication like Fire Emblem – Shadow Dragon. Sure, it’s a cult series only for hardcore gamers who like RPGs and are strategically-minded but it deserves praise and much more attention.

Presentation – 8

Clean, crisp and polished with probably the best writing in the series. If you’re familiar with the series you might be able to tell it’s a remake due to a slimmer range of content but when everything looks this professional it’s nothing to take issue with.

Gameplay – 9

Devillishly addictive and highly compulsive. Get into a Fire Emblem game and you could very well find you want to do nothing else. Shadow Dragon is a typically nuanced, deep experience that rewards organisation and patience with immense satisfaction.

Graphics – 8

A clear improvement from the GBA games and a darker, more realistic approach. The 3D character sprites don’t have the same charm of past entries but the maps are much more detailed.

Sound – 7

The rousing, addictive themes the series is known for are present and correct and feels appropriate for a game about war. Sound effects are satisfying.

Difficulty – 9

A combination of good enemy AI, fine stat balance and a finite amount of experience available make even the easiest difficulty setting a real challenge. Veterans will relish the high demand on their cunning.

Longevity – 8

Not the longest in the series but still offers a massively lengthy story, with unlockable gaiden chapters, harder difficulties and real replay value.

Verdict

With deep gameplay, tremendous challenge and a high degree of polish Fire Emblem fans, particularly those lucky enough to have been with the series from the start will find Shadow Dragon a real treat. If you’ve not yet dipped a toe into the pool this is an ideal place to start. All-in-all this is one of the finest, most rewarding DS experiences.

9.1

out of 10

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