The number seven is kind of a big deal both inside and out of the gaming world. It's the number of sages in Ocarina of Time, the number of (arguably) the most popular Final Fantasy iteration, the number associated with James Bond and it's just all around considered by many to be a lucky number- so, yeah, a huge deal.
But I'm starting to think that this dastardly digit gets a little bit too much love. I adore Ocarina of Time, James Bond and FF VII as much as the next person who likes obviously awesome things, but let's take a step back and ask ourselves: how helpful is the number seven when we see it as a review score? EXACTLY! Whatever you said, I blindly agree because you must have said what I expected you to- and the answer for all of you out there scratching your heads is... well, it's not very telling at all when it comes to making a decision to purchase a game or not. As a matter of fact, I like to think of seven as the purgatory of review numbers. "Well, it's probably not as good as you'd like it to be... BUT IT'S NOT BAD! NO SIRRR!"
Now, I wouldn't be a proper video game reviewer if I didn't admit that, yes, the score holds very little weight in comparison to the actual words, thoughts and overall feelings that go into a review. Yes, believe it or not, all of those words before the number isn't just icing on the cake- it is the cake! *insert cake is a lie reference here and then get over Portal* I'd go so far as to say the number is the fork you eat the cake with, because if you like the cake enough, you're going to eat that sucker with your bare hands regardless. Unfortunately, (and I've been guilty of this before) sometimes readers don't want to take the time to read the whole article or any of it at all. They want the quick fix- the easy way out and there's nothing a few pesky paragraphs are going to do to stop them! After ferociously scrolling down and feverishly scanning an article's end, the number is forever implanted into the mind of the curious gamer. Forever having the innocence of preconceived notions taken from the brain. It can be quite an ugly sight indeed as we've seen in the case of Duke Nukem: Forever- keyboards flying into monitors and such.
But the only thing worse than seeing your most anticipated game get a bad score is to see it get a seven. I mean, what do you do with that, right? On one end, you have an eight. A fairly hopeful number that denotes a title with more than just a few redeemable qualities. A game that receives an eight is usually one that's worth buying if you were already interested. On the opposite end of the spectrum, we have the number six. A number that promises nothing to hyped-up gamers who expect everything. Basically, when a game gets a six it might be good enough to rent if you've really been looking forward to it(anything below is most likely a train wreck), but I feel like a six is a failing score in the minds of most.
To put these two scores that are separated by a mere number into perspective, I'll throw out a few titles that received Metacritic ratings in these ranges.
A few titles that received around a score of eight include:
Sunsent Overdrive(82)
Monster Hunter 3 Ultimate(83)
Star Ocean: Till the End of Time(80)
Donkey Kong: Tropical Freeze(83)
I'd like to think that most of these games are looked at in a positive light with Monster Hunter being an ultra-popular francise in Japan, Sunset Overdrive being an XBone exclusive that has received positive praise, Star Ocean being a fairly classic JRPG on a console filled with titles of the like and Tropical Freeze being considered by most to be a successful addition to the DK franchise. Again, these statements are opinionated, of course, and some people probably hate these titles, but here are the games that scored around a six.
Sonic: Lost World(63)
Pac-Man and the Ghostly Adventures(Wii U, 58)
Final Fantasy VII: Dirge of Cerberus(57)
Pure Chess(61)
That's right, a chess video game beat out a a game that had "Final Fantasy VII in the title." What has this world come to? Now, the scores only reflect the words that were written in the review, but this brings me to the number seven. If games from these two number groupings can be so different in quality and depth what does this say about the number smack dab in the middle of it all? That's right... nothing. Well, okay, it says more than nothing, but in the end it's not much more than "well... it wasn't a complete failure, but it definitely wasn't great. It doesn't let you down to the point of frustration and it doesn't keep you interested for a considerable amount of time. It just...is."
Again, I'd like to point out that the number is absolutely not the most important part of a review-not even close. But, as I've said earlier, not everyone takes the time of day to read what us reviewers have to say, taking away only a number as a sign of everything that's right or wrong with the title it sits so seemingly innocent beneath. The main point is to always read the review. But the super duper main point is not to take review scores so seriously. After all, what's a number when a rental is only a car ride and a few bucks away? The number seven might say next to nothing, but a rental will tell you everything you need to know.
Ever since I played Street Fighter IV on the 3DS, I've felt a strong sense of unease when it comes to fighting games' presence on handhelds. To put a genre that is characterized by precise button pushes, knee-jerk reactions and a general bias toward competitive play on such a... fun-loving system, seems foreign to say the least. Not to mention the close quarters button layout and circle pad are hardly conducive to the quick and calculated movements required by such games. In this, Nintendo faced its biggest challenge with the newest Super Smash Bros.
I say biggest when really I should be saying only. You see, for all three of you who don't know what I'm talking about, Super Smash Bros. is a largely popular fighting game franchise that has a character roster made up of Nintendo's most recognizable icons. It's the Avengers of video games if you will and a title that has significantly grown since the N64 era. Its gameplay is simple enough and has players taking control of their favorite characters to knock their opponents off of a Nintendo-themed stage in a sort of king-of-the-hill style fighting game. Saying this game sells like hot cakes would be giving hot cakes way too much credit. So, next time you see a hot cake stand, say "Hey, those delicious hot cakes are selling faster than the newest Smash Bros."!
Regardless of that possibly over-exaggerated intro, "Super Smash Bros. for the 3DS" managed to take the difficult task of putting such a beloved franchise in the palms of our hands and successfully recreated the familiar experience most of us have come to cherish.
Fighting is still the ferociously goofy back and forth it has always been with more items, characters and stages than ever. Every now and then a finger slips and you might hit the wrong button or the circle pad might not be as smooth as you'd like, but the general feel of the game isn't lost due to this. In fact, the controls hold up much better than what I had expected after hearing the game was coming to the successful handheld. Again, it's not the same experience as using a separate controller, but one you'll feel at home with after playing for an hour or two-and this is coming from someone who demands to play with a Gamecube controller.
It's like all the old men of gaming came here just to punch each other in the face!
If SSB for the 3DS could only be commended for one thing though, it would have to be the vast amounts of content put into such a small cartridge. Not only have familiar modes like multi-man smash and home run contest returned, but new ways to play have been brought to the table as well, the most notable of which is Smash Run. In Smash Run, players will choose a fighter and run around an enemy infested world for five minutes to collect the most powerups he or she can. These powerups boost anything from your attacks to even your jumping ability. The engaging part of this mode is the types of enemies you'll run into along the way. Bad guys from a slew of Nintendo's franchises will make appearances here and do their best to beat you down. At one point I was fighting a Goomba, Gastly from Pokemon and a Redead from Zelda. When the five minutes are up, you and three other contestants will compete in some way or another by way of foot race, battle or team battle from what I've seen. The winners pull in loot like trophies, gold and custom moves(which I'll explain later). Although Smash Run might not appeal to the most hardened smashers, it is one hell of a melting pot for everything Nintendo. I mean, if Smash Bros. itself wasn't enough of a fanservice, Smash Run really drives home that point and will have you saying "Wasn't that the dude from..." every step of the way.
Some of the other new modes include Trophy Rush and Target Blast which have you hitting a giant bomb into numerous floating targets. To be honest, this mode feels like a bit of an Angry Birds ripoff, but it's fun for a few hours nonetheless.
You know... for all of you who dreamed about fighting a giant Goomba with Fox McCloud.
Now, the big draw to Smash Bros. is the basic fighting mode. Although each iteration offers new modes and we love getting that content, chances are, we're not going to be playing that years later. For most of us, the only thing we'll care about in 2018 when the next Smash is announced, is the one-on-ones, free-for-alls and team battles. However, even in this familiar game option, we have quite a bit of freshness. There are now 49 characters to choose from(10 more than its predecessor), 15 of which are newcomers. Being someone who usually plays one or two characters when the newest Smash releases, I was pleasantly surprised to have my attention torn between no less than 10 characters at a time. The fighters span from gaming's biggest icons with Mega Man, Pac Man and Sonic to newer additions such as Pokemon X and Y's Greninja and Fire Emblem: Awakening's Robin, so this Smash certainly isn't short on variety. Unfortunately, some Brawl fighters and even a Melee veteran failed to make the return. Wolf, Snake, Ice Climbers, Lucas, Squirtle and Ivysaur were the unlucky few to get the axe, but might be seen as DLC if Nintendo's decision to release downloadable racer and stage packs are any indication of Smash Bros.' future. Last, but not least, players can create their very own Mii Fighters. These fighters come in 3 varieties and have the same look as the Miis Nintendo fans familiarized themselves with at the start of the Wii's life cycle. This'll give players a chance to really be a part of the battle. However, one of my biggest gripes with the roster comes from the inclusion of these silly little lookalikes.
I understand how it might be interesting to see yourself or your friends or, heck, Elijah Wood as Nintendo showcased in the Mii Fighters reveal, fighting against Nintendo's biggest names, but(to me at least) it feels cheap and out of place. In a game where Nintendo's most lovable characters come together, Miis seem too bland. This is by no means a knock to the idea of Miis mind you. It was a great inclusion that made the Nintendo experience a much more personal one for fans of all ages. But when you have colorful, memorable, beloved icons like Mario, Pikachu and Samus filling the screen at all times, a stick figure-like version of myself is the last thing I want to see on the screen!
Starting roster for the game. Not too shabby although it seems like too many characters to begin with.
However, the Miis inclusion does bring about a new way to play standard smash battles and that is the customization option. Enabling customization in a match allows Mii fighters to be used and grants all of the fighters an arsenal of moves they didn't normally have. Keep in mind, customizations can only be used while playing with friends, so serious smashers won't have to worry about these custom moves and Miis messing with the game's original feel. I can't commend this enough because not only does it give you more to unlock as custom moves are not automatically received, but it gives everybody a more personal way to play their character. When I found out Mega Man's custom moves were taken straight from other robot masters, my face lit up with joy. To give a few examples, Mario gets a fast fireball that shoots straight, Link gets a giant bomb and Mega Man gets a shuriken to replace the normal metal blade. Familiar characters and newcomers alike are granted a total of 16 optional abilities that can be switched out at will through use of the customization option.
It's in this that Super Smash Bros. for the 3DS and Wii U really separates itself from the rest of the titles. While it might not be everybody's top priority to unlock all of the custom moves, the choice to spice up battles(the meat and potatoes of Smash) in a whole new way is one most people will accept with open arms. However, this additions to how you fight comes at the loss where you fight as Brawl's stage builder mode has been cut from the game. While unfortunate, I do understand the decision as the characters in Smash and how they perform far outweighs the stages.
Speaking of Brawl, one thing many people wanted from SSB4 was a fully functioning online option, something the franchises's third iteration sorely struggled with. If you've played Brawl, you know what I mean. The online not only lagged every chance it got, but had insanely limited options to boot. Thankfully our cries for better online matches have not gone unnoticed-at least...kind of. While one-on-one matches run smoothly for the most part, team battle and free-for-alls do suffer from lag spikes and input delays. Granted, it's an upgrade- but one that doesn't quite feel up to snuff. The real upgrade comes from the amount of activities you can do while online. A betting option will allow players to exponentially raise the amount of gold they have by predicting the outcome of multiple match types. Gold aside, the mode is just plain addictive and has me screaming at my tiny 3DS screen for hours on end when I want to take a break from battles. Conquest mode also gets players involved by pitting fighters against each other on a global scale. For example, the first conquest mode I took part in was Mega Man vs. Mario. Every now and then when I played Mega Man online a banner would momentarily appear on the top of the screen that indicated I was in a conquest match. If I won the match I would receive points toward Mega Man's(my favorite!) overall global rating. During the few days the conquest is up a pie chart shows you how well the two fighters are performing against each other in different parts of the world. While it doesn't win you anything, it is nice to know that the many battles we do is part of a bigger project.
In what world does Mario beat Mega Man?! None, I tell you. None!
There is also a "For Fun" mode and a "For Glory" when it comes to online matches. Basically, if you're the kind of smasher who wants to see the whackiest combination of items and stages and don't care about winning or losing, play For Fun. If you want to be the very best there ever was... and don't care about all the cool new items and stages that can result in your premature demise, play For Glory.
Overall, Super Smash Bros. is an elusive creature that is only seen once with each console release. There's a lot on the line! We want the best experience possible with the most amount of content the game will allow. A fair request from impatient Nintendo fans, no? Super Smash Bros. for the 3DS delivers the new content, creates a better online presence and adds to a roster that was already almost 40 characters large! These enhancements will not go unnoticed by interested buyers, and even though Smash Bros. for the Wii U is coming out in less than two months this handheld title does make for a suitable placeholder. I'll admit, it's not perfect. The controls can become a bit crowded, the online can inexplicably lag and maybe one of your favorite characters still didn't make it into the roster(Damn, you Nintendo! When will Isaac get his time in the sun?!), but it still offers the same experience we've come to expect and love and managed to add a few memorable staples. That's a win in my book. Now excuse me while I get my ass handed to me by some random nine-year old Japanese girl playing Jigglypuff. You know, the one with the pink bow tie on the back of her head.
Super Smash Bros. gets an 8.5 out of 10. who can say no to portable falcon punches?
Hype is a powerful force. It fuels heated conversation, foretells joy, excitement, greatness and ushers consumers toward a purchase like moths to the flame. But how often does it mislead the masses and fail to produce on the promises it created in all of the confusion? Some might argue more often than not. One thing's for sure though; nobody wants to play a game that feels nothing like what the countless trailers and gameplay clips showcased. In that, hype can be a dangerous beast where hoards of fans create their hopes and dreams only to be disappointed after a game is firmly within their grasp.
It is with extreme pleasure and utmost disbelief that I tell you Hyper Light Drifter, the new action RPG from Indie developer Heart Machine, does not fall victim to this issue.
I just want to go on the record and let you know that I say disbelief because I have been burned by the hype train more times than I'd like to admit, and there's nothing worse than waiting years for a game only to have it crumble right before your eyes. I'd be lying if I said I didn't fall for the same old song and dance when I saw the first Hyper Light Drifter trailer. But thank the heavens this time it's the real deal! I don't think my little heart could have taken that kind of pain again...
The drifter uses an assortment of weapons to assure safe travels.
This title has been compared to a lot ranging from "Legend of Zelda: A Link to the Past" to "Diablo" with the art direction reminiscent of Studio Ghibli's "Nausicaa: of the Valley of the Wind" - comparisons anybody would be giddy to make. But I'm here to say it completely creates it's own immersive, unique feel with the use of gameplay, aesthetics, music and anything else that might make up a video game.
HLD starts off quickly with a title screen that transitions directly into all the fast-paced sword slicey, trigger-happy action seen in the trailers. There is no overarching story to follow or characters that we struggle to remember the names of. It's just smooth, intuitive gameplay from the get go, which feels remarkably personal in its own subtle way. This isn't to say there will be no story, as Heart Machine has given background on the plot, but the playable preview throws you right into the mix collecting weapons, exploring secret passages and figuring out enemy attack patterns.
Movement feels natural and comes in two varieties: walking or a kind of burst dashing that accelerates the protagonist, or "Drifter", with rhythmically timed button pushes. I still haven't fully figured out the dash mechanic, but must say it is a nice way to flank enemies when the numbers aren't quite in your favor. It's also worth mentioning that as the game boots up a message appears to inform players that the game is best played with a controller rather than mouse and keyboard. I played with both and fully agree that the controller feels superior, but both options work just fine. Shooting guns, swordplay and rolling grenades all come as easily as moving. This ease of use allows the players to focus more on the intricate enemy design and environment and less on how to effectively combat foes.
Heart Machine's art department really steals the shows from other indie developers as the pixel art in HLD brings the ever-popular 16-bit style to near perfection. Ornate designs on stony surfaces tell a story with our imagination, enemies spring to life with a snarl and the drifter begs you to closely travel alongside in the adventure without saying a word; all with the use of tiny, perfectly placed squares! SNES eat your heart out.
Breathtaking doesn't even begin to describe this silently, dangerous world. Calming, yet volatile to a t.
Now, keep in mind, I do realize the irony in this preview being that it is, well... just a preview and one that might build on the hype HLD has already established- but, trust me, it is well deserved. Hyper Light Drifter looks to be everything we could want and then some with a few surprises on top of that.
For anybody interested, the game can be preordered here and the preview that comes with the $25 preorder will be available until Oct. 30. Official release is set for a 2015 as the game was fully funded through it's kickstarter Oct. 12. "Hyper Light Drifter" will be available for PC, PlayStation 4, PlayStation Vita, Ouya, Xbox One and Wii U, and If the kicksterter raises $1,000,000, an SNES "demake" will also be created.
*Note*: Theatrhythm veterans may want to jump to the article's 10th paragraph
Out of all the wonderful traits the Final Fantasy series brings to the gaming world, its music is quite arguably its most influential. From the menacing beats of "Final Fantasy VII's" "One-Winged Angel" to "Final Fantasy V's" carefree "Mambo de Chocobo," the franchise has always used an emotion-rich soundtrack to seat players closely to each installments' protagonists.
While "Theatrhythm Final Fantasy: Curtain Call" might not be the first to use these songs to create a rhythm game that draws in series fans, it is certainly the title that did it best.
Curtain Call is the second(and last Theatrhythm according to producer Ichiro Hazama) to grace the Nintendo 3DS screen, as the first title dropped in 2012 to mark "Final Fantasy's" 25th anniversary. The premise is simple enough as it has the player assemble a team of their four favorite FF characters in order to collect enough "rhythmia" to stop the evil forces of Chaos, a villain who made his debut in the Dissidia franchise. The only way to earn this mysterious power comes from playing and beating the songs in the game, which originate from well-known FF titles like "Final Fantasy VII" all the way to lesser-known iterations like *gasp* "Final Fantasy Mystic Quest."
Songs are played by tapping the screen with a stylus to the beat of each song and on-screen indicators will tell you how to groove. Either you will perform a tap, slide or hold the stylus to the screen. After you understand and are comfortable with the basics of performing the actions, you can start effortlessly collecting rhythmia. Even if you're not that great, players of all skill levels can join in as basic, advanced and ultimate difficulties cater to all skill levels while still engaging each crowd.
Not only does rhythmia help you rid the world of evil, but it also allows you to level up your characters, obtain rare items and unlock more songs and characters. It's basically a big game of win-win situations as not only are the songs incredible and a blast to play, but they give you the tools to make your experience infinitely more enjoyable.
The more you level up characters, the more enemies you're able to defeat in each song which yields better item drops. These items act the same as they would in any FF game as they can heal, teach abilities to and multiply experience for your characters. It's a nearly never-ending cycle of entertainment as even when your characters reach level 99 they can have their level reset in exchange for more points to equip better abilities. If that's not good enough for you, the option to throw together a new team of all-stars to level up is a great way to experience the game in a new way.
Not since Kingdom Hearts have I been this excited to see Squall and Cloud on the same screen.
However, even if the combat becomes stale, players are still able to experience songs in two other ways. Songs are broken up into three categories: battle music sequence, or BMS, is the most common and has the player squaring off against recognizable baddies. Event music sequences show cutscenes of the game the song represents and are the rarest in the game, and field music sequences show one character in the party traversing FF terrains, gaining speed and finding treasure the better the song is performed. BMS and FMS yield treasure, rhythmia and experience wile EMS only gives the latter two.
In this, Theatrhythm creates a sturdy base that will keep players furiously tapping their screens for hours. Curtain Call, however, takes this addictive idea and takes it miles further. Not only does it bring more songs, enemies, items, playable characters, environments and general content to the table, but it adds a much needed wi-fi multiplayer feature and quest mode. Wi-fi mode is great as it allows Curtain Call tappers from across the globe to face off with their best teams and exchange information. It also allows players to give each other "inherited" maps which can be then played in the single player portion.
Moogles will occasionally bring you treasure in FMS mode, kupo!
This brings up quest mode. In quest mode, the same four-man squads will travel across a map populated by different songs to eventually beat a final boss. The maps vary in size, difficulty and rarity of treasure drops. So, if you found a map that had you fighting a specific type of enemy that dropped a rare item, you could then transfer the same map to a friend who was in desperate need of said item. This is a great way to bring together players not only for competitive, but cooperative reasons as well.
*Theatrhythm veterans can start reading here*
Without spoiling too many of the game's surprises, there is a ton packed into this $40 game. Theatrhythmers(I had to try) can customize their team, abilities, online profile and even the sound their taps make when they touch the screen. So much was upgraded from the first installment that it's very obvious Square Enix listened to the fans when they made Curtain Call. Songs can even be played differently as the title offers the use of the buttons, joystick and left shoulder button without having to switch any type of control settings. There's a one-handed mode for players bold enough to text and tap! No idea was left on the cutting board for this one!
All returning players will be happy to know that there are several more characters to choose from and almost three times the amount of songs there was in the first game(more than 70 to more than 220). The only downside to this is that some DLC songs from the original Theatrhythm come free in this game , so it will leave a somewhat sour taste in the mouth of those who potentially ponied up an additional $40 in the original game only to realize the exclusive songs they bought now come at no extra charge. DLC options have also expanded in this game as there has already been 50 songs and 7 characters released to Japan so far. There are even songs from outside of Final Fantasy as the Romancing Saga series has received four.
You're never safe in the cold, harsh world of online Theatrhythming!
The only somewhat complaint I could muster up is that songs are somewhat quiet coming out of the 3DS's speakers when there is any type of outside noise. This can make accurate tapping a bit of a pain, but nothing that a pair of headphones can't solve.
Bottom line is, if you've never touched this franchise, download the demo and give it a try. If you like it to any degree, you'll love it in its entirety.If you owned the first and liked it, you probably already have it and agree with most of if not all that I've written. If not, for the love of Mog go pick it up! This is the complete and total fanservice package from Square Enix. Don't let it pass you up!
This game get a solid 9.5 out of 10. All of the magic, mystery and intrique from Final Fantasy wrapped up in a neat, soulful, little package.
Developer Human Head Studios aptly named their latest third-person shooter "Minimum" for both its simplistic aesthetics and familiar gameplay, and although we live in a time where pixel-perfect graphics and involved storylines reign supreme, this PC title aims to prove that sometimes less is more.
With character models reminiscent of sketching dummies and the same old point and click mechanics we've all grown up with, "Minimum" heavily relies on an unfamiliar game mode and an engaging crafting system to draw players in. The game mode, named "Titan mode", will have teams escorting a giant to their enemies' base. Along the way you will have to balance your time between fighting enemies, taking down the opposing titan, upgrading armor and farming titan resources called "creeps." Now this is where the game turns into somewhat of a MOBA. Not surprising considering how popular the genre has become. The part in a match where teams must farm these titan energy sources is commonly referred to as the "creep farming" phase and has players scrambling to blast away as many of these critters as possible. Human Head Studios also took a page out of the Harry Potter series and created a golden creep that spawns during each farming phase. This unique animal, while not winning you the game, does reward you with far more titan resources than the regular creep. The combination of frantic animals running about on the screen and the advantage that destroying them gives each team makes for quite an exhilarating experience that adds a unique layer to an otherwise simple game.
Titans are the big guys and creeps are the little ones by their feet. Any questions?
However, as creep farming does merit the game some uniqueness, it also gives way to some insanely one-sided matches. To explain creep farming further, the basic premise is the more creep resources, or "souls" as I have brutally come to call them, each team collects the harder the titans are to take down. So, if team A collects 10 creep souls and Team Snicklefrits collects 34, Team Snicklefrits will have a beast of a titan on their side. This means that Team A will have to compensate by upgrading their armor and weapons. If they don't, skill alone will determine very little as far as the victory goes. It's not a huge deal, but it does get very aggravating to play on a team who thinks they're playing death match mode and refuses to farm creeps. Players will also get shot and stabbed in the back quite a bit during the important creep phase as their attention is heavily divided. Needless to say, the creep phase makes for an exciting game aspect that can result in back stabbing, overpowered titans or overpowered players.
Players can upgrade their armor by collecting crystals from fallen foes, creeps and titans. The nice thing about "Minimum" armor is that there are multiple designs that benefit the player in different ways. An armor piece called "berserker leggings" gives the player a boost to damage but also makes the player take more damage. "Knight leggings" give the player a buff to melee attacks. The better players do in matches, the more resource points they receive outside the match where they can buy blueprints to different armor pieces. This way, every player can play the game how they prefer and will only receive the means to make that armor in each match by how well they perform. It's a brilliant way to keep over leveled players from destroying "Minimum" newcomers as they will need to prove their skill in order to obtain what they created. Despite this, players who have played longer will have an advantage, but nothing too overboard. Weapons will also have unlockable blueprints. This will have players coming back for days, unlocking their most cherished combination of goodies to create the ultimate loadout.
Double samurai swords? This guy's got a Ph.D. in baddassery.
Titan mode and the unlockables are the driving force behind this game though, and although it makes for a more than enjoyable experience the rest of "Minimum" is just above passable. The game's music is nothing to write home about but at least adds personality to the cubic worlds. The aesthetic gives off a subtle Lego vibe that some will love and others will hate. The whole blocky look is popular right now, so it has that going for it, but it can be difficult for games to make their own. "Minimum" lies somewhere between successful use of simple graphics and "been there, done that,"
Gameplay variety comes in the form of team death match and a "wave mode" that pits players against fire fighters and dinosaurs. While the modes are fun and let you enjoy more fun with your friends, the true draw of "Minimum" comes from Titan mode. Everything else is the same version of almost every other shooter you've played before, except less unique. Lastly, I must say the themed maps offered in the game are pretty creative, but there needs to be more! This is one case where the developers took the game's name too far.
"Minimum" will set you back $10 on Steam, which is more than fair considering the amount of fun you'll be having. Just remember to invite some friends and don't expect too much from anything except Titan mode. If you take the game for what it is, you'll be smiling every second.
"Minimum" gets a 7.5 out of 10. It's not bringing anything new to the table, but for $10 dollars, fun is all you'll need.
It's quite possible that the Nintendo 64 is the most nostalgia-filled console I've ever owned. After all, it was the first system I could actually call my own as the Super Nintendo I put so much time on actually belonged to my brother. It's where I set up a firm base that would hold my love of all game genres including, but not limited to, adventure, shooter, fighter, flight simulator, sports, puzzle, RPG and even "first-person rail simulation" game... whatever that means. Regardless of all the games I played and the genres they were, these are my top 5 most memorable games of the Nintendo 64.
Warning: The games on my list will most likely conflict with the childhood memories you have come to know and love. Despite not liking the same games as you remember, I do not hate your childhood. We're all on the same team here and can collectively agree that the N64 was an amazing system. Reader discretion is advised.
#5 Bomber Man 64
This action-adventure title was one of the first I ever played in my life, and although it pains me to say it barely edged out the likes of "Super Mario 64," a title many people have come to cherish. But this game really had everything. Kick ass boss fights, player customization, multiplayer battles, replayability, interesting level design and a mysterious antihero who would keep you guessing friend or foe to the game's end. As a seven-year-old I was blown away. I had never even played Bomber Man's original game and only knew as much about it as my brother could tell me, but I didn't care. From start to finish this game had me smiling.
I remember walking around stages and looking for secrets for hours. I also remember the more frustrating times when the calming sense of exploration turned into a stressful test of skill to quickly bounce from well-placed bomb to the next in order to obtain those little secrets- grumbling to myself how stupidly impossible the task was. But hey, what's a good game without a little challenge? In the end, the game taught me how to enjoy the pain of working hard in order to to obtain a few collectibles. Not to mention the sigh of relief and feeling of accomplishment when it was all over. The aspect I remember most though was the boss fights lurking at the end of each stage. Some bosses were massive monsters in the same vein as Zelda, but the ones I really loved were the colored humanoids sent as hired guns sent to defeat Bomber Man. Each of them had their own cheesy remark with matching personality, complete with their own fighting style. Let me tell you, as a kid who grew up watching Dragonball Z and the likes, I found this incredible. I can even remember to this day beating the first form of the final boss, knocking him off the stage only to have him rise back up, say "playtime is over" and merge with his helpful robot into his final form. If I was to tell you I wasn't comparing him to Frieza, it would be a damnable lie.
#4 Pokemon Snap
One of the most memorable games of my life and first I can say I was wholeheartedly addicted to was Pokemon Red. After spending so much time watching the show before and after school and beating the game, I was a fan for life. So much, in fact, that I would go so far as to play a game centered around photography of all things to satisfy my love of everything pocket monsters.
I know what a lot of you are thinking right now. "B-but Austin, why didn't you just play the totally amazeballs game Pokemon Stadium?" Well random internet commentor, I did. And you speak true, the game was indeed amazeballs. I mean, 3D renderings and ways to collect more 'mons? I would be crazy to turn that down! But there was just something special I can't quite put my finger on when it comes to "Pokemon Snap." It could be the imaginative environments, the solemn soundtrack, the playful animations or just the fact that I got to chuck fruit at wild pokemon, but there was something unique about that photography simulator that I really haven't felt since.
In the end, I think it was simply the way "Snap" created this very tangible world out of nothing more than a TV show and grossly popular 2D Gameboy game. Sure, "Pokemon Stadium" had me back in the ring battling with my favorite team on a bigger screen, but "Pokemon Snap" put me in the world of Pokemon. It was an experience I would forever hold with me as I played future titles in the series and one that enriched the overall feel of those games. However, I would like to pose one question. When did Professor Oak get the right to critique photography? I mean, did he have a minor in photography? It seemed a little fishy to me, but I guess I'll let it slide for all the times I pelted Mew with apples- a guilty pleasure of mine.
#3 Legend of Zelda: Ocarina of Time
I know, I know... "Big surprise!" Zelda fan or not, the majority of people who have played this game most likely found it enjoyable. I mean, OoT has been called one of the best games of all time and rightfully so. Music, gameplay, enemy design, fluid controls(remarkable considering the controller being used), storyline, puzzles. I can go on and on and on, but for the sake of you all and the fact that we've heard it a million times before, I won't.
For me, OoT is all about the timing in my life that made it special. My brother religiously played the original Zelda and "A Link to the Past" from the time I could watch a game and understand what I was seeing. I loved seeing him battle bosses, unlock weapons and ultimately save Hyrule. But when I finally got my hands on OoT for a console that was my own, it was both an incredibly exciting, but nerve-racking moment for me. Link was this legendary hero who had already done so much in his time, and my brother had been there every step of the way. But I was still new to actually playing the game. Sure, I had played the other games when my brother was watching and made sure I didn't get him killed, but this time I was on my own. I had my own save file and played all by myself. Not exactly the peak of responsibility in a young boy's life, but a pretty big deal to eight-year-old me!
But when Navi flew into Link's house and desperately tried to wake him up, let me tell you how happy I was when I found out he was only a kid; just like me! It got me all the more excited to pick up the controller and start the adventure. Even if OoT wasn't considered by many to be the strongest Zelda installment, it would still be my most memorable experience with Link and a truly great introduction to the universe.
#2 Jet Force Gemini
I want to preface this entry by letting you know that I was not introduced to Star Fox 64 until the Gamecube days. For that reason alone, I put Jet Force Gemini here instead.
After going back and watching some gameplay videos on this, I'm not sure I would like this as much as I did, but back in the day this game was an absolute blast. It was my first real introduction to a sci-fi game and put me onto this strange planet getting into firefights with ant-like humanoids and saving friendly koala bear natives that could have been long lost relatives of Ewoks. Not only that, but it had me collecting strange guns that would assist me in my travels.
Each gun came with its own sense of badassery and players could shoot off their enemies' heads to collect. And here I was thinking that collecting gold skulltulas was awesome. In hindsight, I'm not exactly sure how this game was able to get away with a "Teen" rating, but I'm glad it did. The multiplayer had my friends and I talking trash to each other daily and gave me something to do when I completed the storyline. "Jet Force Gemini" was the first third-person shooter I ever played and even though I had just as much fun with "Duke Nukem" and "Goldeneye," this game has stuck the closest to my heart. However, if I had to choose one aspect about it that stands out the most, I would have to say it was the soundtrack. In a world filled with giant ants and furry little Ewok wannabes, an eerie OST is a must and "Jet Force Gemini" delivered on that in spades.
#1 Super Smash Bros.
If I was talking trash to my friends with Jet Force Gemini this game took that to a whole new level. Ever since the first time I laid eyes on the unforgettable "Super Smash Bros." commercial that had Nintendo's most iconic characters beating each other up to the whimsical tune of "So Happy Together" by The Turtles I was hooked.
There's honestly nothing to dislike about anything that's going on here.
At that point in my life I had played "Super Mario World" and was introduced to Yoshi, was acquainted with Donkey Kong through "Donkey Kong Country" and had seen more than my fair share of Pikachu. The only thing I hadn't really seen was all of them brought together to make one of the most thrilling fighting/platformers this side of the sun. The funny part was that I never even owned the game. Every time my family took a Blockbuster trip I'd rent this bad boy, pop it in the second I got home and forgot about the outer world for the rest of the week. Between fighting level 9 computers, eating breakfast, taking on the infamous Master Hand, going to school, challenging friends to stock matches, eating dinner and perfecting my break the targets times, I didn't have time for much of anything else and I didn't care.
As much as I love the series as a whole, the original Super Smash Bros. has always stuck with me for the upbeat soundtrack, over-the-top smashes, rich stages and creative characters. It created my love for multiplayer and fighting games, but more than anything it cemented the already present admiration I had for Nintendo. It even got me curious about other Nintendo titles I didn't know much about *cough cough* Earthbound and Kirby *cough cough*. I have lost and regained interest in many of the other games and their iterations on this list, but I have always had a love for the Super Smash Bros. series, and I would venture to say it's because of the incredibly memorable time I spent with the original.
It turns out there are few experiences in gaming that are more enjoyable than beating up a big, goofy ape with a small, electric rodent. At least, in my opinion.
Honorable Mentions:
Super Mario 64- "So long, me Bowsie!"
Duke Nukem- Because kickin' ass and chewin' bubble gum is fun for all ages. My mom didn't know any better when she bought this one for me.
Goldeneye- If you played Oddjob in multiplayer, you were known as "that guy" among your friends. On a side note, this game did not age well at all.
Pokemon Stadium- Is it bad that the mini games are just as memorable to me as the battling?
Star Fox 64- Some of the best "so bad it's good" dialogue that gaming has ever seen. "Can't let you do that, Star Fox!"
The term "video game" can be used to describe a vast array of titles and genres, and for no two people does the definition bring the exact same thoughts to mind. But for anybody who takes the time to play Investigate North's massively multiplayer story, "Cloud Chamber," the term might just become a little hazier.
"Cloud Chamber" is a strange take on a mystery thriller and leans more toward a movie as the only interactive aspect comes from posting thoughts and opinions about the story that is being told. The story is the "game's" most important and interesting aspect and has the distinct aroma of a sci-fi drama the likes of which might be featured on the Syfy channel. Video clips, pictures and text entries are placed and interconnected throughout ten different levels and used to drive the story forward and create a sense of mystery as the player doesn't always receive them in chronological order. After every entry, players have the option to post about what they think the information means and how the story will unfold from that point on. Other "Cloud Chamber" investigators will then like or dislike the comment and discuss the topic further. Awards are then given to players based on the amounts of likes they've had, having the most likes in a single comment and just having insightful posts. So, in a sense, whoever is the most interesting theorist that can present those theories in a social media friendly way will be the best... er.... cloud chamberer. That's where "Cloud Chamber" starts and ends.
Looks like a solar system simulator, but I promise you it's not.
Unlike other mystery games such as "Myst," "Professor Layton" or "Carmen Sandiego," where the player must find clues, question suspects and make decisions, CC is purely based off of the community's opinions alone. This is both incredibly freeing and insanely limiting all at the same time. It's nice to be able to just talk about what my thoughts are and what I think is going to happen in the story, but games are supposed to be interactive, not just a journal of your thoughts and emotions! I struggle to use the word game because the experience feels more like a weekly book club.
The worst part is that in order to unlock more information on the story, players are forced to comment and get likes. After enough comments are made and enough likes obtained, more of the story becomes available. There's a huge problem right there. The plot is the best part of the entire experience. It's the main draw to CC, and without it there's only peoples' comments and other peoples' validation of those comments. If I wanted to play a game like that, I'd sit on Facebook all day and count how many times people liked the memes and kitten pictures I waste my time sharing every day(an average of 87 likes each day FYI). This theory-heavy, must comment mentality will be a difficult hurdle for many people to get over. Not everybody is going to find the story intriguing enough to post about with strangers online. Hell, some people won't care how entrancing the story is, they'll just get to the first clip and lose interest all together. In this, "Cloud Chamber" will lose much of the gaming population because it's not really, well, a game.
This is mostly due to the fact that video games usually aren't successful unless they have strong gameplay elements. Besides posting and liking comments, which I'm not sure qualifies as full-blown gameplay, the only interaction the player has with "Cloud Chamber" is clicking on entries and enlarging text documents so they can be read. This makes for a very shallow experience, as far as games are concerned, and one that will leave most people looking to PLAY a video game begging for more. That's not to say it ruins itself for the people who do accept CC for its minimalist take on gaming.
Production value in "Cloud Chamber" was quite impressive as both actors, music and general feel all combine to keep commentators busy. The actors played their parts admirably and have appeared in shows and movies ranging from "Casino Royale" to hit HBO show "Game of Thrones." CC's soundtrack adds to the story's cryptic vibe and meshes well with one of the main characters' background as he plays an underground DJ who has a musical gift that could unlock the mystery of an interstellar signal. Like I said, if you love anything science fiction, the story will be right up your alley. However, it might be a better idea to invest in a Netflix subscription and watch the Star Trek seasons to satisfy your space-loving appetite as the price drops in at $20 on Steam.
Cloud Chamber is a "game" that makes me feel like a child in a bad way(and yes, I know how ironic this is), because of how impatient I get when playing it. I want to control something other than my thoughts and ability to click a mouse and type. I want to rescue a princess, get chased by the cops and even put multicolored bricks next to each other like an architect with a mad case of OCD. Either way, I want to feel like I'm doing something more than watching a show and posting about my thoughts on Facebook only to hope for a massive amounts of likes so I can unlock more in said game.
Must... resist urge... to troll...
Look, I know we're in the midst of a very internet-obsessed, always connected, streaming everything, "I hope everybody likes my comment" "check out the 1,023,946 ALS ice bucket challenge" generation-but it doesn't work for everything. "Cloud Chamber" is strong proof of that. It has a colorful cast of characters played by more than competent actors, a strange plot that has viewers scratching their heads and a soundtrack to wonderfully complement the whole thing, but I just don't feel like I'm "playing" anything. I'm watching, hearing, thinking and analyzing, but there's no physical interaction. That truth gets in the way of the gaming experience.
Maybe I'm just stuck in the past or possibly too dense to appreciate the story for what it is, but "Cloud Chamber" would greatly benefit from a few well placed puzzles or questioning segments in the same vain as "L.A. Noire." For those of you who care only about a games' storyline, give this one a try. If you play games to... well, play games, don't bother picking this one up.