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Tag Archives: Gamecube

Top Ten Skies of Arcadia Tunes

20 Wednesday Mar 2013

Posted by roseredprince in Top Tens

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adventure, Dreamcast, fantasy, Gamecube, Sega, Skies of Arcadia, Skies of Arcadia: Legends, Steampunk

Skies of Arcadia Legends Top Ten ImageSometimes when a review for a game (or whatever) that really means something to me comes along it seems that just a review isn’t enough. I talked at some length in my recent love-letter to Skies of Arcadia: Legends about the soundtrack and how much it enriches the game with its innumerable mood-setting melodies. It seems only fitting now that I take a moment to really honour the game’s wonderful soundtrack with a good top ten. So here are my ten favourite individual tunes from the OST. Any one of these conjures feelings of pure escapism and adventure one way or another and they are all tunes I could happily listen to just for themselves. As usual with this type of Top Ten there’s no waffle from me. I’ll let the music explain itself. Continue reading »

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Game Review – Skies of Arcadia: Legends (GC)

08 Friday Mar 2013

Posted by roseredprince in Game Reviews

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adventure, Aika, Drachma, Dreamcast, Enrique, Eternal Arcadia, fantasy, Fina, Galcian, Gamecube, Gilder, Nintendo, Overworks, Ramirez, RPG, Sega, Skies of Arcadia, Skies of Arcadia: Legends, Steampunk, Vyse

Skies of Arcadia Legends BoxAs long as there are dreamers with the courage to pursue their dreams, the world will have heroes. Continue reading »

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Game Review: Pikmin (Gamecube)

18 Monday Jun 2012

Posted by roseredprince in Game Reviews

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Captain Olimar, Gamecube, Nintendo, Pikmin, Shigeru Miyamoto, strategy

The recent announcement of Pikmin 3 for the Wii U was enough to get me in the mood to revisit the series for the first time in quite a while. The original game in the series, which, along with Super Smash Bros. Melee, was my first Gamecube game back in 2002 and it proved to be a revelation. A fresh IP from the genius mind of the great Shigeru Miyamoto who was inspired by watching ants working together in his back garden the beautifully presented and original game remains a gem among early Gamecube titles.

Captain Olimar is a 4cm tall spaceman from Planet Hocotate whose ship, the Dolphin is struck by a meteor sending it crashing into a mysterious planet. The Dolphin broke up on re-entry shedding thirty of its vital parts far and wide, worse still the planet’s atmosphere is full of oxygen, a toxic gas to Olimar who has thirty days of life support to find his missing ship parts. Fortunately help is at hand in the form of tiny plant creatures Olimar names Pikmin who seem happy to help him recover the parts and rebuild the Dolphin. Continue reading »

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Game Review – Metroid Prime (GC)

07 Sunday Aug 2011

Posted by roseredprince in Game Reviews

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Gamecube, Metroid, Metroid Prime, Nintendo, Retro Studios, Samus Aran

I talked in my Ocarina of Time 3D review about the transition from 2D to 3D design the classic franchises had to go through with mixed results in the nineties. Nintendo had a lot of success with its properties in this regard but one of its more famous and revered titles took a long time to enter the third dimension. Metroid on the NES stood out for its atmosphere design and big revelation that the hero was actually a heroine upon completion but it wasn’t until the SNES that the Metroid series really announced itself as a force to be reckoned with, every bit as brilliant as Mario and Zelda. Despite the overwhelming success of Super Metroid it was a long time before the franchise saw the light of day again. Nintendo struggled for ideas when considering how to bring it to the N64 meaning that Samus Aran had to take an eight year hiatus before finally returning in the outstanding Metroid Fusion on the Game Boy Advance. While it was an indescribable treat to enjoy the Super Metroid gameplay return on the small screen the promise of a 3D Metroid experience was an even more tantalising prospect.

Nintendo had approached Texas-based dev Retro Studios, famous for the Turok games to create Samus’ first 3D mission. Not everyone was convinced that they would be able to pull it off. The decision to present the game from a first person perspective upset a lot of fans who feared the game was deviating too far from what made the series great and that it would turn out as another generic FPS. They needn’t have worried, when release day came it was immediately clear that Metroid Prime was not only true to the Metroid legacy but a phenomenal game in its own right. This month marks the 25th anniversary of the series’ inception so what better time to review one of its best titles and one of the best games ever made?

Taking place immediately after the events of the original Metroid the game begins with Samus tracking the Space Pirates to a wanderer class planet called Tallon IV where she docks with their Frigate Orpheon in orbit. The frigate is where you learn how to play the game as you explore and investigate the calamity that has befallen the place. This is where the series’ trademark atmosphere comes in as you find your way through the devastated corridors and lab rooms full of dead Space Pirates and huge experimental subjects. As tutorial missions go it’s incredibly immersive, drawing you into the aftermath of disaster as you learn the ropes.

Retro made the most of the first person perspective, innovating at every turn. Your view takes place actually within Samus’ helmet giving context to the necessary HUD but it’s the way her visor interacts with the environments that really sticks in the mind. Walking through steam will build up condensation that obscures your view, the guts of blasted enemies splatter on the visor and certain enemies and attacks cause electrical interference. Best of all when the light is just right you can even catch a glimpse of the bounty hunter’s face reflected in the visor. Everything is done to add to the sense of immersion.

The tutorial is also where you have to get used to the scan visor which can be accessed with a quick tap of the right direction on the D-Pad. In this mode you can view your surroundings and scan various objects to gain information, often gaining clues about how to proceed or how to best an enemy. By scanning important objects you will build up a logbook as you go with rewards on offer for achieving 100% of the scans, an on-going side quest that nicely compliments the usual task of tracking down the many weapons upgrades hidden throughout the world. You’re quite free to scan as much or as little of the world as you want. If slowing down to read up on your surroundings is not for you you can forego the bother but you’ll miss out on a rich and detailed tapestry of life that has been subtly woven into the world.

After a memorable first boss encounter the Orpheon’s self-destruct sequence starts. The tense escape scenario is a staple of the series and while it’s unusual to have it at the beginning of the game there are few better ways to confirm the game’s pedigree. After returning to your ship, encountering Ridley and losing most of your abilities en route it’s time to touch down on Tallon IV and the game proper begins. The sense of immersion never lets up as you explore the jungles and ruins as you investigate the Space Pirates’ presence on the planet. The game’s focus is divided into equal parts exploration and action, leaving you free to find your way with a variety of imaginative and troublesome beasts to hold you up as you progress. It’s a structure that is unmistakably Metroid.

The game doesn’t hold your hand and you are encouraged to work out your own objectives. In most cases it’s simply about finding where you can and can’t go based on what upgrades you have or haven’t found yet. You won’t be able to pass through purple doors until you have the Wave Bean for example. Building up your arsenal is as satisfying as ever and the sense of power and excitement at acquiring a new toy returns in full measure. True, there is a lot of backtracking involved and that’s not to everyone’s taste but there’s a kind of pleasure in getting to know every room and remembering suspicious places that remain baffling until obtaining the right tool. The quality and detail in the environments themselves help to soften the blow. A huge amount of effort has gone into creating a sense of authenticity here. The Chozo Ruins for example evoke beautiful alien architecture in disrepair with structures overrun by flora and fauna. Though there are hot and cold regions that stray towards cliché they’re presented as desolate, hostile wastelands that add to the peril and isolation enormously. The sheer size of the game can be daunting and novices might feel overwhelmed and lost without a clue where to go but the game will pipe up and point out your immediate destination using the useful 3D map if you’ve been wandering around for a long time.

Then there’s the incredible graphics. Eight years on Metroid Prime still looks great, surpassing many Wii games in sheer texture quality. Everything is shown in stunning colourful detail to compliment the brilliant environment and creature design. Light is used to spectacular effect and various effects like electrical charges and water rippling help to sell the realism and beauty of the world. Some of the best and most inventive graphical flourishes come with the acquisition of snazzy new visors that let you view the world in some extremely cool ways that add another layer of depth to the puzzle-solving elements. The visuals are accompanied with incredible ambient sound design. Creatures hiss and squeal menacingly, Samus’ footsteps sound different on different surfaces, weapon fires sizzles and roars. The music too is loaded with atmosphere, mixing wilderness and sci-fi themes perfectly.

Of course the most critical aspect is the gameplay and it’s worth noting here that Metroid Prime has drawn a little criticism over this matter due to the lack of dual-analogue control. Movement is handled with the main analogue stick only with the C-stick reserved for switching your selected beam weapon. Some have argued that this makes control a little awkward though I’ve personally never had a problem with it. Aiming is not an issue thanks to the inclusion of Zelda style lock-on, a feature usually absent from first-person games due to its tendency to make things too easy. That doesn’t apply here though as many enemies move very quickly or have the ability to break the lock. The other important point to remember here is that shooting is not the only trick in Metroid’s book and never has been. Nintendo have stated that they consider this game to be a first-person adventure as oppose to a regular FPS, something the open game world and general structure fits with. Of course the blasting action present here is still superb, boss encounters are intense and enemies appear very frequently. The difference here is that the focus is not on rushing in all guns blazing every time but approaching combat in a subtler more considered way that makes good use of your wide variety of skills. Many enemies can’t be defeated by simply blasting them in the face.

It was feared that Samus’ signature ability, the morph ball would be absent from the game, but luckily that wasn’t the case. A quick tap of the X button sends the bounty hunter into her familiar spherical shape with a neat camera transition from first to third-person, leaving you free to roll around in three dimensions. Retro put a lot of effort into this feature endowing the ability with upgrades such as the boost ball which allows you to have fun on half pipes and the return of the spider ball from Metroid II. You can’t stick to any wall you want using this ability like you can in the Game Boy game and instead are confined to magnetic rails situated throughout the world. Far from feeling restrictive these tracks have been very cleverly designed into fun mazes. Naturally bombs and power bombs are also present and suffice to say the morph ball is utilised perfectly serving as the basis for some of the game’s most memorable moments. Sadly another series mainstay the screw attack doesn’t make an appearance but this was rectified in the sequel.

One other criticism that has been levelled at the game is its lack of story, a totally unfounded one.  True there’s no twisting plot or dramatic FMV cut-scenes but there’s a simple reason for that – the story has reached already run its course by the time Samus touches down on Tallon IV. This is where the scan visor comes in again – as you explore the ruins and bases you will find old Chozo recordings and Space Pirate log entries from which the story of Tallon IV’s fall can be pieced together. The narrative chiefly concerns a highly radioactive substance called Phazon that appeared and started to spread like a poison across the planet when a meteor struck the surface. The Chozo Lore entries outline the race’s desperate attempts to stem the flow of the substance and even gives context to the presence of Samus’ suit upgrades. It’s quite haunting to read about their struggles as you explore their desolate and deserted corridors already knowing of their extinction. Like Ocarina of Time before it Metroid Prime is a game set in a world you’ve already failed to save. The other side of the coin is the Space Pirate data which describes vividly their arrival on the planet and their complex attempts to harness Phazon and use it to create invincible biological armies. The superb writing gives you a fascinating insight into the Pirates’ culture and methods and convincingly sells them as an ambitious and resourceful race of bad ‘uns.

The interesting thing about this approach to storytelling is that it’s optional. You can cruise through the game without learning anything about how Tallon IV came to be in the state it’s in but you’d be missing out a simply fascinating narrative that draws a vibrant and beautiful picture of a very sad story. Interactivity is an untapped storytelling medium – most games present their plot like a movie but Retro decided to explore uncharted territory and do something that couldn’t be done in any other medium with Metroid Prime and for some reason get no credit for it.

One other way in which this game differs from most modern FPS games is its length. Tallon IV is big and will take a massively long time to explore. The main game takes no fewer than fifteen hours to get through and a lot more if you want to track down all the scans and items and upon completing the game you will unlock hard mode. The game is a real challenge anyway but hard mode is truly tough. Enemies take and deal more damage and the boss fights, particularly the unforgettable final showdown are absolutely intense. It’s massively rewarding to track down everything the game has to offer and the quality of the whole experience is so high that you’ll want to experience it again and again.

Retro Studios exceeded all expectations with Metroid Prime and created an experience that can stand shoulder to shoulder with the hallowed Super Metroid. I can’t overstate the significance of this achievement, nor can I stress enough how brilliant this game still is. Everything about it has aged very well and the high level of refinement on offer here speaks for itself. Chances are that if you’re a Nintendo fan you understand every word I’ve written but if somehow you missed this game upon its initial release I urge you to track it down. It’s playable on the Wii either with a Gamecube disc or as part of the Metroid Prime Trilogy complete with Wii remote controls. Don’t hesitate, this is one of the best video games ever made.

Verdict

An absolutely superlative, deep, rewarding, intense, fascinating and timeless experience that combines everything that put this classic series on the map with perfect first-person gameplay in three dimensions. Dripping with atmosphere, mystery, innovation and excitement, Metroid Prime endures as one of the all-time greats.

Presentation – 10

Design – 10

Gameplay – 10

Graphics – 10

Sound – 10

Difficulty – 9

Longevity – 9

 

9.8

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Game Review: Luigi’s Mansion (GC)

16 Saturday Jul 2011

Posted by roseredprince in Game Reviews

≈ 1 Comment

Tags

Gamecube, Luigi, Luigi's Mansion, Mario, Nintendo

As a launch game for Nintendo’s Gamecube Luigi’s Mansion was intended as a showcase for what the new hardware could do. That the new console should arrive without a ‘proper’ Super Mario title on day one was unheard of but handing the baton to the plumber’s long-overshadowed brother and dropping him into a big haunted house was a welcome change of pace nevertheless. With Luigi’s Mansion 2 currently in development for the 3DS the time felt right to revisit this fun little action game.

Luigi has won a mansion in a contest he can’t remember entering and, after arranging to meet Mario there, he sets off to take a look at his prize. Five minutes on site are all it takes for it to become apparent that his mysterious win is no blessing as the place is haunted and Mario seems to have gone missing, taken by the ghosts. Only an eccentric scientist called Professor Elvin Gadd can help, lending Luigi his Poltergust 3000, a device of his own creation, for him to vacuum up the spirits and exorcise the building in search of Mario.

This being a Nintendo game you shouldn’t expect a Resident Evil style of survival horror experience. Exploring the dark mansion is atmospheric affair, moodily lit by the reluctant hero’s torch as he explores and although the sudden appearance of ghosts sends shivers through Luigi they’re more likely to make you, the player, chuckle. The mansion starts off completely dark and it’s your job to turn the lights on in each room by ridding it of various ghosts. Most ordinary spectres will try to attack you but can be stopped in their tracks by shining the torch at them causing them to momentarily freeze. This is your window to fire up your Poltergust and start sucking. Ghosts will try to escape from your clutches and the stronger ones will drag Luigi all over a room, to successfully contain them you must hold R to continuously vacuum whilst pushing the control stick in the opposite direction the ghost is trying to escape from. Doing so will reduce a ghost’s life meter and when it hits zero it’s sayonara spook. Sucking up these ghost is the bread and butter of the title and it fortunately remains fun throughout with the gradually increasing difficulty of capturing ghosts.

As you explore you’ll encounter a number of character ghosts that require a little lateral thinking to catch. Most will become invisible whenever you turn to face them so you’ll have to watch their movements carefully to wait for an opening or perhaps interact with your surroundings to provoke a response. For example you might use the Poltergust to open a curtain and let in a draft prompting the resident ghoul to move to close it. Once you’ve got one of these portrait ghosts trapped in your beam it’s business as usual until their large amount of life is reduced. These portrait ghosts are really well characterised and interacting with them is often likely to raise a smile.

In addition to this the mansion is overrun by boos, the Mario games’ familiar ghostly nasties. The shy boos remain hidden from sight and can only be detected by the boo radar on your Game Boy Horror, another Gadd contraption used to keep track of various things. To make a boo show its face you must track it to whatever object or item of furniture the radar indicates it is hiding in and disturb it although sometimes you’ll only find decoys. You can’t lock boos in your vacuum the way you can other ghosts and most instead carefully aim the Poltergust to chip away at the boo’s life and try to keep it from escaping through a wall. If that happens you can often pursue it to the next room and try again but not if it moves to a room you don’t have access to yet in which case you’ll have to find it again later.

As you progress and turn on the lights you will find keys to unlock new rooms. The mansion may be an explorable open-ended game world but the game keeps your progress relatively linear, unlocking rooms one at a time. Things are kept interesting with the odd diversion, there are secret rooms that require some brains to get to, you’ll need to track down a handful of Mario’s lost possessions between ghost hunts and there are some boss encounters to deal with too. You will constantly gather money as you go from familiar Mushroom Kingdom coins to notes and gold bars and valuable gems. Money is typically hidden inside cupboards, drawers and other furniture as well as treasure chests. Using the vacuum to suck up the wildly fluttering paper notes is fun and building up your cash is quite satisfying.

The gameplay is based on a dual-analogue control method. You move Luigi around with the main stick and position the vacuum with the C stick. It can be fiddly but makes sense with practice. Vacuuming is mapped to the R button and exploring objects done with A. You can also turn your torch on and off with B but this is rarely necessary. You can also use the Poltergust as a flamethrower, water cannon or ice blaster to solve puzzles and trap certain ghost by holding L. You will need to be charged up with one of the three powers by sucking up particular elemental ghosts which can be found near sources of their element. It adds another layer of strategy to the experience and keeps things varied. There is no jump button or any other resemblance to the controls of traditional Mario platformers, in fact it’s only really the characters and visual direction that relates to previous games in the Mario universe.

That this was Nintendo’s platform to show off the graphical capabilities of their new machine does come across. The visuals still look good today accounting for the fact that this is a nine-year-old game. The dimly lit mansion is suitably gloomy, the minimal lighting creating the atmosphere beautifully. Character models are rounded and colourful and the environments, objects and enemies all maintain a clear cartoonish visual style. The side-on perspective and fixed camera is never restrictive, the rooms designed to make the best of it and the whole visual presentation is strong throughout.

The sound design too is excellent with one central theme used to inventive and varied effect. The creepy tune plays as you stalk through the dark corridors and rooms with the petrified hero actually humming along. That hum turns into an easy-going whistle as you causally stroll through areas you’ve brought light to. Charles Martinet, voice of the Mario brothers and all round nice guy lends tremendous character to Luigi whose constant terror at finding himself in a haunted house is hilarious. If you tap A when not in reach of an object to examine Luigi will call out to his brother, his voice becoming more and more scared the lower your health goes. Given how little music there is and how little overall content in the sound department there is in Luigi’s Mansion the audio presentation is quite excellent.

Luigi’s Mansion is a fun little action game, engaging from start to finish with a decent amount of depth in most aspects of its design but it’s short. A handful of hours are all that it takes to beat the game. True, that’s the state of things in the genre these days but in 2002 the game felt rather brief especially given its status as a flagship console launch title, it’s a shortfall the sequel will aim to put right by including multiple mansions. There’s a little replay value if you want to chase for high money scores but ultimately the title doesn’t offer the kind of value for money you would expect from a flagship franchise outing. It’s not the toughest game to beat either. The controls take a little time to accustom to and you’ll need to think a bit to catch some of the character ghosts but most competent players should breeze through. One good point about the difficulty is the relative scarcity of health pickups which helps to add a touch of tension.

There’s no doubt that Luigi’s Mansion is a fun, charming and well-presented little actioner that has suffered unfairly from a bad rep as a result of its faults. It deserves a second chance and I’m delighted we’re getting a sequel because the concept is carried off with confidence. Nonetheless the game is not one of the all-time launch day greats because as fun as it is to suck up ghosts with a vacuum cleaner it’s not as fun as stomping on goombas.

Verdict

Though Luigi remains in his brother’s shadow his starring debut is still an entertaining action title that excels in many areas. A combination of comedy, atmosphere and varied invention makes this title worthwhile.

Presentation – 8

Design – 7

Gameplay – 7

Graphics – 8

Sound – 8

Difficulty – 6

Longevity – 5

Overall

8.3

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Game Review: Starfox Assault (GC)

25 Wednesday May 2011

Posted by roseredprince in Game Reviews

≈ 1 Comment

Tags

Falco Lombardi, Fox McCloud, Gamecube, Krystal, Namco, Nintendo, Slippy Toad, Starfox, Starfox Assault

Replaying Starfox Adventures recently inspired me to give the other Gamecube Starfox title another go. The game, developed by Tekken creators Namco returns to a structure more like the series high point Lylat Wars, but was it better than Rare’s ground-bound adventure?

The game begins with a pretty spectacular sequence that sees the Starfox team, Fox, Falco, Slippy and Krystal backing up the Cornerian Army in their campaign against Andross’ remaining forces led by his nephew Andrew Oikonney. The team track the crazy ape to Fortuna but its not the anthropomorphic heroes that finish him. A biomechanical alien creature called an Aparoid turns up, kills Oikonney, and turns a crisis into a catastrophe. The life destroying Aparoids quickly start causing havoc in the Lylat System and the team desperately try to track down an Aparoid Core Memory which will help them defeat the invading army, a journey that takes them to many familiar locations. It’s definitely a better story than Starfox Adventures, the Aparoids are threatening enemies and there are some real surprises and twists along the way. Sadly its pretty short lived with only ten missions and no branching paths. The writing is nothing spectacular and the voice acting is a bit hit and miss but it’s clearly better than the voicework in Starfox Adventures.

There are three main types of level, the classic on-rails Arwing levels, the dogfighting Lylat Wars called all-range mode and ground-bound missions that are basically third-person shooter levels. There’s also a fourth mode that sees Fox balancing on the wing of an Arwing or Wolfen blasting everything he sees with a plasma canon, essentially another kind of on-rails level but it only happens a couple of times. It feels much more like a Starfox game and missions often see a combination of level types. One minute you might be running around an enemy base and the next you’ll be needed in the air so you’ll have to return to your Arwing to help out. It’s nice to see plenty of variety in the gameplay which makes it a bigger shame that the missions are so underwhelming.

We’ll start with the worst. It’s becoming increasingly clear that Fox should stay in the cockpit as the on-foot missions are rubbish. The controls are fiddly and unrefined even when you jump into a Lanmaster tank, it’s so bad that it more or less cripples the whole game given how many levels put you on the ground. You’re given an arsenal of weapons such including the basic blaster, machine-gun, grenades, homing missiles and sniper rifle. and invited to blast everything you see but the levels are of very mediocre design. The environments are bland and generic, as are the enemies and you’re never required to anything other than trash a number of targets, dull. Better are the missions that play like classic Starfox. The all-range levels are pretty good fun on the whole but nowhere near as engaging as those in Lylat Wars. As you’d expect it’s the on-rails levels that fare best with hundreds of enemies, scripted events and thrilling moments. The clear highlight then but annoyingly there are only three such levels. The Arwing controls pretty much like it did in Lylat Wars but for some reason Namco have tweaked the controls making strafing and barrel-rolls a bit awkward.

The graphics vary in quality. The on-rails Arwing missions look great, especially the Asteroid Belt mission which is genuinely stunning to look at. The ground-based bits on the other hand are weak. Overall it’s nowhere near as pretty as Starfox Adventures. The sound isn’t bad. Music is rousing and recalls some of the stirring themes of the series best moments but the sound effects are a bit tinny, so is some of the voicework.

Overall Starfox Assault is a disappointment. It certainly feels closer to a classic Starfox experience but the execution on some frints is poor. It definitely has its moments and fans will appreciate the good bits but it’s a forgetable experience. A short one too taking a handful of hours to complete although there are a few difficulty levels to try and medals to win as well as a multiplayer mode but none of these things really prolong the experience much. Replay value is extremely low too.

Presentation – 7

A more Starfox-like design and a good story don’t quite disguise the roughness of the menus and visual design.

Gameplay – 6

The familiarity of the Arwing levels saves the game from utter mediocrity but there’s no ignoring the terrible on-foot levels.

Graphics – 7

Varying inconsistently from gorgeous to downright ugly.

Sound – 7

Some nice, stirring tunes but everything else sounds a bit grainy.

Difficulty – 7

A challenge certainly but that’s partly down to poor controls.

Longevity – 5

It’s a short game to say the least. Beating it on harder difficulties might extend its life a bit though.

Verdict

It’s a real shame that one of Nintendo’s coolest franchises is getting such mediocre treatment from third parties. There are some bright moments that make it worth playing and it can be plenty of fun but don’t base your opinion of Starfox on this game.

7.2

out of 10

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Game Review: Starfox Adventures (GC)

22 Tuesday Mar 2011

Posted by roseredprince in Game Reviews

≈ 2 Comments

Tags

Falco, Fox, Fox McCloud, Gamecube, Krystal, Nintendo, Peppy, Prince Tricky, Rare, Slippy, Starfox, Starfox Adventures, Tricky

Usually when I replay games I tend to stick to the classics, titles that score 9.0 or above. I have precious little time to play games that I have to make sure I’m always playing something worthwhile but every now and again I get the urge to load up something lesser, a game that I would merely describe as ‘good’. My latest replay is one such occasion, 2002′s Starfox Adventures.

This game had a fairly unusual development. It started life as Dinosaur Planet, Rare’s answer to The Legend of Zelda, a 3D action adventure title for the N64 but never made it to the platform due to a new generation-transition taking place before development cpould be completed. The title moved on to the newfangled Gamecube but underwent more than a graphical makeover when Nintendo approached their developer, liking the anthropomorphic charcter style to ask if they could make it a Starfox game. Rare agreed and the game’s hero, Sabre was replaced by Fox McCloud, the heroine, Krystal was morphed into another anthropomorphic fox and the title eventually changed to Starfox Adventures, becoming the third game in the series although it shares little in common with the other titles.

The game opens with Krystal searching Dinosaur Planet for answers about the extinction of her people riding a Cloudrunner pteradactyl. An encounter with a strange, flying galleon causes her to drop her staff before she lands on the vessel and meets General Scales, nasty boss of the Sharpclaw army. After escaping him she flies to the Krazoa Palace, answering a distress signal. At the palace she learns from several injured Earthwalker Triceratops dinosaurs that the place was attacked by General Scales who sought the power of the Krazoa Spirits, which, in reaction to the attack where dispersed across the planet. Krystal manages to retrieve one but is then trapped by a mysterious unknown being. Soon afterwards the Starfox Team minus Falco receieve a job from General Pepper who explains the predicament of Dinosaur Planet, large pieces of which have actually broken away from the surface into orbit. Fox flies down and soon learns that this is because General Scales has removed the four Spellstones from the Force Point Temples breaking the seal on the terrific magical energy contained in the planet, an energy so strong it is constantly pushing the planet apart. It’s up to Fox to retrieve the Spellstones and save both Krystal and Donosaur Planet.

Water effects shimmer beautifully

It’s a big departure for the series having Fox step out of the cockpit for most of it. There are still some Arwing missions in there but the vast majority of time will be spent on foot exploring the planet, fighting bad guys and tackling puzzles. The game’s structure runs like this. Each of the four Spellstones is located on one of the orbiting regions that have seperated from the planet. Upon finding them they will open the gateway for him at which point he must return to his Arwing and fly a brief on-rails approach to the orbiting location. After landing he negotiates the many traps and puzzles and defeats a boss to claim the Spellstone before returning via the Arwing to the planet and taking it to its corresponding Force Point Temple. Then he will have to track down a Krazoa Shrine where he will have to undergo a challenge to free a Krazoa Spirit which must in turn be taken back to Krazoa Palace. Then the whole process repeats. Much of the gameplay revolves around Krystal’s staff which Fox finds early on. Aside from handling combat the staff can be imbued with a number of useful powers from firing projectiles to causing minor earthquakes. The staff has a power gague that can be refilled by collecting colour-coded energy crystals. You are also accompanied by Prince Tricky, a young Earthwalker to whom you can give a number of commands such as to find buried treasure or breathe fire on enemies or objects that need to be burned. Each time you command tricky his energy will be depleted a little and you will have to keep his stamina up by feeding him GrubTub fungus, little mushrooms that hop away from you and must be stunned to collect. Tricky basically acts like Navi in The Legend of Zelda – Ocarina of Time.

And that’s a pertinent point to bring up because this game owes a real debt to the 3D Zelda franchise. The open-eneded overworld structure and dungeon-driven gameplay bears a close resemblance to Link’s adventures and the similarities don’t stop there. Many of the puzzles are borrowed from Zelda such as block-pushing target-shooting and wall-bombing, you can assign abilities to a shortcut button, not to mention the staff’s energy gague looks and acts a lot like Link’s magic meter. And most blatantly of all Zelda’s famous ‘puzzle-solved’ fanfare is copied note for note and used for the exact same purpose. But there’s one way in which the game isn’t much like Zelda. It’s nowhere near as good.

You can use this cannon to take out enemies

Starox Adventures is at best a reasonably varied romp through gorgeous landscapes, at worst a bloated, repetitive drudge with next to no gameplay merit. More than half of the puzzles and challenges in the game revolve around fetch quests. More often than not in order to progress you’ll need to find something and return it to its proper place, discovering any such object activates just about the most stupid ‘item-foun’ animation in gaming history and you have to watch it again and again. The environments themselves aren’t teribly well-designed, dominated by a lot of featureless corridors and a strange quirk in which waypoints feature a symmetrical design forcing you to pass by performing the exact same action whether you’re coming or going. You’ll have to revisit many locations to perform a lot of the same tasks and there’s tons of boring backtracking. The combat looks pretty flasy but is in reality rather shallow with Fox’s handful of staff combos handled entirely by the A button. The standard Sharpclaw enemies have a habit of letting you take them all out one at a time, even when there’s five or six surrounding you they attack one by one.  The Arwing missions are short and pretty weak, capturing none of the frantic, intense action of Lylat Wars. The story isn’t great either. The idea of bits of the planet breaking off into orbit is cool but there’s not much more to it than that and General Scales isn’t a very threatening viallain. Worse is the painfully bad script and laughable voice acting, much of which was done by the Rare dev-team. A lot of characters have fairly cheesy regional British accents which might be oddly amusing if not for the atrocious delivery of the cliched lines. After Lylat Wars’ legendary writing and voice work it’s a real downer. Oh, and Prince Tricky is really annoying too.

Sounds like a stinker doesn’t it? Well don’t let the game’s many flaws put you off because it’s not in fact a bad game. There’s a decent bit of variety, with decent vehicle sections, including a couple of places where you ride dinosaurs as well as some first person shooting challenges. The gameplay, whilst totally unoriginal works perfectly well, Fox is responsive and quick, the controls are tight, the combat smooth and the various powers and commands all work well. The quiet, understated score perfectly evokes the tribal motif of the world although there are no real standout tunes and the sound effects are decent enough. It may be reptitve but having Zelda as your main influence is no bad thing and many of the puzzles are decent.

There’s even one way in which the game surpasses Zelda. The item selection interface that has always necesitated frequent pausing and unpausing of Zelda games is handled with the C stick. Flicking it opens up the inventory menu which has three columns, one for the various items you have gathered, another listing your staff powers and a third for Tricky’s commands. You switch between the coloumns by titlting left or right on the C stick and scroll through the options by tilting up or down. To choose an option you press A or you can press Y to assign it to that button for a shortcut. All this is done in real time without pausing the game and streamlines the experience in a way that Zelda is only just getting round to doing in Skyward Sword. Starfox Adventures also manages to nail down some of the atmpsohere that Zelda is famed for with locations like Moon Mountain Pass and Krazoa Palace proving nice and moody. Some of the dungeons are also pretty nice to explore, particularly Cloudrunner Fortress.

There's no denying Fox looks awesome

But there’s one aspect of game design in which Starfox Adventures really excels, the graphics. The game boasts seriously pretty visuals, a wide colour-palette brings Dinosaur Planet to life with brilliantly detsailed textures and character models. If the camera zooms in you can see Fox’s fur swaying in the breeze, defeated enemies disappear in a blaze of gorgeous purple light, indeed the lighting is fantastic throughtout painting a vivid sense of reality about the pretty locations. This game is neartly ten years old but it still looks absolutely great and surpasses most Wii games in the looks department. It’s technically impressive too. Most of Dinosaur Planet is one great big environment free to explore from Moon Mountain Pass to Cape Claw with large environments linked by long corridors. It’s in these corridors that the game does its loading with a loading spike noticeable by slight, forgivable glitches. Very impressive, at least for 2002.

Starfox Adventures is a story of highs and lows then. It looks superb and plays well enough, offering some decent variety but is nevertheless repetitive and sometimes lazily designed with little of real value to distinguish it. That said it always manages to be engaging. The difficulty level could be better with only occasional spikes in the challenge, such as the Test of Fear and there are almost no side quests to speak of, which is strange given the open ended design of the world and the fact that it only takes about ten hours to complete. Still, somehow this game is always likeable and inviting, and although it’s a major departure for the series I don’t think there’s anything wrong with focusing the Starfox story on a single planet. It’s not like it was a permanent change and the series’ mythology is developed fairly well.

Presentation – 7

The visual angle is outstanding but it’s all let down by a terrible script and hopeless voice acting.

Gameplay – 7

Everything works well but there’s just not that much to it.

Graphics – 10

Simply gorgeous throuhgout. One of the prettiest games on the Gamecube.

Sound – 7

A well judged tribal soundtrack is marred by that damned voice work.

Difficulty – 6

Generally a breeze with only the occasional challnege slowing progress down.

Longevity – 6

Not the longest game out there and not much to do after it’s over but there’s a bit of replay value.

Verdict

A serviceable action adventure that fails to live up to its lofty ambition but is nevertheless quite entertaining.

7.8

out of 10

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Game Review: Fire Emblem – Path of Radiance (GC)

09 Wednesday Mar 2011

Posted by roseredprince in Game Reviews

≈ 4 Comments

Tags

Ashnard, Elincia, Fire Emblem, Fire Emblem - Path of Radiance, Gamecube, Greil, Ike, Intelligent Systems, Mist, Nintendo, RPG, Soren, strategy, Titania

I like Ike. In fact I like him more than I thought. This is the second Fire Emblem game I’ve reviewed and it’s the second time Path of Radiance has been mentioned on my blog. In the Top 100 Games 2011 post it was listed as my 41st favourite game with a score of 9.3 out of 10. I did mention in that post that the positions of each game and their respective score was changeable and that’s exactly what’s happened here. This is only the second time I’ve played Path of Radiance and I very often  feel that a single playthrough of a game is not always enough to gauge how good it is. The real indicator here was that I played this game immediately after The Legend of Zelda – Oracle of Ages, which has a score of 9.4. I’m happy with that score but of the two games I know which one I enjoyed playing more.

In 2005 Fire Emblem – Path of Radiance became the first home-console game in the long-running series to be released in the UK. Set on the continent of Tellius it tells the story of the Greil Mercenaries and Ike, the blue-haired son of the group’s commander, Greil, one of the most capable fighting men in the world. As the protagonist Ike starts out wet behind the ears, inexperienced in combat but determined to one day match his father’s prowess. In the early stages of the game he learns how to be a mercenery by joining in with a handful of jobs. Ike learns the ropes at the same pace we do. Aside from dealing with the odd brigand Crimea, the country where the mercenaries are based seems peaceful enough for a while until the straight-talking, tactically-minded mage Soren returns from studying in the country’s capital to deliver news that neighbouring Daein has invaded. While deciding what to do they encounter some Daien forces and unwittingly rescue Princess Elincia, the only surviving member of the Crimean royal family whose very existence was previously kept secret. Deciding to aid the princess they escort her to Gallia, home of the beast tribes where even more perils await. After a few twists I won’t spoil Ike finds himself travelling with Elincia on a long road to liberate Crimea.

It’s a superb story. Most fantasy games don’t get the kind of mature, well written narrative we’re treated to in Path of Radiance. Not bogged down by an overemphasis on magic, grotesque monsters or depressing darkness Path of Radiance presents a twisting, thought-provoking tale that deals with politics, class, racism and equality and balances the heavier aspects of its plot with a bright, colourful visual style and a healthy smattering of humour. The story is handled almost entirely by dialogue scenes with static charcter art and text boxes but the writing is so subtle and intelligent that even this slightly simplistic approach manages to be deeply immersive. Said character art is hand-drawn and absolutely lovely lending every character real personality and style to compliment their dialogue. The whole setup is backed up by a lovely, varied musical score that weaves a breezy sense of adventure one minute and a palapable atmosphere of peril and tension the next. There are a few CG cut scenes complete with reasonable voice acting but although they’re beautfiully animated they’re few and far between. That said, it’s utterly absorbing and you will really care about the large cast of characters.

 

The character speaking appears brighter on screen.

Which makes the gameplay all the more intense. As I mentioned in my Shadow Dragon review the Fire Emblem series is famous for its inclusion of permanent character death. If one of your allies falls in battle they are gone forever and there is no way to revive them short of reloading you last save. This forces the player to play cautiously and think very strategically as they navigate their units round the 3D top-down maps engaging with foes. One reason why there are so many charcters to enlist throughout the game is to accommodate for the prospect of losing a significant number of characters. Since you can only use a limited number in each quest, usually no more than twelve, you will build up a surplus of charcters unless you have a habit of losing them. Of course one quirk of permanent charcter death is that there’s no way for the script to know who is still alive at any time which means most of the characters will be largely absent from the main story’s important scenes. It’s no good if Rolf has something critically important to contribute to the plot of chapter twenty-one if he died in chapter thirteen you see. For this reason some characters are better developed than others but although the less important figures don’t show up in the story much they do get little skits of their own to let you get to know them either through support conversations, which actually benefit you in the field or in optional conversations accessible in the game’s base menu.

And what a great cast of characters they are. The Greil Mercenaries, including Boyd, Oscar, Rolf, Soren, Shinon, Gatrie, Rhys, Mist, Greil and Ike are an immensely likeable bunch and they gain a huge number of equally charismatic allies from Mia the feisty female Myrmidon to Makalov the lovable gambling waster. They do, of course, all belong to their own class of fighter with their own strangths and weaknesses and designated weapons, for instance, Boyd the Fighter uses axes while Gatrie the Knight favours lances and Rhys the priest heals allies with staves. By ganining experience they can all level up and eventually change classes and sometimes gain the ability to fight with different weapons. This is nothing new to the series but one thing that is new is the laguz units. The people of Tellius are divided into human beorc and the shape-shifting laguz who appear human normally but can shift into animal forms including cats, tigers, hawks and crows and are very powerful indeed. They can’t maintain these dangerous forms indefinitely however, unless they use certain stat-reducing equipment and a gague counts down until they automatically shift back into their vulnerable humanoid forms. The laguz units add a whole new layer to the already very deep strategy and provide the story with one of its most interesting aspects. Laguz and beorc don’t traditionally get on, the latter routinely referring to the former as ‘sub-human’, fearing anf hating them and sometimes even enslaving them. Needless to say the laguz don’t take kindly to such treatment and certain characters, namely female cat Lethe are never shy to express their intense dislike for the beorc and regard them as weak. There’s tension between characters even within your own army and several people definitely go on an ethical journey through the game’s sub-plots.

 

Blue squares show Ike's movement range, yellow, his attack range.

But that’s only half the story. The tight strategy gameplay is just about the most addictive and satisfying of any game I’ve ever played a feat Intelligent Systems achieved by giving you a strong sense of constant progress. The game is completely linear divided into twenty-nine chapters with no variation. To begin with the progress is divided into story sections and the mission itself with the base menu becoming available after a few chapters. From here you can get stuck into the nitty-gritty of micromanagement by outfitting your army with weapons and items, up to four of each, assigning new skills or awarding bonus experience as well as engaging in support conversations. Once you’re happy with your preparations you can proceed through some more story until you get to the map and the game proper. This was the first Fire Emblem game to feature 3D maps and charcter models and on the whole they’re well-presented and colourful although the character models look very angular and ugly if the camera ever zooms in. The various in game themes inject a sense of atmosphere and urgency. In each chapter you will have a specific objective, usually to rout the enemy or defeat the boss but sometimes you’ll be required to defend a space for a set number of turns or have all your units escape from the map. The turns are organised in up to four phases, first the player phase where you move and attack, second comes the partner phase when any yellow-computer-controlled partner units that are present make themselevs known fighting for your cause. Next comes the enemy phase and finally the other phase if applicable, both computer-controlled, obviously. Most of the time it will just be player and enemy phases making up the turns as the other two only crop up occasionally as the chapter demands. In the player phase you command your units one by one moving them around the grid and engaging and defeating foes or healing allies. It’s packed with depth and once you’ve got to grips with everything you’ll be considering which are the best units to fight which enemies and choosing the right weapon, attacking enemies from a distance with ranged weapons, exploiting weapon advantages, making use of charcter abilities, considering terrain advantages, visiting houses to gain items, opening treasure chest and stealing items from enemies with theives, recruiting new allies and rescuing units in peril.

Path of Radiance introduces a number of new features to the series such as the prospect of gaining bonus experience. The scenarios of some quests encourage you to avoid attacking certain enemy units, for example in one map as well as the Daein Army you’ll face off against some local vigilantes. Leave them alone and you’ll gain bonus experience that can be redeemed in the base menu with any unit you choose. It’s completely optional but adds another layer of depth. Then there are support conversations, not a new feature but done a bit differently here. Each unit has a number of other predetermined units it can have support conversations with. Have a given unit fight alongside compatible units enough and you can watch said conversations in the base menu thus increasing their support relationship. Units with support relationship can give each other a stat boost when standing within a few spaces of each other in battle. It’s a welcome feature but not one you necessarily notice an advantage from, the same goes for a unit’s biorhythm which is supposed to influence their performance but is a bit of a mystery.

 

Boyd faces off against a fellow axe-wileding Fighter.

When units fight it’s not always to the death, instead they will trade one blow each with damage done according to the strength stat of the attacker and their equipped weapon and the defending unit’s defence stat. If one unit’s stat for speed is high enough compared to the other they will get a second attack in the bout which can make a world of difference. Further to that both contesting units will have a percentage value for their chances to land a hit based on their various opposing stats and also a percentage chance to land a three-times-as-powerful critical hit. Before attacking you can view a window listing the damge each unit will do and whether either can attack twice as well as both percentages effectively giving you a good idea of how the battle will go. Fights play out on a seperate screen with much more detailed character models as they exchange blows. It’s not as pretty as the hand-drawn sprites of the past and many players will choose to switch off the battle animations in favour of the more basic equivalent shown on the map screen to save time but they add a sense of reality to the game.

If a unit fights in a battle but doesn’t land a hit they gain a single experience point, hit the enemy and they got a fair few, around fifteen or more, achieve a kill and they earn upwards of forty points, sometime a hundred for defeating a boss. Units level up each time they gain a hundred experience points, increasing their stats randomly and change class after levelling up at level twenty. In addition to this each unit has a letter grade for thier skill with their appropriate weapons from the lowest E to the highest S which dictates what kind of specific weapons they can use, each individual type within each weapon class has a designated class, for example Iron Swords are E class while Silver Swords are A class and only units of that class or better can equip them. Units can improve their weapon class by using that weapon lots of times.

 

Ike and Mist's deceased mother in a CG cut scene.

Levelling-up your units is a constant and steady process and therefore immensely satisfying. Building up a strong army and mopping up waves of enemies and benfiting from the experience as an addictive process and there is an immense level of enjoyment to be had with meticulously organising your team. It’s a cerebral affair that demands careful strategy and thought with every move.

Such is the way of the Fire Emblem series but what makes Path of Radiance stand out so much? Well apart from the riveting story there’s Ike. He is by far the best hero in the series, charismatic and likeable but still an underdog who goes on a emotional journey through the plot remaining strong throughout. Putting it simply he’s just very, very cool and one of the best units in the game. The supporting cast stand head and shoulders against their equivalents in other games in the series too. It’s also incredibly long, this recent playthrough took me more than forty hours to complete. More than anything though it’s just an immensely rewarding game to immerse yourself in. Every aspect of the game’s design combines to give you a mesmerising experience that will make you want to spend all your free time doing nothing else. It’s not perfect, there are some rough edges, if you lose a valuable unit through a lapse in organisation you’ll be forced to resent and retread maybe an hour of progress which is a big pain and perhaps most pertinently it’s not the kind of title you can get the most out of unless you’re a hardcore gamer but those quibbles aside Fire Emblem – Path of Radiance is a rich and massively entertaining experience. Oh, but the Wii sequel Radiant Dawn is better.

Presentation – 8

Superlative writing and a crisp appearence make for a highly satisfactory package but more could be done to smooth out the details.

Gameplay – 9

The most compulsory kind of addictive gameplay that is constantly rewarding but despite comprehensive tutorials could prove dauntingly complex.

Graphics – 7

Very pretty on the whole but textures and character models can appear bland. The use of colour is nice though.

Sound – 8

A rousing and varied soundtrack is complemented by a creditable array of sound effects.

Difficulty – 9

Punishing unless you’re careful. Finite experience limits grinding.

Longevity – 10

Absolutely massive. One playthrough takes forty hours with plenty of replay value.

Verdict

A quite magnificent strategy RPG experience that blends incredibly addictive gameplay with an involving story to brilliant effect. It won’t be for everyone and there are pitfalls but fans of the genre and particularly the series owe it to themselves to dive in and experience the rich, rewarding ride.

9.5

out of 10

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